Version final
This commit is contained in:
@@ -94,17 +94,16 @@ class Cli():
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except:
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except:
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pass
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pass
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def draw_bar(self, percent, x, y, **kwargs):
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def draw_bar(self, percent, x, y, length=40, **kwargs):
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"""dessine la barre de vie"""
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"""dessine la barre de vie"""
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length = 40
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part_to_draw = length * percent // 100
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part_to_draw = length * percent // 100
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for key, value in kwargs.items():
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for key, value in kwargs.items():
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if key == 'color':
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if key == 'color':
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self.draw('|{}{}|'.format(''.join(['█' for i in range(part_to_draw)]), ''.join(
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self.draw('|{}{}|'.format(''.join(['█' for i in range(part_to_draw)]), ''.join(
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[' ' for i in range(length - part_to_draw)])), x, y, color=value)
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[' ' for i in range(length - part_to_draw)])), x, y, color=value)
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else:
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return
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self.draw('|{}{}|'.format(''.join(['█' for i in range(part_to_draw)]), ''.join(
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self.draw('|{}{}|'.format(''.join(['█' for i in range(part_to_draw)]), ''.join(
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[' ' for i in range(length - part_to_draw)])), x, y, color='WHITE')
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[' ' for i in range(length - part_to_draw)])), x, y, color='GREEN')
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def wipe(self):
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def wipe(self):
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"""vide le contenu de self.screen"""
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"""vide le contenu de self.screen"""
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@@ -3,15 +3,14 @@ import cli
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import time
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import time
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import getkey
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import getkey
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class Animation:
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class Animation:
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""" class de gestion des animations"""
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""" class de gestion des animations du personnage"""
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def __init__(self, x, y, shape):
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def __init__(self, x, y, shape):
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self.x = x
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self.x = x
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self.y = y
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self.y = y
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self.shape = shape
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self.shape = shape
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self.state = ''
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self.state = 'right'
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def blink(self, start_color, end_color):
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def blink(self, start_color, end_color):
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""" Fait clignoter le calque"""
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""" Fait clignoter le calque"""
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@@ -19,14 +18,15 @@ class Animation:
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for i in range(8):
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for i in range(8):
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self.layer.refresh()
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self.layer.refresh()
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if i % 2 == 0:
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if i % 2 == 0:
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self.display('right', color=start_color)
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self.display(self.state, color=start_color)
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else:
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else:
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self.display('right', color=end_color)
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self.display(self.state, color=end_color)
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gui.display()
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gui.display()
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time.sleep(0.4)
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time.sleep(0.2)
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del self.layer
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del self.layer
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def display(self, side, **kwargs):
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def display(self, side, **kwargs):
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"""affiche le personnage"""
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self.state = side
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self.state = side
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if side == 'right':
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if side == 'right':
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cuted_shape = self.shape[0].split('\n')
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cuted_shape = self.shape[0].split('\n')
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@@ -37,28 +37,48 @@ class Animation:
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if key == 'color':
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if key == 'color':
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gui.draw(cuted_shape[i], self.x, self.y + i, color=value)
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gui.draw(cuted_shape[i], self.x, self.y + i, color=value)
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def move(self, x, y, speed):
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def move(self, x, y, speed, **kwargs):
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"""le fait bouger selon x et y"""
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self.layer = cli.Layer(gui, self.x, self.y, self.shape[0].split('\n'))
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self.layer = cli.Layer(gui, self.x, self.y, self.shape[0].split('\n'))
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colori = 'WHITE'
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for key, value in kwargs.items():
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if key == 'color':
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colori = value
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try:
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direction = x // abs(x) * speed
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direction = x // abs(x) * speed
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except:
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direction = 1
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for i in range(0, x, direction):
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for i in range(0, x, direction):
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self.x += direction
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self.x += direction
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self.layer.refresh()
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self.layer.refresh()
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self.layer.x += direction
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self.layer.x += direction
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self.display(self.state, color='BLUE')
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self.display(self.state, color=colori)
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gui.display()
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time.sleep(0.3)
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try:
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direction = y // abs(y) * speed
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except:
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direction = 1
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for i in range(0, y, direction):
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self.y += direction
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self.layer.refresh()
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self.layer.y += direction
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self.display(self.state, color=colori)
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gui.display()
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gui.display()
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time.sleep(0.3)
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time.sleep(0.3)
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del self.layer
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del self.layer
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class Personnage(Animation):
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class Personnage(Animation):
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def __init__(self, nom, x, y):
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"""Class de base du personnage"""
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def __init__(self, nom, x, y, xp):
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self.nom = nom
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self.nom = nom
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self.coef_attack = 1
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self.coef_attack = 1
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self.coef_defense = 1
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self.coef_defense = 1
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self.pdv = 2
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self.pdv = 20
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self.max_pdv = 20
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self.max_pdv = 20
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self.xp = 1
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self.xp = xp
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self.inv = ['potion']
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self.inv = ['potion'for i in range(7)]
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self.shape = ['', '']
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self.shape = ['', '']
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self.x = x
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self.x = x
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@@ -77,18 +97,11 @@ class Personnage(Animation):
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def change_pdv(self, nb_pdv):
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def change_pdv(self, nb_pdv):
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self.pdv += nb_pdv
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self.pdv += nb_pdv
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def affiche_caracteristiques(self):
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"""affiche les caracteristiques"""
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pass
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def affiche_inv(self):
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pass
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class Guerrier(Personnage):
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class Guerrier(Personnage):
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def __init__(self, nom, x, y):
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def __init__(self, nom, x, y, xp=1):
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super().__init__(nom, x, y)
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super().__init__(nom, x, y, xp)
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self.weapon = "épée"
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self.weapon = "épée"
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self.class_name = """ ██████ ██ ██ ███████ ██████ ██████ ██ ███████ ██████
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self.class_name = """ ██████ ██ ██ ███████ ██████ ██████ ██ ███████ ██████
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@@ -105,8 +118,8 @@ class Guerrier(Personnage):
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class Voleur(Personnage):
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class Voleur(Personnage):
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def __init__(self, nom, x, y):
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def __init__(self, nom, x, y, xp=1):
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super().__init__(nom, x, y)
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super().__init__(nom, x, y, xp)
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self.coef_attack = 3
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self.coef_attack = 3
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self.class_name = """██ ██ ██████ ██ ███████ ██ ██ ██████
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self.class_name = """██ ██ ██████ ██ ███████ ██ ██ ██████
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@@ -123,8 +136,8 @@ class Voleur(Personnage):
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class Magicien(Personnage):
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class Magicien(Personnage):
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def __init__(self, nom, x, y):
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def __init__(self, nom, x, y, xp=1):
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super().__init__(nom, x, y)
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super().__init__(nom, x, y, xp)
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self.coef_attack = 10
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self.coef_attack = 10
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self.class_name = """███ ███ █████ ██████ ██ ██████ ██ ███████ ███ ██
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self.class_name = """███ ███ █████ ██████ ██ ██████ ██ ███████ ███ ██
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@@ -141,8 +154,8 @@ class Magicien(Personnage):
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class Elfe(Personnage):
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class Elfe(Personnage):
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def __init__(self, nom, x, y):
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def __init__(self, nom, x, y, xp=1):
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super().__init__(nom, x, y)
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super().__init__(nom, x, y, xp)
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self.coef_attack = 8
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self.coef_attack = 8
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self.class_name = """███████ ██ ███████ ███████
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self.class_name = """███████ ██ ███████ ███████
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@@ -160,18 +173,205 @@ class Elfe(Personnage):
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class App:
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class App:
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def __init__(self):
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def __init__(self):
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self.width = 120
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self.width = 120
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self.height = 36
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self.height = 37
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self.character = 0
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self.character = 0
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self.potion_shape = """ _____
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`.___,'
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(___)
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< >
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) (
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/`-.\\
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/ \\
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/ _ _\\
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:,' `-.' `:
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| |
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: ;
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\ /
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`.___.' """.split('\n')
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self.opponent = [Guerrier("Guerrier", 80, 45), Voleur("Voleur", 80, 45), Magicien("Magicien", 80, 45), Elfe("Elfe", 80, 45)]
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self.title = """ ██ ███████ ██ ██ ██████ ███████ ██████ ██████ ██ ███████
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self.title = """ ██ ███████ ██ ██ ██████ ███████ ██████ ██████ ██ ███████
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██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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██ █████ ██ ██ ██ ██ █████ ██████ ██ ██ ██ █████
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██ █████ ██ ██ ██ ██ █████ ██████ ██ ██ ██ █████
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██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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█████ ███████ ██████ ██████ ███████ ██ ██ ██████ ███████ ███████ """.split('\n')
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█████ ███████ ██████ ██████ ███████ ██ ██ ██████ ███████ ███████ """.split('\n')
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def play(self):
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def draw_arena(self, ennemi, choice):
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"""Dessine toute l'arène et les joueur durant la phase jeu"""
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gui.wipe()
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gui.wipe()
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self.character.move(-40, 0, 2)
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self.character.display('right', color='BLUE')
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self.opponent[ennemi].display('left', color='GREEN')
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gui.draw_bar(self.character.pdv * 100 // self.character.max_pdv, 5, 25, 30, color='RED')
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gui.draw_bar(self.character.xp * 100 // 20, 5, 27, 30, color='GREEN')
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gui.draw(self.character.nom, 15, 2, weight='BOLD')
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gui.draw(str(self.character.pdv), 38, 25, color='RED')
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gui.draw(str(self.character.xp), 38, 27, color='GREEN')
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gui.draw_bar(self.opponent[ennemi].pdv * 100 // self.opponent[ennemi].max_pdv, 75, 25, 30, color='RED')
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gui.draw_bar(self.opponent[ennemi].xp * 100 // 20, 75, 27, 30, color='GREEN')
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gui.draw(self.opponent[ennemi].nom, 90, 2)
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gui.draw(str(self.opponent[ennemi].pdv), 108, 25, color='RED')
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gui.draw(str(self.opponent[ennemi].xp), 108, 27, color='GREEN')
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gui.draw(''.join(['_' for i in range(self.width)]), 0, 28)
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gui.draw('Attaquer', 5, 30)
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gui.draw('Inventaire', 5, 31)
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gui.draw('Quiter', 5, 32)
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gui.draw('->', 2, 30 + choice)
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gui.display()
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def show_inventory(self, position):
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"""Dessine l'inventaire"""
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gui.wipe()
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gui.draw("Pressez échape pour sortir de l'inventaire", 45, 0)
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gui.draw('+' + ''.join(['-' for i in range(self.width-2)]) + '+', 0, 1)
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gui.draw('+' + ''.join(['-' for i in range(self.width-2)]) + '+', 0, self.height-2)
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for i in range(1, self.height-3):
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if i == 16:
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gui.draw(''.join(['+'+''.join(['-' for j in range(29)]) for k in range(4)]), 0, 1+i)
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else:
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gui.draw(''.join(['|'+''.join([' ' for j in range(29)]) for k in range(4)]), 0, 1+i)
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for j in range(self.character.inv.count('potion')):
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x = j % 4
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y = j // 4
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if [x, y] == position:
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color_fill = 'YELLOW'
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else:
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color_fill = 'WHITE'
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gui.draw('Eau de vie', 30*x+10, 17*y+2, color=color_fill)
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for i in range(len(self.potion_shape)):
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gui.draw(self.potion_shape[i], 30*x+6, 17*y+3+i, color=color_fill)
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gui.display()
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def combat(self, ennemi):
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"""Simule l'attaque des joeurs"""
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# attaque du joueur
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if self.character.jet_attaque() > self.opponent[ennemi].jet_defense():
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self.opponent[ennemi].change_pdv(-1*random.randint(1, 8))
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self.opponent[ennemi].blink('RED', 'GREEN')
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# test si l'ennemi est mort
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if self.opponent[ennemi].pdv <= 0:
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self.opponent[ennemi].move(40, 0, 4)
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self.character.change_xp(1)
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self.character.max_pdv += 5
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self.character.change_pdv(round(self.character.max_pdv * 0.2))
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if random.randint(0,5) == 0:
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self.character.inv.append('potion')
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ennemi = random.randint(0, 3)
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self.opponent[ennemi].__init__(self.opponent[ennemi].nom, 120, 5, random.randint(1, self.character.xp+1))
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self.opponent[ennemi].max_pdv = 20 + 5 * (self.opponent[ennemi].xp-1)
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self.opponent[ennemi].pdv = self.opponent[ennemi].max_pdv
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self.opponent[ennemi].move(-40, 0, 4)
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return ennemi
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else:
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self.character.change_pdv(-1*random.randint(1, 4))
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self.character.blink('RED', 'BLUE')
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self.character.blink('RED', 'BLUE')
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# test si le joueur est toujours en vie
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if self.character.pdv <= 0:
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return None
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# attaque de l'ennemi
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if self.opponent[ennemi].jet_attaque() < self.character.jet_defense():
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self.opponent[ennemi].change_pdv(-1*random.randint(1, 4))
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self.opponent[ennemi].blink('RED', 'GREEN')
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# test si l'ennemi est mort
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if self.opponent[ennemi].pdv <= 0:
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self.opponent[ennemi].move(40, 0, 4)
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self.character.change_xp(1)
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self.character.max_pdv += 5
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self.character.change_pdv(round(self.character.max_pdv * 0.2))
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if random.randint(0,5) == 0:
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self.character.inv.append('potion')
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ennemi = random.randint(0, 3)
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self.opponent[ennemi].__init__(self.opponent[ennemi].nom, 120, 5, random.randint(1, self.character.xp+1))
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self.opponent[ennemi].max_pdv = 20 + 5 * (self.opponent[ennemi].xp-1)
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self.opponent[ennemi].pdv = self.opponent[ennemi].max_pdv
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self.opponent[ennemi].move(-40, 0, 4)
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return ennemi
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else:
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self.character.change_pdv(-1*random.randint(1, 8))
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self.character.blink('RED', 'BLUE')
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# test si le joueur est toujours en vie
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if self.character.pdv <= 0:
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return None
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|
|
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def play(self):
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"""Gère la phase de jeu"""
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gui.wipe()
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|
|
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self.character.move(-40, 0, 4, color='BLUE')
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ennemi = random.randint(0, 3)
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self.opponent[ennemi].move(0, -40, 4, color='GREEN')
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|
choice = 0
|
||||||
|
|
||||||
|
while self.character.pdv > 0:
|
||||||
|
self.draw_arena(ennemi, choice)
|
||||||
|
while True:
|
||||||
|
key = getkey.getkey()
|
||||||
|
if key == getkey.keys.UP:
|
||||||
|
choice = abs((choice-1) %3)
|
||||||
|
break
|
||||||
|
elif key == getkey.keys.DOWN:
|
||||||
|
choice = abs((choice+1) %3)
|
||||||
|
break
|
||||||
|
elif key == getkey.keys.ENTER:
|
||||||
|
if choice == 0:
|
||||||
|
# combat
|
||||||
|
result = self.combat(ennemi)
|
||||||
|
if result != None:
|
||||||
|
ennemi = result
|
||||||
|
if choice == 1:
|
||||||
|
# affichage de l'inventaire
|
||||||
|
position = [0, 0]
|
||||||
|
|
||||||
|
while True:
|
||||||
|
self.show_inventory(position)
|
||||||
|
key = getkey.getkey()
|
||||||
|
if key == getkey.keys.UP:
|
||||||
|
if position[1] > 0:
|
||||||
|
position[1] -= 1
|
||||||
|
elif key == getkey.keys.DOWN:
|
||||||
|
if position[1] < 1:
|
||||||
|
position[1] += 1
|
||||||
|
elif key == getkey.keys.RIGHT:
|
||||||
|
if position[0] < 3:
|
||||||
|
position[0] += 1
|
||||||
|
elif key == getkey.keys.LEFT:
|
||||||
|
if position[0] > 0:
|
||||||
|
position[0] -= 1
|
||||||
|
elif key == getkey.keys.ENTER:
|
||||||
|
self.character.pdv += round((self.character.max_pdv - self.character.pdv) * 0.5)
|
||||||
|
if self.character.pdv > self.character.max_pdv:
|
||||||
|
self.character.pdv = self.character.max_pdv
|
||||||
|
self.character.inv.remove('potion')
|
||||||
|
elif key == getkey.keys.ESCAPE:
|
||||||
|
break
|
||||||
|
if choice == 2:
|
||||||
|
exit()
|
||||||
|
break
|
||||||
|
|
||||||
|
# le joueur à perdu
|
||||||
|
|
||||||
|
gui.wipe()
|
||||||
|
|
||||||
|
game_over = """
|
||||||
|
██████ █████ ███ ███ ███████ ██████ ██ ██ ███████ ██████
|
||||||
|
██ ██ ██ ████ ████ ██ ██ ██ ██ ██ ██ ██ ██
|
||||||
|
██ ███ ███████ ██ ████ ██ █████ ██ ██ ██ ██ █████ ██████
|
||||||
|
██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
|
||||||
|
██████ ██ ██ ██ ██ ███████ ██████ ████ ███████ ██ ██
|
||||||
|
|
||||||
|
|
||||||
|
""".split('\n')
|
||||||
|
for i in range(len(game_over)):
|
||||||
|
gui.draw(game_over[i], 60 - len(game_over[i])//2, 12+i, color='RED')
|
||||||
|
gui.display()
|
||||||
|
|
||||||
|
|
||||||
def setting(self, name, number_char):
|
def setting(self, name, number_char):
|
||||||
"""permet de choisir son type de personnage"""
|
"""permet de choisir son type de personnage"""
|
||||||
|
|||||||
Reference in New Issue
Block a user