def Pokemon2_turn(): while (self.bars > 0) and (Pokemon2.bars > 0): print(f"\nGo {Pokemon2.name}!") for i, x in enumerate(Pokemon2.moves): print(f"{i+1}.", x) while True: try: index = int(input("Pick a move: ")) except ValueError: print("Invalid move, try again.") continue break printf(f"{Pokemon2.name} used {Pokemon2.moves[index-1]}!") time.sleep(1) printf(string_2_attack) # Determine damage self.bars -= Pokemon2.attack self.health = "" # Add back bars plus give a defense boost for _ in range(int(self.bars + 0.1 * self.defense)): self.health += "=" time.sleep(1) print( f"{self.name}\t\tHLTH ({self.health.count('=')}) \t{self.health}" ) print( f"{Pokemon2.name}\t\tHLTH ({Pokemon2.health.count('=')}) \t{Pokemon2.health}\n" ) global loop global turn loop = True turn = 0 time.sleep(0.5) # Check if the pokemon has fainted if self.bars <= 0: printf("\n..." + self.name + " fainted") turn = 10 money = np.random.choice(5000) printf(f"Opponent paid you {money}.") break else: os.system("clear") print( f"{self.name}\t\tHLTH ({self.health.count('=')}) \t{self.health}" ) print( f"{Pokemon2.name}\t\tHLTH ({Pokemon2.health.count('=')}) \t{Pokemon2.health}\n" ) Pokemon1_turn()
def Pokemon1_turn(): while (self.bars > 0) and (Pokemon2.bars > 0): # Print the health of each pokemon if loop == False: print( f"{self.name}\t\tHLTH ({self.health.count('=')}) \t{self.health}" ) print( f"{Pokemon2.name}\t\tHLTH ({Pokemon2.health.count('=')}) \t{Pokemon2.health}\n" ) print(f"Go {self.name}!") for i, x in enumerate(self.moves): print(f"{i+1}.", x) while True: try: index = int(input("Pick a move: ")) except ValueError: print("Invalid move, try again.") continue if index > 4: print("Invalid number, try again.") continue break printf(f"{self.name} used {self.moves[index-1]}!") time.sleep(1) printf(string_1_attack) # Determine damage Pokemon2.bars -= self.attack Pokemon2.health = "" # Add back bars plus give a defense boost for _ in range(int(Pokemon2.bars + 0.1 * Pokemon2.defense)): Pokemon2.health += "=" time.sleep(1) global turn turn = 1 time.sleep(0.5) # Check if the pokemon has fainted if Pokemon2.bars <= 0: printf(f"\n... {Pokemon2.name} fainted") turn = 10 break else: os.system("clear") print( f"{self.name}\t\tHLTH ({self.health.count('=')}) \t{self.health}" ) print( f"{Pokemon2.name}\t\tHLTH ({Pokemon2.health.count('=')}) \t{Pokemon2.health}\n" ) break
def Wild_Pokemon_Turn(): while (self.bars > 0) and (Pokemon2.bars > 0): index = random.randrange(1, 5) printf(f"{Pokemon2.name} turn!") input("\nPress ENTER to continue...") printf(f"\n{Pokemon2.name} used {Pokemon2.moves[index-1]}!") time.sleep(1) printf(string_2_attack) # Determine damage self.bars -= Pokemon2.attack self.health = "" # Add back bars plus give a defense boost for _ in range(int(self.bars + 0.1 * self.defense)): self.health += "=" time.sleep(1) global loop global turn loop = True turn = 0 time.sleep(0.5) # Check if the pokemon has fainted if self.bars <= 0: printf("\n..." + self.name + " fainted") turn = 10 break else: os.system("clear") print( f"{self.name}\t\tHLTH ({self.health.count('=')}) \t{self.health}" ) print( f"{Pokemon2.name}\t\tHLTH ({Pokemon2.health.count('=')}) \t{Pokemon2.health}\n" ) Player_turn()