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game.py
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import maze_gen
import pygame as p
import role_game
from time import sleep
from random import choice
maze_x = 20
maze_y = 18
maze = [[0 for i in range(maze_x)] for j in range(maze_y)]
maze_gen.generate_maze(maze)
root = p.display.set_mode((1000,800))
solver = maze_gen.maze_solver()
hero = role_game.player()
p.font.init()
f1 = p.font.Font(None, 30)
while True :
n = solver.solve(maze)
if n :
if n[0] == "end" :
maze = [[0 for i in range(maze_x)] for j in range(maze_y)]
maze_gen.generate_maze(maze)
if n[0] == "fight":
res = hero.fight(n[1]-3, root)
if res == "win" :
hero_pos = maze_gen.find_player(maze)
if n[2] == "left" :
maze[hero_pos[0]][hero_pos[1]-1] = 1
if n[2] == "right" :
maze[hero_pos[0]][hero_pos[1]+1] = 1
if n[2] == "up" :
maze[hero_pos[0]-1][hero_pos[1]] = 1
if n[2] == "down" :
maze[hero_pos[0]+1][hero_pos[1]] = 1
if res == "dead" :
print("you dead")
break
if n[0] == "heal" :
hero.heal()
hero_pos = maze_gen.find_player(maze)
if n[1] == "left" :
maze[hero_pos[0]][hero_pos[1]-1] = 1
if n[1] == "right" :
maze[hero_pos[0]][hero_pos[1]+1] = 1
if n[1] == "up" :
maze[hero_pos[0]-1][hero_pos[1]] = 1
if n[1] == "down" :
maze[hero_pos[0]+1][hero_pos[1]] = 1
if n[0] == "poison" :
res = hero.poison()
hero_pos = maze_gen.find_player(maze)
if res == "dead" :
print("you dead")
break
else :
if n[1] == "left" :
maze[hero_pos[0]][hero_pos[1]-1] = 1
if n[1] == "right" :
maze[hero_pos[0]][hero_pos[1]+1] = 1
if n[1] == "up" :
maze[hero_pos[0]-1][hero_pos[1]] = 1
if n[1] == "down" :
maze[hero_pos[0]+1][hero_pos[1]] = 1
root.fill((0,0,0))
player_hp_text = f1.render("Player hp: {}".format(str(hero.hp)), True, (255, 255, 255))
player_max_hp_text = f1.render("Player max-hp: {}".format(str(hero.max_hp)), True, (255, 255, 255))
player_attack_text = f1.render("Player attack: {}".format(str(hero.attack)), True, (255, 255, 255))
player_deffense_text = f1.render("Player deffense: {}".format(str(hero.deffense)), True, (255, 255, 255))
root.blit(player_hp_text, (800, 40))
root.blit(player_max_hp_text, (800, 80))
root.blit(player_attack_text, (800, 120))
root.blit(player_deffense_text, (800, 160))
y_pos = 0
for line in maze :
x_pos = 0
for cell in line :
if cell == 1 :
img = p.image.load('res/dungeon/floor.png')
img = p.transform.scale(img, (35,35))
root.blit(img, (x_pos, y_pos))
elif cell == 2 :
img = p.image.load('res/dungeon/player.png')
img = p.transform.scale(img, (35,35))
root.blit(img, (x_pos, y_pos))
elif cell == 3 :
img = p.image.load('res/dungeon/end.png')
img = p.transform.scale(img, (35,35))
root.blit(img, (x_pos, y_pos))
elif cell == 4 :
img = p.image.load('res/monsters/devil.png')
img = p.transform.scale(img, (35,35))
root.blit(img, (x_pos, y_pos))
elif cell == 5 :
img = p.image.load('res/monsters/eye.png')
img = p.transform.scale(img, (35,35))
root.blit(img, (x_pos, y_pos))
elif cell == 6 :
img = p.image.load('res/monsters/ghost.png')
img = p.transform.scale(img, (35,35))
root.blit(img, (x_pos, y_pos))
elif cell == 7 :
img = p.image.load('res/monsters/plague_doctor.png')
img = p.transform.scale(img, (35,35))
root.blit(img, (x_pos, y_pos))
elif cell == 8 :
img = p.image.load('res/monsters/skeleton.png')
img = p.transform.scale(img, (35,35))
root.blit(img, (x_pos, y_pos))
elif cell == 9 :
img = p.image.load('res/monsters/water_ghoul.png')
img = p.transform.scale(img, (35,35))
root.blit(img, (x_pos, y_pos))
elif cell == 10 :
img = p.image.load('res/potions/heal_potion.png')
img = p.transform.scale(img, (35,35))
root.blit(img, (x_pos, y_pos))
elif cell == 11 :
img = p.image.load('res/potions/poison.png')
img = p.transform.scale(img, (35,35))
root.blit(img, (x_pos, y_pos))
else :
img = p.image.load('res/dungeon/wall.png')
img = p.transform.scale(img, (35,35))
root.blit(img, (x_pos, y_pos))
x_pos += 40
y_pos += 40
for i in p.event.get():
if i.type== p.QUIT:
quit()
p.display.update()
sleep(0.5)
#root.fill((0,0,0))