Transitioned to "base game" "engine"

This commit is contained in:
2025-06-16 19:30:43 +01:00
parent f96afd2d29
commit 06ed8a8dde
3 changed files with 156 additions and 75 deletions

105
__init__.py Normal file
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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

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# 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()

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game.toml Normal file
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# The ID used for logging
id = "russianRoulette"
# The name used for setting the windows
# title, and for displaying in the launcher
name = "Russian Roulette"
# The description displayed by the launcher
description = ":3"