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game.py
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@ -1,6 +1,6 @@
import logging
import pygame
from random import randint
import random
import gameUtils
#Oh god here we go. I'm gonna screw up this entire thing
@ -26,7 +26,9 @@ class Game(gameUtils.Game):
# and should have an animation accompanying it.
# see Brosef for the animation.
self.turnHandler = gameUtils.RoundTable(1, self.pm)
# TODO: Add a hook to see if the current player has become inactive.
playerName = random.choice(list(self.pm.keys()))
self.currentlyPlaying = self.pm[playerName]
#Sounds for the gun :3
self.playSound = pygame.mixer.Sound.play
@ -68,7 +70,7 @@ class Game(gameUtils.Game):
#I feel horrible writing this code this feels super unoptimised :c
# Bro I'm gonna be honest, there's not much I'd change about that, you're good.
# The only thing I can think if just moving `set_volume()` to after both if statements.
self.musicNumber = randint(1,2)
self.musicNumber = random.randint(1,2)
if self.musicNumber == 1:
pygame.mixer.music.load("./assets/surrounded.ogg")
self.playMusic(-1)
@ -78,12 +80,20 @@ class Game(gameUtils.Game):
self.playMusic(-1)
pygame.mixer.music.set_volume(0.5)
def nextPlayer(self):
playerIndex = list(self.pm.keys()).index(self.currentlyPlaying.name)
playerIndex += 1
if playerIndex >= len(self.pm):
playerIndex = 0
playerName = list(self.pm.keys())[playerIndex]
self.currentlyPlaying = self.pm[playerName]
self.popup('Next player', f'Pass shocker to {self.currentlyPlaying.name},\nthen press R-CTRL+ENTER to continue.')
def fire(self):#LETS GO GAMBLING
if randint(1,6) == 6:
if random.randint(1,6) == 6:
self.playSound(self.gunShot)
self.turnHandler.playing[0].punish(self.shockScale)
print(f'{self.turnHandler.playing[0].name} is fucking dead.')
self.currentlyPlaying.punish(self.shockScale)
print(f'{self.currentlyPlaying.name} is fucking dead.')
return 0.04
#remember to add shock
else:
@ -112,14 +122,13 @@ class Game(gameUtils.Game):
self.playSound(self.gunSpin)
elif event.type == gameUtils.AnimFinish:
if event.objectID == self.gun.objectID and event.animationID == 'spin':
self.timeout("FireDelay",randint(750,2000)/1000)
self.timeout("FireDelay",random.randint(750,2000)/1000)
self.playSound(self.gunCyclinderStop)
elif event.type == gameUtils.Timeout and event.timeoutID == 'FireDelay':
self.shockScale += self.fire() #check if the user gets shot
self.shockScale = min(self.shockScale, 1) #keeps shockScale in bounds
self.turnHandler.next()
self.popup('Next player', f'Pass shocker to {self.turnHandler.playing[0].name},\nthen press R-CTRL+ENTER to continue.')
self.nextPlayer()
def update(self):
"""