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@ -3,15 +3,14 @@ import cli |
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import time |
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import getkey |
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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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self.x = x |
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self.y = y |
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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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""" 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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self.layer.refresh() |
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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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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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time.sleep(0.4) |
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time.sleep(0.2) |
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del self.layer |
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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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if side == 'right': |
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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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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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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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except: |
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direction = 1 |
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for i in range(0, x, direction): |
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self.x += direction |
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self.layer.refresh() |
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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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time.sleep(0.3) |
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del self.layer |
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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.coef_attack = 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.xp = 1 |
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self.inv = ['potion'] |
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self.xp = xp |
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self.inv = ['potion'for i in range(7)] |
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self.shape = ['', ''] |
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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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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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def __init__(self, nom, x, y): |
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super().__init__(nom, x, y) |
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def __init__(self, nom, x, y, xp=1): |
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super().__init__(nom, x, y, xp) |
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self.weapon = "épée" |
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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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def __init__(self, nom, x, y): |
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super().__init__(nom, x, y) |
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def __init__(self, nom, x, y, xp=1): |
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super().__init__(nom, x, y, xp) |
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self.coef_attack = 3 |
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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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def __init__(self, nom, x, y): |
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super().__init__(nom, x, y) |
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def __init__(self, nom, x, y, xp=1): |
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super().__init__(nom, x, y, xp) |
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self.coef_attack = 10 |
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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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def __init__(self, nom, x, y): |
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super().__init__(nom, x, y) |
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def __init__(self, nom, x, y, xp=1): |
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super().__init__(nom, x, y, xp) |
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self.coef_attack = 8 |
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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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def __init__(self): |
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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.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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`.___.' """.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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██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ |
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██ █████ ██ ██ ██ ██ █████ ██████ ██ ██ ██ █████ |
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██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ |
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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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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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self.character.move(-40, 0, 2) |
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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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# 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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def play(self): |
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"""Gère la phase de jeu""" |
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gui.wipe() |
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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 |
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while self.character.pdv > 0: |
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self.draw_arena(ennemi, choice) |
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while True: |
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key = getkey.getkey() |
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if key == getkey.keys.UP: |
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choice = abs((choice-1) %3) |
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break |
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elif key == getkey.keys.DOWN: |
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choice = abs((choice+1) %3) |
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break |
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elif key == getkey.keys.ENTER: |
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if choice == 0: |
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# combat |
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result = self.combat(ennemi) |
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if result != None: |
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ennemi = result |
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if choice == 1: |
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# affichage de l'inventaire |
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position = [0, 0] |
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while True: |
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self.show_inventory(position) |
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key = getkey.getkey() |
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if key == getkey.keys.UP: |
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if position[1] > 0: |
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position[1] -= 1 |
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elif key == getkey.keys.DOWN: |
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if position[1] < 1: |
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position[1] += 1 |
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elif key == getkey.keys.RIGHT: |
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if position[0] < 3: |
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position[0] += 1 |
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elif key == getkey.keys.LEFT: |
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if position[0] > 0: |
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position[0] -= 1 |
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elif key == getkey.keys.ENTER: |
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self.character.pdv += round((self.character.max_pdv - self.character.pdv) * 0.5) |
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if self.character.pdv > self.character.max_pdv: |
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self.character.pdv = self.character.max_pdv |
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self.character.inv.remove('potion') |
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elif key == getkey.keys.ESCAPE: |
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break |
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if choice == 2: |
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exit() |
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break |
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# le joueur à perdu |
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gui.wipe() |
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game_over = """ |
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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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for i in range(len(game_over)): |
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gui.draw(game_over[i], 60 - len(game_over[i])//2, 12+i, color='RED') |
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gui.display() |
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def setting(self, name, number_char): |
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"""permet de choisir son type de personnage""" |
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