-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathdashed
More file actions
executable file
·862 lines (744 loc) · 31.4 KB
/
dashed
File metadata and controls
executable file
·862 lines (744 loc) · 31.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
#! /usr/bin/env python3
# IMPORTS
from tkinter import *
from tkinter import messagebox
from random import randint
import time
# from tkinter import imagetk
# WINDOW FUNCTIONS
def mquit():
mexit = messagebox.askyesno(title="Quit", message="Wirklich beenden?")
if mexit > 0:
battlefield.destroy()
# MAIN FRAME
battlefield = Tk()
battlefield.geometry('+680+100')
battlefield.title("Schlachtfeld - Treasure Hunting")
# MENU
# menubar = Menu(battlefield)
# filemenu = Menu(menubar, tearoff = 0)
# filemenu.add_command(label = "Close", command = mquit)
# menubar.add_cascade(label = "File", menu=filemenu)
# battlefield.config(menu = menubar)
# TEXTLINES
blackline = Label(bg = "black") # black line to separate battlefield from textlines
blackline.grid(row = 99)
line1 = Label(text = " ") # first text line
line1.grid(row = 100)
line2 = Label(text = " ") # second text line
line2.grid(row = 101)
line3 = Label(text = " ") # third text line
line3.grid(row = 102)
# # # # # #
# IMAGES #
# # # # # #
logo = PhotoImage(file="Images/player.gif")
gifplayer = logo
logo = PhotoImage(file="Images/1one.gif")
gifone = logo
logo = PhotoImage(file="Images/2two.gif")
giftwo = logo
logo = PhotoImage(file="Images/3three.gif")
gifthree = logo
logo = PhotoImage(file="Images/4four.gif")
giffour = logo
logo = PhotoImage(file="Images/5five.gif")
giffive = logo
logo = PhotoImage(file="Images/6six.gif")
gifsix = logo
logo = PhotoImage(file="Images/7seven.gif")
gifseven = logo
logo = PhotoImage(file="Images/8eight.gif")
gifeight = logo
logo = PhotoImage(file="Images/9nine.gif")
gifnine = logo
logo = PhotoImage(file="Images/wall.gif")
gifwall = logo
logo = PhotoImage(file="Images/angel.gif")
gifangel = logo
logo = PhotoImage(file="Images/vampire.gif")
gifvampire = logo
logo = PhotoImage(file="Images/werewolf.gif")
gifwerewolf = logo
logo = PhotoImage(file="Images/loot.gif")
gifloot = logo
logo = PhotoImage(file="Images/barricada.gif")
gifbarricada = logo
logo = PhotoImage(file="Images/treasure.gif")
giftreasure = logo
logo = PhotoImage(file="Images/0leer.gif")
gifleer = logo
logo = PhotoImage(file="Images/door.gif")
gifdoor = logo
# # # # #
# ITEMS #
# # # # #
# Swords
nosword = ["Faust", 0, 0.0, 0.3, 0, False]
teli = ["Teleskopschlagstock", 20, 0.0, 0.3, 20, False]
knife = ["Messer", 30, 0.2, 0.0, 20, False]
shortsword = ["Kurzschwert", 50, 0.3, 0.0, 40, False]
longsword = ["Langschwert", 70, 0.4, 0.1, 70, False]
nunchaku = ["Nun-Chakus", 50, 0.1, 0.7, 70, False]
mace = ["Streitkolben", 70, 0.1, 0.5, 70, False]
claymore = ["Zweihänder", 120, 0.3, 0.2, 120, False]
katana = ["Katana", 75, 0.6, 0.1, 100, False]
silversword = ["Silberschwert", 50, 0.3, 0.2, 90, True]
silverdagger = ["Silberdolch", 30, 0.2, 0.0, 40, True]
whip = ["Silberpeitsche", 30, 0.7, 0.8, 60, True]
krallen = ["Krallen", 30, 0.3, 0.6, 9999, False]
silverkrallen = ["Silberkrallen", 30, 0.4, 0.7, 150, True]
# Guns
nogun = ["Keine", 0, 0, 0, 0]
glock = ["Glock", 2, 10, 4, 30]
uzi = ["Uzi", 4, 10, 3, 50]
ak74 = ["Ak-74", 2, 30, 5, 80]
p90 = ["P90", 3, 15, 4, 60]
abgesägte_shotgun = ["Abgesägte Schrotflinte", 1, 50, 2, 30]
shotgun = ["Schrotflinte", 1, 70, 3, 80]
awp = ["AWP", 1, 90, 8, 140]
m4 = ["m4", 3, 25, 6, 110]
lmg = ["LMG", 7, 10, 4, 130]
# Gun-Upgrades
def longrifle(player, gun):
if gun[1] < 2:
gun[0][3] += 2
gun[1] += 1
return player.inventar.remove("Verlängerter Lauf"), gun
print("Diese Waffe hat jetzt einen verlängerten Lauf.")
else:
print("Diese Waffe ist bereits zu modifiziert.")
def longrifleminus(player, gun):
gun[0][3] -= 2
gun[1] -= 1
return player.inventar.append("Verlängerter Lauf"), gun
print("Der verlängerte Lauf wurde abgenommen.")
def expanding(player, gun):
if gun[1] < 2:
gun[0][2] += 5
gun[1] += 1
return player.inventar.remove("Laufbeschleuniger"), gun
print("Diese Waffe hat jetzt einen Laufbeschleuniger.")
else:
print("Diese Waffe ist bereits zu modifiziert.")
def expandingminus(player, gun):
gun[0][2] -= 5
gun[1] -= 1
return player.inventar.append("Laufbeschleuniger"), gun
print("Der Laufbeschleuniger wurde ausgebaut.")
def mechanics(player, gun):
if gun[1] < 2:
gun[0][1] += 1
gun[1] += 1
return player.inventar.remove("Verbesserte Mechanik"), gun
print("Diese Waffe hat jetzt eine verbesserte Mechanik.")
else:
print("Diese Waffe ist bereits zu modifiziert.")
def mechanicsminus(player, gun):
gun[0][1] -= 1
gun[1] -= 1
return player.inventar.append("Verbesserte Mechanik"), gun
print("Die verbesserte Mechanik wurde ausgebaut.")
def lightgun(player, gun):
if gun[1] < 2:
player.movement += 1
gun[1] += 1
return player.inventar.remove("Teilmantelgeschosse"), gun, player.movement
print("Diese Waffe ist jetzt leichter.")
else:
print("Diese Waffe ist bereits zu modifiziert.")
def lightgunminus(player, gun):
player.movement -= 1
gun[1] -= 1
return player.inventar.append("Teilmantelgeschosse"), gun, player.movement
print("Die Waffe wurde wieder schwerer.")
def silverbullets(player, gun):
if gun[1] < 2:
gun[2] = True
gun[1] += 1
return player.inventar.remove("Silberkugeln"), gun
print("Diese Waffe schießt jetzt mit Silberkugeln.")
else:
print("Diese Waffe ist bereits zu modifiziert.")
def silverbulletsminus(player, gun):
gun[2] = False
gun[1] -= 1
return player.inventar.append("Silberkugeln"), gun
print("Die Silberkugeln wurden ausgetauscht.")
# Tech-Upgrades
# # # # # #
# CLASSES #
# # # # # #
# Characters
class Character():
# This is the main character class, not only for player characters
def __init__(self, name, race, kon, srg, ges, agi):
self.name = name
self.race = race
self.kon = kon # Constitution
self.srg = srg # Strength
self.ges = ges # ABility
self.agi = agi # AGility
self.hp = self.kon * 8 + self.srg * 5 + 10 # Health Points
inventar = []
bitcoins = 50
level = 1
experience = 0
gun = [nogun, 0, False]
sword = nosword
def print_char(self, name, race, kon, srg, ges, agi, hp, level, bitcoins):
# print out character
print("----- Spielercharakter -----")
print("NAME: {} LEVEL: {} RASSE: {}".format(name, str(level), race))
print("Bitcoins: {}".format(str(bitcoins)))
print('WERTE: ')
print("Leben: {} / {}".format(str(hp), str(kon * 8 + srg * 5 + 10)))
print("Bewegung: {}".format(str(movement(agi, kon, race))))
print("Nahkampf: {}".format(str(melee_skill(srg, ges))))
print("Fernkampf: {}".format(str(gun_skill(agi, ges))))
print("ATTRIBUTE: ".format())
print("Konstitution: {}".format(str(kon)))
print("Stärke: {}".format(str(srg)))
print("Geschicklichkeit: {}".format(str(ges)))
print("Schnelligkeit: {}".format(str(agi)))
print("----------------------------")
def level_up(level, experience):
# has to be called every time the player earns experience. need to add a skill system in this function
if experience >= level * 5 + 20:
experience -= level * 5 + 20
level += 1
return level, experience
# RACES
class Vampire(Character):
# race subclass
def __init__(self, name):
super().__init__(name, "Vampir", 6, 8, 5, 5)
class Angel(Character):
# race subclass
def __init__(self, name):
super().__init__(name, "Engel", 4, 3, 7, 7)
class Human(Character):
# race subclass
def __init__(self, name):
super().__init__(name, "Mensch", 4, 5, 5, 4)
class Werewolf(Character):
# race subclass
def __init__(self, name):
super().__init__(name, "Werwolf", 4, 5, 5, 4)
self.morph = True
self.inventar = ["krallen"]
# ENEMYS
class Enemy():
def __init__(self, name, race, kon, srg, ges, agi, gun, sword, loot, experience):
self.name = name
self.race = race
self.kon = kon
self.srg = srg
self.ges = ges
self.agi = agi
self.gun = gun
self.sword = sword
self.loot = loot
self.experience = experience
def ai_turn(self, foelist, id):
if foelist[id][5] > 0: # stun test and removal
foelist[id][5] -= 1
else:
pass # here comes the enemy turn
def showinfo(self):
pass # open an infobox with info about the enemy on right-click
class Police(Enemy):
def __init__(self):
super().__init__("Polizist", "human", 4, 5, 5, 4, "glock", "teli", randint(5, 10), 5)
class Security(Enemy):
def __init__(self):
super().__init__("Private Security", "human", 5, 7, 5, 4, "random", "teli", randint(1, 10), 6)
class Mercenary(Enemy):
def __init__(self):
super().__init__("Söldner", "human", 6, 8, 8, 6, "ak74", "knife", randint(5, 20), 7)
class Soldier(Enemy):
def __init__(self):
super().__init__("Soldat", "human", 7, 8, 8, 7, "random", "knife", randint(10, 20), 8)
class Taskforce(Enemy):
def __init__(self):
super().__init__("Spezialeinheit", "human", 9, 10, 10, 9, "random", "random", randint(10, 5), 10)
class Criminal(Enemy):
def __init__(self):
super().__init__("Krimineller", "human", 5, 6, 7, 7, "random", "random", randint(1, 15), 6)
class Terrorist(Enemy):
def __init__(self):
super().__init__("Terrorist", "human", 5, 7, 9, 8, "random", "random", randint(1, 15), 7)
class Silver1(Enemy):
def __init__(self):
super().__init__("Verschwörungstheoretiker", "human", 4, 5, 5, 4, "random", "silversword", randint(1, 10), 7)
class Silver2(Enemy):
def __init__(self):
super().__init__("Atheist", "human", 8, 10, 8, 5, "random", "whip", randint(10, 20), 11)
class Angel1(Enemy):
def __init__(self):
super().__init__("Engel", "angel", 5, 3, 8, 7, "random", "random", randint(10, 15), 8)
class Angel2(Enemy):
def __init__(self):
super().__init__("Engel", "angel", 6, 4, 10, 8, "random", "random", randint(15, 25), 12)
class Vampire1(Enemy):
def __init__(self):
super().__init__("Vampir", "vampire", 7, 9, 5, 5, "random", "random", randint(10, 15), 8)
class Vampire2(Enemy):
def __init__(self):
super().__init__("Vampir", "vampire", 8, 11, 6, 6, "random", "random", randint(15, 25), 12)
class Werewolf1(Enemy):
def __init__(self):
super().__init__("Werwolf", "werewolf", 4, 5, 6, 5, "random", "krallen", randint(10, 15), 8)
class Werewolf2(Enemy):
def __init__(self):
super().__init__("Werwolf", "werewolf", 5, 8, 6, 6, "random", "silverkrallen", randint(15, 25), 12)
# WERTE
def movement(agi, kon, race):
if race == "Engel":
return int((kon * 3 + agi * 8) / 10) + 1
else:
return int((kon * 3 + agi * 8) / 10)
def melee_skill(srg, ges):
return int(srg * 5 + ges * 3)
def gun_skill(agi, ges):
return int(agi * 3 + ges * 7)
# ACTIONS
def race_choice(new_race):
# race choice function
if new_race == "1":
new_race = "Vampir"
elif new_race == "2":
new_race = "Werwolf"
elif new_race == "3":
new_race = "Engel"
else:
# this is for wrong input, but i think this is a bad solution
print('Erzuerne IHN nicht mit einer falschen Angabe!')
new_race = input("Welcher Rasse soll es angehoeren? 1: Vampir \n 2: Werwolf \n 3:Engel")
race_choice(new_race)
return new_race
def char_create():
# Player Character Creation. here is the place where legends are born. and taunted.
charwin = Tk()
charwin.geometry('+680+400')
charwin.title("Charakter - Treasure Hunting")
intro = Label(charwin, text = "Und wieder schickt ER einen seiner Diener auf die Erde.\n "
"Sie leben mitten unter den Menschen, ohne dass sie etwas\n"
"davon ahnen. Wie alle SEINER Wesen vor ihm hat er nur\n"
"ein Ziel:\n"
"\n"
"UNHEIL.")
intro.grid()
new_name = input("Wie soll das neue Wesen heissen? ")
new_race = input("Welcher Rasse soll es angehoeren? \n 1: Vampir \n 2: Werwolf \n 3: Engel \n")
new_race = race_choice(new_race)
print()
if new_race == "Vampir":
print("Eine weise Wahl. Du Fetischist.")
player = Vampire(new_name)
elif new_race == "Werwolf":
print("Aah, ein Rowdy!")
player = Werewolf(new_name)
else:
print("Schwuchtel.")
player = Angel(new_name)
print()
print()
print("Du erwachst nach einem langen Flug...")
print()
return player
def show_foes(mission, mission_foes): # returns a list of enemies at the beginning of the game
result = []
i = -1
for x in range(len(mission)):
for y in range(len(mission[x])):
if mission[x][y] == 1:
i += 1
result.append(
[i, str(mission_foes[1]), x, y, 0, 0]) # id, name, y-coordinate, x-coordinate, damage taken, stun
elif mission[x][y] == 2:
i += 1
result.append([i, str(mission_foes[2]), x, y, 0, 0])
elif mission[x][y] == 3:
i += 1
result.append([i, str(mission_foes[3]), x, y, 0, 0])
elif mission[x][y] == 4:
i += 1
result.append([i, str(mission_foes[4]), x, y, 0, 0])
elif mission[x][y] == 5:
i += 1
result.append([i, str(mission_foes[5]), x, y, 0, 0])
elif mission[x][y] == 6:
i += 1
result.append([i, str(mission_foes[6]), x, y, 0, 0])
elif mission[x][y] == 7:
i += 1
result.append([i, str(mission_foes[7]), x, y, 0, 0])
elif mission[x][y] == 8:
i += 1
result.append([i, str(mission_foes[8]), x, y, 0, 0])
elif mission[x][y] == 9:
i += 1
result.append([i, str(mission_foes[9]), x, y, 0, 0])
elif mission[x][y] == "E":
i += 1
result.append([i, str(mission_foes["E"]), x, y, 0, 0])
elif mission[x][y] == "V":
i += 1
result.append([i, str(mission_foes["V"]), x, y, 0, 0])
elif mission[x][y] == "R":
i += 1
result.append([i, str(mission_foes["R"]), x, y, 0, 0])
return result # returns list of all enemies on the battlefield aka foelist
def near(playerx, playery, id, foelist): # tests if the enemy is near the player
if playerx + 1 == foelist[id][2] or playerx - 1 == foelist[id][2] and playery + 1 == foelist[id][3] or playery - 1 == foelist[id][3]:
return True
else:
return False
def sight(playerx, playery, foelist): # tests if the player can see an enemy, returns a list of enemies
pass
def melee_damage(player, id, foelist, target): # deals melee damage
damage = player.srg * 5 + player.sword[1] # Damage the player deals
if randint(0, 10) < player.sword[2] * 10: # critical hit
damage *= 2
elif target.race == "angel" or target.race == "vampire" or target.race == "werewolf" and player.sword[6] == True:
damage *= 2
if randint(0, 10) < player.sword[3] * 10:
foelist[id][5] += 1
print("Dein Gegner taumelt!")
return damage
def gun_damage(player, id, foelist, target): # deals range damage
damage = player.gun[2]
if target.race == "angel" or target.race == "vampire" or target.race == "werewolf" and player.gun[2] == True:
damage *= 2
print("you dealed {} damage.".format(str(damage)))
return damage
def dead(player, id, foelist, target, mission): # tests if an enemy is dead and removes him
if foelist[id][4] >= target.kon * 8 + target.srg * 5 + 10:
x = foelist[id][2]
y = foelist[id][3]
player.experience += target.experience # Experience gain
player.level_up(player.level, player.experience) # test for Level up
money = target.loot # Gain Loot
player.bitcoins += money
print("Dein Gegner ist gestorben. Du erhältst {} Erfahrung und {} Bitcoins.".format(target.experience, money))
mission[x][y] = "O" # erase enemy from missionlist
widgetlist[x][y].grid_remove() # erase enemy from GUI
logo = PhotoImage(file="Images/0leer.gif")
w1 = Label(battlefield, image=logo)
w1.logo = logo
w1.grid(row=x, column=y) # place an empty field
foelist.remove(id) # erase enemy from foelist
return player, foelist, mission
def attack(player, action, foelist, mission): # processes a single attack
id = int(action) - 1
if action == 0:
pass
else:
if foelist[id][1] == "police":
target = Police()
if foelist[id][1] == "security":
target = Security()
if foelist[id][1] == "mercenary":
target = Mercenary()
if foelist[id][1] == "soldier":
target = Soldier()
if foelist[id][1] == "taskforce":
target = Taskforce()
if foelist[id][1] == "criminal":
target = Criminal()
if foelist[id][1] == "terrorist":
target = Terrorist()
if foelist[id][1] == "silver1":
target = Silver1()
if foelist[id][1] == "silver2":
target = Silver2()
if foelist[id][1] == "angel1":
target = Angel1()
if foelist[id][1] == "angel2":
target = Angel2()
if foelist[id][1] == "vampire1":
target = Vampire1()
if foelist[id][1] == "vampire2":
target = Vampire2()
if foelist[id][1] == "werewolf1":
target = Werewolf1()
if foelist[id][1] == "werewolf2":
target = Werewolf2()
if near(playerx, playery, id,
foelist) == True: # direct attack, with the melee_skill and the sword of the player.
if melee_skill(player.srg, player.ges) + randint(0, 50) > melee_skill(target.srg, target.ges) + randint(0,
20):
if randint(1, 100) > 10:
damage = melee_damage(player, id, foelist, target)
print("Du hast getroffen!")
else:
print("Daneben!")
else:
if 100 - gun_skill(player.agi, player.ges) < randint(0, 100):
if randint(1, 100) > 10:
print("Du hast getroffen!")
damage = gun_damage(player, id, foelist, target)
else:
print("Daneben!")
foelist[id][4] += damage # Here comes the damage!!
dead(player, id, foelist, target, mission)
def walk(playerx, playery, steps, mission,
mission_foes): # walk from player coordinates to the point where steps[] directs
for i in range(len(steps)):
time.sleep(0.2)
try:
if steps[i] == "w":
if mission[playery-1][playerx] == "O":
widgetlist[playery][playerx].configure(image = gifleer) # remove player from GUI
widgetlist[playery-1][playerx].configure(image = gifplayer) # remove target from GUI
mission[playery-1][playerx] = 0 # player missionlist entry
mission[playery][playerx] = "O" # left place missionlist entry
playery -= 1
elif mission_foes[mission[playery-1][playerx]] == "D":
pass # go to target level
else:
pass
elif steps[i] == "a":
if mission[playery][playerx-1] == "O":
widgetlist[playery][playerx].configure(image = gifleer) # remove player from GUI
widgetlist[playery][playerx-1].configure(image = gifplayer) # remove target from GUI
mission[playery][playerx-1] = 0 # player missionlist entry
mission[playery][playerx] = "O" # left place missionlist entry
playerx -= 1
elif mission_foes[mission[playery][playerx-1]] == "D":
pass # go to target level
else:
pass
elif steps[i] == "d":
if mission[playery][playerx+1] == "O":
widgetlist[playery][playerx].configure(image = gifleer) # remove player from GUI
widgetlist[playery][playerx+1].configure(image = gifplayer) # remove target from GUI
mission[playery][playerx+1] = 0 # player missionlist entry
mission[playery][playerx] = "O" # left place missionlist entry
playerx += 1
elif mission_foes[mission[playery][playerx+1]] == "D":
pass # go to target level
else:
pass
if steps[i] == "s":
if mission[playery+1][playerx] == "O":
widgetlist[playery][playerx].configure(image = gifleer) # remove player from GUI
widgetlist[playery+1][playerx].configure(image = gifplayer) # remove target from GUI
mission[playery+1][playerx] = 0 # player missionlist entry
mission[playery][playerx] = "O" # left place missionlist entry
playery += 1
elif mission_foes[mission[playery+1][playerx]] == "D":
pass # go to target level
else:
pass
except KeyError:
pass
return playerx, playery, mission
def morph(y, n):
morphed = True
y.grid_forget()
n.grid_forget()
return morphed
def morph1(y, n):
morphed = False
y.grid_forget()
n.grid_forget()
return morphed
def your_turn(player, foelist, mission, mission_foes):
move = True
shoot_fight = True
try:
if player.morph == True:
line1.configure(battlefield, text = "willst du dich verwandeln?")
y = Button(battlefield, text = "Verwandeln", command = lambda: morph(y, n))
y.grid(row = 103, column = 0)
n = Button(battlefield, text = "Menschlich bleiben", command = lambda: morph1(y, n))
n.grid(row = 103, column = 1)
if morphed == True:
move = False
shoot_fight = False
print("Du verwandelst dich in einen Werwolf!")
else:
print("Deine Instinkte schlafen weiter und du bleibst menschlich.")
except AttributeError:
pass
if move == True:
print("Wohin willst du gehen? du hast %s Schritte." % (str(movement(player.agi, player.kon, player.race))))
s = input("wasd: ")
s.lower()
steps = []
for i in range(movement(player.agi, player.kon, player.race)):
try:
if s[i] in "wasd":
steps.append(s[i])
except IndexError:
pass
walk(playerx, playery, steps, mission, mission_foes) # call walk-function with steps-list
if shoot_fight == True:
print("Wen willst du angreifen?")
print("0: nichts tun")
# testen ob ein Gegner dem Spieler nah ist - nah oder fernkampf, wieviel Schuss?
# auf Befehl des Spielers warten
# klick des Spielers einlesen
# attack(), damage(), dead()
'''for i in range(len(foelist)): # This is not ready yet... i should test it (haha), i think here are some logical bugs.
# this for-loop.... i think right now you get one attack a turn for every enemy on the field.
if near(playerx, playery, i, foelist) == True:
directcombat = True # is the enemy in range? shoot or fight him? maybe you cant shoot if you are in direct combat?
print(str(foelist[i][0] + 1) + ": angreifen")
action = input()
attack(player, action, foelist, mission)
elif sight(playerx, playery, foelist[i]) == True:
shots = range(player.gun[1])
print("Du hast diese Runde {} Schuss!".format(str(player.gun[0[1]])))
while shots >= 0:
if directcombat == False: # is the enemy in sight line? then you can shoot him:
print(str(foelist[i][0] + 1) + ": schiessen")
action = input()
attack(player, action, foelist, mission)
print("Du hast noch {} Schüsse übrig!".format(str(shots)))
shots -= 1
else:
pass
'''
print("Deine Gegner sind am Zug...")
print()
# BUILD BATTLEFIELD FUNCTION
# mission has to be a list of lists: first columns, then rows. each variable in the list(s) is a placeholder for one field.
# mission_foes is a dictionary: it gives various integers the str(names) of the enemy, which stands there.
def build_battlefield(mission, mission_foes):
widgetlist = []
for x in range(len(mission)):
widgetlist.append([])
for y in range(len(mission[x])): # place the new field at .grid(row = x, column = y)
if mission[x][y] == 0:
w1 = Button(battlefield, image=gifplayer)
w1.grid(row=x, column=y)
global playerx
playerx = x
global playery
playery = y
elif mission[x][y] == 1:
w1 = Button(battlefield, image=gifone)
w1.grid(row=x, column=y)
elif mission[x][y] == 2:
w1 = Button(battlefield, image=giftwo)
w1.grid(row=x, column=y)
elif mission[x][y] == 3:
w1 = Button(battlefield, image=gifthree)
w1.grid(row=x, column=y)
elif mission[x][y] == 4:
w1 = Button(battlefield, image=giffour)
w1.grid(row=x, column=y)
elif mission[x][y] == 5:
w1 = Button(battlefield, image=giffive)
w1.grid(row=x, column=y)
elif mission[x][y] == 6:
w1 = Button(battlefield, image=gifsix)
w1.grid(row=x, column=y)
elif mission[x][y] == 7:
w1 = Button(battlefield, image=gifseven)
w1.grid(row=x, column=y)
elif mission[x][y] == 8:
w1 = Button(battlefield, image=gifeight)
w1.grid(row=x, column=y)
elif mission[x][y] == 9:
w1 = Button(battlefield, image=gifnine)
w1.grid(row=x, column=y)
elif mission[x][y] == 'W':
w1 = Button(battlefield, image=gifwall)
w1.grid(row=x, column=y)
elif mission[x][y] == "E":
w1 = Button(battlefield, image=gifangel)
w1.grid(row=x, column=y)
elif mission[x][y] == "V":
w1 = Button(battlefield, image=gifvampire)
w1.grid(row=x, column=y)
elif mission[x][y] == "R":
w1 = Button(battlefield, image=gifwerewolf)
w1.grid(row=x, column=y)
elif mission[x][y] == "L":
w1 = Button(battlefield, image=gifloot)
w1.grid(row=x, column=y) # place a loot image: generate random loot.
elif mission[x][y] == "B":
w1 = Button(battlefield, image=gifbarricada)
w1.grid(row=x, column=y) # place a barricade
elif mission[x][y] == "T":
w1 = Button(battlefield, image=giftreasure)
w1.grid(row=x, column=y) # place the Treasure
elif mission[x][y] == "O":
w1 = Button(battlefield, image=gifleer)
w1.grid(row=x, column=y) # place an empty field
else:
try:
if str(mission_foes[str(mission[x][y])]) == "D":
w1 = Button(battlefield, image=gifdoor)
w1.grid(row=x, column=y)
except KeyError:
pass
widgetlist[x].append(w1)
return widgetlist # return the player coordinates
def show_legend():
legend = Tk()
legend.geometry('+250+100')
legend.title("Legende - Treasure Hunting")
w1 = Label(legend, image=gifwall)
w1.grid(row=0, column=0)
w1 = Label(legend, text="Mauer").grid(row=0, column=1)
w1 = Label(legend, image=gifleer)
w1.grid(row=1, column=0)
w1 = Label(legend, text="Boden").grid(row=1, column=1)
w1 = Label(legend, image=gifbarricada)
w1.grid(row=1, column=0)
w1 = Label(legend, text="Stacheldraht").grid(row=1, column=1)
# legend.mainloop()
# TEST PARAGRAPH
# mission list:
chapter_one = [
["W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W"],
["W", "O", "O", "O", "T", "W", "W", "W", "W", "W", "W", "W", "W", "W", "O", "O", "O", "O", "O", "O", "W"],
["W", "O", "O", 1, "O", "W", "W", "W", "W", "W", "W", "W", "W", "W", "O", "E", "O", "L", "O", "O", "W"],
["W", "O", 1, "O", "O", "W", "W", "W", "W", "W", "W", "W", "W", "W", "O", "O", "O", "W", "W", "W", "W"],
["W", "O", "B", "B", "B", "W", "W", "W", "main", "main", "W", "W", "W", "W", "O", "O", "O", "W", "W", "W", "W"],
["W", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "W", "W", "W", "W"],
["W", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "police", "W", "W", "W"],
["W", "O", "O", "O", "E", "O", "O", "O", "O", 1, "O", 1, "O", "O", "O", "O", "O", "W", "W", "W", "W"],
["W", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "W", "W", "W", "W"],
["W", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "W"],
["W", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", 1, "O", "O", "O", 1, "O", "O", "O", "W"],
["W", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "W"],
["W", "B", "B", "B", "B", "B", "B", "B", "O", "O", "B", "B", "B", "B", "B", "B", "B", "B", "B", "B", "W"],
["W", "O", "O", "O", "O", "O", 1, "O", "O", "O", 1, "O", "O", "O", "O", "O", "O", "O", "O", "O", "W"],
["W", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "W"],
["W", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "W"],
["W", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "W"],
["W", "W", 0, "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "O", "W"],
["W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W", "W"]]
# missions_foes dictionary:
chapter_one_foes = {
1: "police",
"main": "D",
"police": "D",
"E": "angel1",
"W": 0,
"V": "vampire1",
"O": 0,
"B": 0,
"T": 0,
"L": 0,
"R": "werewolf1"
}
# Game
# character creation
# show_legend()
player = char_create()
widgetlist = build_battlefield(chapter_one, chapter_one_foes)
foelist = show_foes(chapter_one, chapter_one_foes)
your_turn(player, foelist, chapter_one, chapter_one_foes)
your_turn(player, foelist, chapter_one, chapter_one_foes)
your_turn(player, foelist, chapter_one, chapter_one_foes)
your_turn(player, foelist, chapter_one, chapter_one_foes)
# has to be at the end
# battlefield.
mainloop()