コード例 #1
0
def main():

    Screen.main_menu_screen()
    choice = input('\n\nSELECT A NUMBER:> ')

    if choice == '1':
        char_creation()
    elif choice == '2':
        print('NOT AN OPTION YET')  ##-- LOADED AND SAVE --##
        time.sleep(2)
        main()
    elif choice == '3':
        print('NOT AN OPTION YET')  ##-- Help  --##
        time.sleep(2)
        main()
    elif choice == '4':
        ChangeLog.change_log_print()
        pause()
        main()
    elif choice == '5':
        sys.exit()
    else:
        print("Not an Option.")
        input("Press Enter to Continue:> ")
        main()
コード例 #2
0
ファイル: Main.py プロジェクト: robertoweller/WordRPG
def main():

    choice = None             # Initializes variable

    while choice != '1':            # Continues loop while choice is not to start the game - will change later
        Screen.main_menu_screen()
        choice = input('\n\nSELECT A NUMBER:> ')

        if choice == '1':           # Starts Game
            main_game_loop(char_creation(), opening=True)

        elif choice == '2':  # LOADED AND SAVE
            print('NOT AN OPTION YET')
            time.sleep(2)

        elif choice == '3':  # Help
            print('NOT AN OPTION YET')
            time.sleep(2)

        elif choice == '4':
            ChangeLog.change_log_print()
            pause()

        elif choice == '5':
            sys.exit()

        else:
            print("Not an Option.")
            pause()
コード例 #3
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ファイル: Story.py プロジェクト: professorlust/WordRPG
def intro_story(name):

    intro = f"\tThere was smoke coming from over the hill......  That was strange to {name} because it wasn't time for dinner and it was to hot to just have a\
 fire going. {name}'s mind started to race thinking maybe the Bandits have come back?  No, no {he_she} gave them a good beating last time. It was to far for\
 {him_her} to run do to the large deer on {his_her} back.  {he_she.capitalize()} reasured {him_her} self that other people in the village would keep {his_her}\
 village safe. But when {name} finally made it over the hill {he_she} didn't believe {his_her} eyes........."

    Screen.display(intro)
コード例 #4
0
ファイル: Main.py プロジェクト: professorlust/WordRPG
def main_game_loop():

    ##-- This is for navigating the map --##
    global opening, x, y
    if os.path.getsize('Worldmap.db') == 8192:
        Engine.map_builder()
    # while os.path.getsize('Worldmap.db') != 10000:
    #     print('Loading...........')
    if opening == True:

        Story.intro_story(player_in_game.name)
        input("Press Enter to continue: ")
        opening = False
    map_info = Engine.get_tile(x, y)

    Screen.display(f"Location: {map_info[0][2]}")
    move_to = input(
        "Which way do you want to travel?\n\n(1): North\n(2): South\n(3): East\n(4): West\n(5): Quit\nInput a Number:>  "
    )
    ##-- NORTH = 1, SOUTH = 2, EAST = 3, & WEST = 4
    if move_to == '1':  ##-- UP --##
        if y > 0:
            y -= 1
            encounter()
        else:
            print('NEED TO MAKE THE PLAYER TO TELEPORT TO OTHER SIDE OF MAP')
            pause()
            main_game_loop()

    elif move_to == '2':  ##-- DOWN --##
        if y < small:
            y += 1
            encounter()
        else:
            print('NEED TO MAKE THE PLAYER TO TELEPORT TO OTHER SIDE OF MAP')
            pause()
            main_game_loop()

    elif move_to == '3':  ##-- RIGHT --##
        if x > 0:
            x += 1
            encounter()
        else:
            print('NEED TO MAKE THE PLAYER TO TELEPORT TO OTHER SIDE OF MAP')
            pause()
            main_game_loop()

    elif move_to == '4':  ##-- LEFT --##
        if x < small:
            x -= 1
            encounter()
        else:
            print('NEED TO MAKE THE PLAYER TO TELEPORT TO OTHER SIDE OF MAP')
            pause()
            main_game_loop()

    elif move_to == '5':  ##-- QUIT, I'll take this out after testing --##
        sys.exit()
コード例 #5
0
ファイル: Story.py プロジェクト: robertoweller/WordRPG
def intro_story(player):
    pronouns = gender_struct(player.gender)
    intro = f"\tThere was smoke coming from over the hill...... That was strange to {player.name} because it wasn't time " \
        f"for dinner and it was too hot to just have a fire going. {player.name}'s mind started to race thinking maybe the " \
        f"Bandits have come back? No, no {pronouns.he_she} gave them a good beating last time. It was too far for {pronouns.him_her} " \
        f"to run due to the large deer on {pronouns.his_her} back. {pronouns.he_she.capitalize()} reassured {pronouns.him_her}self that other " \
        f"people in the village would keep {pronouns.his_her} village safe. But when {player.name} finally made it over the " \
        f"hill {pronouns.he_she} didn't believe {pronouns.his_her} eyes........."

    Screen.display(intro)
コード例 #6
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 def player_select_gender(__pname, __pclass):
     while True:
         message = f"{__pname} the {__pclass}, has a nice ring to\
                  it I think. I know it is obvious but just let me know what gender you are."
         Screen.display(message)
         option = input('\n\n'
                        '(1): Male\n'
                        '(2): Female\n'
                        'Enter A Number:> ')
         if option == '1':
             return 'male'
         elif option == '2':
             return 'female'
コード例 #7
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 def player_select_name(__pclass):
     while True:
         a_an = "An" if __pclass[0] in "AEIOU" else "A"
         message = f"{a_an} {__pclass} is a good choice I think. What shall I call you?"
         Screen.display(message)
         option = input("\n\nENTER YOUR NAME:> ")
         if len(option) == 0:
             print('\nYou need to enter a name to continue\n')
         else:
             yes_no = input("Are you Sure You Want To Keep This Name?\n"
                             "(1): Yes\n"
                             "(2): No\n"
                             "Enter A Number:> ")
             if yes_no == '1':
                 return option
コード例 #8
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    def player_select_class():
        player_options = ('Mage', 'Warrior', 'Archer', 'Assassin')
        Screen.char_options()

        while True:
            choice = input('\n\n'
                           'SELECT A NUMBER OR TYPE HELP THEN NUMBER:> ')
            if choice in ['1', '2', '3', '4']:
                return player_options[int(choice) - 1]
            # lore is the story and it is found in InfoDics
            elif choice[0:4].lower() == 'info':
                lore = InfoDics.info_on_classes[player_options[int(choice[5]) - 1]]
                Screen.display(lore)
                pause()
            else:
                print("Not An Option.")
コード例 #9
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def inventory_mode(player):
    while True:
        Screen.display('INVENTORY')
        print('Stored inventory:\n\n' + '\n'.join([f'({i+1}) {item}' for i, item in enumerate(player.inventory)]))
        print('\nEquipped weapon: ' + str(player.equipped_weapon))
        print('\nEquipped armor: ' + str(player.equipped_armor))
        option = input('\n\n'
                           '(1): Examine item\n'
                           '(2): Drop item\n'
                           '(3): Equip Weapon\n'
                           '(4): Equip Armor\n'
                           '(x): Exit inventory screen\n'
                           'Enter your choice:> ')
        if option in ['1', '2', '3', '4']:
            num = input('\n\nWhich item? '
            'Enter item number: ')
            if num.isdigit() and int(num) in range(1, len(player.inventory) + 1):
                index = int(num)-1
                item = player.inventory[index]
                if option == '1':
                    clear()
                    print(item.desc())
                    pause()
                elif option == '2':
                    player.remove_from_inv(index)
                elif option == '3':
                    if isinstance(item, Items.Weapon):
                        player.remove_from_inv(index)
                        if player.equipped_weapon is not None:
                            player.add_to_inv(player.equipped_weapon)
                        player.equipped_weapon = item
                    else:
                        print('Not a weapon!')
                        pause()
                elif option == '4':
                    if isinstance(item, Items.Armor):
                        player.remove_from_inv(index)
                        if player.equipped_armor is not None:
                            player.add_to_inv(player.equipped_armor)
                        player.equipped_armor = item
                    else:
                        print('Not an armor item!')
                        pause()
        elif option == 'x':
            break
コード例 #10
0
    def gender_call():

        global gender

        message = f"{player_name} the {player_class_choice}, has a nice ring to\
         it I think. I know it is obvious but just let me know what gender you are."

        Screen.display(message)
        option = input('\n\n(1): Male\n(2): Female\nEnter A Number:> ')
        if option == '1':
            gender = 'male'

        elif option == '2':
            gender = 'female'

        else:
            gender_call()
        Story.set_gender(gender)
コード例 #11
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    def name_player():
        global player_name

        message = f"A {player_class_choice} is a good choice I think. What shall I call you?"
        Screen.display(message)
        option = input("\n\nENTER YOUR NAME:> ")

        if len(option) == 0:
            print('\nYou need to enter a name to continue\n')
            name_player()
        else:
            option1 = input("Are you Sure You Want To Keep This Name?\
             \n(1): Yes\n(2): No\n Enter A Number:> ")

            if option1 == '1':
                player_name = option
            else:
                name_player()
コード例 #12
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def combat():

    clear()
    Screen.vs_screen(player_in_game, mob)
    Screen.stat_screen(player_in_game, player_inventory, mob)
    option = input(
        '\n(1): Attack\n(2): Magic\n(3): Use Item\n(4): Run\nChoose A Number:> '
    )

    if option == '1':
        attack()

    elif option == '2':
        magic()

    elif option == '3':
        use_item()

    elif option == '4':
        run()
コード例 #13
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    def class_selection():
        global player_class_choice
        player_options = ('Mage', 'Warrior', 'Archer', 'Assassin')
        Screen.char_options()

        choice = input('\n\nSELECT A NUMBER OR TYPE HELP THEN NUMBER:> ')

        if choice == '1':
            player_class_choice = player_options[int(choice) - 1]
        elif choice == '2':
            player_class_choice = player_options[int(choice) - 1]
        elif choice == '3':
            player_class_choice = player_options[int(choice) - 1]
        elif choice == '4':
            player_class_choice = player_options[int(choice) - 1]
        ##-- lore is the story and it is found in InfoDics --##
        elif choice[0:4].lower() == 'info':
            lore = InfoDics.info_on_classes[player_options[int(choice[5]) - 1]]
            Screen.display(lore)
            input("\n\nPress Enter to Continue:> ")
            class_selection()
        else:
            print("Not An Option.")
            class_selection()
コード例 #14
0
def attack():

    player_melee_attack = random.randint(
        round(player_in_game.melee_attack / 2), player_in_game.melee_attack +
        player_inventory.equiped_weapon.melee_damage)
    player_magic_attack = random.randint(
        round(player_in_game.magic_attack / 2), player_in_game.magic_attack +
        player_inventory.equiped_weapon.magic_damage)
    enemy_attack = random.randint(round(mob.melee_attack / 2),
                                  mob.melee_attack)
    clear()
    Screen.vs_screen(player_in_game, mob)
    Screen.stat_screen(player_in_game, player_inventory, mob)
    attack_type = input(
        '\n(1): Melee Attack\n(2): Magic Attack\nChoose A Number:> ')
    if attack_type == '1':
        if player_melee_attack == player_in_game.melee_attack / 2:  ##-- Player Attack --##
            print(
                f"\n{player_in_game.name} {player_inventory.in_hand.action_word}"
            )  ##-- finish me --##
        else:
            mob.health -= player_melee_attack
            clear()
            print(f'\nYou just dealed {player_melee_attack} damage.')

        input('\nPess Enter To Continue:> ')
        if mob.health <= 0:
            win()

        if enemy_attack == round(mob.melee_attack / 2):  ##--  Mob Attack --##
            clear()
            print(f'\n{mob.name} missed!')
        else:
            player_in_game.health -= enemy_attack
            clear()
            print(f'\n{mob.name} just dealed {enemy_attack} damage to you.')
        input('\nPess Enter To Continue:> ')
        if player_in_game.health <= 0:
            dead()
        else:
            combat()

    elif attack_type == '2':

        if player_magic_attack == player_in_game.magic_attack / 2:  ##-- Player Attack --##
            clear()
            print('\nYou Missed!')
        else:
            mob.health -= player_magic_attack
            clear()
            print(f'\nYou just dealed {player_magic_attack} damage.')

        input('\nPress Enter To Continue:> ')
        if mob.health <= 0:
            win()

        if enemy_attack == round(mob.magic_attack / 2):  ##--  Mob Attack --##
            clear()
            print(f'\n{mob.name} missed!')
        else:
            player_in_game.health -= enemy_attack
            clear()
            print(f'\n{mob.name} just dealed {enemy_attack} damage to you.')
        input('\nPess Enter To Continue:> ')
        if player_in_game.health <= 0:
            dead()
        else:
            combat()
コード例 #15
0
def sub_map_move():
    global biome_or_subBiome, x, y, sub_x, sub_y
    clear()
    biome_or_subBiome = True
    map_info = Engine.get_tile(x, y)

    sub_map_info = Engine.get_subTile(x, y, sub_x, sub_y)
    Engine.update_subTile(x, y, sub_x, sub_y, True)
    Screen.display(
        f"Biome in: {sub_map_info[0][4]}    Room: {sub_map_info[0][5]}")
    if sub_x == map_info[0][8] and sub_y == map_info[0][9]:
        options = "Which way do you want to move?\n\n(1): North\n(2): South\n(3): East\n(4): West\n(5): Look For Resources\n(6): Inventory\n(7): Exit\nInput a Number:>  "
    else:
        options = "Which way do you want to move?\n\n(1): North\n(2): South\n(3): East\n(4): West\n(5): Look For Resources\n(6): Inventory\nInput a Number:>  "

    move_to = input(options)
    ##-- NORTH = 1, SOUTH = 2, EAST = 3, & WEST = 4
    if move_to == '1':  ##-- UP --##
        if sub_y > 0:
            sub_y -= 1
            encounter()
        else:
            print('Looks Like It Dead Ends Here')
            pause()
            main_game_loop()

    elif move_to == '2':  ##-- DOWN --##
        if sub_y < small:
            sub_y += 1
            encounter()
        else:
            print('Looks Like It Dead Ends Here')
            pause()
            main_game_loop()

    elif move_to == '3':  ##-- RIGHT --##
        if sub_x > 0:
            sub_x += 1
            encounter()
        else:
            print('Looks Like It Dead Ends Here')
            pause()
            main_game_loop()

    elif move_to == '4':  ##-- LEFT --##
        if sub_x < small:
            sub_x -= 1
            encounter()
        else:
            print('Looks Like It Dead Ends Here')
            pause()
            main_game_loop()

    elif move_to == '5':
        get_resouces()

    elif move_to == '6':
        look_in_inventory()

    elif move_to == '7' and sub_x == map_info[0][8] and sub_y == map_info[0][9]:
        main_game_loop()

    elif move_to == 'Quit':  ##-- QUIT, I'll take this out after testing --##
        sys.exit()
コード例 #16
0
def main_game_loop():

    ##-- This is for navigating the map --##
    global opening, x, y, sub_x, sub_y, biome_or_subBiome
    biome_or_subBiome = False
    if os.path.getsize('Worldmap.db') == 12288:
        Engine.map_builder()
    # while os.path.getsize('Worldmap.db') != 10000:
    #     print('Loading...........')
    if opening == True:

        Story.intro_story(player_in_game.name)
        input("Press Enter to continue: ")
        opening = False
    map_info = Engine.get_tile(x, y)
    sub_x = map_info[0][8]
    sub_y = map_info[0][9]
    Engine.update_tile(x, y, True)
    Screen.display(f"Location: {map_info[0][3]}")
    move_to = input(
        "Which way do you want to travel?\n\n(1): North\n(2): South\n(3): East\n(4): West\n(5): Inspect Area\n(6): Inventory\n(7): Look For Resources\nInput a Number:>  "
    )
    ##-- NORTH = 1, SOUTH = 2, EAST = 3, & WEST = 4
    if move_to == '1':  ##-- UP --##
        if y > 0:
            y -= 1
            encounter()
        else:
            print('NEED TO MAKE THE PLAYER TO TELEPORT TO OTHER SIDE OF MAP')
            pause()
            main_game_loop()

    elif move_to == '2':  ##-- DOWN --##
        if y < small:
            y += 1
            encounter()
        else:
            print('NEED TO MAKE THE PLAYER TO TELEPORT TO OTHER SIDE OF MAP')
            pause()
            main_game_loop()

    elif move_to == '3':  ##-- RIGHT --##
        if x > 0:
            x += 1
            encounter()
        else:
            print('NEED TO MAKE THE PLAYER TO TELEPORT TO OTHER SIDE OF MAP')
            pause()
            main_game_loop()

    elif move_to == '4':  ##-- LEFT --##
        if x < small:
            x -= 1
            encounter()
        else:
            print('NEED TO MAKE THE PLAYER TO TELEPORT TO OTHER SIDE OF MAP')
            pause()
            main_game_loop()

    elif move_to == '5':
        inspect_area(map_info[0][2])

    elif move_to == '6':
        look_in_inventory()

    elif move_to == '7':
        get_resouces()

    elif move_to == 'Quit':  ##-- QUIT, I'll take this out after testing --##
        sys.exit()

    else:
        print("Not an option.")
        pause()
        main_game_loop()
コード例 #17
0
ファイル: Main.py プロジェクト: professorlust/WordRPG
def encounter():

    ##-- num is subject to change as I add possible encounters --##
    num = random.randint(1, 6)
    random_enemy()

    if num is 1:
        clear()
        Screen.display("You see a Deer/Animal.")
        input("Press Enter to continue: ")
        combat()

    elif num is 2:
        clear()
        Screen.display("You came accoss some treaser")
        input("Press Enter to continue: ")
        main_game_loop()

    elif num is 3:
        clear()
        Screen.display("A mob attacks you!")
        input("Press Enter to continue: ")
        combat()

    elif num is 4:
        clear()
        Screen.display("You see a person aproching! Do you hide?")
        input("Press Enter to continue: ")
        main_game_loop()

    elif num is 5:
        clear()
        Screen.display('Some bandits attack you')
        input("Press Enter to continue: ")
        combat()

    elif num is 6:
        clear()
        Screen.display(" This area is infested with blah blah")
        input("Press Enter to continue: ")
        main_game_loop()