import rpg #------------------------------------------------------------- #set up rooms kitchen = rpg.Room("Kitchen") kitchen.set_description("a dank and dirty room buzzing with flies.") dining_hall = rpg.Room("Dining Hall") dining_hall.set_description("a bare, scruffy room with sparse furniture.") ballroom = rpg.Room("Ballroom") ballroom.set_description("a large, well-lit room.") porch = rpg.Room("Porch") porch.set_description("a small, dank room with a locked door to the garden") conservatory = rpg.Room("Conservatory") conservatory.set_description("a light, airy room overlooking the garden") kitchen.link_room(dining_hall, "south") kitchen.link_room(porch, "east") ballroom.link_room(dining_hall, "east") ballroom.link_room(conservatory, "south") dining_hall.link_room(ballroom, "west") dining_hall.link_room(kitchen, "north") porch.link_room(kitchen, "west") conservatory.link_room(ballroom, "north") #------------------------------------------------------------- #set up characters
import rpg kitchen = rpg.Room("Kitchen") kitchen.set_description("a cute white room where\nount Nilda cooks for my" " family!") dinning_room = rpg.Room("Dinning Room") dinning_room.set_description("an illuminated room,\nwith a cristal " "chandelier and a square glass table" "with two wood cupboards\nthat serve as " "wine cellars :p") living_room = rpg.Room("Living Room") living_room.set_description("a big room, field with\npompous furniture " "and glass doors to the inside" "garden and the pool :)") dinning_room.link_to_room(kitchen, "north") dinning_room.link_to_room(living_room, "east") kitchen.link_to_room(dinning_room, "south") living_room.link_to_room(dinning_room, "west") dave = rpg.Enemy("Dave", "A smelly zombie") dave.set_conversation("Me want brainnnnnsss >:(") dave.set_weakness("dog") dave.set_stolen_item("nothing") catrina = rpg.Friend("Catrina", "A friendly skeleton") catrina.set_conversation("Why hello there!") catrina.set_greetings("Hi, my name is Catrina, it's nice to meet you!")
import rpg """set up rooms""" kitchen = rpg.Room("Kitchen") kitchen.set_description("A dank and dirty room buzzing with flies.") dining_hall = rpg.Room("Dining Hall") dining_hall.set_description( "A large room with ornate golden decorations on each wall.") ball_room = rpg.Room("Ball Room") ball_room.set_description("A vast room with a shiney wooden floor.") """set up room interlinks""" kitchen.link_room(dining_hall, "south") ball_room.link_room(dining_hall, "east") dining_hall.link_room(kitchen, "north") dining_hall.link_room(ball_room, "west") """set up items""" club = rpg.Item("club") club.set_description("a heavy wooden club") dining_hall.set_item(club) bread = rpg.Item("bread") bread.set_description("a loaf of rough milled bread.") kitchen.set_item(bread) cheese = rpg.Item("cheese") cheese.set_description("a large wedge of tasty looking cheese.") ball_room.set_item(cheese) """set up characters""" dave = rpg.Enemy("Dave", "A smelly zombie") dave.set_conversation("Errrrgh, Brains!")
import rpg # the player's backpack backpack = rpg.Backpack() # setup rooms kitchen = rpg.Room("Kitchen") kitchen.set_description("A dank and dirty room buzzing with flies.") dining = rpg.Room("Dining Hall") dining.set_description( "A large room with ornate golden decorations on each wall.") ball = rpg.Room("Ballroom") ball.set_description( "A vast room with a shiny wooden floor. Huge candlesticks guard the entrance.") # setup characters john = rpg.Friend("John", "A nice fellow guarding the door.") john.set_conversation("Hi there. You may not pass through this door.") dave = rpg.Enemy("Dave", "A smelly zombie") dave.set_conversation("Brrlgrh... rgrhl... brains...") dave.set_weakness("knife") # setup items knife = rpg.Item("Knife", "A sharp knife is lying on the table") bag = rpg.Item( "bag", "A small bag, like the ones used to hold coins. Seems to have something inside.")
teddy = rpg.Friend("Teddy", "A small, friendly bear cub, with soft brown fur.") teddy.says["cora"] = ( "This house is haunted... " + "\n" + "Watch out for Lady Cora's ghost! She's angry!" + "\n" + "I don't know why. But don't worry, bright lights " + "scare her.") teddy.says["davos"] = ( "If you want to fight the butler, " + "\n" + "you'll need a weapon with a good long handle.") teddy.says["diamond"] = "You've found Cora's lost diamond! That's splendid!" teddy.says["thanks"] = "Talk to Cora, she wants to say thank you." teddy.says["treasure"] = "Well done! Now have a look at that treasure!" teddy.set_conversation(teddy.says["cora"]) # Rooms kitchen = rpg.Room("Kitchen") kitchen.set_description("A spotlessly clean room, big enough for forty cooks.") kitchen.set_character(davos) dining_hall = rpg.Room("Dining Hall") dining_hall.set_description("A long, high-ceilinged room panelled in oak.") dining_hall.set_character(teddy) ballroom = rpg.Room("Ballroom") ballroom.set_description("A vast room with a shining floor and splendid golden decorations.") ballroom.set_blocked_exit("north", "A whirlwind of icy air throws you back. Cora glares at you.") ballroom.set_character(cora) pantry = rpg.Room("Pantry")
Sets up a string to display the available enemy names for use in advice processing Input: enemies, a dictionary mapping enemy names to enemy objects. Returns: a string suitable for displaying the available enemy names ''' if len(enemies) == 0: # no enemies present return '' enemies_list = 'Choose from: ' for enemy in enemies: enemies_list = enemies_list + enemy + ', ' enemies_list = enemies_list[:-2] + ' ' # remove trailing comma return enemies_list # Set up game rooms, items, enemies and friend # Set up kitchen kitchen = rpg.Room('Kitchen') kitchen.set_description('A dank and dirty room buzzing with flies.') # Set up Dining hall dining_hall = rpg.Room('Dining Hall') dining_hall.set_description('A large room with ornate golden decorations on each wall.') # Set up Ballroom ballroom = rpg.Room('Ballroom') ballroom.set_description('A vast room with a shiny wooden floor. Huge candlesticks guard the entrance.') # Set up bedroom bedroom = rpg.Room('Bedroom') bedroom.set_description('The master bedroom - huge 4 poster bed!') # Link the 3 rooms together as per diagram in 2.6 # Add in a link to the bedroom in the top quadrant kitchen.link_room(dining_hall, 'south') dining_hall.link_room(ballroom, 'west') bedroom.link_room(kitchen, 'east')