def runEndGame(): messager.addMessage("You have passed Trigger's gauntlet!") messager.addMessage("You escape into the Net, discovering freedom...") while messager.moreMessages(): messager.nextMessage() libtcod.console_flush() libtcod.console_wait_for_keypress(True) print "I... have quite perished... yet..." exit()
def handleInput(player, key, level): if messager.moreMessages(): return False if inputState == normal: # handleMovement needs to determine if it has a valid command. return handleMovement(player, key, level) elif inputState == inventoryDisplay: return inventoryPager() elif inputState == stateDrop: return dropPrompt(player, key, level) elif inputState == wieldPrompt: return wieldPrompt(player, key, level) elif inputState == wearPrompt: return wearPrompt(player, key, level)
libtcod.console_flush() if not inputValid: continue player.tick() enemiesToRemove = [] #Eliminate old enemies for enemy in entity.enemies: if enemy.dead: enemiesToRemove.append(enemy) x, y, z = enemy.X, enemy.Y, enemy.Z saturnSeven.floor[z][x][y].entity = None player.giveExp(enemy.expvalue) #Need a second loop because iterators get funky if you take things out from underneath them for enemy in enemiesToRemove: if enemy.name == "Trigger": # Endgame util.runEndGame() entity.enemies.remove(enemy) for enemy in entity.enemies: ai.enemyTurn(saturnSeven, player, enemy) if player.dead: messager.addMessage("You die...") while messager.moreMessages(): messager.nextMessage() libtcod.console_flush() libtcod.console_wait_for_keypress(True) # Final release will delete any save files exit()