Пример #1
0
	def __init__(self, session):
		self.xmlfile = "tutorialwizard.xml"
		Wizard.__init__(self, session, showSteps=False, showStepSlider=False, showList=True, showConfig=False)
		self["rc"] = MovingPixmap()
		self["arrowdown"] = MovingPixmap()
		self["arrowup"] = MovingPixmap()
		self["arrowup2"] = MovingPixmap()
Пример #2
0
	def __init__(self, session, showSteps = True, showStepSlider = True, showList = True, showConfig = True, showMulticontentList = False):
		Wizard.__init__(self, session, showSteps, showStepSlider, showList, showConfig, showMulticontentList)
		
		self.__updateCallbacks = []

		self["languagetext"] = Label()
		self.updateLanguageDescription()
Пример #3
0
 def __init__(self,
              session,
              showSteps=True,
              showStepSlider=True,
              showList=True,
              showConfig=True):
     Wizard.__init__(self, session, showSteps, showStepSlider, showList,
                     showConfig)
     self["languagetext"] = Label(_("Change Language"))
Пример #4
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 def __init__(self,
              session,
              showSteps=True,
              showStepSlider=True,
              showList=True,
              showConfig=True):
     Wizard.__init__(self, session, showSteps, showStepSlider, showList,
                     showConfig)
     self["languagetext"] = Label()
     self.updateLanguageDescription()
Пример #5
0
 def __init__(self,
              session,
              showSteps=True,
              showStepSlider=True,
              showList=True,
              showConfig=True):
     Wizard.__init__(self, session, showSteps, showStepSlider, showList,
                     showConfig)
     self['languagetext'] = Label()
     self.LanguageWizardCallback()
Пример #6
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 def guess(self, question, possibleAnswers):
     ''' Determine the correct answer to this question.  
         The 0th Possible Answer should be the true correct one. 
     '''
     print "Question: " + question
     
     self.totalQuestions += 1
     finalAnswer = Wizard(question, possibleAnswers).guess()
     
     print "All Results:"
     for prob in finalAnswer.probabilities:
         print prob
     
     success = ""
     if possibleAnswers[0] == finalAnswer.getValue():
         self.correctAnswers += 1
         success = "Right!"
     else:
         success = "WRONG!"
     
     print 'guess: %s, correct answer: %s, Wizard is %s\n' % (finalAnswer.getValue(),
                                                                possibleAnswers[0],
                                                                success)
Пример #7
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    Creature('Alligator', 5),
    Creature('Bear', 20),
    Creature('Toad', 1),
    Creature('Alligator', 5),
    Creature('Bear', 20),
    Creature('Habahabahaba', 200),
    Creature('Chujemuje', 123),
    Creature('Toad', 1),
    Creature('Alligator', 5),
    Creature('Bear', 20),
    Creature('Toad', 1),
    Creature('Alligator', 5),
    Creature('Bear', 20),
    Creature('Habahabahaba', 200),
    Creature('Chujemuje', 123),
    Wizard('Grześ', 1500),
]


def get_enemies():
    global enemies
    return enemies


def get_enemy():
    enemies = get_enemies()
    index = random.randrange(0, len(enemies))
    return enemies[index]


def print_all():
#Load backgrounds
town = pygame.image.load("images/town.png").convert_alpha();
forest = pygame.image.load("images/forest.jpg").convert_alpha();
castle = pygame.image.load("images/castle.jpeg").convert_alpha();
dungeon = pygame.image.load("images/dungeon.jpeg").convert_alpha();
backgroundWin = pygame.image.load("images/win.png").convert_alpha();
backgroundLose = pygame.image.load("images/lose.png").convert_alpha();

#Set window title and font
pygame.display.set_caption('Dungeon Delver (version 1.2)')
font = pygame.font.SysFont(None, 36)

#Load characters
knight = Knight()
wizard = Wizard()
character = knight
choice = ("no class chosen")

#Load enemies and key off-screen
enemy = Enemy(2000, 2000)
enemy2 = Enemy2(2000, 2000)
enemy3 = Enemy3(2000, 2000)
key = Key(2000, 2000)

#Create groups
enemy_group = pygame.sprite.Group()
enemy_group.add(enemy)
enemy_group.add(enemy2)
enemy_group.add(enemy3)
Пример #9
0
 def __init__(self, session, showSteps = True, showStepSlider = True, showList = True, showConfig = True):
     Wizard.__init__(self, session, showSteps, showStepSlider, showList, showConfig)
     self['languagetext'] = Label()
     self.LanguageWizardCallback()
Пример #10
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def start_game_loop():
    hero = Wizard('Wololo')

    while True and enemies_list.get_enemies():
        enemy = enemies_list.get_enemy()
        print('The wizard {} has level {}'.format(hero.get_name(),
                                                  hero.get_level()))
        print('The wizard {} sees a {}, level {}.'.format(
            hero.get_name(), enemy.get_name(), enemy.get_level()),
              end='\n\n')
        user_command = str.strip(
            input('Do you [a]ttack, [r]un away or [l]ook around? '))

        if user_command.lower() == 'a':
            hero_wins = hero.attack(enemy)
            if (hero_wins):
                hero.gain_level(enemy.get_level())
                enemies_list.delete_enemy(enemy)
                print('The wizard {} has been triuphant over {}'.format(
                    hero.get_name(), enemy.get_name()),
                      end='\n\n')
            else:
                print('The wizard {} lost and had to hide to regain energy'.
                      format(hero.get_name()),
                      end='\n\n')
                hero.reduce_level(enemy.level)
                hero.hide()
        elif user_command.lower() == 'r':
            print('The wizard {} ran away'.format(hero.get_name()))
        elif user_command.lower() == 'l':
            enemies_list.print_all()
        else:
            break
Пример #11
0
class GuiManager(object):
    """ Main class, loads the gui and handles all events. """
    def __init__(self):
        """ Creates the main window. """

        # Attributes
        self.avaliable_modes = []

        self.current_show = None
        self.current_season = None

        is_first_time = not os.path.exists(CONFIG_FILE)
        self.config = Config.get()

        # API
        try:
            self.api = getattr(Hosts, self.config.get_key("site")).api
        except Exception, error:
            self.api = Hosts.AVALIABLE_APIS[0]

        self.marks = SList(MARKS_FILE)
        self.favorites = SList(FAVORITES_FILE)
        self.accounts = ACCOUNTS
        self.settings_dialog = SettingsDialog(self)

        # Gtk builder
        self.builder = gtk.Builder()
        self.builder.add_from_file(MAIN_GUI_FILE)
        self.builder.connect_signals(self)

        # Getting the used widgets
        glade_objects = [
            "main_window",
            "statusbar_label",
            "progress_box",
            "progress",
            "progress_label",
            "name_filter",
            "name_filter_clear",
            "name_list",
            "name_list_model",
            "file_viewer",
            "file_viewer_model",
            "mode_combo",
            "mode_liststore",
            "site_combo",
            "search_button",
            "search_clear",
            "search_entry",
            "search_hbox",
            "sidebar",
            "sidebar_vbox",
            "path_label",
            "info_window",
            "info_title",
            "info_label",
            "info_image",
            "file_viewer_menu",
            "error_label",
            "error_dialog",
            "header_hbox",
            "main_hpaned",
            "about_dialog",
            "site_liststore",
        ]

        for glade_object in glade_objects:
            setattr(self, glade_object, self.builder.get_object(glade_object))

        # Set up the filter for the show list
        self.name_list_model_filter = self.name_list_model.filter_new()
        self.name_list_model_filter.set_visible_func(
            generic_visible_func, (self.name_filter, NAME_LIST_COLUMN_TEXT))
        self.name_list.set_model(self.name_list_model_filter)

        # Get last mode, needs to be before the filling combo functions
        last_mode = self.config.get_key("last_mode")

        # Fill combobox
        self.fill_sites_combobox()
        self.fill_mode_combobox()

        # Set last window position and size
        last_x, last_y = self.config.get_key("last_window_pos")
        last_width, last_height = self.config.get_key("last_window_size")
        self.main_window.move(last_x, last_y)
        self.main_window.resize(last_width, last_height)

        # Now we show the window
        self.main_window.show_all()

        # Start on last mode
        try:
            self.mode_combo.set_active(self.avaliable_modes.index(last_mode))
        except:
            self.set_mode_shows()

        # Login
        self.background_task(self.login_accounts, freeze=False)

        if is_first_time:
            wizard = Wizard(self.main_window)
            wizard.show()
Пример #12
0
from Hero import Hero
from Battle import Battle
from Goblin import Goblin
from Store import Store
from Wizard import Wizard
from Spider import Spider
from Snake import Snake
from Medic import Medic
from Shadow import Shadow
from Zombie import Zombie

if __name__ == "__main__":
    hero = Hero()
    enemies = [
        Goblin(),
        Wizard(),
        Medic(),
        Shadow(),
        Zombie(),
        Spider(),
        Snake()
    ]
    battle_engine = Battle()
    shopping_engine = Store()

    for enemy in enemies:
        hero_won = battle_engine.do_battle(hero, enemy)
        if not hero_won:
            print("YOU LOSE!")
            exit(0)
        shopping_engine.do_shopping(hero)
Пример #13
0
labyrinth.add_node('E')
labyrinth.add_node('F')

# Add edges
labyrinth.add_edge('A', 'B')
labyrinth.add_edge('C', 'B')
labyrinth.add_edge('D', 'B')
labyrinth.add_edge('D', 'E')
labyrinth.add_edge('E', 'C')
labyrinth.add_edge('D', 'F')
labyrinth.add_edge('E', 'F')

# Set the labyrinth exit
labyrinth.set_exit_point('F')

labyrinth.add_wizard(Wizard('Harry Potter', 'A'))
labyrinth.add_wizard(Wizard('Lord Voldemort', 'C'))

print labyrinth


# Engine

res = "---------------------------\n"
res += "------ THE LABYRINTH ------\n"
res += "---------------------------\n\n"

wizards = labyrinth.wizards
game_time = max(w.time for w in wizards)

for minute in xrange(1, game_time + 1):
Пример #14
0
	def __init__(self, session, showSteps = True, showStepSlider = True, showList = True, showConfig = True):
		Wizard.__init__(self, session, showSteps, showStepSlider, showList, showConfig)
		self["languagetext"] = Label(_("Change Language"))
Пример #15
0
        char = Beginner(nickname)
        bot = Dragon("Dragon")
        print(f'Your name is: {char.GetUserName()}')
        print(f'Dragon name is: {bot.GetUserName()}')
        rank_type = str(char.__class__.__name__)

        while (char.GetHp() > 0 and bot.GetHp() > 0):
            turn_a = randint(0, 2)
            turn_b = randint(0, 4)
            if (char.GetHp() > 0 and bot.GetHp() > 0):
                if (wins > 1):
                    rank = (input("Choose a rank\n[1]Knight\n[2]Wizard\n[3]Elf\n"))
                if rank =="1":
                    char = Knight(nickname)
                elif rank == "2":
                    char = Wizard(nickname)
                elif rank == "3":
                    char = Elf(nickname)
                elif rank == "4":
                    char = Beginner(nickname)
                else:
                    char = Beginner(nickname)


                while (char.GetHp() > 0 and bot.GetHp() > 0):
                    turn_a = randint(0, 4)
                    turn_b = randint(0, 4)
                    if (char.GetHp() > 0 and bot.GetHp() > 0):
                        while (turn_a > 0):
                            if (turn_a != 0):
                                try:
Пример #16
0
g1nick = input("(G1) What`s your nickname?\n>")
g2nick = input("(G2) What`s your nickname?\n>")

g1class = int(input("(G1) Please choose a class: (1.Elf 2.Knight 3.Wizard\n"))
g2class = int(input("(G2) Please choose a class: (1.Elf 2.Knight 3.Wizard\n"))

g1 = Beginner(g1nick)
g2 = Beginner(g2nick)

if g1class == 1:
    g1 = Elf(g1nick)
elif g1class == 2:
    g1 = Knight(g1nick)
elif g1class == 3:
    g1 = Wizard(g1nick)

if g2class == 1:
    g2 = Elf(g2nick)
elif g2class == 2:
    g2 = Knight(g2nick)
elif g2class == 3:
    g2 = Wizard(g2nick)

mind_1 = g1.__class__.__name__
mind_2 = g2.__class__.__name__
print(f'(G1) selected {mind_1}')
print(f'(G2) selected {mind_2}')

g1_wins = 0
g2_wins = 0
Пример #17
0
labyrinth.add_edge('Y', 'D', 20)
labyrinth.add_edge('E', 'D', 10)
labyrinth.add_edge('H', 'D', 5)
labyrinth.add_edge('H', 'E', 5)
labyrinth.add_edge('H', 'F', 10)

labyrinth.add_edge('Y', 'J', 20)
labyrinth.add_edge('J', 'I', 30)
labyrinth.add_edge('G', 'I', 5)

# 3 - Set the labyrinth exit
labyrinth.set_exit_point('G')

# 4 - Add wizards
#labyrinth.add_wizard(Wizard('Harry Potter', 'G'))
labyrinth.add_wizard(Wizard('Ron Weasley', 'C'))
labyrinth.add_wizard(Wizard('Draco Malfoy', 'E'))

# 5 - Haunted the Labyrinth
evilPlan = labyrinth.haunt()

# Engine printing

game = "---------------------------\n"
game += "------ THE LABYRINTH ------\n"
game += "---------------------------\n\n"

wizards = labyrinth.wizards
game_time = max(w.time for w in wizards)

for minute in xrange(1, game_time + 1):
 def make_character(self):
     return Wizard(self.player_name)
Пример #19
0
from Wizard import Wizard

if __name__ == "__main__":
    wizard = Wizard(3, 3)
    wizard.game()
    print("GAME OVER ")
'''
Current turn is 3
Trump is d
Player 1 Hand
[(1, 's'), (9, 'h'), (7, 's')]
Enter your bid: 
1
Trump is d
Player 2 Hand
[(4, 'h'), (14, 'h'), (3, 'h')]
Enter your bid: 
1
Trump is d
Player 3 Hand
[(10, 'h'), (7, 'd'), (2, 'd')]
Enter your bid: 
0
Trump is d
Current leading card is none
[(1, 's'), (9, 'h'), (7, 's')]
Choose a card to play, Player 1
1
Trump is d
Current leading card is (9, 'h')
[(4, 'h'), (14, 'h'), (3, 'h')]
Пример #20
0
	def __init__(self, session, showSteps = True, showStepSlider = True, showList = True, showConfig = True):
		Wizard.__init__(self, session, showSteps, showStepSlider, showList, showConfig)
		
		self["languagetext"] = Label()
		self.updateLanguageDescription()