def deal_with_rooms(Bin_T, lines, roomss, adjrooms, room_adjroom_descs, room_adjrooms, descs): i = 1 while i < len(lines): room_adjroom_desc = lines[i] + "," + lines[i + 1] room_adjrooms.append(room_adjroom_desc) i += 2 i = 0 while i < len(room_adjrooms): room_adjroom_descs.append(room_adjrooms[i].split(",")) i += 1 i = 0 while i < len(room_adjroom_descs): room_adj = room_adjroom_descs[i][0] descs.append(room_adjroom_descs[i][1]) roomss.append(room_adj.split(' ', 1)[0]) #print(room_adj) adjrooms.append(room_adj.split(' ', 1)[1]) i += 1 i = 0 while i < (len(roomss) and len(adjrooms)): room = roomss[i] adjroom = adjrooms[i] Rooms.store_adj_rooms(Bin_T, room, adjroom) i += 1
def play(Bin_T, room_count, room_wumpus_in, spider_rooms, pit_rooms, bat_room, resupply_room, descs): play = True room = 1 arrows = 3 wumpus_is_in = False while play: desc = Rooms.get_desc(room, descs) adjrooms = Rooms.get_adj_rooms(Bin_T, room) adjroomss = adjrooms.split() adjroom1 = adjroomss[0] adjroom2 = adjroomss[1] adjroom3 = adjroomss[2] print( "You are in room {0}.\nYou have {1} arrows left.\n{2}\nThere are tunnels to {3}, {4}, and {5}" .format(room, arrows, desc, adjroom1, adjroom2, adjroom3)) Rooms.check_adjrooms_trap(room, adjrooms, room_count, room_wumpus_in, bat_room, resupply_room, spider_rooms, pit_rooms, arrows, wumpus_is_in) inputs = input("Do you want to move or shoot?") if inputs.lower().startswith("m") or inputs.lower() == "move": inputs = input("Which room?") if inputs in adjroomss: room = int(inputs) if inputs == room_wumpus_in: print( "The wumpus ate you and you could not escape in time.") continue else: #can't reach print("Please enter a valid input.") elif inputs.lower().startswith("s") or inputs.lower() == "shoot": inputs = input("Which room?") if inputs in adjrooms: arrows -= 1 if inputs == room_wumpus_in: print( "You slayed the mighty wumpus and you go home as a hero." ) continue else: print("Please enter a valid input.") else: print("Please enter a valid input.")
def setup(self): """ Set up the game and initialize the variables. """ # Set up the player if self.game_start: self.player_sprite = Player() self.player_sprite.center_x = 100 self.player_sprite.center_y = 100 self.player_list = arcade.SpriteList() self.player_list.append(self.player_sprite) self.bullet_list = arcade.SpriteList() self.explosions_list = arcade.SpriteList() self.itemone = False self.itemtwo = False self.itemthree = False # List of Enemy self.enemy_list = Enemy.create() # Our list of rooms self.rooms = Rooms.create() # Our starting room number self.current_room = 0 # Create a physics engine for this room self.physics_engine = arcade.PhysicsEngineSimple( self.player_sprite, self.rooms[self.current_room].wall_list)
def aiMover(self, player): self.myRooms = Rooms() print(player.location) list1 = self.myRooms.roomConnections(player.location) randloc = random.choice(list1) player.location = randloc newloc = self.myRooms.roomCoords(randloc) x = newloc[0] y = newloc[1] if player.name == 'Izzy': self.w.delete(self.token2) self.token2 = self.w.create_text(x, y+20, fill = 'red', font = 15, text = 'Izzy') self.text2.insert(END, '\nIzzy has moved to '+ player.location) self.player = self.player3 self.aiMover(self.player) elif player.name == 'Jax': newloc = self.myRooms.roomCoords(randloc) x = newloc[0] y = newloc[1] self.w.delete(self.token3) self.token3 = self.w.create_text(x, y+40, fill = 'red', font = 15, text = 'Jax') self.text2.insert(END, '\nJax has moved to '+ player.location) self.player = self.player1
def init(): global initialized if (initialized): return Dists.init() Parts.init() Rooms.init() for (shipType, typeAbbr) in TYPE_ABBRS.items(): classes[shipType] = {} configPath = os.path.join(os.path.dirname(__file__), "data", "classes_%s.cfg" % typeAbbr) configDict = ConfigFile.readFile(configPath) for className in configDict.keys(): if (type(configDict[className]) != type({})): continue classes[shipType][className] = ShipClass(shipType, configDict[className]) initialized = True
def moves(self,player): self.myRooms = Rooms() print(player.location) list1 = self.myRooms.roomConnections(player.location) for i in list1: self.lb1.insert(END, i)
def first_run(self): new_player = input("What is your name? ") print( "Great to have you on board {name}! We're glad to have you join our team. You can put your stuff in the\n" "break room and get started. You're free to leave at any time just say the words I QUIT." .format(name=new_player)) # global WAITING_ROOMS, PATIENT_ROOMS, BREAK_ROOM self.WAITING_ROOMS = [ Rooms.WaitingRoom(i) for i in range(0, settings.max_waiting_rooms) ] self.PATIENT_ROOMS = [ Rooms.PatientRoom(i) for i in range(0, settings.max_patient_rooms) ] self.BREAK_ROOM = Rooms.BreakRoom(1) self.AVAIL_ROOMS = [room for room in self.WAITING_ROOMS] self.AVAIL_ROOMS.append(self.BREAK_ROOM) return Player(self.BREAK_ROOM, new_player)
def main(): Bin = BST() room_choices = [] roomss = [] adjrooms = [] room_adjroom_descs = [] room_adjrooms = [] descs = [] spider_rooms = [] pit_rooms = [] file = "Cave_Layout.txt" # file = input("Please enter the name of the cave layout.") with open(file, 'r') as fil: lines = fil.read().splitlines() room_spiders_pits_count = lines[0] room_spider_pits_count = room_spiders_pits_count.split() room_count = int(room_spider_pits_count[0]) amount_spiders = int(room_spider_pits_count[1]) amount_pits = int(room_spider_pits_count[2]) deal_with_rooms(Bin, lines, roomss, adjrooms, room_adjroom_descs, room_adjrooms, descs) i = 2 while i <= room_count: room_choices.append(i) i += 1 random_rooms = Rooms.gen_traps_room(room_choices, amount_spiders, amount_pits) room_wumpus_in = random_rooms[0] bat_room = random_rooms[1] resupply_room = random_rooms[2] for x in range(len(random_rooms)): x = 3 if amount_spiders >= 1: spider_rooms.append(random_rooms[x]) amount_spiders -= 1 x += 1 if amount_spiders == 0: if amount_pits >= 1: pit_rooms.append(random_rooms[x]) amount_pits -= 1 play(Bin, room_count, room_wumpus_in, spider_rooms, pit_rooms, bat_room, resupply_room, descs)
def main(): # Create Game object Core.Game.config_create("config.json") # Load fonts font = sge.gfx.Font() #==New Shit To Look At================================================= # # create menu sprites # play_sprite = sge.gfx.Sprite("playButton.png", Core.IMG_PATH) # instructions_sprite = sge.gfx.Sprite("instructButton.png", Core.IMG_PATH) # credits_sprite = sge.gfx.Sprite("creditsButton.png", Core.IMG_PATH) # # # create menu objects # menu_objects = [] # play_button = sge.dsp.Object(524, 400, play_sprite) # instructions_button = sge.dsp.Object(9, 400, instructions_sprite) # credits_button = sge.dsp.Object(984, 400, credits_sprite) # # menu_objects.append(play_button) # menu_objects.append(instructions_button) # menu_objects.append(credits_button) # # # create menu room # menu_room = sge.dsp.Room(menu_objects, # ROOM_WIDTH/2, # ROOM_HEIGHT, # sge.dsp.View, # #NEED_A_BACKGROUND # ) #==New Shit To Look At================================================= # Create rooms for path in sorted(glob.iglob(os.path.join("rooms", "*.json"))): filename = os.path.basename(path) objects_path = os.path.join("objects", filename) if os.path.exists(objects_path): objects = create_objects(objects_path) else: objects = [] room = Rooms.create_room(path, font=font, objects=objects, views=[sge.game.view]) sge.game.rooms.append(room) sge.game.start_room = sge.game.next_room() sge.game.start()
class Map(object): rooms = { 'corridor': Rooms.Corridor(), 'startup': Rooms.Startup(), 'death': Rooms.Death(), 'panda': Rooms.Panda(), 'ocean': Rooms.Ocean(), 'ghost': Rooms.Ghost(), 'minion': Rooms.Minion(), 'cell': Rooms.Cell(), 'fadafingling': Rooms.Fadafingling() } def __init__(self, start_room): self.start_room = start_room def next_room(self, room_name): return Map.rooms[room_name] def get_start_room(self): return self.next_room(self.start_room)
class GameBoard(Frame): def __init__(self,root,player1,player2, player3): self.root = root self.player1 = player1 self.player2 = player2 self.player3 = player3 #self.create_board(root, player1, player2, player3) #self.buildMap(root, player1, player2, player3) self.frame = Frame(root, height = 350, width = 100) self.frame.pack(expand = YES,fill = BOTH, side = BOTTOM) self.frame.propagate(False) self.frame2 = Frame(self.frame,width = 100 ) self.frame2.pack(side = RIGHT, anchor = NE) self.pane = PanedWindow(self.frame, height = 350) self.pane.pack(anchor =NW) self.b = Button(self.pane, width = 10, text = 'Draw Card') self.b.pack( pady = 5, anchor = W) self.card = Label(self.frame2) self.card.pack(side = LEFT) self.text = Text(self.frame2,height = 8, width = 100) self.text.pack(padx = 50, pady = 10,anchor =E, ) self.text2 = Text(self.frame2,height = 3, width = 100) self.text2.pack(padx = 50, pady = 10, side = BOTTOM, anchor =SE) self.lb1 = Listbox(self.pane, selectmode = EXTENDED) self.player = player1 self.b1 = Button(self.pane, width = 10,text = 'Move', command = lambda : self.runClick(self.player)) self.b1.pack(pady = 5, anchor = W) self.b2 = Button(self.pane, width = 10,text = 'Play Card') self.b2.pack(pady=5, anchor = W) self.vscrollbar = Scrollbar(root) self.vscrollbar.pack(side = RIGHT, fill = Y) self.hscrollbar= Scrollbar(root, orient = HORIZONTAL) self.hscrollbar.pack(side = BOTTOM, fill = X) self.w = Canvas(root, width = 1670, height = 2000,yscrollcommand = self.vscrollbar.set, xscrollcommand = self.hscrollbar.set) self.w.config(scrollregion=(0,0,1670, 2000)) self.w.background = PhotoImage(file = 'img1.gif') self.w.create_image(0,0, anchor = NW, image=self.w.background) self.token1 = self.w.create_text(825, 1350, fill = 'red', font = 15, text = player1.name) self.token2 = self.w.create_text(825, 1390, fill = 'red', font = 15, text = player2.name) self.token3 = self.w.create_text(825, 1430, fill = 'red', font = 15, text = player3.name) self.vscrollbar.config(command = self.w.yview) self.hscrollbar.config(command = self.w.xview) self.vscrollbar.pack() self.w.pack(expand = YES, side = LEFT, fill = BOTH) self.myRooms = Rooms() #print(player1.location) list1 = self.myRooms.roomConnections(player1.location) for i in list1: self.lb1.insert(END, i) #print (list1) self.lb1.pack(side = LEFT, anchor = SW) def moves(self,player): self.myRooms = Rooms() print(player.location) list1 = self.myRooms.roomConnections(player.location) for i in list1: self.lb1.insert(END, i) def aiMover(self, player): self.myRooms = Rooms() print(player.location) list1 = self.myRooms.roomConnections(player.location) randloc = random.choice(list1) player.location = randloc newloc = self.myRooms.roomCoords(randloc) x = newloc[0] y = newloc[1] if player.name == 'Izzy': self.w.delete(self.token2) self.token2 = self.w.create_text(x, y+20, fill = 'red', font = 15, text = 'Izzy') self.text2.insert(END, '\nIzzy has moved to '+ player.location) self.player = self.player3 self.aiMover(self.player) elif player.name == 'Jax': newloc = self.myRooms.roomCoords(randloc) x = newloc[0] y = newloc[1] self.w.delete(self.token3) self.token3 = self.w.create_text(x, y+40, fill = 'red', font = 15, text = 'Jax') self.text2.insert(END, '\nJax has moved to '+ player.location) self.player = self.player1 def runClick(self,player): items =self.lb1.curselection() value= self.lb1.get(items[0]) print(player.name) #print (items) player.location = value newloc = self.myRooms.roomCoords(value) x = newloc[0] y = newloc[1] #self.token1 = self.w.create_text(x, y, fill = 'red', font = 15, text = 'Donny') self.lb1.delete(0, END) if player.name == 'Donny': self.w.delete(self.token1) self.token1 = self.w.create_text(x, y, fill = 'red', font = 15, text = 'Donny') self.moves(self.player) self.player = self.player2 self.aiMover(self.player)
def start(): Rooms.entrance().start() while True: room = Rooms.rand() room.start() Player.rooms += 1
def main(): room_list = Rooms.rooms() current_room = room_list[0] pygame.init() screen = pygame.display.set_mode((1366, 768), pygame.FULLSCREEN) pygame.display.set_caption("The room") done = False clock = pygame.time.Clock() while not done: for event in pygame.event.get(): if event.type == pygame.QUIT: done = True if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: next_room = room_list[current_room][1] if next_room is None: continue current_room = next_room if event.type == pygame.KEYDOWN: if event.key == pygame.K_RIGHT: next_room = room_list[current_room][2] if next_room is None: continue current_room = next_room if event.type == pygame.KEYDOWN: if event.key == pygame.K_DOWN: next_room = room_list[current_room][3] if next_room is None: continue current_room = next_room if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: next_room = room_list[current_room][4] if next_room is None: continue current_room = next_room img = pygame.image.load(current_room[5]) screen.blit(img, (0, 0)) pygame.display.flip() clock.tick(60) pygame.quit()
def __init__(self,root,player1,player2, player3): self.root = root self.player1 = player1 self.player2 = player2 self.player3 = player3 #self.create_board(root, player1, player2, player3) #self.buildMap(root, player1, player2, player3) self.frame = Frame(root, height = 350, width = 100) self.frame.pack(expand = YES,fill = BOTH, side = BOTTOM) self.frame.propagate(False) self.frame2 = Frame(self.frame,width = 100 ) self.frame2.pack(side = RIGHT, anchor = NE) self.pane = PanedWindow(self.frame, height = 350) self.pane.pack(anchor =NW) self.b = Button(self.pane, width = 10, text = 'Draw Card') self.b.pack( pady = 5, anchor = W) self.card = Label(self.frame2) self.card.pack(side = LEFT) self.text = Text(self.frame2,height = 8, width = 100) self.text.pack(padx = 50, pady = 10,anchor =E, ) self.text2 = Text(self.frame2,height = 3, width = 100) self.text2.pack(padx = 50, pady = 10, side = BOTTOM, anchor =SE) self.lb1 = Listbox(self.pane, selectmode = EXTENDED) self.player = player1 self.b1 = Button(self.pane, width = 10,text = 'Move', command = lambda : self.runClick(self.player)) self.b1.pack(pady = 5, anchor = W) self.b2 = Button(self.pane, width = 10,text = 'Play Card') self.b2.pack(pady=5, anchor = W) self.vscrollbar = Scrollbar(root) self.vscrollbar.pack(side = RIGHT, fill = Y) self.hscrollbar= Scrollbar(root, orient = HORIZONTAL) self.hscrollbar.pack(side = BOTTOM, fill = X) self.w = Canvas(root, width = 1670, height = 2000,yscrollcommand = self.vscrollbar.set, xscrollcommand = self.hscrollbar.set) self.w.config(scrollregion=(0,0,1670, 2000)) self.w.background = PhotoImage(file = 'img1.gif') self.w.create_image(0,0, anchor = NW, image=self.w.background) self.token1 = self.w.create_text(825, 1350, fill = 'red', font = 15, text = player1.name) self.token2 = self.w.create_text(825, 1390, fill = 'red', font = 15, text = player2.name) self.token3 = self.w.create_text(825, 1430, fill = 'red', font = 15, text = player3.name) self.vscrollbar.config(command = self.w.yview) self.hscrollbar.config(command = self.w.xview) self.vscrollbar.pack() self.w.pack(expand = YES, side = LEFT, fill = BOTH) self.myRooms = Rooms() #print(player1.location) list1 = self.myRooms.roomConnections(player1.location) for i in list1: self.lb1.insert(END, i) #print (list1) self.lb1.pack(side = LEFT, anchor = SW)
print(str(warband)) loop_game = True #Start game while loop_game: #ask the user if they want to play ask_user_start = raw_input( 'Welcome to Warhammer Roleplay. Would you like to play? Y/N: ') #iF yes if (ask_user_start == 'Y'): print('') print('You will play as ' + warhammer_factions[0]) print('') print_warband(empire_units) Rooms.RoomOne(empire_units[3], empire_units[2], empire_units[1], empire_units[0]) elif (ask_user_start == 'N'): print('') print('Au Revoir!') else: print('') print('Response was invalid. Please try again')
open('services_schedules/' + kind + '.txt', 'w')) else: services[kind] = Services( kind, service[1][0], service[1][1], service[1][2], json.load(open('services_schedules/' + kind + '.txt', 'r'))) # rooms rooms = {} for i in range(36): if i < 16: size = 'single' elif 16 <= i < 32: size = 'double' else: size = 'quadruple' if not os.path.isfile('rooms_schedules/' + str(i) + '.txt'): rooms[i] = Rooms(i, size, []) json.dump(rooms[i].schedule, open('rooms_schedules/' + str(i) + '.txt', 'w')) else: rooms[i] = Rooms( i, size, json.load(open('rooms_schedules/' + str(i) + '.txt', 'r'))) ################################################################################################ ################################################################################################ ################################################################################################ ################################################################################################ def register(): global services
def setUp(self): context = zmq.Context() self.controller = Rooms.Controller(context)
indent=4) else: services[kind] = Services(kind, service[1][0], service[1][1], service[1][2], \ json.load(open('services_schedules/' + kind + '.txt', 'r'))) # rooms rooms = {} for i in range(36): if i < 16: size = 'single' elif 16 <= i < 32: size = 'double' else: size = 'quadruple' room_number = ('0' * 3 + str(i))[-3:] if not os.path.isfile('rooms_schedules/' + room_number + '.txt'): rooms[i] = Rooms(room_number, size, []) json.dump(rooms[i].schedule, open('rooms_schedules/' + room_number + '.txt', 'w'), sort_keys=True, indent=4) else: rooms[i] = Rooms( room_number, size, json.load(open('rooms_schedules/' + room_number + '.txt', 'r'))) ################################################################################################ ################################################################################################ ################################################################################################ ################################################################################################
def run_rooms(context): controller = Rooms.Controller(context) controller.run()
def rooms_function(self): self.rooms_window = tk.Toplevel() self.rooms = Rooms(self.rooms_window, self.master) self.master.withdraw()