Transitioned to "base game" "engine"
This commit is contained in:
105
__init__.py
Normal file
105
__init__.py
Normal file
@ -0,0 +1,105 @@
|
||||
import logging
|
||||
import pygame
|
||||
from random import randint
|
||||
#import NoPELib
|
||||
#import PDOLib
|
||||
|
||||
class Game:
|
||||
def __init__(self, surface, size):
|
||||
"""
|
||||
Ran when the game starts.
|
||||
|
||||
Args:
|
||||
surface (pygame.Surface): The surface you draw to.
|
||||
size (list[int, int]): The size of the surface.
|
||||
"""
|
||||
|
||||
pygame.init()
|
||||
self.surface = surface
|
||||
self.size = size
|
||||
self.clock = pygame.time.Clock()
|
||||
#Sounds for the gun :3
|
||||
self.playSound = pygame.mixer.Sound.play
|
||||
self.gunBlank = pygame.mixer.Sound("sfx/gun-blank.mp3")
|
||||
self.gunShot = pygame.mixer.Sound("sfx/gun-shot.mp3")
|
||||
self.gunSpin = pygame.mixer.Sound("sfx/gun-spin.mp3")
|
||||
|
||||
self.gun = pygame.image.load_animation("gun.webp")
|
||||
self.gunFlash = pygame.image.load("images/muzzleflash.png")
|
||||
|
||||
self.shockScale = 0 #controls shock level sent to PDO (on a scale of 0 to 1)
|
||||
#gun varialbes
|
||||
self.startSpin = False
|
||||
self.spinning = False
|
||||
self.spinInc = 0
|
||||
|
||||
def fire(self):#LETS GO GAMBLING
|
||||
if randint(1,6) == 6:
|
||||
self.playSound(self.gunShot)
|
||||
return 0.04
|
||||
#remember to add shock
|
||||
else:
|
||||
self.playSound(self.gunBlank)
|
||||
return 0
|
||||
|
||||
def onEvent(self, event):
|
||||
"""
|
||||
Ran when an event is fired.
|
||||
|
||||
Args:
|
||||
event (pygame.Event): The event that was fired
|
||||
"""
|
||||
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_1:
|
||||
self.playSound(self.gunBlank)
|
||||
elif event.key == pygame.K_2:
|
||||
self.playSound(self.gunShot)
|
||||
elif event.key == pygame.K_3:
|
||||
self.playSound(self.gunSpin)
|
||||
elif event.key == pygame.K_SPACE:
|
||||
self.startSpin = True
|
||||
|
||||
def draw(self):
|
||||
"""
|
||||
Ran once per frame, put your drawing code in here
|
||||
"""
|
||||
|
||||
#gun code WOO
|
||||
if self.startSpin == True or self.spinning == True:#check if space was pressed or if the gun is already spinning
|
||||
self.spinning = True #keep the gun spinning
|
||||
if self.spinInc == 0:
|
||||
self.playSound(self.gunSpin)
|
||||
self.spinInc += 1 #next gun frame
|
||||
if self.spinInc == len(self.gun): #if we've reached the end
|
||||
self.spinInc = 0 #reset frame count
|
||||
self.spinning = False #stop spinning
|
||||
self.startSpin = False #what did i say bitch? stop spinning
|
||||
self.shockScale += self.fire() #check if the user gets shot
|
||||
if self.shockScale > 1: self.shockScale=1 #keeps shockScale in bounds
|
||||
|
||||
#screen code
|
||||
self.surface.fill("black")
|
||||
self.surface.blit(self.gun[self.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
|
||||
|
||||
# TODO:
|
||||
# I've removed the whole "main surface" thing for now,
|
||||
# because I'm not sure how we're going to deal with it
|
||||
# from now on right now. I'll fix this later when it's
|
||||
# a bit clearer on how NoPE-Lib will draw the players
|
||||
# and how the base game should draw that.
|
||||
# - Brosef
|
||||
|
||||
# TODO:
|
||||
# Actually scale the gun with self.size, and centre it
|
||||
|
||||
pygame.display.flip()
|
||||
|
||||
self.clock.tick(60)
|
||||
|
||||
def close(self):
|
||||
"""
|
||||
Ran when the game closes
|
||||
"""
|
||||
pass
|
||||
115
__main__.py
115
__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
|
||||
# Store the current working directory
|
||||
# This is used to revert the cd change
|
||||
originalCWD = os.getcwd()
|
||||
|
||||
screenw = 730
|
||||
screenh = 1080
|
||||
yOffset = 0
|
||||
# Get the path of the game
|
||||
basePath = pathlib.Path(__file__).parent.resolve()
|
||||
|
||||
pygame.init()
|
||||
# Set the current working directory
|
||||
# to the base path of the game
|
||||
os.chdir(basePath)
|
||||
|
||||
gun = pygame.image.load_animation("gun.webp")
|
||||
GunFlash = pygame.image.load("images/muzzleflash.png")
|
||||
# Load the game.toml data
|
||||
with open('game.toml', 'r') as f:
|
||||
gameData = tomllib.loads(f.read())
|
||||
|
||||
# TODO: Add a random delay between the spin and fire
|
||||
# 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()
|
||||
|
||||
# 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.
|
||||
# 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'])
|
||||
|
||||
#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 game
|
||||
game = __init__.Game(screen, screen.size)
|
||||
|
||||
screen = pygame.display.set_mode((screenw,screenh))
|
||||
MainSurface = pygame.Surface((screenw,screenh-yOffset))
|
||||
pygame.display.set_caption("Russian Roulette")
|
||||
clock = pygame.time.Clock()
|
||||
# Set to False when the game should exit
|
||||
run = True
|
||||
|
||||
running = True #you better start running...
|
||||
shockScale = 0 #controls shock level sent to PDO (on a scale of 0 to 1)
|
||||
|
||||
#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
|
||||
run = False
|
||||
|
||||
#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
|
||||
game.onEvent(event)
|
||||
|
||||
#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)
|
||||
# Draw loop
|
||||
game.draw()
|
||||
|
||||
# Clean up
|
||||
os.chdir(originalCWD)
|
||||
game.close()
|
||||
pygame.quit()
|
||||
Reference in New Issue
Block a user