示例#1
0
            elif item.type == "elixir":
                player.hp = player.maxhp
                player.mp = player.maxmp
                print(item.name, "fully restored your HP/MP.", "Your HP: ",
                      str(player.hp) + ",", " Your MP:", str(player.mp),
                      "Your HP:",
                      str(player.hp) + "/" + str(player.maxhp))
            elif item.type == "attack":
                enemy.damage_intake(item.property)
                print(colors.failure + "You attacked the enemy with",
                      item.name, "for:", str(item.property),
                      "HP." + colors.end)

        enemy_choice = 1
        target = random.randrange(0, 2)
        enemy_dmg = enemy.damage_generator()
        players[target].damage_intake(enemy_dmg)
        print("Enemy attacked you for", enemy_dmg, "points of damage.")

        print("###################")
        print(
            "Enemy Health:", colors.failure + str(enemy.get_hp()) + "/" +
            str(enemy.get_max_hp()) + colors.end)

    if enemy.get_hp() == 0:
        print(colors.okgreen + "You win!" + colors.end)
        res = False

    elif player.get_hp() == 0:
        print(colors.failure + "You died! Enemy won!" + colors.end)
示例#2
0
            player.heal(item.prop)
            print(bcolors.OKGREEN + "\n" + item.name + " heals for", str(item.prop), "HP" + bcolors.ENDC)

        elif item.type == "greatpotion":
            player.heal(item.prop)
            print(bcolors.OKGREEN + "\n" + item.name + " heals for", str(item.prop), "HP" + bcolors.ENDC)

        elif item.type == "bomb":
            enemy.take_damage(item.prop)
            print(bcolors.FAIL + "\n" + item.name + " takes damage", str(item.prop), "HP" + bcolors.ENDC)



    enemy_choice = 1

    enemy_dmg = enemy.generate_damage()
    player.take_damage(enemy_dmg)
    print("Enemy attacks for ", enemy_dmg, "Player HP ", player.get_hp())

    print("-------------------")

    print("ENEMY HP:", bcolors.FAIL + str(enemy.get_hp()) + "/" + str(enemy.get_max_hp()) + bcolors.ENDC)
    print("YOUR HP", bcolors.OKGREEN + str(player.get_hp()) + "/" + str(player.get_max_hp()) + bcolors.ENDC)
    print("YOUR MP", bcolors.OKBLUE + str(player.get_mp()) + "/" + str(player.get_max_mp()) + bcolors.ENDC)
    if enemy.get_hp() == 0:
        print(bcolors.OKGREEN + "YOU WIN" + bcolors.ENDC)
        running = False
    elif player.get_hp() == 0:
        print(bcolors.FAIL + "YOU LOSE!" + bcolors.ENDC)
        running = False
示例#3
0
        player.choose_item()
        item_choice = int(input("choose item:")) - 1
        if item_choice == -1:
            continue
        item = player.items[item_choice]
        if item.type == "potion":
            player.heal(item.prop)
            print(
                Bcolors.OKGREEN + "\n" + item.name +
                "you have been healed for:", str(item.prop),
                "hp" + Bcolors.ENDC)
    enemy_choice = 1
    enemy_dmg = enemy.generate_damage()
    player.take_damage(enemy_dmg)
    print("enemy attacks for", enemy_dmg)
    print("-----------------")
    print(
        "enemy hp:", Bcolors.FAIL + str(enemy.get_hp()) + "/" +
        str(enemy.get_max_hp()) + Bcolors.ENDC + "\n")
    print("your hp:" + Bcolors.OKGREEN + str(player.get_hp()) + "/" +
          str(player.get_max_hp()) + "/" + Bcolors.ENDC)
    print("your mp:" + Bcolors.OKBLUE + str(player.get_mp()) + "/" +
          str(player.get_max_mp()) + "/" + Bcolors.ENDC + "\n")

    if enemy.get_hp() == 0:
        print(Bcolors.OKGREEN + "you win!" + Bcolors.ENDC)
        running = False
    elif player.get_hp() == 0:
        print(Bcolors.FAIL + "your enemy has defeated you!" + Bcolors.ENDC)
        running = False
示例#4
0
    "item": elixir,
    "quantity": 1
}]

# enemy inventory
enemy_bag = []

# instantiating the players
player = Person(100, 100, 40, 30, player_magic, player_bag)
enemy = Person(200, 200, 20, 50, enemy_magic, enemy_bag)

print(bgcolor.BOLD +
      "NAME              HP                                  MP" +
      bgcolor.ENDC)
print(bgcolor.BOLD + "SAM:       " + str(player.get_hp()) + "/" +
      str(player.get_max_hp()) + bgcolor.ENDC + bgcolor.OKLIGHTGREEN +
      "|█████████████████████████|" + bgcolor.ENDC + "  " + bgcolor.BOLD +
      str(player.get_mp()) + "/" + str(player.get_max_hp()) + bgcolor.OKBLUE +
      "|█████|" + bgcolor.ENDC)
print(bgcolor.BOLD + "NIKHIL:    " + str(player.get_hp()) + "/" +
      str(player.get_max_hp()) + bgcolor.ENDC + bgcolor.OKLIGHTGREEN +
      "|█████████████████████████|" + bgcolor.ENDC + "  " + bgcolor.BOLD +
      str(player.get_mp()) + "/" + str(player.get_max_hp()) + bgcolor.OKBLUE +
      "|█████|" + bgcolor.ENDC)
print(bgcolor.BOLD + "SID:       " + str(player.get_hp()) + "/" +
      str(player.get_max_hp()) + bgcolor.ENDC + bgcolor.OKLIGHTGREEN +
      "|█████████████████████████|" + bgcolor.ENDC + "  " + bgcolor.BOLD +
      str(player.get_mp()) + "/" + str(player.get_max_hp()) + bgcolor.OKBLUE +
      "|█████|" + bgcolor.ENDC)

print(bgcolor.FAIL + bgcolor.BOLD + "AN ENEMY IS ABOUT TO ATTACK" +
示例#5
0
player1 = Person("Yubei    ", 3260, 132, 300, 34, player_spells, player_items)
player2 = Person("Hiridrim ", 4160, 188, 311, 34, player_spells, player_items)
player3 = Person("Jaina    ", 3089, 174, 288, 34, player_spells, player_items)

enemy = Person("BIG BOSS ", 11200, 2210, 525, 25, enemy_spells, enemy_items)
enemy2 = Person("Imp      ", 1250, 130, 560, 325, enemy_spells, enemy_items)
enemy3 = Person("Imp      ", 1250, 130, 560, 325, enemy_spells, enemy_items)

players = [player1, player2, player3]
enemies = [enemy, enemy2, enemy3]

running = True

print(Bcolors.FAIL + Bcolors.BOLD + enemy.name + " ATTACKS!" + Bcolors.ENDC)
print("Enemy HP: ", enemy.get_max_hp())

while running:
    print("===========================")

    print("\n")

    for player in players:
        player.get_stats()

    print("\n")

    for enemy in enemies:
        enemy.get_enemy_stats()

    for player in players:
示例#6
0
                
                spell=player.magic[magic_choice]
                magic_heal=spell.generate_heal()
                current_mp= player.get_mp()
                if spell.cost > current_mp:
                    print("ALERT!!!!  Not enough MP")
                    continue
                
                player.reduce_mp(spell.cost)
                player.take_heal(magic_heal)
                print(spell.name ,"healed you with", str(magic_heal), " making your HP:", player.get_hp())


##FOR THE HP BAR###
    E_HP=""
    Enemy_hp_per=(enemy.get_hp()/enemy.get_max_hp())*100
    Enemy_hp_per_bar=int((Enemy_hp_per/100)*26)
    for i in range(Enemy_hp_per_bar):
        E_HP+="█"
    for i in range(26-Enemy_hp_per_bar):
        E_HP+=" "    
        
    P_HP=""
    Player_hp_per=(player.get_hp()/player.get_max_hp())*100
    Player_hp_per_bar=int((Player_hp_per/100)*26)
    for i in range(Player_hp_per_bar):
        P_HP+="█"
    for i in range(26-Player_hp_per_bar):
        P_HP+=" "

    P_MP=""
示例#7
0
        if item.type == "potion":
            player.heal(item.prop)
            print(bcolors.OKGREEN + "\n" + item.name + " heals for",
                  str(item.prop), "HP" + bcolors.END)

    enemy_choice = 1

    enemy_dmg = enemy.generate_damage()
    player.take_damage(enemy_dmg)
    print("Enemy attacks for", enemy_dmg)

    print("----------------------------")
    print(
        "Enemy HP:", bcolors.FAIL + str(enemy.get_hp()) + "/" +
        str(enemy.get_max_hp()) + bcolors.END + "\n")

    print(
        "Your HP:", bcolors.OKBLUE + str(player.get_hp()) + "/" +
        str(player.get_max_hp()) + bcolors.END + "\n")
    print(
        "Your MP:", bcolors.OKBLUE + str(player.get_mp()) + "/" +
        str(player.get_max_mp()) + bcolors.END)

    if enemy.get_hp() == 0:
        print(bcolors.OKGREEN + "You win!!" + bcolors.END)

    elif player.get_hp() == 0:
        print(bcolors.FAIL + "Your enemy has defeated you!" + bcolors.END)
        running = False