class StoreRoom(MapTile): items = [items.Rusty_Scalpel("A rusty scalpel is propped against a shelf in the corner of the room."), \ items.PurdueScholarship_Potion("A glowing bottle of mysterious red potion sits on one of the shelves."), \ items.Old_Chest([items.Mountain_of_Gold()]), \ items.Gold_Coins("A shiny handful of gold coins is on the ground near the chest.")] description = """You seem to have entered an underground storeroom!"""
class StoreRoom(MapTile): items = [items.RPG("There is a rocket launcher lying on the ground."), \ items.Red_Potion("A glowing bottle of mysterious red potion sits on one of the shelves."), \ items.Old_Chest([items.Mountain_of_Gold()]), \ items.Gold_Coins("A shiny handful of gold coins is on the ground near the chest.")] description = """You seem to have entered an underground storeroom!"""
class FalseVictory(MapTile): description = "The light you saw turned out to be a fire..." class SlimeTile(MapTile): description = "You enter a dimly lit room with a goo that looks like...slime?" enemies = [enemies.BossSlime('e')] class FinalBattle(MapTile): description = "You enter a room that looks to be an arena." enemies = [enemies.BossElf('w', 'e')] normalChest = items.Old_Chest() goldCoins = items.Gold_Coins() goldCoins.Gold_Amount(5) normalChest.contents = [items.Dagger(), goldCoins] bossChest1 = items.Locked_Chest() bossChest1.contents = [items.Flame_Sword(), items.Red_Potion()] class World: # I choose to define the world as a class. This makes it more straightforward to import into the game. map = [ [ SlimeTile(), FinalBattle(), NearVictory(), None, None, FalseVictory(enemies=[enemies.BossOgre('e')], items=[bossChest1]), NearFalseVictory(), None