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Copy pathHelper.py
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85 lines (37 loc) · 1.95 KB
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# Tuples containing elements for naming items, rooms, entities etc
Affinities = ('Chaos', 'Abyss', 'Void', 'Eldritch')
Elements = ('Water', 'Air', 'Earth', 'Fire')
Modifiers_Elemental_T1 = ('Dew', 'Whistles', 'Pebbles', 'Ashes')
Modifiers_Elemental_T2 = ('Splashes', 'Breezes', 'Rocks', 'Smoulders')
Modifiers_Elemental_T3 = ('Waves', 'Typhoons', 'Boulders', 'Flames')
Modifiers_Bonus = ('Cursed', 'Blessed')
Quality = ('Broken', 'Chipped', 'Mundane', 'Tempered', 'Pristine')
Weapons = ('Nodachi', 'Katana', 'Tekkan', 'Hachiwari')
Upgrades = ('+0', '+1', '+2', '+3', '+4', '+5')
# Saving weapon image file paths into separate variables:
handle_path = './Resources/Visual/Textures/Items/handle.png'
blade_path = './Resources/Visual/Textures/Items/blade.png'
bonus_path = './Resources/Visual/Textures/Items/bonus.png'
handle_thumbnail_path = './Resources/Visual/Textures/Items/handle_thumbnail.png'
blade_thumbnail_path = './Resources/Visual/Textures/Items/blade_thumbnail.png'
bonus_thumbnail_path = './Resources/Visual/Textures/Items/bonus_thumbnail.png'
potion_spirit_path = './Resources/Visual/Textures/Items/spirit.png'
potion_body_path = './Resources/Visual/Textures/Items/body.png'
room_tutorial_path = './Resources/Visual/Textures/Rooms/room.png'
# Defining colors for the 4 elements
Modifiers_Elemental_Colours = ((28, 58, 89),
(244, 213, 141),
(28, 89, 29),
(206, 78, 55))
# Usage: Select element from tuples and parse it to generator
# Order: Quality + WEAPON_NAME + 'OF' + Modifiers_Elemental
# + Upgrade + (Modifier_Bonus)
# Example: Chipped Nodachi of Smoulders +2 (Cursed)
# Room variables:
room_encounter_type = (
'ascension',
'a shrine',
'a fork in the road',
'a villager in need',
'rubble on the road'
)