Skip to main content

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...

got carried away with GameMenu() Class

 So I accidentally got distracted when I was working on Explorer(), and began working on GameMenu() class. This probably happened because it was my first time doing top-down design. I'm used to working chronologically as I go along with the program I'm making. So in the future, I'll try to stay in the current module I'm working on before moving on.  Because I already started it, My next class after the Explorer() function, will be GameMenu().

 This is GameMenu() now:

from PlayableCharacter import PlayableCharacter
class GameMenu(object):
PClist = []
# PChp List will use [current, total]
PChpList = []
# The Recource will use [current, total, name]

def __init__(self):
#Defualt for now
self.PClist = []
self.PChpList = []
self.PCRecourceList = []

def update(self, playerCharacters):
self.PClist = []
self.PCRecourceList = []
self.PChpList = []
for ch in playerCharacters:
self.PClist.append(ch)
self.PChpList.append([ch.currentHealth, ch.health])
self.PCRecourceList.append([ch.currentEnergy, ch.energyValue, ch.energyName])


def displayPC(self, playableCharacter):

#Defualt for now
print(playableCharacter.displayName)


def displayGameMenu(self):

#defualt for now
for pc in self.PClist:
print(pc)

 I changed the constructor to create the lists needed for GameMenu(), then I added the Update() to update the lists with the current information. In theMain.py I added I added a list with all the characters to serve as a parameter for Update. It gets updated after every call to explorer().

characters = [Lori, Lauren, Julius, Marcus]

Comments

Popular posts from this blog

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...

Explorer() progress

I decided to start with the explorer() method because of how central it is to the program. I quickly realized I'd need new functions for accessing specific pieces of data from the CVSs, so I made a few for detecting what region the part is in, another for fetching the region name and fetching the region z coordinate. Here is what explorer looks like now. def explorer (): global x global y global z global chapter global region global regionDisplay global Lori global Lauren global Julius global Marcus menu = GameMenu() characters = [Lori , Lauren , Julius , Marcus] menu.update(characters) selections = [ 4 , 5 ] #Code goes here print (regionDisplay + ":" ) print (regionDiscribe(region)) # need and area scanner for detecting nearby locations if regionCheck(x+ 1 , y , z) >= 0 and \ (fetchRegionZ(regionCheck(x+ 1 , y , z))-fetchRegionZ(region) <= 5 and fetchRegionZ(region)-fetchRegionZ(regionCheck...

Flow Charts are Born

Flow charts weren't that difficult to make. I honestly already had a decent idea of how my program would run, so this was really taking what was on my mind and putting it into a graphic. For those who don't know, I'm using a common key for software design for all of the flow charts: Source:  https://www.zenflowchart.com/flowchart-symbols First I have the simplest of my flow charts: theInstaller.py Flow chart. Then I made the Flow chart for theMain.py: Finally, I decided to include 2 flow charts for the important subprocess in the game: Explore() and runCombat(). For all of these, I used color codes to help subdivide the pieces of the code into their smaller loops or different paths. I'll be using these flow charts a lot to point out where exactly I'm at in the game as I go along with this blog.