generated from mwc/project_game
121 lines
4.0 KiB
Python
121 lines
4.0 KiB
Python
# player.py
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# ------------
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# By Pat Wick
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# This module defines a player agent class. This is intended
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# to be used in an implementation of an adventure game but could
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# generally be adapted for other player character uses.
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from retro.agent import ArrowKeyAgent
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from retro.game import Game
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from projectile import Projectile
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class Player:
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name = "player"
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level = 1
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xp = 0
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direction = (1,0)
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class_ = ""
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speed = 0
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damage = 0
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def __init__(self, position, race, class_):
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"""Class and race will determine player stats and abilities.
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"""
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self.position = position
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self.race = race
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self.class_ = class_
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if class_.capitalize() == "Warrior":
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self.color = "red"
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self.class_ == class_
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elif class_.capitalize() == "Rogue":
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self.color = "green"
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self.class_ == class_
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else:
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self.color = "blue"
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self.class_ == class_
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if race.capitalize() == "Human":
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self.character = "H"
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self.speed = 3
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self.damage = int(2 + (self.level / 3))
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elif race.capitalize() == "Elf":
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self.character = "E"
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self.speed = 1
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self.damage = int(1 + (self.level / 4))
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else:
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self.character = "D"
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self.speed = 6
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self.damage = int(3 + (self.level / 2))
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def attack(self,game):
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"""Warrior is a melee character, mage and rogue use ranged attacks.
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"""
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# if self.class_ == "Warrior":
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# if game.turn_number % self.speed == 0:
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# agent = self.get_agent_in_position((self.position[0] + self.direction[0],self.position[1] + self.direction[1]),game)
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# if agent:
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# if agent.deadly:
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# agent.hp -= game.get_agent_by_name("player").damage * 2
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# else:
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projectile = Projectile((self.position[0] + self.direction[0],self.position[1] + self.direction[1]), self.direction, self.speed, game)
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game.add_agent(projectile)
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#print("pew pew pew")
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def handle_keystroke(self, keystroke, game):
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x, y = self.position
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if keystroke.name in ("KEY_LEFT", "KEY_RIGHT"):
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if keystroke.name == "KEY_LEFT":
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new_position = (x - 1, y)
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self.direction = (-1,0)
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else:
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new_position = (x + 1, y)
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self.direction = (1,0)
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if game.on_board(new_position):
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self.try_to_move(new_position,game)
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if game.is_empty(new_position):
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self.position = new_position
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if keystroke.name in ("KEY_DOWN", "KEY_UP"):
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if keystroke.name == "KEY_DOWN":
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new_position = (x, y + 1)
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self.direction = (0,1)
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else:
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new_position = (x, y - 1)
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self.direction = (0,-1)
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if game.on_board(new_position):
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self.try_to_move(new_position,game)
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if game.is_empty(new_position):
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self.position = new_position
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if keystroke == " ":
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self.attack(game)
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def try_to_move(self, position, game):
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"""Check if player moved into an enemy and loses.
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"""
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agent = self.get_agent_in_position(position,game)
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if agent:
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if agent.deadly:
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game.state['message'] = "Monsters can be deadly..."
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game.end()
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def get_agent_in_position(self, position, game):
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"""Checks a location for current agents.
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"""
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agents = game.get_agents_by_position()[position]
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if agents:
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return agents[0]
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def level_up(self):
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"""Player levelup is managed by an xp curve.
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"""
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xpToLevel = (self.level + self.level - 1) * 20
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if self.xp >= xpToLevel:
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self.xp -= xpToLevel
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self.level += 1
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def play_turn(self,game):
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self.level_up()
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game.state["Level"] = self.level
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