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Project-escape.py
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296 lines (236 loc) · 7.19 KB
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#!/usr/bin/env python
# coding: utf-8
# In[22]:
#define rooms and items
couch = {
"name": "couch",
"type": "furniture",
}
door_a = {
"name": "door a",
"type": "door",
}
door_d = {
"name": "door d",
"type": "door",
}
key_a = {
"name": "key for door a",
"type": "key",
"target": door_a,
}
piano = {
"name": "piano",
"type": "furniture",
}
game_room = {
"name": "game room",
"type": "room",
}
#bedroom1
queen_bed = {
"name": "queen bed",
"type": "furniture",
}
door_b = {
"name": "door b",
"type": "door",
}
door_c = {
"name": "door c",
"type": "door",
}
key_b = {
"name": "key for door b",
"type": "key",
"target": door_b,
}
bedroom_1 = {
"name": "bedroom 1",
"type": "room",
}
#bedroom2
double_bed = {
"name": "double bed",
"type": "furniture",
}
dresser = {
"name": "dresser",
"type": "furniture",
}
key_c = {
"name": "key for door c",
"type": "key",
"target": door_c,
}
key_d = {
"name": "key for door d",
"type": "key",
"target": door_d,
}
bedroom_2 = {
"name": "bedroom 2",
"type": "room",
}
# living room
dinning_table = {
"name": "dinning table",
"type": "furniture",
}
living_room = {
"name": "living room",
"type": "room",
}
outside = {
"name": "outside"
}
all_rooms = [game_room, bedroom_1, bedroom_2, living_room, outside]
all_doors = [door_a, door_b, door_c, door_d]
# define which items/rooms are related
object_relations = {
"game room":[couch, piano, door_a],
"bedroom 1":[queen_bed, door_b, door_c, door_a],
"bedroom 2":[double_bed, dresser, door_b],
"living room":[dinning_table, door_d, door_c],
"piano": [key_a],
"queen bed": [key_b],
"double bed":[key_c],
"outside": [door_d],
"door a": [game_room, bedroom_1],
"door b": [bedroom_2, bedroom_1],
"door c": [bedroom_1, living_room],
"door c":[living_room, bedroom_1],
"door d":[outside, living_room],
"dresser":[key_d]}
all_rooms = [game_room, bedroom_1, bedroom_2, living_room, outside]
all_doors = [door_a, door_b, door_c, door_d]
# define which items/rooms are related
INIT_GAME_STATE = {
"current_room": game_room,
"keys_collected": [],
"target_room": outside
}
# In[23]:
from pygame import mixer
mixer.init()
from PIL import Image
i = Image.open("1.png")
import time
end_image = Image.open("Final_image.jpg")
def linebreak():
"""
Print a line break
"""
print("\n\n")
def start_game():
"""
Start the game
"""
mixer.music.load("introduce.wav")
mixer.music.play()
mixer.music.fadeout(30000)
print("You wake up on a couch and find yourself in a strange house with no windows which you have never been to before. You don't remember why you are here and what had happened before. You feel some unknown danger is approaching and you must get out of the house, NOW!")
time.sleep(17)
i.show()
play_room(game_state["current_room"])
def play_room(room):
"""
Play a room. First check if the room being played is the target room.
If it is, the game will end with success. Otherwise, let player either
explore (list all items in this room) or examine an item found here.
"""
game_state["current_room"] = room
if(game_state["current_room"] == game_state["target_room"]):
print("Congrats! You escaped the room!")
mixer.music.load("claps.mp3")
mixer.music.play()
end_image.show()
input("Press any key to end it!")
else:
print("You are now in " + room["name"])
intended_action = input("What would you like to do? Type 'explore' or 'examine'?").strip()
if intended_action == "explore":
explore_room(room)
play_room(room)
elif intended_action == "examine":
examine_item(input("What would you like to examine?").strip())
else:
print("Not sure what you mean. Type 'explore' or 'examine'.")
play_room(room)
linebreak()
def explore_room(room):
"""
Explore a room. List all items belonging to this room.
"""
items = [i["name"] for i in object_relations[room["name"]]]
mixer.music.load("passos2.wav")
mixer.music.play()
print("You explore the room. This is " + room["name"] + ". You find " + ", ".join(items))
def get_next_room_of_door(door, current_room):
"""
From object_relations, find the two rooms connected to the given door.
Return the room that is not the current_room.
"""
connected_rooms = object_relations[door["name"]]
for room in connected_rooms:
if(not current_room == room):
return room
def examine_item(item_name):
"""
Examine an item which can be a door or furniture.
First make sure the intended item belongs to the current room.
Then check if the item is a door. Tell player if key hasn't been
collected yet. Otherwise ask player if they want to go to the next
room. If the item is not a door, then check if it contains keys.
Collect the key if found and update the game state. At the end,
play either the current or the next room depending on the game state
to keep playing.
"""
current_room = game_state["current_room"]
next_room = ""
output = None
for item in object_relations[current_room["name"]]:
if(item["name"] == item_name):
output = "You examine " + item_name + ". "
mixer.music.load("correct.mp3")
mixer.music.play()
if(item["type"] == "door"):
have_key = False
for key in game_state["keys_collected"]:
if(key["target"] == item):
have_key = True
if(have_key):
output += "You unlock it with a key you have."
next_room = get_next_room_of_door(item, current_room)
else:
output += "It is locked but you don't have the key."
mixer.music.load("try_again.wav")
mixer.music.play()
else:
if(item["name"] in object_relations and len(object_relations[item["name"]])>0):
item_found = object_relations[item["name"]].pop()
game_state["keys_collected"].append(item_found)
output += "You find " + item_found["name"] + "."
mixer.music.load("success_door.mp3")
mixer.music.play()
else:
output += "There isn't anything interesting about it."
mixer.music.load("try_again.wav")
mixer.music.play()
print(output)
break
if(output is None):
print("The item you requested is not found in the current room.")
mixer.music.load("try_again.wav")
mixer.music.play()
#sound for open door
if(next_room and input("Do you want to go to the next room? Enter 'yes' or 'no'").strip() == 'yes'):
mixer.music.load("door_open.mp3")
mixer.music.play()
play_room(next_room)
else:
play_room(current_room)
# In[ ]:
game_state = INIT_GAME_STATE.copy()
start_game()
# In[ ]: