def handles_second_level(): """Handle game's second level game.""" os.system("clear") x_current_position = 1 #starting position of player y_current_position = 1 board = create_board("level_1.csv") last_hero_position = board[y_current_position][x_current_position] barriers = ['X','⌂','🚪'] added_items = [] key_direction = getch() #control while key_direction != "q": x_direction = 0 y_direction = 0 key_direction = getch() x_direction, y_direction = set_direction(key_direction) board[y_current_position][x_current_position] = last_hero_position if check_next_step(y_current_position + y_direction, x_current_position + x_direction, barriers, board): y_current_position, x_current_position = makes_good_step(y_current_position, x_current_position, y_direction, x_direction) add_item_to_inventory(board, inventory, y_current_position, x_current_position) last_hero_position = board[y_current_position][x_current_position] insert_player(board, y_current_position, x_current_position) print_board(board) print_table(inventory)
def handle_second_level(): os.system("clear") time_start = time.time() x_current_position = 1 y_current_position = 1 board = create_board('level_2.csv') print_board(board) print_table(inventory) last_hero_position = board[y_current_position][x_current_position] barriers = [ 'X', '⌂', '🚪', '🚛', '🚒', '🚙', '�', '🚲', '🚶', '🚸' ] key_direction = getch() #control while key_direction != "q": key_direction = getch() x_direction, y_direction = set_direction(key_direction) board[y_current_position][x_current_position] = last_hero_position if check_next_step(y_current_position + y_direction, x_current_position + x_direction, barriers, board): y_current_position, x_current_position = take_next_step( y_current_position, x_current_position, y_direction, x_direction) if inventory['dollars'] == 250: board[1][49] = "∃" if inventory['stamina'] <= 0: game_over() sys.exit() if board[y_current_position][x_current_position] == '∃': if inventory['revolver'] == 1: ask_riddles(question_3, delay_print, handle_first_level, handle_third_level) if board[y_current_position][x_current_position] == '∃': if inventory['revolver'] == 0: delay_print('You need a gun to go to the next level!') elif key_direction == "q": sys.exit() open_doors(board, inventory, '🚪', y_current_position, y_direction, x_current_position, x_direction) add_item_to_inventory(board, inventory, y_current_position, x_current_position) last_hero_position = board[y_current_position][x_current_position] insert_player(board, y_current_position, x_current_position) print_board(board) print_table(inventory)
def handle_zero_level(): time.sleep(3) os.system("clear") time_start = time.time() x_current_position = 1 y_current_position = 1 board = create_board('level_0.csv') print_board(board) print_table(inventory) last_hero_position = board[y_current_position][x_current_position] barriers = ['X', '⌂', '🚪'] key_direction = getch() #control while key_direction != "q": key_direction = getch() x_direction, y_direction = set_direction(key_direction) board[y_current_position][x_current_position] = last_hero_position if check_next_step(y_current_position + y_direction, x_current_position + x_direction, barriers, board): y_current_position, x_current_position = take_next_step( y_current_position, x_current_position, y_direction, x_direction) if inventory['dollars'] == 50: board[11][49] = "∃" if inventory['stamina'] <= 0: game_over() sys.exit() if board[y_current_position][x_current_position] == '∃': ask_riddles(question_1, delay_print, handle_first_level, handle_first_level) elif key_direction == "q": sys.exit() open_doors(board, inventory, '🚪', y_current_position, y_direction, x_current_position, x_direction) add_item_to_inventory(board, inventory, y_current_position, x_current_position) last_hero_position = board[y_current_position][x_current_position] insert_player(board, y_current_position, x_current_position) print_board(board) print_table(inventory)
def handle_zero_level(): # time.sleep(3) os.system("clear") time_start = time.time() x_current_position = 1 y_current_position = 1 board = create_board('level_0.csv') last_hero_position = board[y_current_position][x_current_position] barriers = ['X','⌂','🚪'] key_direction = getch() #control while key_direction != "q": key_direction = getch() x_direction, y_direction = set_direction(key_direction) board[y_current_position][x_current_position] = last_hero_position if check_next_step(y_current_position + y_direction, x_current_position + x_direction, barriers, board): y_current_position, x_current_position = makes_good_step(y_current_position, x_current_position, y_direction, x_direction) if inventory['dollars'] == 30: board[11][49] = "∃" if inventory['stamina'] <= 0: #Gdy stamina spadnie ponizej 0 wyskakuje game over i highscores. game_over() sys.exit() if inventory['dollars'] > 150: #W przypadku wygranej zapisuje wynik do pliku time_end = time.time() - time_start roundtime = round(time_end) win_game(roundtime) sys.exit() if board[y_current_position][x_current_position] == '∃': ask_riddles(question_1, delay_print, handles_first_level, handles_second_level) handles_first_level() elif key_direction == "q": sys.exit() open_doors(board, inventory, '🚪', y_current_position, y_direction, x_current_position, x_direction) add_item_to_inventory(board, inventory, y_current_position, x_current_position) last_hero_position = board[y_current_position][x_current_position] insert_player(board, y_current_position, x_current_position) print_board(board) print_table(inventory)
def handles_second_level(): """Handle game's second level game.""" os.system("clear") x_current_position = 1 #starting position of player y_current_position = 1 board = create_board("level_1.csv") last_hero_position = board[y_current_position][x_current_position] barriers = ['X', '⌂', '🚪'] added_items = [] # twanas_list = ["௸", "௺", "இ", "௫", "௵", "ඖ", "ඣ", "ඐ", "ණ"] # twanas = "twanas" key_direction = getch() #control while key_direction != "q": x_direction = 0 y_direction = 0 key_direction = getch() x_direction, y_direction = set_direction(key_direction) board[y_current_position][x_current_position] = last_hero_position if check_next_step(y_current_position + y_direction, x_current_position + x_direction, barriers, board): y_current_position, x_current_position = makes_good_step( y_current_position, x_current_position, y_direction, x_direction) # if is_touching_blood(board[y_current_position + y_direction][x_current_position + x_direction], blood): # dutifulness = subtract_dutifulness(dutifulness) # if is_touching_twanas(board[y_current_position + y_direction][x_current_position + x_direction], twanas_list): # twanas_list.remove(board[y_current_position + y_direction][x_current_position + x_direction]) # board[y_current_position + y_direction][x_current_position + x_direction] = " " # added_items.append(twanas) # add_to_inventory(inventory, added_items) add_item_to_inventory(board, inventory, y_current_position, x_current_position) last_hero_position = board[y_current_position][x_current_position] insert_player(board, y_current_position, x_current_position) print_board(board)
def handle_third_level(): os.system("clear") time_start = time.time() board = create_board('level_3.csv') print_board(board) print_table(inventory) bullets = inventory['bullets'] delay_print( 'If you wanna cash, you will first have to shoot me. You have ' + str(bullets) + ' bullets. Pull the trigger.') run_game() key_direction = getch() #control while key_direction != "q": if key_direction == "q": sys.exit()
def handles_first_level(): os.system("clear") x_current_position = 1 y_current_position = 1 board = create_board('level_1.csv') last_hero_position = board[y_current_position][x_current_position] barriers = ['X','⌂','🚪'] key_direction = getch() #control while key_direction != "q": key_direction = getch() x_direction, y_direction = set_direction(key_direction) board[y_current_position][x_current_position] = last_hero_position if check_next_step(y_current_position + y_direction, x_current_position + x_direction, barriers, board): y_current_position, x_current_position = makes_good_step(y_current_position, x_current_position, y_direction, x_direction) if inventory['dollars'] == 40: board[8][60] = "∃" if board[y_current_position][x_current_position] == '∃': ask_riddles(question_1, delay_print, handles_first_level, handles_second_level) # handles_second_level() elif key_direction == "q": sys.exit() open_door(board, inventory, '🚪', y_current_position, y_direction, x_current_position, x_direction) add_item_to_inventory(board, inventory, y_current_position, x_current_position) last_hero_position = board[y_current_position][x_current_position] insert_player(board, y_current_position, x_current_position) print_board(board) print_table(inventory)
def handles_first_level(): os.system("clear") # read_welcome_screen_file() x_current_position = 1 y_current_position = 1 # dutifulness = 100 # lives = 3 board = create_board('level_1.csv') last_hero_position = board[y_current_position][x_current_position] barriers = ['X', '⌂', '🚪'] # table_elements = ["_", "|"] # door = "/" # blood = "~" # inventory = {'stamina' : 50, 'dollars' : 0, 'keys' : 0, 'revolver' : 0, 'bullets': 0} # added_items = [] # horse = "♞" # note = "note" # key = "key" key_direction = getch() #control while key_direction != "q": # x_direction = 0 # y_direction = 0 key_direction = getch() x_direction, y_direction = set_direction(key_direction) board[y_current_position][x_current_position] = last_hero_position print(y_current_position, x_current_position) # print(last_hero_position) if check_next_step(y_current_position + y_direction, x_current_position + x_direction, barriers, board): y_current_position, x_current_position = makes_good_step( y_current_position, x_current_position, y_direction, x_direction) # if is_touching_horse(board[y_current_position + y_direction][x_current_position + x_direction], horse) and not is_key_in_inventory(key, added_items): # added_items.append(key) # add_to_inventory(inventory, added_items) # if is_touching_table(board[y_current_position + y_direction][x_current_position + x_direction], table_elements) and not is_note_in_inventory(note, added_items) and is_key_in_inventory(key, added_items): # added_items.append(note) # add_to_inventory(inventory, added_items) # if is_touching_blood(board[y_current_position + y_direction][x_current_position + x_direction], blood): # dutifulness = subtract_dutifulness(dutifulness) # if is_touching_door(board[y_current_position + y_direction][x_current_position + x_direction], door) and is_door_closed(obstacles, door) and is_key_in_inventory(key, added_items): # obstacles.remove(door) # return dutifulness, lives, inventory if inventory['dollars'] == 40: board[8][60] = "∃" if board[y_current_position][x_current_position] == '∃': handles_second_level() elif key_direction == "q": sys.exit() add_item_to_inventory(board, inventory, y_current_position, x_current_position) last_hero_position = board[y_current_position][x_current_position] insert_player(board, y_current_position, x_current_position) print_board(board) # inv = add_to_inventory(inventory, added_items) print_table(inventory)