Work on equipping items
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8d58c9647a
commit
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5 changed files with 90 additions and 13 deletions
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@ -33,7 +33,7 @@ def main():
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g = load(f"./games/{file}",l)
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games.append(g)
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except Exception as e:
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print(f"{Back.RED}{Fore.RED}{l['error_loading']} {file}:")
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print(f"{Back.RED}{Fore.WHITE}{l['error_loading']} {file}{Fore.RESET}{Back.RESET}:")
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print(e)
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# PRINT OUT GAME SELECT
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@ -42,7 +42,8 @@ def main():
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else:
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names = []
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for n in games:
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names.append(n.name)
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if(n is not None):
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names.append(n.name)
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m = MenuManager(names,f" TEXTY \n{l['available']}")
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games[m.selected].main_menu()
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@ -2,6 +2,13 @@ meta: # make sure every key is in lowercase
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name: "My Text Adventure" # Game name
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id: "examplegame" # An original game ID (please try to be original)
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creator: "hernik" # Your name as a creator
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equippable:
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- iron_sword:
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atk: 3
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starter: true
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- chainmail:
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def: 2
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starter: true
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game: # here goes all the game logic
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start: # the starting point always HAS to be named "start" (lowercase), the order and name of the rest does not matter
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41
lib/fight.py
41
lib/fight.py
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@ -1,21 +1,60 @@
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import math
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from lib.game import Item
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from .ascii import *
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from colorama import Fore
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import keyboard
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class FightHandler:
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def __init__(self,name:str,hp:int,attacks:list,img:str="") -> None:
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def __init__(self,message:str,name:str,hp:int,attacks:list,lang:dict,eq:Item,img:str="") -> None:
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self.selected = 0
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keyboard.add_hotkey("up",self.up)
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keyboard.add_hotkey("down",self.down)
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keyboard.add_hotkey("enter",self.attack)
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self.name = name
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self.max = hp # starting HP
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self.hp = self.max # current HP
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self.attacks = attacks
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self.img = img
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self.lang = lang
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self.message = message
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self.equipped = eq
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input()
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def up(self):
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if self.selected == 0:
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self.selected = 2
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else:
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self.selected -= 1
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system("cls||clear")
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self.show()
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def down(self):
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if self.selected == 2:
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self.selected = 0
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else:
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self.selected += 1
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system("cls||clear")
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self.show()
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def show(self):
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p = math.trunc(self.hp/self.max*10)
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h = "🟥"*p
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if str(p).endswith(".5"):
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h += "◾"
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print(self.message)
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print(f"{self.name} {h} {self.hp}/{self.max}")
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if self.img != "":
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anim = AsciiAnimation()
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anim.load_ascii(self.img)
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anim.play()
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s = [self.lang["attack"],self.lang["defend"],self.lang["inventory"]]
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for selection in s:
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if(self.selected == self.selections.index(selection)):
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print(f"{Fore.RED}⚔{Fore.RESET} {selection}")
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else:
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print(f" {selection}")
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def attack(self):
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self.hp
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input()
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47
lib/game.py
47
lib/game.py
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@ -11,13 +11,30 @@ from os import system
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class Game: # the game class keeps information about the loaded game
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def __init__(self,data:dict):
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self.name = data["meta"]["name"]
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self.author = data["meta"]["creator"]
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self.current = "start"
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self.nodes = {}
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self.inventory = []
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self.id = data["meta"]["id"]
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self.save = SaveManager(self.id)
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self.name = data["meta"]["name"] # Game name
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self.author = data["meta"]["creator"] # Game creator
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self.current = "start" # Current prompt
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self.nodes = {} # All nodes
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self.inventory = [] # Player's inventory
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self.id = data["meta"]["id"] # Game ID
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self.save = SaveManager(self.id) # saving
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self.equipped = {"weapon":None,"armor":None} # Items equipped by player
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if "equippable" in data["meta"].keys():
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self.equippable = [] # Items that can be equipped by player
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for item in data["meta"]["equippable"]:
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name = list(item.keys())[0]
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if "def" in item[name].keys() and "atk" in item[name].keys():
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self.equippable.append(Item(name,item[name]["atk"],item[name]["def"]))
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elif "def" in item[name].keys():
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self.equippable.append(Item(name=name,defense=item[name]["def"]))
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elif "atk" in item[name].keys():
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self.equippable.append(Item(name,item[name]["atk"]))
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if("starter" in item[name].keys()): # if starter, equip and add to inventory
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if item[name]["starter"]:
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i = next((x for x in self.equippable if x.name == list(item.keys())[0]))
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self.inventory.append(i)
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self.equipped[i.type] = i
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for k in data["game"]:
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self.nodes.update({k:data["game"][k]})
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@ -128,7 +145,7 @@ class Game: # the game class keeps information about the loaded game
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def show_inventory(self):
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if len(self.inventory) == 0:
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MenuManager([self.lang["return"]],f" YOUR INVENTORY \n")
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MenuManager([self.lang["return"]],f" {self.lang['inside_inv']} \n")
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else:
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s = ""
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for i,item in enumerate(self.inventory):
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@ -136,7 +153,7 @@ class Game: # the game class keeps information about the loaded game
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s += f"- {item}"
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else:
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s += f"- {item}\n"
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MenuManager([self.lang["return"]],f" YOUR INVENTORY \n{s}")
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MenuManager([self.lang["return"]],f" {self.lang['inside_inv']} \n{s}")
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self.print_text()
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def print_animated(self,animid): # prints the first found occurence of an ascii animation
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@ -158,6 +175,16 @@ def load(file_path,lang): # starts to load the game from YAML
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g.lang = lang
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return g
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except Exception as e:
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print(f"{Back.RED}{Fore.WHITE}{g.lang['error_loading']}{Fore.RESET}{Back.RESET}")
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print(f"{Back.RED}{Fore.WHITE}ERROR{Fore.RESET}{Back.RESET}")
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print(e)
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return None
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class Item:
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def __init__(self,name:str,attack:int = 0,defense:int = 0) -> None:
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self.name = name
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if attack == 0 and defense > 0:
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self.type = "armor"
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else:
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self.type = "weapon"
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self.attack = attack
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self.defense = defense
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@ -24,5 +24,8 @@ selection: 'Make a selection (number):'
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not_number: 'Not a number selection'
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invalid: 'Invalid selection'
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attack: "Attack"
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defend: "Defend"
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error_loading: 'An exception has occured while loading the game from the YAML file'
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no_action: 'Error: No action "$action" found in the game file.'
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