Unlocked to the gun from the framerate. I told you lot to do this from the beginning. Fuck every last one of you.
This commit is contained in:
31
game.py
31
game.py
@ -39,17 +39,20 @@ class Game(gameUtils.Game):
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self.gunLoad = pygame.mixer.Sound("./assets/gun-load.mp3")
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self.gunLoad = pygame.mixer.Sound("./assets/gun-load.mp3")
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self.gunCyclinder = pygame.mixer.Sound("./assets/gun-cylinder-stop.mp3")
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self.gunCyclinder = pygame.mixer.Sound("./assets/gun-cylinder-stop.mp3")
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self.gun = pygame.load_animation('./assets/gun-spin.webp')
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#self.gun = pygame.load_animation('./assets/gun-spin.webp')
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self.gunFlash = pygame.image.load("./assets/muzzleflash.png")
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self.gunFlash = pygame.image.load("./assets/muzzleflash.png")
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self.gun = self.createAnimObj('gun', './assets/gun-base.png')
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self.gun.addAnimation(gameUtils.AnimationHandler('spin', './assets/gun-spin.webp', 60))
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self.shockScale = 0 #controls shock level sent to PDO (on a scale of 0 to 1)
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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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#gun variables
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self.startSpin = False
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self.startSpin = False
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self.spinInc = 0
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self.spinInc = 0
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#render variables
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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.gunw=self.gun.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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self.gunh=self.gun.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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#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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# change sizes mid file, or so help me
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@ -86,28 +89,24 @@ class Game(gameUtils.Game):
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elif event.key == pygame.K_3:
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elif event.key == pygame.K_3:
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self.playSound(self.gunSpin)
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self.playSound(self.gunSpin)
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elif event.key == pygame.K_SPACE:
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elif event.key == pygame.K_SPACE:
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self.startSpin = True
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self.gun.playAnim('spin')
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elif event.type == gameUtils.AnimStart:
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if event.objectID == self.gun.objectID and event.animationID == 'spin':
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self.playSound(self.gunSpin)
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elif event.type == gameUtils.AnimFinish:
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if event.objectID == self.gun.objectID and event.animationID == 'spin':
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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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def update(self):
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def update(self):
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"""
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"""
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Ran once per frame, put your drawing code and any
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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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game logic that should be ran once per frame in here.
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"""
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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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#screen code
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self.surf.fill("black")
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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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self.surf.blit(pygame.transform.scale_by(self.gun.getFrame(),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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#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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# TODO:
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