Exemplo n.º 1
0
class TestItem(TestCase):
    def setUp(self):
        self.item = Item("name")

    def tearDown(self):
        self.item = None

    def test_item_id_is_int(self):
        self.assertIsInstance(self.item.id, int)

    def test_item_name_is_str(self):
        self.assertIsInstance(self.item.name, str)

    def test_update_item_without_name(self):
        self.assertTrue(self.item.update(None), "Item must have a name")

    def test_update_item_with_invalid_name(self):
        self.assertTrue(self.item.update(["name"]),
                        "Item name must be a string")

    def test_update_item(self):
        self.item.update("new name")

        self.assertEqual(self.item.name,
                         "new name",
                         msg="Method update should update the items name")
Exemplo n.º 2
0
def delete_item(item_id):
    """Method to handle creating a bucket"""
    try:
        token = get_token()
        if isinstance(token, int):
            item = Item()
            response = item.delete_item(item_id)
            return response
        else:
            return invalid_token()

    except KeyError:
        return invalid_keys()
Exemplo n.º 3
0
 def __init__(self):
     self.kick = Item('skill',
                      'kick',
                      'Удар ногой',
                      'Отмашистый удар ногой',
                      attack=5,
                      cost=10)
     self.beat = Item('skill',
                      'beat',
                      'Удар кулаком',
                      'Не сильный удар',
                      attack=3,
                      cost=5)
Exemplo n.º 4
0
    def test_get_items_in_bucket(self):
        """Should check if bucket items are well fetched"""
        date_added = strftime("%Y-%m-%d", gmtime())
        bucket_name = 'travel'
        item1 = Item('Kampala', date_added)
        item2 = Item('Nairobi', date_added)

        self.user.create_bucket(self.bucket)
        self.user.add_item(bucket_name, item1)
        self.user.add_item(bucket_name, item2)
        items = self.user.get_items(bucket_name)
        self.assertIsInstance(items, list)
        self.assertEqual(len(items), 2)
Exemplo n.º 5
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 def __init__(self):
     self.fireball = Item('spell',
                          'fireball',
                          'Файербол',
                          'Просто огненный шар',
                          attack=5,
                          cost=10)
     self.heal = Item('spell',
                      'heal',
                      'Лечение малое',
                      'Лечит небольшие раны',
                      heal=5,
                      cost=7)
Exemplo n.º 6
0
def get_items(bucket_id):
    """Method to handle getting all items in a bucket"""
    try:
        user_id = get_token()
        if isinstance(user_id, int):
            item = Item()
            response = item.get_items(bucket_id)
            return response
        else:
            return invalid_token()

    except KeyError:
        return invalid_keys()
Exemplo n.º 7
0
def add_item(bucket_id):
    """Method to handle creating a bucket"""
    request.get_json(force=True)
    try:
        user_id = get_token()
        if isinstance(user_id, int):
            item_name = request.json['item']
            item = Item()
            response = item.add_item(user_id, bucket_id, item_name)
            return response
        else:
            return invalid_token()

    except KeyError:
        return invalid_keys()
Exemplo n.º 8
0
    def add_item(self, item_name):
        """ Creates a new Item object and appends it to list
         of items in this shoppinglist

            :arg
                item_name: The name of the new item to be created

            :return
                id of the new Item if it has been created successfully,
                 otherwise returns the
                error message generated
        """
        if item_name is None or len(item_name) < 1:
            return "Item must have a name"

        if not isinstance(item_name, str):
            return "Item name must be a string"

        for item in self.items:
            if item.name.lower() == item_name.lower():
                return 'Item `' + item_name + '` already added'

        # Create a new item
        new_item = Item(item_name)
        self.items.append(new_item)
Exemplo n.º 9
0
 def add_an_item(self, name):
     """
     Add an item to a collection.
     """
     if self.current_collection is not None:
         item = Item(name, collection=self.current_collection)
         self.db.add_item(item)
Exemplo n.º 10
0
 def __init__(self):
     self.kick = Item('skill',
                      'kick',
                      'Удар ногой',
                      'Отмашистый удар ногой',
                      attack=5,
                      cost=10)
     self.beat = Item('skill',
                      'beat',
                      'Удар кулаком',
                      'Не сильный удар',
                      attack=3,
                      cost=5)
     self.remana = Item('skill',
                        'remana',
                        'Медитация',
                        'Восстанавливает ману',
                        remana=5,
                        cost=7)
Exemplo n.º 11
0
def create_item(bucket_name):
    """
    Creates a bucket
    :param bucket_name:  
    """
    if 'id' not in session:
        return redirect(url_for('sign_in'))
    item_name = request.form['item-name']
    date_added = strftime("%Y-%m-%d", gmtime())
    new_item = Item(item_name, date_added)
    global current_user
    current_user.add_item(bucket_name, new_item)
    return redirect(url_for('single_bucket', bucket_name=bucket_name))
Exemplo n.º 12
0
    def __init__(self, map_file):
        self.music = Music()

        self.map_file = pytmx.load_pygame(map_file)

        # IDEA: is needed. Player here or in main class?
        self.player = Player()

        self.background_tiles = pygame.sprite.Group()
        self.collision_tiles = pygame.sprite.Group()
        self.items = pygame.sprite.Group()

        self.items.add(Item(3, 32, 32))
        self.items.add(Item(1, 300, 320))
        self.items.add(Item(0, 64, 64))
        self.items.add(Item(0, 400, 400))

        # Load tiles
        for x, y, image in self.map_file.layers[0].tiles():
            self.background_tiles.add(Tile(x*self.map_file.tilewidth, y*self.map_file.tileheight, image))

        for x, y, image in self.map_file.layers[1].tiles():
            self.collision_tiles.add(Tile(x*self.map_file.tilewidth, y*self.map_file.tileheight, image))
Exemplo n.º 13
0
    def unitKey(self):
        key1 = False
        key2 = False

        for o in self.items:
            if o.title == "key_1":
                key1 = True
            elif o.title == "key_2":
                key2 = True

        if key2 and key1:
            items = []
            for o in self.items:
                if o.title != "key_1" and o.title != "key_2":
                    items.append(o)

            self.items = items

            self.add_item(
                Item("key_unit", "key",
                     pygame.image.load("img/klucz.png").convert_alpha(), 0, 0))

            self.itemsSize()
Exemplo n.º 14
0
    def __init__(self):
        #head
        self.init_cap = Item('head',
                             'init_cap',
                             'Кепка',
                             'Простая кепка',
                             def_pass=1)

        #right_hand
        self.init_sword = Item('right_hand',
                               'init_sword',
                               'Меч',
                               'Ржавый меч',
                               attack=3)

        #left_hand
        self.init_sheild = Item('left_hand',
                                'init_sheild',
                                'Щит',
                                'Прохудившийся щит',
                                def_act=1)

        #cheast
        self.init_brp = Item('cheast',
                             'init_brp',
                             'Кольчуга',
                             'Ржавая кольчуга',
                             def_pass=1)

        #pants
        self.init_pants = Item('pants', 'init_pants', 'Штаны', 'Просто штаны')

        #boots
        self.init_boots = Item('boots',
                               'init_boots',
                               'Ботинки',
                               'Старые ботинки',
                               agility=1)
Exemplo n.º 15
0
 def setUp(self):
     self.item = Item("name")
def main():
    run = True
    FPS = 60
    level = 0
    boss_spawned = False
    lives = 5
    main_font = pygame.font.SysFont("comicsans", 50)
    stats_font = pygame.font.SysFont("comicsans", 30)
    lost_font = pygame.font.SysFont("comicsans", 60)

    player_items = []
    dropped_items = []

    enemies = []
    dificulty = 4
    wave_length = dificulty
    enemy_vel = 1
    level_to_boss = 4

    killed_bosses = 0

    player_vel = 5
    laser_vel = 5

    player = Player(300, 630)
    player_damage = player.damage

    clock = pygame.time.Clock()

    lost = False
    lost_count = 0

    won = False

    def redraw_window():
        nonlocal player_vel
        nonlocal player_damage

        WIN.blit(BG, (0, 0))

        # draw text
        lives_label = main_font.render(f"Lives: {lives}", 1, (255, 255, 255))
        level_label = main_font.render(f"Level: {level}", 1, (255, 255, 255))
        speed_label = stats_font.render(f"Speed: {player_vel-4}", 1,
                                        (255, 255, 255))
        damage_label = stats_font.render(f"Damage: {player_damage}", 1,
                                         (255, 255, 255))

        WIN.blit(lives_label, (10, 10))  # Displaying lives
        WIN.blit(
            level_label,
            (WIDTH - level_label.get_width() - 10, 10))  # Displaying level
        WIN.blit(damage_label,
                 (WIDTH - level_label.get_width() + 10, HEIGHT -
                  speed_label.get_height()))  # Displaying player damage
        WIN.blit(speed_label,
                 (WIDTH - speed_label.get_width() - 10, HEIGHT -
                  speed_label.get_height() * 2))  # Displaying player speed

        for item in player_items:
            item.draw(WIN)

        for item in dropped_items:
            item.draw(WIN)

            if collide(item, player):
                dropped_items.remove(item)
                item.y = HEIGHT - item.img.get_height() / 2 - len(
                    player_items) * 40 - 5
                item.x = 3

                if item.bonus != 'damage':
                    item.width, item.height = 70, 70
                else:
                    item.width, item.height = 90, 90

                if item.bonus == 'speed':
                    player_vel += 1
                elif item.bonus == 'damage':
                    player_damage += 5

                player_items.append(item)

        for enemy in enemies:  # Drawing all enemies
            if enemy.health > 0 and enemy.type != 'boss':
                enemy.draw(WIN)
                enemy.healthbar(WIN)
            elif enemy.type == 'boss':
                enemy.draw(WIN)
            else:
                enemies.remove(enemy)

        player.draw(WIN)  # Drawig player
        player.damage = player_damage

        if lost:  # If layer lost
            lost_label = lost_font.render("You Lost!", 1, (255, 255, 255))
            WIN.blit(lost_label, (WIDTH / 2 - lost_label.get_width() / 2, 350))

        if won:  # If plyer won
            won_label = lost_font.render("You Won!", 1, (255, 255, 255))
            WIN.blit(won_label, (WIDTH / 2 - won_label.get_width() / 2, 350))
            player.final_scene()

        pygame.display.update()

    while run:
        clock.tick(FPS)
        redraw_window()

        if lives <= 0 or player.health <= 0:  # That means that player lost
            lost = True
            lost_count += 1

        if killed_bosses == 3:  # That means that player won
            won = True
            lost_count += 1

        if lost:
            if lost_count > FPS * 3:
                run = False
            else:
                continue

        if won:
            if player.final_off_screen:
                run = False

        if len(
                enemies
        ) == 0 and level < level_to_boss and not boss_spawned and not won:  # If player killed all enemies
            level += 1
            wave_length += int(wave_length / 2)
            for i in range(wave_length):  # Adding new enemies
                enemy = Enemy(random.randrange(50, WIDTH - 100),
                              random.randrange(-1300, -100),
                              random.choice(["red", "blue", "green"]),
                              10 + level * 4)
                enemies.append(enemy)
        elif level == level_to_boss and not boss_spawned:  # If it is the boss level
            enemies = []  # Removing all enemies
            enemies.append(
                Boss(WIDTH / 2 - 130, -350, killed_bosses,
                     500 * (killed_bosses + 1)))  # Spawning boss
            boss_spawned = True

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
                break

        keys = pygame.key.get_pressed()
        if keys[pygame.K_a] and player.x - player_vel > 0 and not won:  # left
            player.x -= player_vel
        if keys[pygame.K_d] and player.x + player_vel + player.get_width(
        ) < WIDTH and not won:  # right
            player.x += player_vel
        if keys[pygame.K_w] and player.y - player_vel > 0 and not won:  # up
            player.y -= player_vel
        if keys[pygame.K_s] and player.y + player_vel + player.get_height(
        ) + 15 < HEIGHT and not won:  # down
            player.y += player_vel
        if keys[pygame.K_SPACE] and not won:  # shoot
            player.shoot()

        for enemy in enemies[:]:
            enemy.move(enemy_vel)

            enemy.move_lasers(laser_vel, player)

            if random.randrange(0, 4 * 60) == 1 and enemy.health > 0:
                enemy.shoot()

            if collide(enemy, player):  # If enemy colliding with player
                if enemy.type == 'boss':
                    player.health -= 0.3
                else:
                    player.health -= 10
                    enemies.remove(enemy)
            elif enemy.y + enemy.get_height() > HEIGHT and enemy.type != 'boss':
                lives -= 1
                enemies.remove(enemy)
            elif enemy.type == 'boss' and enemy.killed:
                enemies = []
                if killed_bosses < 2:
                    new_item = Item(enemy.x, enemy.y, killed_bosses)
                    dropped_items.append(new_item)
                    boss_spawned = False
                    level_to_boss += dificulty
                killed_bosses += 1

        player.move_lasers(-laser_vel, enemies)
Exemplo n.º 17
0
 def create_items(self):
     """Create master Item List."""
     return [Item("Potion", "potion", "Heals 50 HP", 50),
             Item("Hi-Potion", "potion", "Heals 100 HP", 100),
             Item("Super Potion", "potion", "Heals 500 HP", 500)]
Exemplo n.º 18
0
    def update(self, time_delta, objects, enemies=None):
        p_s = pygame.mixer.Sound('sounds/foot.ogg')
        p_s.set_volume(0.1)
        self.last_damage += 1
        if self.direction == 0:
            self.set_sprite(Player.player_sprite_right[0])
        else:
            self.set_sprite(Player.player_sprite_left[0])
        keys = pygame.key.get_pressed()
        old_x = self.get_x()
        old_y = self.get_y()
        horizontal_direction = 0
        if keys[K_d]:
            self.direction = 0
            horizontal_direction += 1
            self.set_sprite(Player.player_sprite_right[self.index // 10])
            self.index += 1
            if self.index > 20:
                self.index = 0
        if keys[K_a]:
            self.direction = 1
            horizontal_direction -= 1
            self.set_sprite(Player.player_sprite_left[self.index // 10])
            self.index += 1
            if self.index > 20:
                self.index = 0

        self.set_x(self._x + self.speed *
                   (time_delta / 1000) * horizontal_direction)

        for obj in pygame.sprite.spritecollide(self, objects, dokill=False):
            inventory = Inventory.get_instance()
            if obj.type == 'rocket':
                self.hp = -1
            elif obj.type == 'rock':
                if not obj.push(
                        self.speed *
                    (time_delta / 1000) * horizontal_direction, 0, objects):
                    self.set_x(old_x)
                    break
            elif obj.type == 'rainbow1':
                if not obj.push(
                        self.speed *
                    (time_delta / 1000) * horizontal_direction, 0, objects):
                    self.set_x(old_x)
                    break
            elif obj.type == 'rainbow2':
                if not obj.push(
                        self.speed *
                    (time_delta / 1000) * horizontal_direction, 0, objects):
                    self.set_x(old_x)
                    break
            elif obj.type == 'key':
                item = Item(
                    "key_{}".format(obj.part), "key_{}".format(obj.part),
                    pygame.image.load('img/key_{}.png'.format(obj.part)), 0, 0)
                inventory.add_item(item)
                if inventory.check_engine():
                    pass
                obj.cary = True
                if obj.part in (1, 2):
                    inventory.unitKey()
                obj.kill()
            elif obj.type == 'door' and inventory.checkKey():
                obj.sound = obj.sound.play()
                obj.kill()
            elif obj.type == 'item':
                inventory.add_item(obj)
                obj.kill()
            elif obj.type in ('ghost', 'monster', 'saw'):
                self.take_damage()
            elif not obj.type == "background" and obj.type != 'button':
                self.set_x(old_x)
                break

        vertical_direction = 0

        if keys[K_s]:
            vertical_direction -= 1
            if self.direction == 0:
                self.set_sprite(Player.player_sprite_right[self.index // 10])
                self.index += 1
                if self.index > 20:
                    self.index = 0
            if self.direction == 1:
                self.set_sprite(Player.player_sprite_left[self.index // 10])
                self.index += 1
                if self.index > 20:
                    self.index = 0
        if keys[K_w]:
            vertical_direction += 1
            old_y = self.get_y()
            if self.direction == 0:
                self.set_sprite(Player.player_sprite_right[self.index // 10])
                self.index += 1
                if self.index > 20:
                    self.index = 0
            if self.direction == 1:
                self.set_sprite(Player.player_sprite_left[self.index // 10])
                self.index += 1
                if self.index > 20:
                    self.index = 0
        self.set_y(self._y - self.speed *
                   (time_delta / 1000) * vertical_direction)

        inventory = Inventory.get_instance()
        for obj in pygame.sprite.spritecollide(self, objects, dokill=False):
            if obj.type == 'rocket':
                self.hp = -1
            elif obj.type == 'rock':
                if not obj.push(
                        0,
                        self.speed *
                    (time_delta / 1000) * -vertical_direction, objects):
                    self.set_y(old_y)
                    break
            elif obj.type == 'rainbow1':
                if not obj.push(
                        0,
                        self.speed *
                    (time_delta / 1000) * -vertical_direction, objects):
                    self.set_y(old_y)
                    break
            elif obj.type == 'rainbow2':
                if not obj.push(
                        0,
                        self.speed *
                    (time_delta / 1000) * -vertical_direction, objects):
                    self.set_y(old_y)
            elif obj.type == 'key':
                item = Item(
                    "key_{}".format(obj.part), "key_{}".format(obj.part),
                    pygame.image.load('img/key_{}.png'.format(obj.part)), 0, 0)
                inventory.add_item(item)
                if inventory.check_engine():
                    pass

                obj.cary = True
                inventory.unitKey()
                obj.kill()
            elif obj.type == 'item':
                inventory.add_item(obj)
                obj.kill()

            elif obj.type == 'door' and inventory.checkKey():
                obj.sound = obj.sound.play()
                obj.kill()

            elif obj.type in ('ghost', 'monster', 'saw'):
                self.take_damage()
            elif not obj.type == "background" and obj.type != 'button':
                self.set_y(old_y)
                break

        if enemies is not None:
            for obj in pygame.sprite.spritecollide(self, enemies,
                                                   dokill=False):
                if obj.type == 'arrow':
                    if obj.horizontal_direction != 0 or obj.vertical_direction != 0:
                        self.take_damage()
                    item = Item("arrow", "arrow",
                                pygame.image.load('img/strzala_prawo.png'), 0,
                                0)
                    inventory.add_item(item)
                    obj.cary = True
                    obj.kill()
Exemplo n.º 19
0
def main():
    pygame.init()

    # generate windows game
    # configure windows size
    # Title Game and Icone
    pygame.display.set_icon(ICONE)
    pygame.display.set_caption("Nadir, Save mac_gyver !!")
    screen = pygame.display.set_mode((450, 450))

    #Loading screen welcome
    screen.blit(BLACK_GROUND, (0, 0))
    screen.blit(WELCOME, (-2, 35))

    #+++++++++++The Main Loop+++++++##
    MAIN_LOOP = True
    while MAIN_LOOP:

        #refresh the screen
        pygame.display.flip()

        #++++++++The Welcome LOOP+++++++++##
        WELCOME_LOOP = True
        while WELCOME_LOOP:

            #LOOP Speed Limit
            pygame.time.Clock().tick(30)

            for event in pygame.event.get():
                #Quit the program
                if event.type == QUIT:
                    print("See you next time !")
                    MAIN_LOOP = False
                    WELCOME_LOOP = False
                    GAME_LOOP = False

                #Quit Welcome loop to enter in game loop
                if event.type == KEYDOWN and event.key == K_RETURN:

                    #######WELCOME TO THE GAME##########
                    ###SOUNDTRACK.stop()
                    screen.blit(BACKGROUND, (0, 0))
                    pygame.display.flip()
                    time.sleep(1)

                    WELCOME_LOOP = False
                    GAME_LOOP = True

                    #Load the game's map
                    FILE = "ressource/lab.txt"

        print("Menu terminé, passage au jeu.")

        if FILE != "":  #We make sure that the file really exists and is not empty
            #load the background
            screen.blit(BACKGROUND, (30, 30))

            #generate the labyrinth
            labyrinthe = Labyrinthe(FILE)
            labyrinthe.generate()
            labyrinthe.display(screen)

            # Pour le moment on met les items de côté.
            #Get the items in the labyrinthe

            seringue = Item("seringue", SERINGUE, labyrinthe)
            seringue.locate_item()
            seringue.pin_items()
            ether = Item("ether", ETHER, labyrinthe)
            ether.locate_item()
            ether.pin_items()
            tube = Item("tube", TUBE, labyrinthe)
            tube.locate_item()
            tube.pin_items()

            #Add arrived icon
            ARRIVED = pygame.image.load(
                "ressource/arrived.JPG").convert_alpha()
            screen.blit(ARRIVED, (390, 420))
            #Add mac_gyver in the Labyrinth with his position
            mac_gyver = Human(labyrinthe)
            screen.blit(MACGYVER_IMAGE, (0, 0))

        #++++++++GAME_LOOP++++++++++++++++++#
        #Initialyse at every game_loop an empty list to put the elements inside
        TOOLS = []
        while GAME_LOOP:
            pygame.time.Clock().tick(30)
            for event in pygame.event.get():

                #Quit the program
                if event.type == QUIT:
                    print("See you next time !")
                    MAIN_LOOP = False
                    GAME_LOOP = False
                elif event.type == KEYDOWN:
                    #Quit the game and go back Home
                    if event.key == K_ESCAPE:
                        GAME_LOOP = False
                    #create event to move player
                    elif event.key == K_RIGHT:
                        mac_gyver.move("right")
                    elif event.key == K_LEFT:
                        mac_gyver.move("left")
                    elif event.key == K_UP:
                        mac_gyver.move("up")
                    elif event.key == K_DOWN:
                        mac_gyver.move("down")

            #Display the game board
            screen.blit(BACKGROUND, (0, 0))
            labyrinthe.display(screen)
            screen.blit(MACGYVER_IMAGE, (mac_gyver.x, mac_gyver.y))
            pygame.display.flip()

            #Add conditionnal display of Element

            #tube.display_item(screen, mac_gyver, TOOLS)
            #seringue.display_item(screen, mac_gyver, TOOLS)
            #ether.display_item(screen, mac_gyver, TOOLS)

            if labyrinthe.grid[mac_gyver.sprite_x][mac_gyver.sprite_y] == "a":

                #The player wins if he collects the tree items
                if mac_gyver.inventory < 3:

                    #+++++DISPLAY GAME OVER++++#
                    screen.blit(GAMEOVER, (150 + 30, 150 + 30))
                    pygame.display.flip()
                    time.sleep(2)
                    #+++++++++++++++++++++++++++++#
                    print("You loose")
                    GAME_LOOP = False
                    #+++++++++++++++++++++++++++++#
                if mac_gyver.inventory == 3:
                    #+++++DISPLAY YOU WIN+++++++++#
                    screen.blit(WIN, (100 + 30, 150 + 30))
                    pygame.display.flip()
                    time.sleep(2)
                    #+++++++++++++++++++++++++++++#
                    print("You win!")
                    GAME_LOOP = False
Exemplo n.º 20
0
 def setUp(self):
     self.collection1 = Collection('Avatar')
     self.item1 = Item('Aang')
Exemplo n.º 21
0
    def get_objects(self) -> list:
        game_state = GameState.get_instance()
        """Return all objects in current room"""
        if self.rooms[self._y][self._x] is None:
            self.load_room(self._x, self._y)
        # TODO: refactor :)
        objects = []
        for y, row in enumerate(self.rooms[self._y][self._x]):
            for x, tile in enumerate(row):
                if tile == '#':
                    objects.append(Wall(x * 16, y * 16))
                elif tile == '$':
                    objects.append(Teleport(x * 16, y * 16))
                elif tile == '{':
                    objects.append(Door(x * 16, y * 16))
                elif tile == '}':
                    objects.append(Door(x * 16, y * 16, 'right'))
                elif tile == ']':
                    objects.append(Door(x * 16, y * 16, 'up'))
                elif tile == '[':
                    objects.append(Door(x * 16, y * 16, 'down'))
                elif tile == 'r':

                    objects.append(Rock(x * 16 + 1, y * 16 + 1))
                elif tile == 'k':
                    inventory = Inventory.get_instance()
                    if not inventory.checkKey():
                        objects.append(Key(x * 16, y * 16, 1))
                elif tile == 'l':
                    objects.append(Key(x * 16, y * 16, 2))
                elif tile == 'g':
                    objects.append(Ghost(x * 16, y * 16))
                elif tile == 'b':
                    objects.append(Button(x * 16, y * 16))
                elif tile == 't':
                    objects.append(Trellis(x * 16, y * 16))

                elif tile == 'e':
                    objects.append(
                        Wall(
                            x * 16, y * 16,
                            pygame.image.load('img/dungeon_wall_broken.png').
                            convert_alpha()))
                elif tile == 'j':
                    objects.append(
                        Wall(
                            x * 16, y * 16,
                            pygame.image.load('img/dungeon_spiders_web.png').
                            convert_alpha()))
                elif tile == 'a':
                    objects.append(
                        Wall(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/dungeon_bones.png').convert_alpha()))
                elif tile == 'c':
                    objects.append(
                        Wall(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/dungeon_skull.png').convert_alpha()))
                elif tile == 'h':
                    objects.append(
                        Background(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/candy_rainbow_wall.png').convert_alpha()))
                elif tile == 'm':
                    objects.append(
                        Wall(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/candy_wall.png').convert_alpha()))
                elif tile == 'd':
                    objects.append(
                        Monster(x * 16, y * 16, 20, 'sounds/demon.ogg',
                                'img/demon_0.png', 'demon', 5))

                elif tile == 'n':
                    objects.append(
                        Monster(x * 16, y * 16, 15, 'sounds/demon.ogg',
                                'img/candy_mob_0.png', 'candy_mob', 0))

                elif tile == 'o':
                    objects.append(
                        Monster(x * 16, y * 16, 20, 'sounds/demon.ogg',
                                'img/rainbow_mob_0.png', 'rainbow_mob', 2))
                elif tile == 'z':
                    objects.append(
                        Background(
                            x * 16, y * 16,
                            pygame.image.load('img/dungeon_background2.png').
                            convert_alpha()))
                elif tile == 'p':
                    objects.append(
                        Trellis(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/krata2.png').convert_alpha()))
                elif tile == 'q':
                    objects.append(
                        Background(
                            x * 16, y * 16,
                            pygame.image.load('img/candy_rainbow_wall2.png').
                            convert_alpha()))
                elif tile == 'x':
                    objects.append(Rainbow_1(x * 16, y * 16))
                elif tile == '&':
                    objects.append(Rainbow_2(x * 16, y * 16))
                elif tile == 's':
                    objects.append(Key(x * 16, y * 16, 3))
                elif tile == 'u':
                    objects.append(Key(x * 16, y * 16, 4))
                elif tile == '+':
                    objects.append(Button_rainbow1(x * 16, y * 16))

                elif tile == '-':
                    objects.append(Button_rainbow2(x * 16, y * 16))

                elif tile == 'f':
                    objects.append(Background(x * 16, y * 16))
                elif tile == 'v':
                    objects.append(Saw(x * 16, y * 16))
                    objects.append(
                        Background(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/saw_track.png').convert_alpha()))
                elif tile == '|':
                    objects.append(Saw(x * 16, y * 16, False))
                    objects.append(
                        Background(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/saw_track_v.png').convert_alpha()))
                elif tile == '=':
                    objects.append(
                        Item(
                            "hp_potion", "hp_potion",
                            pygame.image.load(
                                'img/hp_potion.png').convert_alpha(), x * 16,
                            y * 16))
                elif tile == 'y':
                    objects.append(
                        Monster(x * 16, y * 16, 12, 'sounds/demon.ogg',
                                'img/dr_pehape_0.png', 'dr_pehape', 0, 4,
                                False))
                    game_state.sound = pygame.mixer.Sound('sounds/boss_t.ogg')
                elif tile == '*':
                    objects.append(
                        Background(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/saw_track.png').convert_alpha()))
                elif tile == '@':
                    objects.append(
                        Background(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/saw_track_v.png').convert_alpha()))
                elif tile == '`':
                    objects.append(Resp(x * 16, y * 16))
                elif tile == ',':
                    objects.append(
                        Wall(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/rocket_piece1.png').convert_alpha(),
                            "rocket"))
                elif tile == '<':
                    objects.append(
                        Wall(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/rocket_piece2.png').convert_alpha(),
                            "rocket"))
                elif tile == '.':
                    objects.append(
                        Wall(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/rocket_piece3.png').convert_alpha(),
                            "rocket"))
                elif tile == '>':
                    objects.append(
                        Wall(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/rocket_piece4.png').convert_alpha(),
                            "rocket"))
                elif tile == ';':
                    objects.append(
                        Wall(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/rocket_piece5.png').convert_alpha(),
                            "rocket"))
                elif tile == ':':
                    objects.append(
                        Wall(
                            x * 16, y * 16,
                            pygame.image.load(
                                'img/rocket_piece6.png').convert_alpha(),
                            "rocket"))
                elif tile == '?':
                    objects.append(Trellis_rainbow1(x * 16, y * 16))
                elif tile == '/':
                    objects.append(Trellis_rainbow2(x * 16, y * 16))

        return objects
Exemplo n.º 22
0
 def setUp(self):
     date_added = strftime("%Y-%m-%d", gmtime())
     self.user = User('*****@*****.**', 'password', 'Patrick')
     self.bucket = Bucket('travel', 'cities', 2)
     self.item = Item('Kampala', date_added)
Exemplo n.º 23
0
 def setUp(self):
     date_added = strftime("%Y-%m-%d", gmtime())
     self.activity = Item('Try chinese food', date_added)
Exemplo n.º 24
0
Arquivo: main.py Projeto: AkaiBF/pyrpg
from classes.player import Player, bcolors
from classes.weapon import Weapon
from classes.spell import Spell
from classes.item import Item

pj1 = Player("Rhogar", 12, 45, 18, 16, 13, 14, 9, 7, 16)
pj2 = Player("Berto", 30, 30, 12, 12, 10, 18, 10, 10, 10)
sword = Weapon(6, "Sword", 1)
healingSpell = Spell(12, 7, 5)
fireball = Spell(6, 1, 12)
advantager = Item(1, 'common', 1)
advantager.use(pj1, pj2)


def menu():
    print("Acciones")
    print("1. Usar espada")
    print("2. Curar")
    print("3. Usar bola de fuego")
    print("Elije una acción:", end="")
    return input()


while (pj1.hp > 0 and pj2.hp > 0):
    '''Turno jugador'''
    action = menu()
    print(action)
    if (int(action) == 1):
        if (pj1.hit(pj2.armor)):
            dmg = sword.attack()
            pj2.hp -= dmg
Exemplo n.º 25
0
 def _make_item(self, row):
     """
     Create an item object using a row from a result set.
     """
     return Item(row['item_name'], row['item_id'],
                 self._make_collection(row))
Exemplo n.º 26
0
def game(screen):
    """Load levels"""
    global welcome, lost, game_sound

    game_state = GameState.get_instance()
    inventory = Inventory.get_instance()
    inventory_board = pygame.Surface(screen.get_size())

    item = Item("arrow", "arrow", pygame.image.load('img/strzala_prawo.png'), 0, 0)
    item2 = Item("arrow", "arrow", pygame.image.load('img/strzala_prawo.png'), 0, 0)
    item3 = Item("arrow", "arrow", pygame.image.load('img/strzala_prawo.png'), 0, 0)
    Inventory.get_instance().add_item(item)
    Inventory.get_instance().add_item(item2)
    Inventory.get_instance().add_item(item3)

    game_state.reset()

    room_manager.set_lvl(lvl)

    """Sound"""

    game_menu.sound.stop()
    if (room_manager.get_lvl() == 1):
        print('test')
        game_sound = pygame.mixer.Sound('sounds/LOCHY-theme.ogg')
        game_sound.play(-1)
        game_sound.set_volume(0.15)


    board = pygame.Surface((640, 640))


    run = True
    counter = 0
    while run:
        counter += 1
        board, welcome_2 = calculate_scale(screen.get_size(), board, welcome, force=True)
        board.blit(welcome_2, (0, 0))
        screen.fill((0, 0, 0))
        screen.blit(board, ((screen.get_size()[0] - board.get_size()[0])/2, 0))
        pygame.display.flip()
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN and counter > 300:
                run = False


    player = Player.get_instance()
    player.set_x(128)
    player.set_y(128)

    show_s = True

    resett = True

    while(not game_state.exit):
        objects_list = room_manager.get_objects()
        old_room_obj = room(screen, board, objects_list, inventory, inventory_board)
        player = Player.get_instance()
        if player.get_y() < 0:
            room_manager.move_up()
        elif player.get_y() + player._height > 16 * 16:
            room_manager.move_down()
        elif player.get_x() < 0:
            room_manager.move_left()
        elif player.get_x() + player._width > 16 * 16:
            room_manager.move_right()
        if old_room_obj is not None:
            play_room_animation(old_room_obj, room_manager.get_objects(), board, inventory, inventory_board)
        GameObject.clear_objects_list()
        if game_state.next_lvl:
            game_state.next_lvl = False
            room_manager.set_lvl(room_manager.get_lvl() + 1)

        if (room_manager.get_lvl() == 2 and resett):
            resett = False
            game_sound.stop()
            game_sound = pygame.mixer.Sound('sounds/hepi-theme-final.ogg')
            game_sound.play(-1)
            game_sound.set_volume(0.95)

        run = True
        counter = 0
        while run and show_s and room_manager.get_lvl() == 2:
            counter += 1
            board, lost3 = calculate_scale(screen.get_size(), board, lost2, force=True)
            board.blit(lost3, (0, 0))
            screen.fill((0, 0, 0))
            screen.blit(board, ((screen.get_size()[0] - board.get_size()[0])/2, 0))
            pygame.display.flip()
            for event in pygame.event.get():
                if event.type == pygame.KEYDOWN and counter > 300:
                    run = False
                    show_s = False

    run = True
    counter = 0
    while run:
        counter += 1
        if Player.get_instance().hp == 0:
            board, lost_2 = calculate_scale(screen.get_size(), board, lost, force=True)
        else:
            board, lost_2 = calculate_scale(screen.get_size(), board, win, force=True)
        board.blit(lost_2, (0, 0))
        screen.fill((0, 0, 0))
        screen.blit(board, ((screen.get_size()[0] - board.get_size()[0])/2, 0))
        pygame.display.flip()
        for event in pygame.event.get():
            if event.type == pygame.QUIT and counter > 300:
                run = False
            if event.type == pygame.KEYDOWN and counter > 300:
                run = False
    exit(0)
Exemplo n.º 27
0
from classes.magic import Spell
from classes.item import Item

# Create Black Magic
fire = Spell("Fire", 10, 100, "black")
thunder = Spell("Thnder", 10, 200, "black")
blizzard = Spell("Blizzard", 10, 100, "black")
meteor = Spell("Meteor", 40, 500, "black")
quake = Spell("Quake", 44, 440, "black")

# Create White Magic
cure = Spell("Cure", 12, 120, "white")
restore = Spell("Restore", 18, 200, "white")

# Create some Items
potion = Item("Potion", "potion", "Heals 50 HP", 50)
hi_potion = Item("Hi-Potion", "potion", "Heals 100 HP", 100)
super_potion = Item("Super Potion", "potion", "Heals 500 HP", 500)
elixer = Item("Elixer", "elixer", "Fully restores HP/MP of one parter member", 9999)
mega_elixer = Item("MegaElixer", "elixer", "Fully restores HP/MP", 9999)

grenade = Item("Grenade", "attack", "Deals 50 damage", 50)

player_spells = [fire, thunder, blizzard, meteor, cure, restore]
player_items = [{ 'item': potion, 'quantity': 4 },
                { 'item': hi_potion, 'quantity': 2 }, 
                { 'item': elixer, 'quantity': 2 },
                { 'item': mega_elixer, 'quantity': 2 },
                { 'item': grenade, 'quantity': 10 }]

enemy_spells = [meteor, blizzard, cure]
Exemplo n.º 28
0
 def add_item(self, _type, level):
     name = random.choice(config.item_names)
     item = Item(type=_type, name=name, level=level)
     self.items.append(item)