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9 changed files with 21 additions and 22 deletions

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game.py
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@ -33,14 +33,17 @@ class Game(gameUtils.Game):
#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.gunLoad = pygame.mixer.Sound("sfx/gun-load.mp3")
self.gunCyclinder = pygame.mixer.Sound("sfx/gun-cylinder-stop.mp3")
self.gunBlank = pygame.mixer.Sound("./assets/gun-blank.mp3")
self.gunShot = pygame.mixer.Sound("./assets/gun-shot.mp3")
self.gunSpin = pygame.mixer.Sound("./assets/gun-spin.mp3")
self.gunLoad = pygame.mixer.Sound("./assets/gun-load.mp3")
self.gunCyclinder = pygame.mixer.Sound("./assets/gun-cylinder-stop.mp3")
#self.gun = pygame.load_animation('./assets/gun-spin.webp')
self.gunFlash = pygame.image.load("./assets/muzzleflash.png")
self.gun = pygame.image.load_animation("gun.webp")
self.gunFlash = pygame.image.load("images/muzzleflash.png")
self.gun = self.createAnimObj('gun', './assets/gun-base.png')
self.gun.addAnimation(gameUtils.AnimationHandler('spin', './assets/gun-spin.webp', 60))
self.shockScale = 0 #controls shock level sent to PDO (on a scale of 0 to 1)
#gun variables
@ -48,8 +51,8 @@ class Game(gameUtils.Game):
self.spinInc = 0
#render variables
self.gunw=self.gun[0][0].size[0] #calculates width of gun anim
self.gunh=self.gun[0][0].size[1] #calculates height of gun anim
self.gunw=self.gun.size[0] #calculates width of gun anim
self.gunh=self.gun.size[1] #calculates height of gun anim
#NOTE: Brosef, istg you better not make the gun webm
# change sizes mid file, or so help me
@ -86,28 +89,24 @@ class Game(gameUtils.Game):
elif event.key == pygame.K_3:
self.playSound(self.gunSpin)
elif event.key == pygame.K_SPACE:
self.startSpin = True
self.gun.playAnim('spin')
elif event.type == gameUtils.AnimStart:
if event.objectID == self.gun.objectID and event.animationID == 'spin':
self.playSound(self.gunSpin)
elif event.type == gameUtils.AnimFinish:
if event.objectID == self.gun.objectID and event.animationID == 'spin':
self.shockScale += self.fire() #check if the user gets shot
self.shockScale = min(self.shockScale, 1) #keeps shockScale in bounds
def update(self):
"""
Ran once per frame, put your drawing code and any
game logic that should be ran once per frame in here.
"""
#gun code WOO
if self.startSpin == True:#check if space was pressed or if the gun is already 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.startSpin = False #what did i say bitch? stop spinning
self.shockScale += self.fire() #check if the user gets shot
self.shockScale = min(self.shockScale, 1) #keeps shockScale in bounds
#screen code
self.surf.fill("black")
self.surf.blit(pygame.transform.scale_by(self.gun[self.spinInc][0],self.gunScale),(self.gunMidx,self.gunMidy))#draw the gun
self.surf.blit(pygame.transform.scale_by(self.gun.getFrame(),self.gunScale),(self.gunMidx,self.gunMidy))#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: