def conditInput(self, player, input): if input == "ok +1 item": if self.item == "key": player.loot.append(items.Key(self.args[0])) pos[self.room] += 1 return 2 if input == "back": return 1
def __init__(self): super(Alice, self).__init__() self.name = "Alice" self.intro = "'Hey, could you deliver this super-secret message to Bob for me?'" self.dialog = "'I'd give it to Bob myself, but I don't want Eve to know we're communicating.'" self.acceptDialog = "'So you managed to deliver the message without Eve noticing? Thanks!'" self.giveDialog = "'You seem like a trustworthy person. Here, have my public key.'" self.wantedItem = "Reply" self.returnedItem = items.Key()
def __init__(self, y, x): super().__init__(y, x) self.item = items.Key()
def __init__(self, x, y): super().__init__(x, y, [items.Key()]) self.inventory[0].value = 300
def __init__(self, name): self.name = name self.loot = [items.Key("a")] pass
def __init__(self, x, y): super().__init__(x, y, items.Key())
def createRooms(self): meganHouse = self.Room() self.stallmanHouse = self.Room() self.cueballHouse = self.Room() street0_0 = self.Room() street0_1 = self.Room() street0_2 = self.Room() street1_0 = self.Room() street1_2 = self.Room() street2_0 = self.Room() street2_1 = self.Room() street2_2 = self.Room() street2_3 = self.Room() street3_0 = self.Room() street3_1 = self.Room() street3_2 = self.Room() street3_3 = self.Room() street4_1 = self.Room() street4_2 = self.Room() meganHouse.name = "Megan's house" meganHouse.desc = "The entire house is filled waist deep in playpen balls. Megan stands in a corner, throwing balls across the room. She seems to be sorting them by colour." meganHouse.exits.append({"room": street0_0, "localName": "out"}) self.stallmanHouse.name = "Richard Stallman's house" self.stallmanHouse.desc = "" self.stallmanHouse.exits.append({ "room": street0_1, "localName": "out" }) self.stallmanHouse.isLocked = True self.cueballHouse.name = "Cueball's house" self.cueballHouse.desc = "You have finally made it inside. Congratulations!" self.cueballHouse.exits.append({"room": street0_2, "localName": "out"}) self.cueballHouse.isLocked = True street0_0.name = "In front of Megan's house" street0_0.desc = "You stand on the street in front of Megan's house." street0_0.exits.append({"room": meganHouse, "localName": "house"}) street0_0.exits.append({"room": street0_1, "localName": "east"}) street0_0.exits.append({"room": street1_0, "localName": "south"}) street0_1.name = "In front of Stallman's house" street0_1.desc = "You stand on the street in front of Richard Stallman's house." street0_1.exits.append({ "room": self.stallmanHouse, "localName": "house" }) street0_1.exits.append({"room": street0_2, "localName": "east"}) street0_1.exits.append({"room": street0_0, "localName": "west"}) street0_1.items.append(items.Key()) street0_2.name = "In front of Cueball's house" street0_2.desc = "You stand on the street in front of your house." street0_2.exits.append({ "room": self.cueballHouse, "localName": "house" }) street0_2.exits.append({"room": street0_1, "localName": "west"}) street0_2.exits.append({"room": street1_2, "localName": "south"}) self.curRoom = street0_2
room.add_entrance(entrance_name, self._map.boss_room()) # Set flag true to exit loop entrance_added = True break # Break for loop # - Main root = tk.Tk() # Tkinter root object # -- Items # --- Keys # Key to Dracula's crypt draculas_key = items.Key("THE KEY TO THE CRYPT") # --- Weapons weapons = [ items.Weapon("Pointy Stick", 2, 5), items.Weapon("Crowbar", 3, 8), items.Weapon("Molten Cheese", 5, 9), items.Weapon("Boomerang", 10, 15), items.Weapon("Laser Jet Printer", 12, 18), items.Weapon("Red Syringe", 10, 25) ] # --- Armour armour = [