Transitioned to "base game" "engine"
This commit is contained in:
119
__main__.py
119
__main__.py
@ -1,89 +1,58 @@
|
||||
# Import the game code
|
||||
import __init__
|
||||
|
||||
import argparse
|
||||
import tomllib
|
||||
import pathlib
|
||||
import pygame
|
||||
from random import randint
|
||||
import os
|
||||
|
||||
#Oh god here we go. I'm gonna screw up this entire thing
|
||||
|
||||
screenw = 730
|
||||
screenh = 1080
|
||||
yOffset = 0
|
||||
# Store the current working directory
|
||||
# This is used to revert the cd change
|
||||
originalCWD = os.getcwd()
|
||||
|
||||
pygame.init()
|
||||
# Get the path of the game
|
||||
basePath = pathlib.Path(__file__).parent.resolve()
|
||||
|
||||
gun = pygame.image.load_animation("gun.webp")
|
||||
GunFlash = pygame.image.load("images/muzzleflash.png")
|
||||
# Set the current working directory
|
||||
# to the base path of the game
|
||||
os.chdir(basePath)
|
||||
|
||||
# TODO: Add a random delay between the spin and fire
|
||||
# Load the game.toml data
|
||||
with open('game.toml', 'r') as f:
|
||||
gameData = tomllib.loads(f.read())
|
||||
|
||||
# TODO: Utiles the following new sounds:
|
||||
# gun-load: Should be played at the beginning of the game,
|
||||
# and should have an animation accompanying it.
|
||||
# see Brosef for the animation.
|
||||
# gun-cylinder-stop: Plays directly after the load
|
||||
# animation is complete.
|
||||
# gun-spin/blank/shot are all used in their original ways.
|
||||
# Parse command line arguments
|
||||
parser = argparse.ArgumentParser(prog=gameData['name'])
|
||||
parser.add_argument('-sw', '--width', type=int, default=1280)
|
||||
parser.add_argument('-sh', '--height', type=int, default=720)
|
||||
parser.add_argument('-f', '--fullscreen', action='store_true')
|
||||
args = parser.parse_args()
|
||||
|
||||
#Sounds for the gun :3
|
||||
PlaySound = pygame.mixer.Sound.play
|
||||
GunBlank = pygame.mixer.Sound("sfx/gun-blank.mp3")
|
||||
GunShot = pygame.mixer.Sound("sfx/gun-shot.mp3")
|
||||
GunSpin = pygame.mixer.Sound("sfx/gun-spin.mp3")
|
||||
# Initialise screen
|
||||
flags = 0
|
||||
if args.fullscreen: flags |= pygame.FULLSCREEN
|
||||
screen = pygame.display.set_mode((args.width, args.height), flags)
|
||||
pygame.display.set_caption(gameData['name'])
|
||||
|
||||
screen = pygame.display.set_mode((screenw,screenh))
|
||||
MainSurface = pygame.Surface((screenw,screenh-yOffset))
|
||||
pygame.display.set_caption("Russian Roulette")
|
||||
clock = pygame.time.Clock()
|
||||
# Initialise game
|
||||
game = __init__.Game(screen, screen.size)
|
||||
|
||||
running = True #you better start running...
|
||||
shockScale = 0 #controls shock level sent to PDO (on a scale of 0 to 1)
|
||||
# Set to False when the game should exit
|
||||
run = True
|
||||
|
||||
#gun variables
|
||||
startSpin = False
|
||||
spinning = False
|
||||
spinInc = 0
|
||||
|
||||
def fire(shockScale):#LETS GO GAMBLING
|
||||
if randint(1,6) == 6:
|
||||
PlaySound(GunShot)
|
||||
return 0.04
|
||||
#remember to add shock
|
||||
else:
|
||||
PlaySound(GunBlank)
|
||||
return 0
|
||||
|
||||
while running:
|
||||
while run:
|
||||
# Event loop
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_1:
|
||||
PlaySound(GunBlank)
|
||||
elif event.key == pygame.K_2:
|
||||
PlaySound(GunShot)
|
||||
elif event.key == pygame.K_3:
|
||||
PlaySound(GunSpin)
|
||||
elif event.key == pygame.K_SPACE:
|
||||
startSpin = True
|
||||
|
||||
#gun code WOO
|
||||
if startSpin == True or spinning == True:#check if space was pressed or if the gun is already spinning
|
||||
spinning = True #keep the gun spinning
|
||||
if spinInc == 0:
|
||||
PlaySound(GunSpin)
|
||||
spinInc += 1 #next gun frame
|
||||
if spinInc == len(gun): #if we've reached the end
|
||||
spinInc = 0 #reset frame count
|
||||
spinning = False #stop spinning
|
||||
startSpin = False #what did i say bitch? stop spinning
|
||||
shockScale += fire(shockScale) #check if the user gets shot
|
||||
if shockScale > 1: shockScale=1 #keeps shockScale in bounds
|
||||
|
||||
#screen code
|
||||
screen.fill("black")
|
||||
MainSurface.blit(gun[spinInc][0],(0,0))#draw the gun
|
||||
screen.blit(pygame.transform.scale_by(MainSurface,1),(0,yOffset))#renders the main surface to the screen, while also scaling it for the required display resolution
|
||||
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(60)
|
||||
run = False
|
||||
|
||||
game.onEvent(event)
|
||||
|
||||
# Draw loop
|
||||
game.draw()
|
||||
|
||||
# Clean up
|
||||
os.chdir(originalCWD)
|
||||
game.close()
|
||||
pygame.quit()
|
||||
Reference in New Issue
Block a user