示例#1
0
def move_one(player, possible_closet_rewards):
    """
    This is all of the stuff that happens in the first move
    :param player: The player object
    :param possible_closet_rewards: The possible rewards granted in a closet
    :return: None
    """
    # Print some dialogue
    GameActions.handle_dialogue(
        ["You get up and walk out side into the hallway."], 1)

    # Ask the player what they want to do
    player_move = GameActions.handle_options(player,
                                             ["Walk Left", "Walk Right"])

    if player_move == 1:  # Walk Left
        # There is a closet here
        given_reward = GameActions.handle_closet(player, 1,
                                                 possible_closet_rewards)
        # If the user got a reward from the closet remove it from the list of possible rewards
        if given_reward is not None:
            possible_closet_rewards.remove(given_reward)

        GameActions.handle_dialogue(
            ["\nYou walk back to the right past your class room"], 1)

    else:  # Walk Right
        GameActions.handle_dialogue(["You walk to the right..."], 1)
示例#2
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def move_four(player, possible_closet_rewards):
    """
    This is all of the stuff that happens in move 4
    :param player: The player object
    :param possible_closet_rewards: The possible rewards granted in a closet
    :return: None
    """
    # Print the next dialogue

    dialogue_list = [
        "\nYou reach the end of the hallway..",
        "On your right you see a closet and on your left a door leading to the court yard.",
        "What should you do?"
    ]

    GameActions.handle_dialogue(dialogue_list, 4)

    player_move = GameActions.handle_options(player, ["Closet", "Court Yard"])

    if player_move == 1:  # Closet
        # There is a closet here
        given_reward = GameActions.handle_closet(player, 1,
                                                 possible_closet_rewards)
        # If the user got a reward from the closet remove it from the list of possible rewards
        if given_reward is not None:
            possible_closet_rewards.remove(given_reward)

        GameActions.handle_dialogue(
            ["Having nowhere else to go you walk towards the court yard"], 3)
    else:  # Court yard
        pass

    dialogue_list = [
        "As soon as you open the door to the court yard you are attacked by 4 rats!",
        "Get ready to fight!"
    ]

    GameActions.handle_dialogue(dialogue_list, 4)

    for i in range(0, 4):
        GameActions.handle_dialogue(["\nYou start fighting rat" + str(i + 1)],
                                    2)
        GameActions.handle_fight(player, 2, 7)
示例#3
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def move_four(player, possible_closet_rewards):
    """
    This is all of the stuff that happens in move 4
    :param player: The player object
    :param possible_closet_rewards: The possible rewards granted in a closet
    :return: None
    """
    # Print the next dialogue

    dialogue_list = [
        "\nYou reach the end of the hallway..",
        "On your right you see a closet and on your left a door leading to the court yard.",
        "What should you do?",
    ]

    GameActions.handle_dialogue(dialogue_list, 4)

    player_move = GameActions.handle_options(player, ["Closet", "Court Yard"])

    if player_move == 1:  # Closet
        # There is a closet here
        given_reward = GameActions.handle_closet(player, 1, possible_closet_rewards)
        # If the user got a reward from the closet remove it from the list of possible rewards
        if given_reward is not None:
            possible_closet_rewards.remove(given_reward)

        GameActions.handle_dialogue(["Having nowhere else to go you walk towards the court yard"], 3)
    else:  # Court yard
        pass

    dialogue_list = [
        "As soon as you open the door to the court yard you are attacked by 4 rats!",
        "Get ready to fight!",
    ]

    GameActions.handle_dialogue(dialogue_list, 4)

    for i in range(0, 4):
        GameActions.handle_dialogue(["\nYou start fighting rat" + str(i + 1)], 2)
        GameActions.handle_fight(player, 2, 7)
示例#4
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def move_one(player, possible_closet_rewards):
    """
    This is all of the stuff that happens in the first move
    :param player: The player object
    :param possible_closet_rewards: The possible rewards granted in a closet
    :return: None
    """
    # Print some dialogue
    GameActions.handle_dialogue(["You get up and walk out side into the hallway."], 1)

    # Ask the player what they want to do
    player_move = GameActions.handle_options(player, ["Walk Left", "Walk Right"])

    if player_move == 1:  # Walk Left
        # There is a closet here
        given_reward = GameActions.handle_closet(player, 1, possible_closet_rewards)
        # If the user got a reward from the closet remove it from the list of possible rewards
        if given_reward is not None:
            possible_closet_rewards.remove(given_reward)

        GameActions.handle_dialogue(["\nYou walk back to the right past your class room"], 1)

    else:  # Walk Right
        GameActions.handle_dialogue(["You walk to the right..."], 1)