I have starting working on this Text-Based Pokemon game and I am stuck on trying to figure an evolution system that can change one class object into another class object, if that makes sense.
I've attempted to do this just by simply making the class object equal to the one I want to change:
# Trainer
new_trainer = Trainer('Trainer', 'Male')
# Test pokemon (the parameter is just a level value)
bulbasaur = Bulbasaur(10)
ivysaur = Ivysaur(20)
# Adding pokemon to party
new_trainer.add_pokemon(bulbasaur)
new_trainer.add_pokemon(ivysaur)
# Display pokemon lists
print(new_trainer.pokemon_list)
new_trainer.display_party()
# Attempting to 'evolve' bulbasuar
bulbasaur = Ivysaur(bulbasaur.lvl)
# Displaying results again to see if it worked
print(new_trainer.pokemon_list)
new_trainer.display_party()
But by looking at the output, it shows that nothing has happened:
Bulbasaur was added to your party!
Ivysaur was added to your party!
[<__main__.Bulbasaur object at 0x0000023587EDA080>, <__main__.Ivysaur object at 0x0000023587EDA0F0>]
1. Bulbasaur
2. Ivysaur
[<__main__.Bulbasaur object at 0x0000023587EDA080>, <__main__.Ivysaur object at 0x0000023587EDA0F0>]
1. Bulbasaur
2. Ivysaur
EDIT: It turns that that the variable value DOES indeed change, but I simply need to update the Trainer's pokemon list. However, I am still unsure on how to do this.
The display_party function in the Trainer class looks like this:
def display_party(self): # Displays pokemon party list
if not self.pokemon_list:
return print("There are no pokemon in your party.")
else:
for pokemon in range(len(self.pokemon_list)):
print("{0}. {1}".format(pokemon + 1, self.pokemon_list[pokemon].name))
I was just thinking of adding an update_party function, which goes into the list, deletes the old value and inserts the new value, but how will it know what value to delete?
Perhaps there is a better way to do this? And sorry if my question doesn't include that much information, I will add more of my code if it doesn't make much sense already. This is my first time asking a question here :D
EDIT 2: For those who don't understand how the code works, this is basically how it works so far:
# Formula used to calculate pokemon health
def health_stat_calculation(base_stat, lvl):
return int(((base_stat * 3 * lvl) / 100) + lvl + 10)
# Formula used to calculate pokemon stats
def stat_calculation(base_stat, lvl):
return int(((base_stat * 3 * lvl) / 100) + 5)
# Trainer class
class Trainer:
def __init__(self, name, gender):
self.name = name
self.gender = gender
self.pokemon_list = []
self.item_list = []
def add_badge(self, badge): # Gives player a badge
self.player_badges.append(badge)
def add_pokemon(self, pokemon): # Adds a pokemon to party
for poke in self.pokemon_list:
if pokemon is poke:
return print("You already have this pokemon in your party!")
if len(self.pokemon_list) > 5:
return print("You have too much pokemon in your party!")
else:
self.pokemon_list.append(pokemon)
return print("{} was added to your party!".format(pokemon.name))
def display_party(self): # Displays pokemon party list
if not self.pokemon_list:
return print("There are no pokemon in your party.")
else:
for pokemon in range(len(self.pokemon_list)):
print("{0}. {1}".format(pokemon + 1, self.pokemon_list[pokemon].name))
def add_item(self, item): # Adds an item to player's inventory
if len(self.item_list) > 50:
print("You have too much items in your inventory!")
else:
self.item_list.append(item)
print("{} was added to your inventory!")
# Generic pokemon class
class Pokemon:
def __init__(self, name, lvl, exp, id_number, health, attack, defence, sp_attack, sp_defense, speed):
self.name = name
self.lvl = lvl
self.exp = exp
self.id_number = id_number
self.health = health
self.attack = attack
self.defence = defence
self.sp_attack = sp_attack
self.sp_defense = sp_defense
self.speed = speed
def get_pokemon_name(self):
return self.name
# User friendly stat display
def display_stats(self):
print("\nStats for {}\n---------------".format(self.name))
print("Level: {}".format(self.lvl))
print("Index No.{}".format(self.id_number))
print("Health: {}".format(self.health))
print("Attack: {}".format(self.attack))
print("Defense: {}".format(self.defense))
print("Sp. Attack: {}".format(self.sp_attack))
print("Sp. Defense: {}".format(self.sp_defense))
print("Speed: {}\n".format(self.speed))
# Level up pokemon and show change in stats
def level_up(self):
self.display_stats()
self.lvl += 1
print("\n{} has leveled up!\n".format(self.name))
self.calculate_stats()
self.display_stats()
# Calculate generic pokemon stats
def calculate_stats(self):
self.health = health_stat_calculation(self.base_health, self.lvl)
self.attack = stat_calculation(self.base_attack, self.lvl)
self.defense = stat_calculation(self.base_defense, self.lvl)
self.sp_attack = stat_calculation(self.base_sp_attack, self.lvl)
self.sp_defense = stat_calculation(self.base_sp_defense, self.lvl)
self.speed = stat_calculation(self.base_speed, self.lvl)
# Bulbasaur class
class Bulbasaur(Pokemon):
def __init__(self, lvl, name="Bulbasaur"):
self.name = name
self.lvl = 16
self.exp = 0
self.id_number = 1
# Bulbasaur Base stats
self.base_health = 45
self.base_attack = 49
self.base_defense = 49
self.base_sp_attack = 65
self.base_sp_defense = 65
self.base_speed = 45
self.calculate_stats()
# Ivysaur class
class Ivysaur(Pokemon):
def __init__(self, lvl, name="Ivysaur"):
self.name = name
self.lvl = 16
self.exp = 0
self.id_number = 2
# Bulbasaur Base stats
self.base_health = 60
self.base_attack = 62
self.base_defense = 63
self.base_sp_attack = 80
self.base_sp_defense = 80
self.base_speed = 60
self.calculate_stats()