示例#1
0
 def deathcheck(self, health):
     currenthealth = health
     if currenthealth <= 0:
         time.sleep(2)
         if self.player["health"] <= 0:
             print("You have died")
         elif self.opponent["health"] <= 0:
             print("You have killed your opponent")
             self.play.base_attributes[6] += 25
             levelcheck = Character.Inplay()
             player_update = levelcheck.levelup(self.play.base_attributes)
             self.play = Character.Attributes(player_update)
             self.player = self.play.characterbuilder()
         else:
             pass
         time.sleep(1)
         next_battle = int(input("Start new battle?\n1.Yes? 2.No?\n"))
         if next_battle == 1:
             self.opponent["health"] = 100
             start.firststrike()
         elif next_battle == 2:
             exit()
         else:
             print("I didn't understand.\nPlease enter a number.")
             start.deathcheck(currenthealth)
     else:
         return
示例#2
0
    def __init__(self, master=None):
        self.player_builder = Character.Attributes()
        self.player_attributes = None
        self.player = self.player_builder.characterbuilder()
        self.opponent = {}
        self.prompt_list = [None, None]

        Frame.__init__(self, master)
        self.text_font: tkfont = tkfont.Font(size=14)
        self.text_font2: tkfont = tkfont.Font(size=20)
        self.master = master
        self.master.geometry("1000x800")
        self.master.title("WorldRPG")
        menubar = Menu(self.master)
        filemenu = Menu(menubar, tearoff=0)
        filemenu.add_command(label="New", command=None)
        filemenu.add_command(label="Open", command=None)
        filemenu.add_command(label="Save", command=None)
        # Adds a solid line in the file menu after save and before exit
        filemenu.add_separator()
        filemenu.add_command(label="Exit", command=exit)
        # Builds the drop down menu for "File"
        menubar.add_cascade(label="File", menu=filemenu)
        self.master.config(menu=menubar)
        self.main_frame = Frame(self.master, width=800, height=1000)
        self.main_frame.pack()
示例#3
0
 def __init__(self):
     self.play = Character.Attributes(None)
     self.opponent = {}
     self.player = {}
     self.dice_roll = Combat
     self.player_counter = None
     self.opponent_counter = None
     self.combat_counter = None
示例#4
0
 def health_check(self, player_stat, opponent):
     player = player_stat
     if player["health"] <= 0:
         prompt = "You have died"
         temp_list = [True, prompt]
         return temp_list
     elif opponent["health"] <= 0:
         build = Character.Attributes(player_stat["base attributes"])
         player["exp"] += opponent["exp"]
         prompt1 = "You have killed your opponent\nYou gain " + str(opponent["exp"]) + " experiance."
         player_update = build.levelup(player)
         temp_list = [False, player_update[0], prompt1, player_update[1]]
         return temp_list
     else:
         return
示例#5
0
 def deathcheck(self, health):
     defending = health["health"]
     if defending <= 0:
         if self.player["health"] <= 0:
             self.prompt_list[0] = "You have died"
             self.player_builder = Character.Attributes()
             self.player = self.player_builder.characterbuilder()
             self.main_frame.destroy()
             self.nxt_window()
         elif self.opponent["health"] <= 0:
             self.prompt_list[0] = "You have killed your opponent"
             self.player["exp"] += self.opponent["exp"]
             player_update = self.player_builder.levelup(self.player)
             self.player = player_update[0]
             self.prompt_list[1] = player_update[1]
             self.main_frame.destroy()
             self.nxt_window()
         else:
             pass
     else:
         return
示例#6
0
 def builder(self, base_attributes):
     create_character = Character.Attributes(base_attributes)
     character_stat_tree = create_character.characterbuilder()
     return character_stat_tree