The item() class holds the information of the item and also runs the item effect when it gets used. Constructor def __init__ ( self , command , name , cost , usage): self .effect = command self .name = name self .cost = cost self .usage = usage The effect holds the string name of the effect for the item, usage holds the value of the Effect . The rest are self-explanatory. EffectHandler() def effectHandler ( self , user: PlayableCharacter , equip= True ): #learned how to specify type of parameter. if equip: if self .effect == "Def" : user.defense = user.defense + self .usage elif self .effect == "AtkPhy" or self .effect == "AtkMag" : user.attack = user.attack + self .usage else : if self .effect == "hp" : user = self .healing(user) return user This handles the effects of the item when it is used. If equip is true then it will check for the equip...
With my UML in hand, I'm almost ready to begin the process of actually building the program, but first I wanted to take the code I had and change it to incorporate our new object-oriented plan. To do this I eliminated all global variables that shouldn't be in the theMain.py and used the new class Character and its subclasses instead. As you can see I imported the classes I've created. To keep things organized I'm giving all classes and subclasses their own file. Then, I made the subclasses Monster and PlayableCharacter with their corresponding special variables. Both classes will need improvements as I build the game.
import csv
from Character import Character
from Monster import Monster
from PlayableCharacter import PlayableCharacter
import os
# Variables
currentAwnser = 0
x = 0
y = 0
z = 0
chapter = 0
Lori = PlayableCharacter("Lori")
Lauren = PlayableCharacter("Lauren")
# Functions
def inputAndCheck(question, validAwnsers): # validAwnsers must be a list
global currentAwnser
awnserString = input(question)
validaty = False
convertedAwnser = 0
awnserFlag = False
try:
int(awnserString)
validaty = True
except ValueError:
pass
if validaty == False:
inputAndCheck(question, validAwnsers)
else:
input("success: Type Correct")
convertedAwnser = int(awnserString)
for awnser in validAwnsers:
if convertedAwnser == awnser:
awnserFlag = True
else:
continue
if awnserFlag == False:
inputAndCheck(question, validAwnsers)
else:
input("Success: Valid Awnser")
currentAwnser = convertedAwnser
# Extracting Save Data
def bootSave(saveNum):
global x
global y
global z
input(saveNum)
input(type(saveNum))
if saveNum == 0:
input("we are in")
f = open("newGame.csv")
fReader = csv.reader(f)
content = next(fReader)
input(type(content))
input(content)
x = int(content[0])
y = int(content[1])
z = int(content[2])
chapter = int(content[3])
Lori.level = int(content[4])
Lauren.level = int(content[5])
input(Lori.level)
f.close()
else:
input("fail")
def generateCharacters():
garbage = 0
statLine = []
lvlCounter = 0
if Lori.level < 10:
file = open("lori.csv")
fileReader = csv.reader(file)
Lori.skills = list(next(fileReader))
garbage = next(fileReader)
stringCosts = next(fileReader)
for row in fileReader:
input("we made it")
if row == []:
pass
else:
statLine = row
input(statLine[0])
input(type(statLine[0]))
try:
lvlCounter = int(statLine[0])
if lvlCounter == Lori.level:
break
else:
pass
except ValueError:
pass
input(Lori.skills)
input(statLine)
file.close()
Lori.health = int(statLine[2])
Lori.attack = int(statLine[3])
Lori.defense = int(statLine[4])
for stuff in stringCosts:
garbage = int(stuff)
Lori.skillCosts.append(garbage)
input(Lori.skillCosts)
else:
input("almost")
if Lauren.level < 10 and Lauren.level > 0:
file = open("lauren.csv")
fileReader = csv.reader(file)
Lauren.skills = next(fileReader)
garbage = next(fileReader)
stringCosts = next(fileReader)
for row in fileReader:
input("we made it")
if row == []:
pass
else:
statLine = row
input(statLine[0])
input(type(statLine[0]))
try:
lvlCounter = int(statLine[0])
if lvlCounter == Lauren.level:
break
else:
pass
except ValueError:
pass
input(Lauren.skills)
input(statLine)
file.close()
Lauren.health = int(statLine[2])
Lauren.attack = int(statLine[3])
Lauren.defense = int(statLine[4])
for stuff in stringCosts:
garbage = int(stuff)
Lauren.skillCosts.append(garbage)
input(Lauren.skillCosts)
else:
input("almost")
# Main Line Commands
inputAndCheck("how would you like to boot? 0 New game or integer of save you are booting", [0])
bootSave(currentAwnser)
input(type(Lori.level))
generateCharacters()
os.system("cls")
input("we made it!!!")
The Character class has all the variables all characters have and the deathCheck() method which checks itself to see if it's dead or not and if it is it deletes itself. I'll definitely need to modify this in the future or make an override for playable characters who I definitely don't want to delete (I'm not going for permadeath in my game).
class Character(object):
def __init__(self, Attack = None, Defense = None, Health = 1, Exp = None, displayName = None):
self.displayName = displayName
self.attack = Attack
self.defense = Defense
self.health = Health
self.experience = Exp
def deathCheck(self):
if self.health <= 0:
del self
else:
pass
Monster Class:
from Character import Character
#import Character
#class Monster(Character.Character):
class Monster(Character):
def __init__(self, attack = None, defense = None, health = 1, experince = None, displayName = None, buddyRate = None, buddyType = None):
super().__init__( Attack= attack, Defense = defense , Health= health, Exp = experince, displayName = displayName)
self.buddyRate = buddyRate
self.buddyType = buddyType
PlayableCharacter Class:
from Character import Character
class PlayableCharacter(Character):
def __init__(self, displayName, attack = None, defense = None, health = 1, experience = 0, lvl = 0, skills = None, skillCosts = None, energyName = None, energyValue = None):
super().__init__(Attack=attack, Defense=defense, Health=health, Exp=experience, displayName=displayName)
self.skillCosts = []
self.level = lvl
self.energyName = energyName
self.energyValue = energyValue
self.skills = skills
self.skillCosts = skillCosts
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