コード例 #1
0
    def interact(self, player):
        """
        A method that controls what the story character says or does to the player character; controls the interaction
        ...

        Parameters
        ----------
        :param player: represents user
        :type player: player.character
        """
        if player.story_tracker <= 10:
            p("""THE END IS HERE!
            YOU CANNOT STOP THIS!
            MY MINION WILL SLAY YOU""")
            opponent = enemy(25, "Drakthor's Minon")
            winner = player.battle(opponent)
            time.sleep(2)
            if winner == player.name:
                p("""Well done against my minion, maybe I underestimated you...")
                HE IS HERE!!
                DRAGONTHOR!
                DRAGONTHOR:
                LETS TEST MY NEW STRENGTH ON YOU""")
                opponent = enemy(35, "DRAGONTHOR")
                winner = player.battle(opponent)
                time.sleep(2)
                if winner == player.name:
                    p("""Thank you for playing.
                    Hope you enjoyed this game
                    By Diljeet Jagpal""")
                    player.story_tracker = 11
                else:
                    p("YOU DO NOT STAND A CHANGE AGAINST THE MIGHTY DRAKTHOR")
            else:
                p("YOU DO NOT STAND A CHANGE AGAINST THE MIGHTY DRAKTHOR")
コード例 #2
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    def setEnemyList(self):

        if (self.getLevelStart()):

            for i in range(0, self.getECount()):

                e = enemy.enemy()

                self.enemyList.append(e)

                if i == 100: break

            if (self.getLevelNo() % 5 == 0 and self.getLevelNo() > 0):

                if (self.getLevelNo() % 5 == 0):
                    for i in range(0, int(self.getLevelNo() / 5)):

                        boss = enemy.enemy()
                        boss.setWidth(boss.enemySizes[1])
                        boss.setHeight(boss.enemySizes[1])
                        boss.setStyle(2)
                        boss.setHP(100)
                        self.enemyList.append(boss)
                        self.setECount(self.getECount() + 1)

                        if i == 30: break

            self.setLevelStart(False)
コード例 #3
0
def level2(key_x, key_y, enemy_list, score, bg):
    state = 'retry'
    while state == 'retry':
        enemy_list = [enemy(315, 515, 535), enemy(270, 510, 275)]
        score1, state = Game(display, enemy_list, block_list, key_x, key_y,
                             score, bg)
        if state == 'retry':
            score1 = 0
            score_screen(display, score)
    score = score1
    return score
コード例 #4
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    def makeLevel(self):
        counter = 0
        xSpot = 16
        ySpot = 16
        for x in self.design:
            for y in x:
                if y is '#':
                    self.boxes.append(
                        sprites.sprites('Obstacles/box.png', (xSpot, ySpot)))
                    self.boxGroup.add(self.boxes[counter])
                    counter += 1
                elif y is 'X':
                    self.enemies.append(
                        enemy.enemy('Enemies/slime.png', (xSpot, ySpot),
                                    self.boxes))
                #this shouldn't be here:
                #bosses take have their own entire level, and theres only one of them
                #no need to waste time checking for them among a bunch of enemies
                '''
				elif y is 'O':
					self.enemies.append(boss.boss('Enemies/orc.png', (xSpot, ySpot), self.boxes))
				'''
                xSpot += 48
            xSpot = 0
            ySpot += 58
        #Reset counters to iterate through again -- this time for spawning enemies.
        #(Obstacles list must be passed in for each enemy.)
        #Leaving this in case something breaks
        """
コード例 #5
0
ファイル: game.py プロジェクト: Chiu-Huang/MIS3640
 def launchBattle(self, enemyNpc, lD):
     #self.boxMessage("The battle is joined!")
     result = self.myBattle.fightBattle(self,
                                        enemy.enemy(enemyNpc.name,
                                                    lD), self.gameBoard,
                                        enemyNpc.images, self.myHero.images)
     #result = self.myBattle.fightBattle(self, enemy.enemy(enemyNpc.name, lD), self.gameBoard )
     if result == 'escaped':  # escaped from battle
         return False
     elif result == 'died':  # died in battle
         self.gameOver()
     elif result == 'won':  # won battle
         for item in self.myMenu.displayChest(self.getLoot(enemyNpc.name),
                                              'Enemy Loot'):
             msg = self.myHero.getItem(item)
             self.Ticker.tick(30)
             self.textMessage(msg)
         self.myHero.notchKill()
         # final boss
         if enemyNpc.name == 'Garden Badger':
             self.Director.advanceQuest(0)
             if self.Director.getQuestStatus(0) == 3:
                 self.boxMessage(
                     "Finished off those garden badgers, did ya? Garden Variety is more like it!"
                 )
         elif enemyNpc.name == 'Skeleton King':
             self.Director.setEvent(11)
         return True
コード例 #6
0
    def startup(self):
        #method for starting Game state stuff
        print('Starting Up Game State...')

        #set the next state, defaults to the transition state
        self.next = self.previousState.targetState

        #initialize the player
        self.player1 = player.player(self.window.windowSize)
        self.playerProjectiles = []

        #initialize the camera
        #self.camera1 = camera('basicCamera', self.levelWidth, self.levelHeight)

        #initialize enemies
        self.enemies = []
        numberEnemies = 5
        for i in range(0, numberEnemies):
            self.enemies.append(
                enemy.enemy(self.window.windowSize[0],
                            self.window.windowSize[1]))
        pass

        #initialize entities object list
        self.entities = []
コード例 #7
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    def run(self, already_run):
        """Begin running the game"""
        if (not already_run):
            pass
        
        self.clock.tick()
        while self.no_exit:
            #print "updating..."
            self.frame += 1
            probability = 50+(self.myshop.sharkconvo.debt/1000)
            if probability < 1:
                probability = 1
            print "probability is ", probability
            if self.frame%probability==0:
                self.enemies.append(enemy())
            if self.frame >= 900:
                self.levelactive = False
                self.frame = 0
            if (self.levelactive):
                self.handle_events()
                self.update()
                self.draw()
                pygame.display.flip()
            else:
                self.myshop.activate(self.screen, self.money + 2500)
                self.money = 0
                self.levelactive = True

            self.frametime = float(self.clock.tick(60))
コード例 #8
0
    def interact(self, player):
        """
        A method that controls what the story character says or does to the player character; controls the interaction
        ...

        Parameters
        ----------
        :param player: represents user
        :type player: player.character
        """
        if player.story_tracker <= 8:
            p("""You DARE come to my lair...
            BIG MISTAKE!""")
            opponent = enemy(20, "Sion")
            winner = player.battle(opponent)
            time.sleep(2)
            if winner == player.name:
                player.story_tracker = 9
                p("""WHO ARE YOU???
                I will leave Queen Rachel alone...
                Just please dont hurt me anymore...""")
            else:
                p("""DRAKTHOR WILL DRINK THE BLOOD OF HIS ENEMIES
                I SHALL FEAST BY HIS SIDE""")
        elif player.story_tracker > 8:
            p("I wil do whatever you want...")
コード例 #9
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def level4(key_x, key_y, enemy_list, score, bg):
    state = 'retry'
    while state == 'retry':
        enemy_list = [
            enemy(315, 465, 535),
            enemy(750, 900, 430),
            enemy(310, 460, 320),
            enemy(0, 150, 210)
        ]
        score1, state = Game(display, enemy_list, block_list, key_x, key_y,
                             score, bg)
        if state == 'retry':
            score1 = 0
            score_screen(display, score)
    score = score1
    return score
コード例 #10
0
def level3(key_x, key_y, enemy_list, score, bg):
    state = 'retry'
    while state == 'retry':
        enemy_list = [
            enemy(0, 170, 450),
            enemy(770, 900, 450),
            enemy(0, 260, 290),
            enemy(620, 900, 290)
        ]
        score1, state = Game(display, enemy_list, block_list, key_x, key_y,
                             score, bg)
        if state == 'retry':
            score1 = 0
            score_screen(display, score)
    score = score1
    return score
コード例 #11
0
    def interact(self, player):
        """
        A method that controls what the story character says or does to the player character; controls the interaction
        ...

        Parameters
        ----------
        :param player: represents user
        :type player: player.character
        """
        if player.story_tracker <= 5:
            p("""SSSSSSSSsssssssssssssssssssssso you thinksss you can take my goldssss...
            thinkssss AGAIN!""")
            opponent = enemy(10, "Serpant Queen")
            winner = player.battle(opponent)
            time.sleep(2)
            if winner == player.name:
                player.story_tracker = 6
                p("""SSSssuch power...
                Get AWAY FROM ME!
                Drakthor will give me power...
                You will SSSSssseeeee....""")
                player.add_item(earls_gold)
            else:
                p("""So...
                PATHETIC""")
        elif player.story_tracker > 5:
            p("""You got your gold...
            What do you want from me...""")
コード例 #12
0
    def interact(self, player):
        """
        A method that controls what the story character says or does to the player character; controls the interaction
        ...

        Parameters
        ----------
        :param player: represents user
        :type player: player.character
        """
        if player.story_tracker <= 3:
            p("""You better have brought me some sheep...
            I guess you will have to do""")
            opponent = enemy(5, "Wolfernius")
            winner = player.battle(opponent)
            time.sleep(2)
            if winner == player.name:
                player.story_tracker = 4
                p("""You win, I will stop taking your sheep... 
                But if you think it ends here... HAH...
                Dark times are coming...
                When Drakthor takes final form...
                I will be back ... *cough*""")
            else:
                p("""HA!...
                YOU THOUGHT YOU COULD DEFEAT ME...""")
        elif player.story_tracker > 3:
            p("""You win, I will stop taking your sheep... 
            But if you think it ends here... HAH...
            Dark times are coming...
            When Drakthor takes final form...
            I will be back ... *cough*""")
コード例 #13
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 def test7(self):
     # Test exp gain
     x = self.p1.EXP
     y = self.p1.level
     self.e2 = enemy(100)
     self.p1.exp_gain(self.e2)
     self.assertGreater(self.p1.EXP,x)
     self.assertEqual(self.p1.level, y + 1)
コード例 #14
0
def level8(key_x, key_y, enemy_list, score, bg):
    state = 'retry'
    while state == 'retry':
        enemy_list = [
            enemy(315, 465, 160),
            enemy(15, 150, 450),
            enemy(585, 800, 450),
            enemy(30, 230, 275),
            enemy(600, 800, 275)
        ]
        score1, state = Game(display, enemy_list, block_list, key_x, key_y,
                             score, bg)
        if state == 'retry':
            score1 = 0
            score_screen(display, score)
    score = score1
    return score
コード例 #15
0
def level5(key_x, key_y, enemy_list, score, bg):
    state = 'retry'
    while state == 'retry':
        enemy_list = [
            enemy(315, 465, 535),
            enemy(750, 900, 420),
            enemy(150, 300, 300),
            enemy(495, 695, 300),
            enemy(361, 511, 200)
        ]
        score1, state = Game(display, enemy_list, block_list, key_x, key_y,
                             score, bg)
        if state == 'retry':
            score1 = 0
            score_screen(display, score)
    score = score1
    return score
コード例 #16
0
def level6(key_x, key_y, enemy_list, score, bg):
    state = 'retry'
    while state == 'retry':
        enemy_list = [
            enemy(430, 580, 535),
            enemy(0, 182, 323),
            enemy(640, 890, 395),
            enemy(545, 645, 237),
            enemy(230, 380, 237)
        ]
        score1, state = Game(display, enemy_list, block_list, key_x, key_y,
                             score, bg)
        if state == 'retry':
            score1 = 0
            score_screen(display, score)
    score = score1
    return score
コード例 #17
0
def generate_enemys():
	names_list=os.listdir('./')
	enemys=[]
	for f in names_list:
		e=enemy.enemy(f,35)
		enemys.append(e)

	return enemys
コード例 #18
0
def main():
    # тикер отрисовки кадров
    clock = pygame.time.Clock()
    # настройки окна
    pygame.display.set_caption(c.GAME_NAME)

    # игровое меню
    intro_font = pygame.font.Font(None, 72)
    a.game_intro(intro_font)

    BG = a.load_image("bg.jpg")

    # очки
    points_font = pygame.font.Font(None, 36)
    point = po.points(points_font)
    # игровой персонаж
    health_font = pygame.font.Font(None, 72)
    man = p.player((800 - 130) / 2, 375, 70, 70, health_font)
    # враги
    viruses = pygame.sprite.Group()
    viruses.add(e.enemy(900, 390, 150, 150, viruses))

    # основной цикл
    while c.runing:

        clock.tick(c.FPS)

        for i in pygame.event.get():
            if i.type == pygame.QUIT:
                runing = False
                break

        # враги
        for virus in viruses:
            virus.move()
            point.up(virus.get_points())

        # столкновение
        if pygame.sprite.spritecollide(man, viruses, False):
            man.wound()

        # управление
        keys = pygame.key.get_pressed()

        if keys[pygame.K_ESCAPE]:
            c.runing = False
            break

        # анализ движения
        man.move(keys)

        # прыжки
        man.jump(keys)

        a.re_draw_window(BG, man, point, viruses)

        # если перса убили, конец игры
        man.kill(intro_font, point, viruses)
コード例 #19
0
    def newEnemy(self, x):
        xInit = (random.randint(1, 20)) * 5 * -1
        if x % 2 == 0:
            xInit = self.screen_width + (x + 1) * 5

        e = enemy(pygame, xInit, self.screen_height - 102, 64, 64, 450,
                  assets(pygame).getEnemy())
        e.vel = random.randint(1, 4) * self.dificultyMultiplier
        return e
コード例 #20
0
def generate(n):
    哥布林 = []
    史萊姆 = []
    怪物 = []
    魔王 = []
    for i in range(1, n + 1):
        史萊姆.append(enemy.enemy('史萊姆', '無', i))
        史萊姆.append(enemy.enemy('史萊姆', '無', i))
        哥布林.append(enemy.enemy('哥布林', '男', i))
        哥布林.append(enemy.enemy('哥布林', '男', i))
    魔王.append(enemy.devil('L王', '男', 10))
    魔王.append(enemy.devil('O王', '男', 20))
    魔王.append(enemy.devil('S王', '男', 30))
    魔王.append(enemy.devil('E王', '男', 40))
    魔王.append(enemy.devil('R王', '男', 50))
    魔王.append(enemy.devil('LOSER王', '男', 60))
    en = [史萊姆, 哥布林, 魔王]
    return en
コード例 #21
0
def enter():
    global sky, ground, rsky, rground, rev_state, stage_term, stamp, H, E, phase
    global ground_x, ground_y, sky_x, sky_y
    global fev
    global stage_start_time, stage_state
    global E_appear_speed, E_appear_time_ratio, Emax
    global hit
    global shake, up_key_on, down_key_on, left_key_on, right_key_on
    global dash_dir  # 1: 상 10: 하 100: 좌 1000: 우
    global cur_score
    global Item, Item_last_create_time, Item_create_time
    global skill_inv, slot
    global selection

    skill.lock = load_image('../Pics/locked.png')
    rev_state = False
    ground_x, ground_y = 200, 100
    sky_x, sky_y = 200, 100
    shake = shaking()
    sky = load_image('../Pics/sky_background.png')
    rsky = load_image('../R_Pics/sky_background.png')
    ground = load_image('../Pics/ground_map.png')
    rground = load_image('../R_Pics/ground_map.png')
    hit = load_image('../Pics/hit_effect.png')
    slot = load_image('../Pics/skill_slot.png')
    stage_term = load_image('../Pics/vacant_bar.png')
    stamp = load_image('../Pics/hero_stamp.png')
    fev = fever()
    skill_inv = [
        skill.Thunder(random.randint(0 + 150, 800 - 150)),
        skill.Barrier(),
        skill.Shout()
    ]
    selection = 0

    E_appear_speed = 0.5  #몬스터 출현 속도
    E_appear_time_ratio = 1  #몬스터 출현 속도 증가량
    Emax = 10  #몬스터 최대 출현 수
    stage_start_time = time.time()  #스테이지 시작 시간
    stage_state = stage_start

    up_key_on, down_key_on, left_key_on, right_key_on = False, False, False, False

    H = [hero.hero()]

    E = [enemy.enemy(H[-1], H[-1])]

    Item = []
    Item_last_create_time = time.time()
    Item_create_time = 1

    cur_score = number(0)

    phase = [phrase(stage_state)]
コード例 #22
0
ファイル: main.py プロジェクト: lilnate22/cupidsshuffle
 def __init__(self):
     pygame.init()
     pygame.mixer.init()
     self.screen = pygame.display.set_mode((700, 700), 0, 32)
     self.clock = pygame.time.Clock()
     self.player = player.Player(700, 700)
     self.Food = food.Food()
     self.Girl = girl.girl()
     self.Enemy = enemy.enemy()
     self.font = pygame.font.SysFont("freesansbold.ttf", 40)
     pygame.display.set_caption("Cupid Shuffle")
     self.go = pygame.mixer.Sound(os.path.join(os.getcwd(), "gameover.aiff"))
コード例 #23
0
ファイル: room.py プロジェクト: neon-vu/Polyhack
    def explore_room(self):
        print("\nThis is a room!")
        if (self.combat):
            print("ENTERING COMBAT")
            mob = enemy.enemy(self.level)
            print(mob.get_name())
            if (not combat_handler.do_combat(mob, self.player)):
                return False

        self.output_move_options()
        input = getInput()
        input_num = self.sanitize_input(input)
        return self.explore_next_room(input_num)
コード例 #24
0
ファイル: board.py プロジェクト: ayush-agr/Bomberman_Game
def put_enemy():
    i=0
    while i<no_of_enemy:
        if i%2==0:
            a=random.randint(4,19)
            b=random.randint(1,19)
            y=4+4*(a-1)
            x=2+2*(b-1)
        else:
            a=random.randint(1,19)
            b=random.randint(4,19)
            y=4+4*(a-1)
            x=2+2*(b-1)
        if arr[x][y]==' ' and arr[x+1][y+3]==' ':
            enemy_objs.append(enemy(x,y,i%4+1,0))
            i+=1
    for obj in enemy_objs:
        obj.place_enemy()    
コード例 #25
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def level9(key_x, key_y, enemy_list, score, bg):
    state = 'retry'
    while state == 'retry':
        enemy_list = [
            enemy(315, 515, 160),
            enemy(515, 815, 535),
            enemy(330, 440, 160),
            enemy(400, 500, 350),
            enemy(215, 350, 450),
            enemy(525, 715, 450),
            enemy(30, 230, 275),
            enemy(600, 800, 275)
        ]
        score1, state = Game(display, enemy_list, block_list, key_x, key_y,
                             score, bg)
        if state == 'retry':
            score1 = 0
            score_screen(display, score)
    score = score1
    return score
コード例 #26
0
def level10(key_x, key_y, enemy_list, score, bg):
    state = 'retry'
    while state == 'retry':
        enemy_list = [
            enemy(15, 115, 450),
            enemy(785, 885, 450),
            enemy(640, 740, 375),
            enemy(130, 230, 375),
            enemy(175, 275, 300),
            enemy(15, 365, 160),
            enemy(535, 880, 160),
            enemy(560, 740, 300)
        ]
        score1, state = Game(display, enemy_list, block_list, key_x, key_y,
                             score, bg)
        if state == 'retry':
            score1 = 0
            score_screen(display, score)
    score = score1
    return score
コード例 #27
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def level7(key_x, key_y, enemy_list, score, bg):
    state = 'retry'
    while state == 'retry':
        enemy_list = [
            enemy(135, 315, 535),
            enemy(135, 315, 535),
            enemy(310, 560, 375),
            enemy(20, 255, 450),
            enemy(315, 415, 200),
            enemy(15, 265, 300),
            enemy(15, 165, 105)
        ]
        score1, state = Game(display, enemy_list, block_list, key_x, key_y,
                             score, bg)
        if state == 'retry':
            score1 = 0
            score_screen(display, score)
    score = score1
    return score
コード例 #28
0
ファイル: game.py プロジェクト: Lyreem/ransack-python
 def launchBattle(self, enemyNpc, lD):
     #self.boxMessage("The battle is joined!")
     result = self.myBattle.fightBattle(self, enemy.enemy(enemyNpc.name, lD), self.gameBoard, enemyNpc.images, self.myHero.images)
     #result = self.myBattle.fightBattle(self, enemy.enemy(enemyNpc.name, lD), self.gameBoard )
     if result == 'escaped': # escaped from battle
         return False
     elif result == 'died': # died in battle
         self.gameOver()
     elif result == 'won': # won battle
         for item in self.myMenu.displayChest( self.getLoot(enemyNpc.name), 'Enemy Loot' ):
             msg = self.myHero.getItem(item)
             self.Ticker.tick(30)
             self.textMessage(msg)
         self.myHero.notchKill()
         # final boss
         if enemyNpc.name == 'Garden Badger':
             self.Director.advanceQuest(0)
             if self.Director.getQuestStatus(0) == 3:
                 self.boxMessage("Finished off those garden badgers, did ya? Garden Variety is more like it!")
         elif enemyNpc.name == 'Skeleton King':
             self.Director.setEvent(11)
         return True
コード例 #29
0
    def interact(self, player):
        """
        A method that controls what the story character says or does to the player character; controls the interaction
        ...

        Parameters
        ----------
        :param player: represents user
        :type player: player.character
        """
        if player.story_tracker == 7:
            p("By Lord Drakthor you shall not pass")
            opponent = enemy(15, "Drakthor's Minion")
            winner = player.battle(opponent)
            time.sleep(2)
            if winner == player.name:
                player.story_tracker = 8
                p("In the end, Drakthor will still remain victorious...")
            else:
                p("YOU DO NOT STAND A CHANGE AGAINST THE MIGHTY DRAKTHOR")
        elif player.story_tracker > 7:
            p("In the end, Drakthor will still remain victorious... **Cough**")
コード例 #30
0
    def __init__(self, width, height):
        self.width, self.height = width, height
        screen = pygame.display.set_mode((width, height))
        rpl_mem = replay_memory()
        counter = 0
        enemy_lists = []
        for i in range(5):
            speed = random.randint(4, 10)
            ene = enemy(width, height, screen, speed)
            enemy_lists.append(ene)
        player = player_agent(screen, width, height, rpl_mem)
        rect = [0, 0, 0, 0]
        reward = Rewards(enemy_lists, rect)

        while 1:
            screen.fill(0)
            for i in range(len(enemy_lists)):
                enemy_lists[i].run_single(rect)
            n_act = player.run_single(rect)
            r = reward.getReward()
            if n_act > 0:  #enough images to observe
                player.set_reward(r)
                player.training()
            pygame.display.flip()
コード例 #31
0
def addEnemy():
    enemy = en.enemy(window, BS, BSI)
    vertical = randint(0, 1)  # generated in the top/down or left/right borders

    if vertical == 0:  # left/right
        posy = randint(1, HEIGHT - 2)
        left_right = randint(0, 1)

        if left_right == 0:
            posx = 1
        else:
            posx = WIDTH - 2

    else:  # top/down
        posx = randint(1, WIDTH - 2)
        top_down = randint(0, 1)

        if top_down == 0:
            posy = 1
        else:
            posy = HEIGHT - 2

    enemy.setPos(posx, posy)
    enemy_list.append(enemy)
コード例 #32
0
#sound.play()
music = pg.mixer.music.load('audio/dvs.mp3')
pg.mixer.music.play(-1)
xin = 50
yin = 585
change = 8
lm = False
rm = False
ls = False
rs = True
jump = False
jump_h = 10
neg = 1
bullet = []
enemy_list = [enemy(0, 350, 370), enemy(290, 640, 270)]
block_list = [[290, 640, 500], [0, 350, 420], [290, 640, 320], [0, 350, 210]]
fall = 1
fall_state = True
health = 10
health_list = []

gameExit = False
while not gameExit:
    clock.tick(24)

    for bullets in bullet:
        if bullets.x > 885 or bullets.x < 15:
            if bullets in bullet:
                bullet.pop(bullet.index(bullets))
コード例 #33
0
    def map_enemies(self, val):
        """
        controls all random battles on all maps
        ...

        Parameters
        ----------
        :param val: numeric element from map matrix, decides possible interactions
        :type val: int

        Return
        ------
        :return True: To inform completion without error
        :type True: Bool
        """
        flt = random(
        )  # Random number to decide how often a random battle should occur
        if flt < 0.3:
            if val == 26:  # Set regions have varying levels of difficulty in terms of enemies
                self.world_map_enemies(enemy(level=1, name=names[1]),
                                       enemy(level=2, name=names[2]),
                                       enemy(level=3, name=names[3]))
            elif val == 27:
                self.world_map_enemies(enemy(level=4, name=names[4]),
                                       enemy(level=5, name=names[5]),
                                       enemy(level=6, name=names[6]))
            elif val == 28:
                self.world_map_enemies(enemy(level=7, name=names[7]),
                                       enemy(level=8, name=names[8]),
                                       enemy(level=9, name=names[9]))
            elif val == 29:
                self.world_map_enemies(enemy(level=10, name=names[10]),
                                       enemy(level=11, name=names[11]),
                                       enemy(level=12, name=names[12]))
            elif val == 30:
                self.world_map_enemies(enemy(level=13, name=names[13]),
                                       enemy(level=14, name=names[14]),
                                       enemy(level=15, name=names[15]))
            elif val == 10:
                pass
            else:  # If battle is not on world map then use enemies dict. to find right strength enemy
                opponent = enemy(level=val - 10, name=names[val - 10])
                self.battle(opponent)

        return True
コード例 #34
0
ファイル: game.py プロジェクト: ollyroo/DungeonCrawler
import pygame
from pygame.locals import *
import sys, text, save, player, minimap, enemy, math, pause
enemy = enemy.enemy('whiteWolf')
clock = pygame.time.Clock()
background = pygame.transform.scale2x(pygame.image.load('UI.png').convert_alpha())
pygame.init()
pygame.display.set_caption('Dungeon Crawler')
pygame.display.set_icon(pygame.image.load('icon.png'))
size = width, height = 672, 378
screen = pygame.display.set_mode(size)
screen.blit(background, (0,0))
pygame.display.update()
chr = player.character("cleric")
textBox = text.textBox()
hotbar = player.hotBar()
bag = player.bag()
bar = player.bar()
regen = False
exit = False
nodeScreen = False
def nothing():
	pass
def hotbarUpdate():
	hotbar.update(mousePosition, hotbar.zero, mouseClick, pressed, pygame.K_0, nothing)
	hotbar.update(mousePosition, hotbar.one, mouseClick, pressed, pygame.K_1, nothing)
	hotbar.update(mousePosition, hotbar.two, mouseClick, pressed, pygame.K_2, nothing)
	hotbar.update(mousePosition, hotbar.three, mouseClick, pressed, pygame.K_3, nothing)
	hotbar.update(mousePosition, hotbar.four, mouseClick, pressed, pygame.K_4, nothing)
	hotbar.update(mousePosition, hotbar.five, mouseClick, pressed, pygame.K_5, nothing)
	hotbar.update(mousePosition, hotbar.six, mouseClick, pressed, pygame.K_6, nothing)