Renamed __init__.py to game.py
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game.py
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129
game.py
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import logging
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import pygame
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from random import randint
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import gameUtils
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#Oh god here we go. I'm gonna screw up this entire thing
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class Game(gameUtils.Game):
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def __init__(self, *args, **kwargs):
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"""
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Ran when the game starts.
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You have access to the following variables:
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self.surf (pygame.Surface): This is the surface you draw onto.
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self.pm (NoPELib.PlayerManager): This is where your players are stored.
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self.cfg (dict): Everything from the `game.toml` file. You can access it like this: self.details['title']
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"""
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# Don't remove this. It does important things. :3
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super().__init__(*args, **kwargs)
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self.clock = pygame.time.Clock()
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# TODO: Add a random delay between the spin and fire
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# TODO: Utiles the following new sounds:
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# gun-load: Should be played at the beginning of the game,
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# and should have an animation accompanying it.
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# see Brosef for the animation.
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# gun-cylinder-stop: Plays directly after the load
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# animation is complete.
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# gun-spin/blank/shot are all used in their original ways.
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#Sounds for the gun :3
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self.playSound = pygame.mixer.Sound.play
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self.gunBlank = pygame.mixer.Sound("sfx/gun-blank.mp3")
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self.gunShot = pygame.mixer.Sound("sfx/gun-shot.mp3")
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self.gunSpin = pygame.mixer.Sound("sfx/gun-spin.mp3")
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self.gunLoad = pygame.mixer.Sound("sfx/gun-load.mp3")
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self.gunCyclinder = pygame.mixer.Sound("sfx/gun-cylinder-stop.mp3")
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self.gun = pygame.image.load_animation("gun.webp")
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self.gunFlash = pygame.image.load("images/muzzleflash.png")
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self.shockScale = 0 #controls shock level sent to PDO (on a scale of 0 to 1)
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#gun variables
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self.startSpin = False
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self.spinInc = 0
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#render variables
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self.gunw=self.gun[0][0].size[0] #calculates width of gun anim
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self.gunh=self.gun[0][0].size[1] #calculates height of gun anim
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#NOTE: Brosef, istg you better not make the gun webm
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# change sizes mid file, or so help me
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self.screenMidx = self.size[0]/2 #calculates horizontal midpoint of screen
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self.screenMidy = self.size[1]/2 #calculates verticle midpoint of screen
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self.gunScale = min(self.size[1]/self.gunh,self.size[0]/self.gunw) #calculates how to scale the gun so that it stays on the screen
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self.gunMidx = self.screenMidx-(self.gunw*self.gunScale/2) #gun midpoint on the x axis
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self.gunMidy = self.screenMidy-(self.gunh*self.gunScale/2) #gun midpoint on the y axis
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def fire(self):#LETS GO GAMBLING
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if randint(1,6) == 6:
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self.playSound(self.gunShot)
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return 0.04
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#remember to add shock
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else:
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self.playSound(self.gunBlank)
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return 0
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def onEvent(self, event):
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"""
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Ran when an event is fired.
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Args:
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event (pygame.Event): The event that was fired.
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"""
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_1:
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self.playSound(self.gunBlank)
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elif event.key == pygame.K_2:
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self.playSound(self.gunShot)
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elif event.key == pygame.K_3:
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self.playSound(self.gunSpin)
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elif event.key == pygame.K_SPACE:
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self.startSpin = True
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def update(self):
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"""
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Ran once per frame, put your drawing code and any
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game logic that should be ran once per frame in here.
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"""
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#gun code WOO
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if self.startSpin == True:#check if space was pressed or if the gun is already spinning
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if self.spinInc == 0:
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self.playSound(self.gunSpin)
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self.spinInc += 1 #next gun frame
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if self.spinInc == len(self.gun): #if we've reached the end
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self.spinInc = 0 #reset frame count
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self.startSpin = False #what did i say bitch? stop spinning
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self.shockScale += self.fire() #check if the user gets shot
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self.shockScale = min(self.shockScale, 1) #keeps shockScale in bounds
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#screen code
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self.surf.fill("black")
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self.surf.blit(pygame.transform.scale_by(self.gun[self.spinInc][0],self.gunScale),(self.gunMidx,self.gunMidy))#draw the gun
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#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
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# TODO:
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# I've removed the whole "main surface" thing for now,
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# because I'm not sure how we're going to deal with it
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# from now on right now. I'll fix this later when it's
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# a bit clearer on how NoPE-Lib will draw the players
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# and how the base game should draw that.
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# - Brosef
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pygame.display.flip()
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self.clock.tick(60)
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def close(self):
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"""
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Ran when the game closes
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"""
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pass
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