Text Dungeon in Python












0












$begingroup$


I created this game in Python as a learning experience and was hoping for advice to make it better. I also used global and was hoping for good alternatives.



import random
import pickle
import os
enemy_count = 0
health_pot_count = 5
level_up_counter = 1

class Player:

def __init__(self, name):
self.name = name
self.level = 1
self.health = 20
self.max_attack = 6
self.min_attack = 2
self.armour = 1

def __repr__(self):
return('Player({})'.format(self.name))

def __str__(self):
return('Name: {}, Level: {}, Health: {}, Max Attack: {}, Min Attack {}, Armour: {}'.format(self.name, self.level, self.health, self.max_attack, self.min_attack, self.armour))

def level_up(self):
global level_up_counter
if level_up_counter == self.level:
level_up_counter = 1
self.level += 1
self.max_attack += 3
self.min_attack += 3
self.armour += 2
else: level_up_counter += 1

def armour_up(self):
self.armour += 1

def weapon_up(self):
self.max_attack += 1

class World:
def __init__(self):
self.isenemy = random.choice([True, True, False])

def enter_room(self):
if self.isenemy:
fight()

else:
if random.choice([True, True, False]):
treasure()

else:
print('The room is empty')


class Enemy:
def __init__(self):
attack_buff = random.randint(-2,4)
self.health = 5 * pc.level + random.randint(-5,5)
self.max_attack = 3 * pc.level + attack_buff
self.min_attack = 2 * pc.level + attack_buff
self.armour = pc.level * random.randint(1,2)

def __str__(self):
return(f'Enemy Health {self.health}')

def save():
save_var = [current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter, pc.name, pc.level, pc.health, pc.max_attack, pc.min_attack, pc.armour]
with open('save.pkl', 'wb') as save_pickle:
pickle.dump(save_var, save_pickle)


def get_save():
global current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter
with open('save.pkl', 'rb') as save_pickle:
current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter, pc.name, pc.level, pc.health, pc.max_attack, pc.min_attack, pc.armour = pickle.load(save_pickle)



def save_clear():
try:
os.remove(os.path.abspath('save.pkl'))
except Exception:
print('Alert')

def yn(promt):
loop = True
print (promt)
while loop:
yn_output = input("Y/N: ").lower()

if yn_output == 'y':
loop = False
return True

elif yn_output == 'n':
loop = False
return False

else: print('Invalid input!')

def new_game():
global current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter
enemy_count = 0
health_pot_count = 5
level_up_counter = 1
save_clear()
name = input("What is the name of are brave adventurer: ")
#pc stands for player character.
pc = Player(name)
current_room = 0
rooms = ['start_room']
start_room = World()


def start_up():
print('Welcome to text dungeon')
start_loop = True
while start_loop:
new_game_test = yn('Is this a new game.')

if new_game_test == True:
if yn('Are you sure, this will clear all saves.'):
start_loop = False
new_game()


elif new_game_test == False:
start_loop = False
get_save()

def new_room(room, current_room):
room.append(str(current_room) + '_room')
room[current_room] = World()

def fight():
increment_enemy_count()
print('Starting combat!')
enemys =
enemys.append('{}_enemy'.format(enemy_count))
enemys[0] = Enemy()
combat = True
while combat:
space()
print(pc)
print('Enemy Stats- Health: {}, Max Attack: {}, Min Attack {}, Armour: {}'.format(enemys[0].health, enemys[0].max_attack, enemys[0].min_attack, enemys[0].armour))
print('What is your move.')

action_wait = True
while action_wait:
action = input('1 = attack, 2 = Use health potion: ')
if action == '1':
attack_damage = random.randint(pc.min_attack, pc.max_attack)
if attack_damage < enemys[0].armour:
print(f'You did 0 damage.')
else:
enemys[0].health = (int(enemys[0].health) + int(enemys[0].armour)) - attack_damage
print(f'You did {int(attack_damage) - int(enemys[0].armour)} damage.')

if enemys[0].health < 1:
combat = False
action_wait = False

elif action == '2':
if health_pot_count > 0:
health_pot_use()
action_wait = False
else:
print('You have none.')

else:
print('Try again')

attack_damage = random.randint(enemys[0].min_attack, enemys[0].max_attack)
if attack_damage < pc.armour:
print(f'You took 0 damage.')
else:
pc.health = int((pc.health) + int(pc.armour) - attack_damage)
print(f'You took {int(attack_damage) - int(pc.armour)} damage.')

if (pc.health < 1):
combat = False
death()

print('You win')
pc.level_up()
treasure()

def treasure():
global health_pot_count
loot = random.randint(1, 5)

if loot == 1:
print('You got a health potion!')
health_pot_count += 1

elif loot == 2:
print('You got a better weapon!')
pc.weapon_up()

elif loot == 3:
print('You got better armour!')
pc.armour_up()

else:
print('No Loot')



def death():
print('You lose')
save_clear()
main()


def increment_enemy_count():
global enemy_count
enemy_count += 1

def health_pot_use():
global health_pot_count
health_pot_count -= 1
health_back = pc.level * 2 + random.randint(-2, 6)
pc.health += health_back
print(f'You got {health_back} health.')

def space():
print()
print()

def main():
global pc, current_room, play
start_up()
save()
play = True
while play:
wait_for_action = True
while wait_for_action:
save_clear()
save()
space()
print(str(pc))
print('What do you want to do.')
action = input("1 = continue, 2 = Use health potion: ")

if action == '1':
play = False
current_room += 1
new_room(rooms, current_room)
rooms[current_room].enter_room()

elif action == '2':
play = False
if health_pot_count > 0:
health_pot_use()
else: print('You have none.')


else: print('Invalid action!')


if __name__ == '__main__':
main()









share|improve this question











$endgroup$

















    0












    $begingroup$


    I created this game in Python as a learning experience and was hoping for advice to make it better. I also used global and was hoping for good alternatives.



    import random
    import pickle
    import os
    enemy_count = 0
    health_pot_count = 5
    level_up_counter = 1

    class Player:

    def __init__(self, name):
    self.name = name
    self.level = 1
    self.health = 20
    self.max_attack = 6
    self.min_attack = 2
    self.armour = 1

    def __repr__(self):
    return('Player({})'.format(self.name))

    def __str__(self):
    return('Name: {}, Level: {}, Health: {}, Max Attack: {}, Min Attack {}, Armour: {}'.format(self.name, self.level, self.health, self.max_attack, self.min_attack, self.armour))

    def level_up(self):
    global level_up_counter
    if level_up_counter == self.level:
    level_up_counter = 1
    self.level += 1
    self.max_attack += 3
    self.min_attack += 3
    self.armour += 2
    else: level_up_counter += 1

    def armour_up(self):
    self.armour += 1

    def weapon_up(self):
    self.max_attack += 1

    class World:
    def __init__(self):
    self.isenemy = random.choice([True, True, False])

    def enter_room(self):
    if self.isenemy:
    fight()

    else:
    if random.choice([True, True, False]):
    treasure()

    else:
    print('The room is empty')


    class Enemy:
    def __init__(self):
    attack_buff = random.randint(-2,4)
    self.health = 5 * pc.level + random.randint(-5,5)
    self.max_attack = 3 * pc.level + attack_buff
    self.min_attack = 2 * pc.level + attack_buff
    self.armour = pc.level * random.randint(1,2)

    def __str__(self):
    return(f'Enemy Health {self.health}')

    def save():
    save_var = [current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter, pc.name, pc.level, pc.health, pc.max_attack, pc.min_attack, pc.armour]
    with open('save.pkl', 'wb') as save_pickle:
    pickle.dump(save_var, save_pickle)


    def get_save():
    global current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter
    with open('save.pkl', 'rb') as save_pickle:
    current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter, pc.name, pc.level, pc.health, pc.max_attack, pc.min_attack, pc.armour = pickle.load(save_pickle)



    def save_clear():
    try:
    os.remove(os.path.abspath('save.pkl'))
    except Exception:
    print('Alert')

    def yn(promt):
    loop = True
    print (promt)
    while loop:
    yn_output = input("Y/N: ").lower()

    if yn_output == 'y':
    loop = False
    return True

    elif yn_output == 'n':
    loop = False
    return False

    else: print('Invalid input!')

    def new_game():
    global current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter
    enemy_count = 0
    health_pot_count = 5
    level_up_counter = 1
    save_clear()
    name = input("What is the name of are brave adventurer: ")
    #pc stands for player character.
    pc = Player(name)
    current_room = 0
    rooms = ['start_room']
    start_room = World()


    def start_up():
    print('Welcome to text dungeon')
    start_loop = True
    while start_loop:
    new_game_test = yn('Is this a new game.')

    if new_game_test == True:
    if yn('Are you sure, this will clear all saves.'):
    start_loop = False
    new_game()


    elif new_game_test == False:
    start_loop = False
    get_save()

    def new_room(room, current_room):
    room.append(str(current_room) + '_room')
    room[current_room] = World()

    def fight():
    increment_enemy_count()
    print('Starting combat!')
    enemys =
    enemys.append('{}_enemy'.format(enemy_count))
    enemys[0] = Enemy()
    combat = True
    while combat:
    space()
    print(pc)
    print('Enemy Stats- Health: {}, Max Attack: {}, Min Attack {}, Armour: {}'.format(enemys[0].health, enemys[0].max_attack, enemys[0].min_attack, enemys[0].armour))
    print('What is your move.')

    action_wait = True
    while action_wait:
    action = input('1 = attack, 2 = Use health potion: ')
    if action == '1':
    attack_damage = random.randint(pc.min_attack, pc.max_attack)
    if attack_damage < enemys[0].armour:
    print(f'You did 0 damage.')
    else:
    enemys[0].health = (int(enemys[0].health) + int(enemys[0].armour)) - attack_damage
    print(f'You did {int(attack_damage) - int(enemys[0].armour)} damage.')

    if enemys[0].health < 1:
    combat = False
    action_wait = False

    elif action == '2':
    if health_pot_count > 0:
    health_pot_use()
    action_wait = False
    else:
    print('You have none.')

    else:
    print('Try again')

    attack_damage = random.randint(enemys[0].min_attack, enemys[0].max_attack)
    if attack_damage < pc.armour:
    print(f'You took 0 damage.')
    else:
    pc.health = int((pc.health) + int(pc.armour) - attack_damage)
    print(f'You took {int(attack_damage) - int(pc.armour)} damage.')

    if (pc.health < 1):
    combat = False
    death()

    print('You win')
    pc.level_up()
    treasure()

    def treasure():
    global health_pot_count
    loot = random.randint(1, 5)

    if loot == 1:
    print('You got a health potion!')
    health_pot_count += 1

    elif loot == 2:
    print('You got a better weapon!')
    pc.weapon_up()

    elif loot == 3:
    print('You got better armour!')
    pc.armour_up()

    else:
    print('No Loot')



    def death():
    print('You lose')
    save_clear()
    main()


    def increment_enemy_count():
    global enemy_count
    enemy_count += 1

    def health_pot_use():
    global health_pot_count
    health_pot_count -= 1
    health_back = pc.level * 2 + random.randint(-2, 6)
    pc.health += health_back
    print(f'You got {health_back} health.')

    def space():
    print()
    print()

    def main():
    global pc, current_room, play
    start_up()
    save()
    play = True
    while play:
    wait_for_action = True
    while wait_for_action:
    save_clear()
    save()
    space()
    print(str(pc))
    print('What do you want to do.')
    action = input("1 = continue, 2 = Use health potion: ")

    if action == '1':
    play = False
    current_room += 1
    new_room(rooms, current_room)
    rooms[current_room].enter_room()

    elif action == '2':
    play = False
    if health_pot_count > 0:
    health_pot_use()
    else: print('You have none.')


    else: print('Invalid action!')


    if __name__ == '__main__':
    main()









    share|improve this question











    $endgroup$















      0












      0








      0





      $begingroup$


      I created this game in Python as a learning experience and was hoping for advice to make it better. I also used global and was hoping for good alternatives.



      import random
      import pickle
      import os
      enemy_count = 0
      health_pot_count = 5
      level_up_counter = 1

      class Player:

      def __init__(self, name):
      self.name = name
      self.level = 1
      self.health = 20
      self.max_attack = 6
      self.min_attack = 2
      self.armour = 1

      def __repr__(self):
      return('Player({})'.format(self.name))

      def __str__(self):
      return('Name: {}, Level: {}, Health: {}, Max Attack: {}, Min Attack {}, Armour: {}'.format(self.name, self.level, self.health, self.max_attack, self.min_attack, self.armour))

      def level_up(self):
      global level_up_counter
      if level_up_counter == self.level:
      level_up_counter = 1
      self.level += 1
      self.max_attack += 3
      self.min_attack += 3
      self.armour += 2
      else: level_up_counter += 1

      def armour_up(self):
      self.armour += 1

      def weapon_up(self):
      self.max_attack += 1

      class World:
      def __init__(self):
      self.isenemy = random.choice([True, True, False])

      def enter_room(self):
      if self.isenemy:
      fight()

      else:
      if random.choice([True, True, False]):
      treasure()

      else:
      print('The room is empty')


      class Enemy:
      def __init__(self):
      attack_buff = random.randint(-2,4)
      self.health = 5 * pc.level + random.randint(-5,5)
      self.max_attack = 3 * pc.level + attack_buff
      self.min_attack = 2 * pc.level + attack_buff
      self.armour = pc.level * random.randint(1,2)

      def __str__(self):
      return(f'Enemy Health {self.health}')

      def save():
      save_var = [current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter, pc.name, pc.level, pc.health, pc.max_attack, pc.min_attack, pc.armour]
      with open('save.pkl', 'wb') as save_pickle:
      pickle.dump(save_var, save_pickle)


      def get_save():
      global current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter
      with open('save.pkl', 'rb') as save_pickle:
      current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter, pc.name, pc.level, pc.health, pc.max_attack, pc.min_attack, pc.armour = pickle.load(save_pickle)



      def save_clear():
      try:
      os.remove(os.path.abspath('save.pkl'))
      except Exception:
      print('Alert')

      def yn(promt):
      loop = True
      print (promt)
      while loop:
      yn_output = input("Y/N: ").lower()

      if yn_output == 'y':
      loop = False
      return True

      elif yn_output == 'n':
      loop = False
      return False

      else: print('Invalid input!')

      def new_game():
      global current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter
      enemy_count = 0
      health_pot_count = 5
      level_up_counter = 1
      save_clear()
      name = input("What is the name of are brave adventurer: ")
      #pc stands for player character.
      pc = Player(name)
      current_room = 0
      rooms = ['start_room']
      start_room = World()


      def start_up():
      print('Welcome to text dungeon')
      start_loop = True
      while start_loop:
      new_game_test = yn('Is this a new game.')

      if new_game_test == True:
      if yn('Are you sure, this will clear all saves.'):
      start_loop = False
      new_game()


      elif new_game_test == False:
      start_loop = False
      get_save()

      def new_room(room, current_room):
      room.append(str(current_room) + '_room')
      room[current_room] = World()

      def fight():
      increment_enemy_count()
      print('Starting combat!')
      enemys =
      enemys.append('{}_enemy'.format(enemy_count))
      enemys[0] = Enemy()
      combat = True
      while combat:
      space()
      print(pc)
      print('Enemy Stats- Health: {}, Max Attack: {}, Min Attack {}, Armour: {}'.format(enemys[0].health, enemys[0].max_attack, enemys[0].min_attack, enemys[0].armour))
      print('What is your move.')

      action_wait = True
      while action_wait:
      action = input('1 = attack, 2 = Use health potion: ')
      if action == '1':
      attack_damage = random.randint(pc.min_attack, pc.max_attack)
      if attack_damage < enemys[0].armour:
      print(f'You did 0 damage.')
      else:
      enemys[0].health = (int(enemys[0].health) + int(enemys[0].armour)) - attack_damage
      print(f'You did {int(attack_damage) - int(enemys[0].armour)} damage.')

      if enemys[0].health < 1:
      combat = False
      action_wait = False

      elif action == '2':
      if health_pot_count > 0:
      health_pot_use()
      action_wait = False
      else:
      print('You have none.')

      else:
      print('Try again')

      attack_damage = random.randint(enemys[0].min_attack, enemys[0].max_attack)
      if attack_damage < pc.armour:
      print(f'You took 0 damage.')
      else:
      pc.health = int((pc.health) + int(pc.armour) - attack_damage)
      print(f'You took {int(attack_damage) - int(pc.armour)} damage.')

      if (pc.health < 1):
      combat = False
      death()

      print('You win')
      pc.level_up()
      treasure()

      def treasure():
      global health_pot_count
      loot = random.randint(1, 5)

      if loot == 1:
      print('You got a health potion!')
      health_pot_count += 1

      elif loot == 2:
      print('You got a better weapon!')
      pc.weapon_up()

      elif loot == 3:
      print('You got better armour!')
      pc.armour_up()

      else:
      print('No Loot')



      def death():
      print('You lose')
      save_clear()
      main()


      def increment_enemy_count():
      global enemy_count
      enemy_count += 1

      def health_pot_use():
      global health_pot_count
      health_pot_count -= 1
      health_back = pc.level * 2 + random.randint(-2, 6)
      pc.health += health_back
      print(f'You got {health_back} health.')

      def space():
      print()
      print()

      def main():
      global pc, current_room, play
      start_up()
      save()
      play = True
      while play:
      wait_for_action = True
      while wait_for_action:
      save_clear()
      save()
      space()
      print(str(pc))
      print('What do you want to do.')
      action = input("1 = continue, 2 = Use health potion: ")

      if action == '1':
      play = False
      current_room += 1
      new_room(rooms, current_room)
      rooms[current_room].enter_room()

      elif action == '2':
      play = False
      if health_pot_count > 0:
      health_pot_use()
      else: print('You have none.')


      else: print('Invalid action!')


      if __name__ == '__main__':
      main()









      share|improve this question











      $endgroup$




      I created this game in Python as a learning experience and was hoping for advice to make it better. I also used global and was hoping for good alternatives.



      import random
      import pickle
      import os
      enemy_count = 0
      health_pot_count = 5
      level_up_counter = 1

      class Player:

      def __init__(self, name):
      self.name = name
      self.level = 1
      self.health = 20
      self.max_attack = 6
      self.min_attack = 2
      self.armour = 1

      def __repr__(self):
      return('Player({})'.format(self.name))

      def __str__(self):
      return('Name: {}, Level: {}, Health: {}, Max Attack: {}, Min Attack {}, Armour: {}'.format(self.name, self.level, self.health, self.max_attack, self.min_attack, self.armour))

      def level_up(self):
      global level_up_counter
      if level_up_counter == self.level:
      level_up_counter = 1
      self.level += 1
      self.max_attack += 3
      self.min_attack += 3
      self.armour += 2
      else: level_up_counter += 1

      def armour_up(self):
      self.armour += 1

      def weapon_up(self):
      self.max_attack += 1

      class World:
      def __init__(self):
      self.isenemy = random.choice([True, True, False])

      def enter_room(self):
      if self.isenemy:
      fight()

      else:
      if random.choice([True, True, False]):
      treasure()

      else:
      print('The room is empty')


      class Enemy:
      def __init__(self):
      attack_buff = random.randint(-2,4)
      self.health = 5 * pc.level + random.randint(-5,5)
      self.max_attack = 3 * pc.level + attack_buff
      self.min_attack = 2 * pc.level + attack_buff
      self.armour = pc.level * random.randint(1,2)

      def __str__(self):
      return(f'Enemy Health {self.health}')

      def save():
      save_var = [current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter, pc.name, pc.level, pc.health, pc.max_attack, pc.min_attack, pc.armour]
      with open('save.pkl', 'wb') as save_pickle:
      pickle.dump(save_var, save_pickle)


      def get_save():
      global current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter
      with open('save.pkl', 'rb') as save_pickle:
      current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter, pc.name, pc.level, pc.health, pc.max_attack, pc.min_attack, pc.armour = pickle.load(save_pickle)



      def save_clear():
      try:
      os.remove(os.path.abspath('save.pkl'))
      except Exception:
      print('Alert')

      def yn(promt):
      loop = True
      print (promt)
      while loop:
      yn_output = input("Y/N: ").lower()

      if yn_output == 'y':
      loop = False
      return True

      elif yn_output == 'n':
      loop = False
      return False

      else: print('Invalid input!')

      def new_game():
      global current_room, rooms, pc, enemy_count, health_pot_count, level_up_counter
      enemy_count = 0
      health_pot_count = 5
      level_up_counter = 1
      save_clear()
      name = input("What is the name of are brave adventurer: ")
      #pc stands for player character.
      pc = Player(name)
      current_room = 0
      rooms = ['start_room']
      start_room = World()


      def start_up():
      print('Welcome to text dungeon')
      start_loop = True
      while start_loop:
      new_game_test = yn('Is this a new game.')

      if new_game_test == True:
      if yn('Are you sure, this will clear all saves.'):
      start_loop = False
      new_game()


      elif new_game_test == False:
      start_loop = False
      get_save()

      def new_room(room, current_room):
      room.append(str(current_room) + '_room')
      room[current_room] = World()

      def fight():
      increment_enemy_count()
      print('Starting combat!')
      enemys =
      enemys.append('{}_enemy'.format(enemy_count))
      enemys[0] = Enemy()
      combat = True
      while combat:
      space()
      print(pc)
      print('Enemy Stats- Health: {}, Max Attack: {}, Min Attack {}, Armour: {}'.format(enemys[0].health, enemys[0].max_attack, enemys[0].min_attack, enemys[0].armour))
      print('What is your move.')

      action_wait = True
      while action_wait:
      action = input('1 = attack, 2 = Use health potion: ')
      if action == '1':
      attack_damage = random.randint(pc.min_attack, pc.max_attack)
      if attack_damage < enemys[0].armour:
      print(f'You did 0 damage.')
      else:
      enemys[0].health = (int(enemys[0].health) + int(enemys[0].armour)) - attack_damage
      print(f'You did {int(attack_damage) - int(enemys[0].armour)} damage.')

      if enemys[0].health < 1:
      combat = False
      action_wait = False

      elif action == '2':
      if health_pot_count > 0:
      health_pot_use()
      action_wait = False
      else:
      print('You have none.')

      else:
      print('Try again')

      attack_damage = random.randint(enemys[0].min_attack, enemys[0].max_attack)
      if attack_damage < pc.armour:
      print(f'You took 0 damage.')
      else:
      pc.health = int((pc.health) + int(pc.armour) - attack_damage)
      print(f'You took {int(attack_damage) - int(pc.armour)} damage.')

      if (pc.health < 1):
      combat = False
      death()

      print('You win')
      pc.level_up()
      treasure()

      def treasure():
      global health_pot_count
      loot = random.randint(1, 5)

      if loot == 1:
      print('You got a health potion!')
      health_pot_count += 1

      elif loot == 2:
      print('You got a better weapon!')
      pc.weapon_up()

      elif loot == 3:
      print('You got better armour!')
      pc.armour_up()

      else:
      print('No Loot')



      def death():
      print('You lose')
      save_clear()
      main()


      def increment_enemy_count():
      global enemy_count
      enemy_count += 1

      def health_pot_use():
      global health_pot_count
      health_pot_count -= 1
      health_back = pc.level * 2 + random.randint(-2, 6)
      pc.health += health_back
      print(f'You got {health_back} health.')

      def space():
      print()
      print()

      def main():
      global pc, current_room, play
      start_up()
      save()
      play = True
      while play:
      wait_for_action = True
      while wait_for_action:
      save_clear()
      save()
      space()
      print(str(pc))
      print('What do you want to do.')
      action = input("1 = continue, 2 = Use health potion: ")

      if action == '1':
      play = False
      current_room += 1
      new_room(rooms, current_room)
      rooms[current_room].enter_room()

      elif action == '2':
      play = False
      if health_pot_count > 0:
      health_pot_use()
      else: print('You have none.')


      else: print('Invalid action!')


      if __name__ == '__main__':
      main()






      python beginner python-3.x role-playing-game battle-simulation






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