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Item() rundown

 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...

UML Diagram and Object Oriented Programing.

Currently, the game uses only global variables and the methods in theMain.py to open and load data. It's become cumbersome to constantly call on the global variables for all my methods and I've realized that I'll be limited in the number of monsters I have if I only use global variables for everything. So this has led me to decide to shift to using Object-oriented programing to run my game. Thus I've prepared a UML diagram to show you all my classes, and subclasses, as well as their interactions, methods, and variables.

    theMain.py will function as my main line where all classes and methods will be called as well as have some very important functions built into it. That's they it is connected to almost all the other classes. It'll take care of exploration, descriptions, story tracking, starting the game, ending the game, encounter rates, and gold.

    GameMenu will be treated as a static class that has information displayed for the game menu as well as the methods for displaying the game menu.

    The shop will also be treated as a static class and will have a list of all the items that can be bought as well as their cost. Some items can only be bought once and the shop is the same for all locations so that is why it is static.

    Location class will hold the data for specific places that the player has passed by. We will only make new instances of this class as they are needed. It also holds story flags for a said location as well as the location's description.

    Combat class has the list of characters in the fight as well as creates character objects for the Monsters. it runs all combat procedures.

    Character class has all the basic attributes and methods for both playable characters and monsters. The Monster subclass has the attributes that the monsters use for spawn and buddy rates. Lastly, the Playable Character subclass has all the attributes and methods for our heroes.

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Shop() run down

 This class is responsible for running the shop and creating the Item() objects. Constructor: def __init__ ( self ): self .items = [] f = open ( "items.csv" ) fReader = csv.reader(f) for line in fReader: if line == []: continue self .items.append(Item(line[ 2 ] , line[ 0 ] , int (line[ 1 ]) , int (line[ 3 ]))) f.close() When the class is called the class list items are filled with Item() objects created by opening items.csv and taking the data in there to instantiate the items. Then we close the file. WhoIsShopping(): def whoIsShopping ( self , squad : list ): counter = 0 choices = [] print ( "Who is shopping?" ) for member in squad: if member.level > 0 : print ( str (counter) + ": " + member.displayName) choices.append(counter) counter += 1 selection = inputAndCheck( "Selection: " , choices) return squad[selection] T...

Item() rundown

 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...

combat.combatEndCheck()

def combatEndCheck ( self ): removalList = [] follow = False playerCounter = 0 for figther in self .listing: removeFlag = self .listing[figther].deathCheck() if removeFlag == True : removalList.append(figther) i = 0 for thing in self .order: if thing[ 0 ] == figther: break i += 1 self .order.pop(i) continue if isinstance ( self .listing[figther] , Monster): follow = True if isinstance ( self .listing[figther] , PlayableCharacter) and self .listing[figther].currentHealth > 0 : playerCounter += 1 for body in removalList: self .exp = self .exp + self .listing[body].experience self .listing.pop(body) if playerCounter <= 0 : follow = False return follow This is the final function we need to discuss for Combat() . It takes no parameters and it returns bool depending o...