I've found a few versions of this question on the site, but none of the answers quite give me an answer I understand (this question is the closest, but the 'already answered' answer seemed to go off in a different direction).
I'm working my way through the learn python the hard way book and have gotten to the point where I'm trying to build a simple combat system for a game. The good news is that it seems to work when I leave it as a stand alone program. The bad news is that it breaks as soon as I try and add it as a class. I can add the full code if it is helpful, but I think the question is essentially related to code that looks like this:
class Room1(Scene):
def kick():
#things happen here
def start():
move = raw_input("> ")
if move == "kick":
kick()
start()
This worked fine when it was just a standalone set of defs, but now that I've added classes it throws up a global name error when move == kick. What am I missing?
Thanks in advance, sorry if there is an obvious answer that I'm missing.
Thanks to everyone for the quick responses! It looks like it may be helpful for me to add the entire code. Just to be clear, this is part of a larger game modeled on example 43 from Learn Python the Hard Way. I very much appreciate the suggestions on improving the structure, but my sense right now is that I want to figure out why this doesn't work with the structure I almost understand before moving on to change more things. Of course, I'm more than willing to accept an answer of "what you are trying to do does not fit in the structure you are trying to use."
When I run the code below as part of a larger structure (in the interest of space I won't paste the entire thing, but the game engine structure is linked to above) I get the error I described. I tried adding 'self.start()' or 'Room1.start()' I get errors that name 'self' or name 'Room1' is not defined.
class Room1(Scene):
gothon_power = 500
move_points = 10
damage = 0
def kick(self):
global gothon_power
global move_points
global damage
damage = randint(10,201)
gothon_power = gothon_power - damage
move_points = move_points - 2
result()
def punch(self):
global gothon_power
global move_points
global damage
damage = randint(1, 101)
gothon_power = gothon_power - damage
move_points = move_points -1
result()
def result(self):
if gothon_power > 0 and move_points > 1:
print "You did %s damage." % damage
print "The Gothon is down to %s health points." % gothon_power
print "You are down to %s move points." % move_points
print "\n"
print "What's your next move?"
move = raw_input("> ")
if move == "kick":
kick()
elif move == "punch":
punch()
else:
print "This isn't going to go anywhere unless you type 'kick' or 'punch'"
print "\n"
result()
elif gothon_power > 0 and move_points == 1:
print "You did %s damage." % damage
print "The Gothon is down to %s health points." % gothon_power
print "You are down to %s move points." % move_points
print "\n"
print "What's your next move? Remember, you only have 1 move point."
move = raw_input("> ")
if move == "kick":
print "You don't have enough move points for a kick."
print "\n"
result()
elif move == "punch":
punch()
else:
print "This isn't going to go anywhere unless you type 'kick' or 'punch'"
print "\n"
result()
elif gothon_power < 1 and move_points > 0:
print "Congratuations, you killed the Gothon!"
return 'room2'
else:
print "The Gothon still has health but you don't have moves."
print "You know what that means."
print "\n"
print "The Gothon killed you."
return 'death'
def start(self):
print "It is time to fight the Gothon"
print "First, let's pause to explain the fighting rules."
print "\n"
print "The Gothon has 500 health points."
print "You have 10 move points."
print "\n"
print "Kicks cost 2 move points and do between 10 and 200 points of damage."
print "Punches cost 1 move opint and do between 1 and 100 points of damage."
print "\n"
print "If you get rid of all 500 Gothon health points before you run out of"
print "move points you win. If you run out of move points before the Gothon"
print "moves out of health points you lose."
print "\n"
print "What's your first move?"
move = raw_input("> ")
if move == "kick":
kick()
elif move == "punch":
punch()
else:
print "This isn't going to go anywhere unless you type 'kick' or 'punch'"
start()
start()
A proper set of methods on a class will look like:
class Room1(Scene):
def kick(self):
#things happen here
def start(self):
move = raw_input("> ")
if move == "kick":
self.kick()
Room1().start()
But you might want to rethink your design a little bit. It really doesn't make sense for a Scene to query for input. You'll have to replicate that code in every room in your game.
Think about this kind of top-level driver for a minute:
game = Game()
starting_room = FrontPorch()
game.move_to(starting_room)
while not game.is_over():
move = raw_input("> ")
cmd, args = move.split(None, 1)
game.current_room.do_command(cmd, args)
Then let each room process the commands that it does specially. At the base level Room class, you can implement commands that are common to most rooms, like "GOTO", "LOOK", "WHERE", etc. Then rooms that allow kicking would override do_command and include logic like you have now.
Here is a presentation I gave at PyCon '06 on writing a text adventure. Skip over the parsing stuff, and go to the part where the game/room/items design is described. You don't have to follow this design verbatim, but you might get some ideas about how your objects and classes will interact. Think about that before actually diving in to write a lot of code.
You can't execute instance methods of a class, without creating an instance. For example, you could instead write:
class Room1(Scene):
def kick(self):
#things happen here
def start(self):
move = raw_input("> ")
if move == "kick":
self.kick()
room = Room1()
room.start()
However, I don't recommend using a class at all in this case. Classes are meant to give a way to represent your own custom objects with state. For example, you could have a Monster class with attributes damage, name, etc.
For this example that you show, it's probably better to just use a function for Room1.
To call kick() as a method you need to use the self.<method Name> syntax and add self as the first argument to it:
def kick(self):
#things happen here
print('kicking')
#call method
self.kick()
or additionally make kick() a static method by calling simply
A.kick()
Related
I have been working on a text-based adventure game. I've revised it a few times and can't seem to get the outcome I want, when I attempt to create EVENTS rather than simply relying on an abundance of PRINT strings. Whenever I choose the option I want (door 1 in this case), then the following options, the input is unresponsive or gives me an error. Below is a portion of the code for door 1. A little clarity would be appreciated!
def main():
import sys
from colorama import init
init()
init(autoreset=True)
from colorama import Fore, Back, Style
def run_event(event):
text, choices = event
text_lines = text.split("\n")
for line in text_lines:
print(Style.BRIGHT + line)
print()
choices = choices.strip()
choices_lines = choices.split("\n")
for num, line in enumerate(choices_lines):
print(Fore.GREEN + Style.BRIGHT + str(num + 1) + ". " + line)
print()
return colored_input()
def colored_input():
return input(Fore.YELLOW + Style.BRIGHT + "> ")
print ("")
print ("")
print (" WELCOME TO THE MAZE ")
print ("")
print ("")
print ("You have found yourself stuck within a dark room, inside this room are 5 doors.. Your only way out..")
print ("")
print ("Do you want to enter door 1,2,3,4, or 5?")
print ("")
EVENT_DOOR1 = ("""
Theres an alien eating what appears to be a human arm, though its so damaged it's hard to be sure. There is a knife next to the alien.
what do you want to do?
""","""
Go for the knife
Attack alien before it notices you
""")
EVENT_ALIEN = ("""
You approach the knife slowly, While the alien is distracted. You finally reach the knife, but as you look up, the alien stares back at you.
You make a move to stab the alien, but he is too quick. With one swift motion, the alien thrusts you into the air.
You land hard, as the alien makes it's way towards you again. What should you do?
""", """
Accept defeat?
Last ditch effort?
""")
EVENT_ALIEN2 = ("""
You catch the alien off-guard. He stumbled and hisses in your direction. You scream in terror before he grabs the knife, and punctures your throat as he rips off your limbs.")
You died.. GAME OVER.. Mistakes can't be made this soon.. OUCH
""")
door = colored_input()
if door == "1":
run_event(EVENT_DOOR1)
alien = colored_input()
if alien == "1":
run_event(EVENT_ALIEN)
elif alien == "2":
run_event(EVENT_ALIEN2)
restart=input("Start over? Yes or No? ").lower()
if restart == "yes":
sys.stderr.write("\x1b[2J\x1b[H")
main()
else:
exit()
main()
You run_event function unnecessarily makes another call to colored_input() when it returns, causing the unresponsiveness as the script waits for another input. Remove the return colored_input() line and your code would work.
Also note that you should add a comma to the single-item tuple assigned to EVENT_ALIEN2; otherwise it would be evaluated as a string:
EVENT_ALIEN2 = ("""
You catch the alien off-guard. He stumbled and hisses in your direction. You scream in terror before he grabs the knife, and punctures your throat as he rips off your limbs.")
You died.. GAME OVER.. Mistakes can't be made this soon.. OUCH
""",)
I'm working on a text based adventure game in python. Nothing super fancy. I want to have a lever in 2 different rooms unlock a gate in a third room. Both levers need to be pulled in order for the gate to be unlocked.
here are the two rooms with the levers.
def SnakeRoom():
choice = raw_input("> ")
elif "snake" in choice:
FirstRoom.SnakeLever = True
print "As you pull the lever... You hear something click down the hall behind you."
SnakeRoom()
elif "back" in choice:
FirstRoom()
else:
dead("Arrows shoot out from the walls. You don't make it.")
def WolfRoom():
choice = raw_input("> ")
elif "wolf" in choice:
FirstRoom.WolfLever = True
print "As you pull the lever... You hear something click down the hall behind you."
WolfRoom()
elif "back" in choice:
FirstRoom()
else:
dead("Arrows shoot out from the walls. You don't make it.")
Here is the room with the gate.
def FirstRoom():
Lever = WolfLever and SnakeLever
choice = raw_input("> ")
if "straight" in choice and Lever != True:
print "You see a large gate in front of you. The gate is locked, there doesn't seem to be any way to open it."
FirstRoom()
elif "straight" in choice and Lever == True:
SecondRoom()
elif "left" in choice:
WolfRoom()
elif "right" in choice:
SnakeRoom()
elif "lever" in choice:
print "WolfLever: %s" % WolfLever
print "SnakeLever: %s" % SnakeLever
print "Lever: %s" % Lever
FirstRoom()
I shortened the code so you don't have to read through all the unnecessary stuff.
My biggest problem is I'm not super familiar with the Python language yet, so I'm not sure how to word everything to find the answers I'm looking for.
edit: Instead of FirstRoom.WolfLever I also tried just using WolfLever, in the body of my code, above Start() I have:
WolfLever
SnakeLever
Lever = WolfLever and SnakeLever
But my functions weren't updating these values. So I tried the FirstRoom. approach.
Credit to #Anthony and the following link: Using global variables in a function other than the one that created them
Globals definitely were the answer (With the exception of using classes). Here's what my WolfRoom() and SnakeRoom() functions look like now:
def WolfRoom():
global WolfLever
choice = raw_input("> ")
elif "wolf" in choice:
WolfLever = True
print "As you pull the lever... You hear something click down the hall behind you."
WolfRoom()
For FirstRoom() I added
global Lever
to the beginning of the function and right before Start() I have
WolfLever = False
SnakeLever = False
this way I have no errors or warnings (Was getting syntax warnings for assigning a value to my levers before declaring them as global) and everything works perfectly.
I'm trying to pass on the value of elf_rescued from the class InterrogationRoom to the class Armory. If the elf is rescued then I would like the user to be able to open the weapon locker, however if he isn't then the locker should remain untouched (as he won't tell you about your gear then). I get more confused with each attempt. Can anyone give me a hint on what I'm doing wrong, please?
The error I am getting with this method is:
You enter the armory, where you see a weapons locker and 3 orcs in the back of the room.
What do you do?
open locker
Traceback (most recent call last):
File "C:/Dropbox/Dropbox/Python/Python2/You make a game/start.py", line 231, in
a_game.play()
File "C:/Dropbox/Dropbox/Python/Python2/You make a game/start.py", line 47, in play
next_scene_name = current_scene.enter()
File "C:/Dropbox/Dropbox/Python/Python2/You make a game/start.py", line 189, in enter
elif "open locker" in action and elf_rescued:
NameError: global name 'elf_rescued' is not defined
from sys import exit
from random import randint, randrange
class Scene(object):
def enter(self):
print "This scene is not yet configured. Subclass it and implement enter()."
class Engine(object):
def __init__(self, scene_map):
self.scene_map = scene_map
def play(self):
current_scene = self.scene_map.opening_scene()
while True:
print "\n-------------------------------------------------------------------------------------------------"
next_scene_name = current_scene.enter()
current_scene = self.scene_map.next_scene(next_scene_name)
class Death(Scene):
deaths = [
"You have died. GAME OVER."
"You failed. Restart the script to try again."
]
def enter(self):
print Death.deaths[randint(0, len(self.deaths)-1)]
exit(1)
class Prison(Scene):
def enter(self):
print "Wandering the Groovy Basin Woods with your elven comrade you were attacked by a pack of Orcs."
print "Their Shaman cast a spell on you which made you unconcious."
print "You wake up and find yourself in a prison cell, with no sign of your partner."
print "One of the guards is sitting at a table at the end of the room."
print "The green beast is half-drunk, half-sleeping."
print "What do you do?"
got_bone = False
while True:
action = raw_input("> ")
if action == "search cell" and not got_bone:
print "You start searching your cell and find a sharp object that must have " \
"been someone's 'Fibula'(the smaller of the two leg bones located below the knee cap) a while ago."
print "You pick it up."
got_bone = True
elif action == "call guard" and not got_bone:
print "You whistle the guard(who doesn't like your attitude and hates your race in general), " \
"he jumps up, opens your cell and starts beating you. Once he amused himself enough, he closes " \
"your cell and goes back to his chair."
elif action == "call guard" and got_bone:
print "The guard comes and opens your cell, hoping he can beat the living soul out of you."
print "Your true warrior instinct does it's job and makes you stab the bone in his throat."
print "You leave the cell and go on to the next room."
return 'inter_room'
elif action == 'open cell' and got_bone:
print "You attempt to open the cell with your extra Figula, and succeed."
print "Luckily the prison is dark enough and the orc is drunk enough for you to leave the room " \
"unnoticed."
return 'inter_room'
else:
print "You can't do that."
return 'prison_cell'
class InterrogationRoom(Scene):
def enter(self):
print "Coming out of the prison area you find yourself on a long, narrow corridor with doors on each side."
print "Passing one of the doors you see your comrade tied up to a strappado."
print "He is clearly in a lot of pain and by the looks of his body this isn't the first torture device " \
"he was experimented with."
print "Taking him with you could be risky as he isn't in the shape to move on his own."
print "However, he is your comrade ever since you fought together in the 'War of the Seven Armies'."
print "Will you ease his pain and make sure he won't be tortured by the orcs anymore or will you take him " \
"with you?"
def situation_change():
return elf_rescued
action = raw_input("> ")
if "leave him" in action:
print "As hard it is, you decide to leave him behind. You grab a dagger from the table and " \
"push it right in his chest. You leave the room."
return 'armory'
elif "rescue him" in action:
print "You cut him down from the rope. He tells you that all your gear has been taken to the Armory. " \
"However, one of the guards has the key to open the weapon locker."
print "You decide to go to the Guards' Quarters."
elf_rescued = True
situation_change()
return 'guards_quarters'
else:
print "You can't do that."
return 'inter_room'
class GuardsQuarters(Scene):
def enter(self):
print "You find yourself at the entrance of the Guards' Quarters."
print "There are at least two dozen drunk orcs in this place. Some playing cards and some doing, whatever" \
"drunk orcs do in a barack at night time."
print "You see a key chain hanged on a nail at the other end of the room. There are some barrels around it."
print "How do you approach it?"
action = raw_input("> ")
if "sneak over" in action:
print "You start sneaking "
elif "hide behind barrel" in action:
print "You hide behind one of the barrels. Lucky for you a guard was just passing by and didn't" \
"notice you."
print "You grab the key and sneak out the room."
return 'armory'
else:
print "You can't do that."
return 'guards_quarters'
class Armory(Scene):
def override(self):
super(InterrogationRoom).situation_change()
def enter(self):
print "You enter the armory, where you see a weapons locker and 3 orcs in the back of the room."
print "What do you do?"
action = raw_input("> ")
while True:
if "attack" in action and not elf_rescued:
print "You can't attack them without a weapon."
return 'armory'
elif "leave" in action:
print "You leave and keep going ahead on the main corridor."
return 'main_hall'
elif "open locker" in action and elf_rescued:
print "You open the weapons locker, where you get a nice weapon and shield."
locker_opened = True
elif "attack" in action and locker_opened:
print "You attack the orc pack from behind. Cutting down two heads right away."
print "The third one jumps away and looks angry as hell."
print "Prepare for battle."
else:
print "You can't do that."
return 'armory'
class Map(object):
scenes = {
'prison_cell': Prison(),
'inter_room': InterrogationRoom(),
'guards_quarters': GuardsQuarters(),
'armory': Armory(),
'main_hall': BarackMainHall(),
'death': Death()
}
def __init__(self, start_scene):
self.start_scene = start_scene
def next_scene(self, scene_name):
return Map.scenes.get(scene_name)
def opening_scene(self):
return self.next_scene(self.start_scene)
a_map = Map('prison_cell')
a_game = Engine(a_map)
a_game.play()
Before all classes, define elf_rescued as a global variable:
elf_rescued= False
Then, in each method you use elf_rescued declare
global elf_rescued
before making any use of it, especially assignment.
I don't understand what you want to do with method situation_change. You probably just need to set elf_rescued= True and get rid of this method.
So I'm trying to get this engine to work, and I did, but it's broken my program. (from LPTHW)
I am basically trying to access a function where it gets an input from the user 11 times, if the user fails to guess the correct input, they die (in game) but my fix for sending the prompts from the engine to the functions, seemed to break the function where I get an input 11 times and just uses the same guess for all 11 inputs.
Here is the main engine
globvar = ' '
class Game(object):
def __init__(self, start):
self.quips = [
"You died. You kinda suck at this.",
"Your mom would be proud. If she were smarter.",
"Such a luser.",
"I have a small puppy that's better at this."
]
self.start = start
def play(self):
# next_room_name is taken from init argument start
next_room_name = self.start
while True:
global globvar
print "\n--------"
# set variable room to get function from next_room_name
room = getattr(self, next_room_name)
print room.__doc__
if room == self.laser_weapon_armory:
prompt = raw_input("[keypad]> ")
elif room == self.escape_pod:
prompt = raw_input("[pod #]> ")
else:
prompt = raw_input("> ")
globvar = prompt
# unpacks function from next_room_name into room
next_room_name = room()
And here is the function im trying to get to work
def laser_weapon_armory(self):
"""
You do a dive roll into the Weapon Armory, crouch and scan the room
for more Gothons that might be hiding. It's dead quiet, too quiet.
You stand up and run to the far side of the room and find the
neutron bomb in its container. There's a keypad lock on the box
and you need the code to get the bomb out. If you get the code
wrong 10 times then the lock closes forever and you can't
get the bomb. The code is 3 digits.
"""
code = "%d%d%d" % (randint(1,9), randint(1,9), randint(1,9))
guess = globvar
guesses = 0
while guess != code and guesses < 10:
print "BZZZZEDDD!"
guesses += 1
guess = globvar
if guess == code:
print "The container clicks open and the seal breaks, letting gas out."
print "You grab the neutron bomb and run as fast as you can to the"
print "bridge where you must place it in the right spot."
return 'the_bridge'
else:
print "The lock buzzes one last time and then you hear a sickening"
print "melting sound as the mechanism is fused together."
print "You decide to sit there, and finally the Gothons blow up the"
print "ship from their ship and you die."
return 'death'
And here is the output I get
--------
You do a dive roll into the Weapon Armory, crouch and scan the room
for more Gothons that might be hiding. It's dead quiet, too quiet.
You stand up and run to the far side of the room and find the
neutron bomb in its container. There's a keypad lock on the box
and you need the code to get the bomb out. If you get the code
wrong 10 times then the lock closes forever and you can't
get the bomb. The code is 3 digits.
[keypad]> 124
BZZZZEDDD!
BZZZZEDDD!
BZZZZEDDD!
BZZZZEDDD!
BZZZZEDDD!
BZZZZEDDD!
BZZZZEDDD!
BZZZZEDDD!
BZZZZEDDD!
BZZZZEDDD!
The lock buzzes one last time and then you hear a sickening
melting sound as the mechanism is fused together.
You decide to sit there, and finally the Gothons blow up the
ship from their ship and you die.
is this the kinda thing you're looking for? your question doesn't seem to be very clear
while guess != code and guesses < 10:
guess = raw_input("BZZZZEDDD! - try again?")
guesses += 1
guess = ''
I'm currently going through the book "Learning Python The Hard Way", and I'm trying to make a simple game. In this game, I want to be able to pick up at item "Flashlight" in one room, to be able to get into another room. I can, however, not make it work :-(
So the question is, how do I carry the same list through several functions, and how do I put things in it? I want to be able to put multiple things in it.
I tried to call the pick() function within it self, but keep getting a "TypeERROR: 'str' is not callable, though I am providing my function with a list?
Hope you can help me out, thanks :-)
Code:
def start(bag):
print "You have entered a dark room"
print "You can only see one door"
print "Do you want to enter?"
answer = raw_input(">")
if answer == "yes":
light_room(bag)
elif answer == "no":
print "You descidede to go home and cry!"
exit()
else:
dead("That is not how we play!")
def light_room(bag):
print "WOW, this room is amazing! You see magazines, cans of ass and a flashlight"
print "What do you pick up?"
print "1. Magazine"
print "2. Cans of ass"
print "3. Flashlight"
pick(bag)
def pick(bag):
pick = raw_input(">")
if int(pick) == 1:
bag.append("Magazine")
print "Your bag now contains: \n %r \n" % bag
elif int(pick) == 2:
bag.append("Can of ass")
print "Your bag now contains: \n %r \n" % bag
elif int(pick) == 3:
bag.append("Flashlight")
print "Your bag now contains: \n %r \n" % bag
else:
print "You are dead!"
exit()
def start_bag(bag):
if "flashlight" in bag:
print "You have entered a dark room"
print "But your flashlight allows you to see a secret door"
print "Do you want to enter the 'secret' door og the 'same' door as before?"
answer = raw_input(">")
if answer == "secret":
secret_room()
elif answer == "same":
dead("A rock hit your face!")
else:
print "Just doing your own thing! You got lost and died!"
exit()
else:
start(bag)
def secret_room():
print "Exciting!"
exit()
def dead(why):
print why, "You suck!"
exit()
bag = []
start(bag)
I tried to call the pick() function within it self, but keep getting a "TypeERROR: 'str' is not callable, though I am providing my function with a list?
The problem here is that in this line:
def pick(bag):
pick = raw_input(">")
you bind pick to a new value (a str) so it doesn't reference a function anymore. Change that to something like:
def pick(bag):
picked = raw_input(">")