def new_game(): global player, inventory, game_msgs, game_state, dungeon_level, objects o.objects = [] #create object representing the player fighter_component = Fighter(hp=100, defense=1, power=2, xp=0, death_function=player_death) player = o.Object(0, 0, '@', 'player', ltc.white, blocks=True, fighter=fighter_component) player.level = 1 #generate map (at this point it's not drawn to the screen) #dungeon_level = 1 m.make_map() m.initialize_fov() game_state = 'playing' inventory = [] #create the list of game messages and their colors, starts empty game_msgs = [] #a warm welcoming message! message('Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings.', ltc.red) #initial equipment: a dagger equipment_component = Equipment(slot='right hand', power_bonus=2) obj = o.Object(0, 0, '-', 'dagger', ltc.sky, equipment=equipment_component) inventory.append(obj) equipment_component.equip() obj.always_visible = True print "new_game pass"
def load_game(filename="savegame"): file = shelve.open(filename, "r") Game.map = file["map"] Game.objects = file["objects"] Game.player = Game.objects[file["player_index"]] # get index of player in the objects list Game.inventory = file["inventory"] Game.game_msgs = file["game_msgs"] Game.game_state = file["game_state"] Game.stairs = Game.objects[file["stairs_index"]] Game.dungeon_level = file["dungeon_level"] file.close() map.initialize_fov(Game)
def load_game(filename='savegame'): file = shelve.open(filename, 'r') Game.map = file['map'] Game.objects = file['objects'] Game.player = Game.objects[ file['player_index']] #get index of player in the objects list Game.inventory = file['inventory'] Game.game_msgs = file['game_msgs'] Game.game_state = file['game_state'] Game.stairs = Game.objects[file['stairs_index']] Game.dungeon_level = file['dungeon_level'] file.close() map.initialize_fov(Game)
def new_game(): #create object representing the player fighter_component = entities.Fighter(hp=100, defense=3, power=6, xp=0, death_function=entities.player_death) Game.player = entities.Object(data.SCREEN_WIDTH / 2, data.SCREEN_HEIGHT / 2, '@', 'Roguetato', libtcod.white, tilechar=data.TILE_MAGE, blocks=True, fighter=fighter_component) Game.player.level = 1 #generate map (at this point it's not drawn to screen) Game.dungeon_level = 1 map.make_map(Game) map.initialize_fov(Game) Game.game_state = data.STATE_PLAYING Game.inventory = [] #create the list of the game messages and their colors, starts empty Game.player.game_turns = 0 #initial equipment equipment_component = entities.Equipment(slot='wrist', max_hp_bonus=5) obj = entities.Object(0, 0, '-', 'wristguards of the whale', libtcod.gold, equipment=equipment_component) Game.inventory.append(obj) equipment_component.equip(Game) obj.always_visible = True #a warm welcoming message! message('Welcome to MeFightRogues! Good Luck! Don\'t suck!', Game, libtcod.blue)
def new_game(): # create object representing the player fighter_component = entities.Fighter(hp=100, defense=3, power=6, xp=0, death_function=entities.player_death) Game.player = entities.Object( data.SCREEN_WIDTH / 2, data.SCREEN_HEIGHT / 2, "@", "Roguetato", libtcod.white, tilechar=data.TILE_MAGE, blocks=True, fighter=fighter_component, ) Game.player.level = 1 # generate map (at this point it's not drawn to screen) Game.dungeon_level = 1 map.make_map(Game) map.initialize_fov(Game) Game.game_state = data.STATE_PLAYING Game.inventory = [] # create the list of the game messages and their colors, starts empty Game.player.game_turns = 0 # initial equipment equipment_component = entities.Equipment(slot="wrist", max_hp_bonus=5) obj = entities.Object(0, 0, "-", "wristguards of the whale", libtcod.gold, equipment=equipment_component) Game.inventory.append(obj) equipment_component.equip(Game) obj.always_visible = True # a warm welcoming message! message("Welcome to MeFightRogues! Good Luck! Don't suck!", Game, libtcod.blue)