コード例 #1
0
ファイル: main.py プロジェクト: voidnologo/sword-game
SCREENWIDTH, SCREENHEIGHT = (800, 500)
screen = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT), 0, 32)
clock = pygame.time.Clock()
FPS = 24

background = pygame.image.load('images/background.png')
main_character = MainCharacter(0, SCREENHEIGHT - 128, 128, 128, 'images/sword.png')
total_frames = 0

while True:

    process(main_character, FPS, total_frames)

    # <LOGIC>
    main_character.motion(SCREENWIDTH, SCREENHEIGHT)
    Monster.update_all(SCREENWIDTH)
    Projectile.movement()
    # BaseSprite.allsprites.update()  # calls the 'update' method on each sprite
    total_frames += 1

    # </LOGIC>

    # <DRAW>
    screen.blit(background, (0, 0))
    BaseSprite.allsprites.draw(screen)
    Projectile.List.draw(screen)

    pygame.display.flip()
    # </DRAW>

    clock.tick(FPS)
コード例 #2
0
ファイル: engine.py プロジェクト: Gazhole/PyGameRL
def main():

    # Initialise pygame.
    pygame.init()

    # Set up screen.
    screen_width = 800
    screen_height = 640
    screen_surface = pygame.display.set_mode([screen_width, screen_height])

    # Set up sprites:
    SPR_TREE = pygame.image.load('Sprites\\tree.png').convert_alpha()
    SPR_PLAYER = pygame.image.load('Sprites\\player.png').convert_alpha()
    SPR_ORC = pygame.image.load('Sprites\\orc.png').convert_alpha()

    sprites = {"player": SPR_PLAYER, "tree": SPR_TREE, "orc": SPR_ORC}

    # Set up view port constants for the area which will display the game map. HUD dimensions are derived from this.
    view_port_width = 800
    view_port_height = 480
    view_port_x_offset = 0
    view_port_y_offset = 50

    # Calculate a simple map which is double the screen size to test scrolling.
    map_width, map_height = display_to_map(screen_width * 2, screen_height *
                                           2)  # Map size in 16px by 16px tiles

    # Create player and map objects.
    player_stats = StatBlock(h=100, m=0, s=10, d=10)
    player = Player("Player",
                    map_x=randint(1, map_width - 1),
                    map_y=randint(1, map_height - 1),
                    colour=(0, 255, 0),
                    sprite=SPR_PLAYER,
                    stats=player_stats)
    game_map = GameMap(map_width, map_height)  # Create a game map.

    # Create some random noise in the map.
    for x, y in game_map:
        if randint(1, 10) == 1:
            game_map.blocked[x, y] = True

    # List to store all the game entities. Populate with player.
    entities = list()
    entities.append(player)

    # Add some basic monsters.
    for mon in range(10):
        name = "Orc " + str(mon + 1)
        mon_stats = StatBlock(h=10, m=0, s=12, d=8)
        mon = Monster(name,
                      map_x=randint(1, map_width - 1),
                      map_y=randint(1, map_height - 1),
                      colour=(255, 0, 0),
                      game_map=game_map,
                      sprite=SPR_ORC,
                      stats=mon_stats)
        entities.append(mon)

    # Set the first turn as the player.
    current_turn = Turn.player

    # Main game loop.
    running = True
    while running:

        # Create a map chunk for iteration based on the rect boundaries.
        visible_map_chunk = get_visible_map_chunk(player, game_map,
                                                  view_port_width,
                                                  view_port_height)

        # Render the various screen elements. The placement of this determines whether player or enemies movement lag..
        render_all(screen_surface, screen_width, screen_height,
                   view_port_width, view_port_height, view_port_x_offset,
                   view_port_y_offset, game_map, player, entities,
                   visible_map_chunk, sprites)

        # Start Player Turn
        if current_turn == Turn.player:

            # Get inputs and terminate loop if necessary.
            user_input, running = get_inputs(running)

            if not user_input:
                continue  # If no input continue with game loop.

            # Process actions
            else:
                # Process user input and get actions.
                action = handle_keys(user_input)

                # Action categories.
                move = action.get("move")
                quit_game = action.get("quit")

                if quit_game:  # Triggered when ESC key is pressed.
                    running = False

                if move:  # If movement keys are pressed move player.
                    player_map_x, player_map_y = player.get_map_position()
                    dx, dy = move  # Pull relative values from action.

                    # Calculate potential new coordinates
                    destination_x = player_map_x + dx
                    destination_y = player_map_y + dy

                    if not game_map.blocked[
                            destination_x,
                            destination_y]:  # Check if the tiles are walkable.
                        attack_target = get_blocking_entities(
                            entities, destination_x, destination_y
                        )  # Is there a monster at the destination?

                        # if there is an entity at the location...
                        if attack_target:
                            if isinstance(attack_target,
                                          Monster):  # ... and it's a monster
                                player.attack(attack_target)  # Attack it.
                        else:
                            player.move(
                                dx, dy
                            )  # If the cell is empty, move player into it.

            current_turn = Turn.monster  # Set turn state to monster.

        # Start Monster Turn
        if current_turn == Turn.monster:
            # Iterate through all entities.
            for entity in entities:
                if isinstance(entity, Monster):  # If the entity is a Monster
                    # Can the monster see the player (and vice versa).
                    if (entity.map_x, entity.map_y) in visible_map_chunk:
                        if not entity.target:  # If the monster doesn't have a target, set it to the player.
                            entity.target = player

                        # Process monster turn ai
                        entity.take_turn(game_map, entities)

            current_turn = Turn.player  # Set to player's turn again.

    # If the main game loop is broken, quit the game.
    pygame.quit()
コード例 #3
0
ファイル: moves.py プロジェクト: chav-aniket/battle-system
 def use(self, opponent: Monster):
     dmg = self.damageCalc(opponent)
     opponent.take(dmg)
     self.uses -= 1
     return f"{self.owner.name} used {self.name} and dealt {dmg} damage!"
コード例 #4
0
ファイル: moves.py プロジェクト: chav-aniket/battle-system
 def use(self, opponent: Monster):
     dmg = self.damageCalc(opponent)
     opponent.take(dmg)
     reg = self.owner.heal(dmg * 0.65)
     self.uses -= 1
     return f"{self.owner.name} used {self.name} and dealt {dmg} damage!\n{self.owner.name} got healed!"
コード例 #5
0
ファイル: moves.py プロジェクト: chav-aniket/battle-system
 def use(self, opponent: Monster):
     opponent.buff(1, -1)
     self.uses -= 1
     return f"{self.owner.name} used {self.name}, it lowered {opponent.name}'s defence!"
コード例 #6
0
from classes import Agent, Player, Monster
from tracker import Tracker
import os

def printAgents(agents):
    for agent in agents:
        print('{}'.format('-'*40))
        print("{} || HP: {}/{} | AC: {} | Init: {} | Alive: {} | Concious: {} | FDS: {}\n".format(agent.name, agent.current_hp, agent.total_hp, agent.armor_class, agent.init, agent.alive, agent.concious, agent.failed_death_saves))
        print("Active Status Effects: {}".format(agent.status_effects))
        print('{}'.format('-'*40))

p1 = Player('Joshua Weber','Rogue','Dwarf',20,12,3)
p2 = Player('Julie Weber','Paladin','Halfling',30,17,1)
m1 = Monster('Werewolf','Humanoid','x',30,12,2)
players = [p1,p2]
monsters = [m1]
game = Tracker(players,monsters)
printAgents(players)
p1.current_hp -= 8
printAgents(players)
p1.takeDeathSave()
printAgents(players)

print(isinstance(p1, Player))

x = {'a':1, 'b':10, 'c':3}

x.pop('a')

print('{}'.format('-_-'*20))
コード例 #7
0
monsterinfo = {
    'name': 'Bugbear',
    'damageimmunities': [],
    'conditionimmunities': [],
    'challengerating': '1',
    'xp': 200,
    'traits': ['Brute', 'Surprise Attack/2d6'],
    'actions': {
        'morning star': {
            'range': 'melee',
            'attack': 4,
            'reach': 5,
            'target': 'one',
            'hit': '2d8+2',
            'type': 'piercing'
        },
        'javelin': {
            'range': 'ranged',
            'attack': 4,
            'reach': 30,
            'target': 'one',
            'hit': '2d6+2',
            'type': 'piercing'
        }
    },
    'perception': 10
}

monster = Monster(abilities, **monsterinfo)