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2
.gitignore
vendored
2
.gitignore
vendored
@ -174,4 +174,6 @@ cython_debug/
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# PyPI configuration file
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# PyPI configuration file
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||||||
.pypirc
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.pypirc
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# ---> Other
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/test.py
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/test.py
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/.vscode/
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107
__init__.py
107
__init__.py
@ -1,107 +0,0 @@
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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 NoPELib
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#import PDOLib
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class Game:
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def __init__(self, surface, size):
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"""
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Ran when the game starts.
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Args:
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surface (pygame.Surface): The surface you draw to.
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size (list[int, int]): The size of the surface.
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"""
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pygame.init()
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self.surface = surface
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self.size = size
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self.clock = pygame.time.Clock()
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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")
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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 varialbes
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self.startSpin = False
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self.spinning = False
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self.spinInc = 0
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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 draw(self):
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"""
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Ran once per frame, put your drawing code in here
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"""
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#gun code WOO
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if self.startSpin == True or self.spinning == True:#check if space was pressed or if the gun is already spinning
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self.spinning = True #keep the gun 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.spinning = False #stop spinning
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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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if self.shockScale > 1: self.shockScale=1 #keeps shockScale in bounds
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#screen code
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self.surface.fill("black")
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self.surface.blit(self.gun[self.spinInc][0],(0,0))#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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# TODO:
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# Actually scale the gun with self.size, and centre it
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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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58
__main__.py
58
__main__.py
@ -1,58 +0,0 @@
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# Import the game code
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import __init__
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import argparse
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import tomllib
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import pathlib
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import pygame
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import os
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# Store the current working directory
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# This is used to revert the cd change
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originalCWD = os.getcwd()
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# Get the path of the game
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basePath = pathlib.Path(__file__).parent.resolve()
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# Set the current working directory
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# to the base path of the game
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os.chdir(basePath)
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# Load the game.toml data
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with open('game.toml', 'r') as f:
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gameData = tomllib.loads(f.read())
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# Parse command line arguments
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parser = argparse.ArgumentParser(prog=gameData['name'])
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parser.add_argument('-sw', '--width', type=int, default=1280)
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parser.add_argument('-sh', '--height', type=int, default=720)
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parser.add_argument('-f', '--fullscreen', action='store_true')
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args = parser.parse_args()
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# Initialise screen
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flags = 0
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if args.fullscreen: flags |= pygame.FULLSCREEN
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screen = pygame.display.set_mode((args.width, args.height), flags)
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pygame.display.set_caption(gameData['name'])
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# Initialise game
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game = __init__.Game(screen, screen.size)
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# Set to False when the game should exit
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run = True
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while run:
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# Event loop
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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run = False
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game.onEvent(event)
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# Draw loop
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game.draw()
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# Clean up
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os.chdir(originalCWD)
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game.close()
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pygame.quit()
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BIN
assets/gun-base.png
Normal file
BIN
assets/gun-base.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 276 KiB |
BIN
assets/gun-blank.webp
Normal file
BIN
assets/gun-blank.webp
Normal file
Binary file not shown.
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After Width: | Height: | Size: 174 KiB |
BIN
assets/gun-fire.webp
Normal file
BIN
assets/gun-fire.webp
Normal file
Binary file not shown.
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After Width: | Height: | Size: 173 KiB |
BIN
assets/gun-spin.webp
Normal file
BIN
assets/gun-spin.webp
Normal file
Binary file not shown.
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After Width: | Height: | Size: 259 KiB |
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Before Width: | Height: | Size: 56 KiB After Width: | Height: | Size: 56 KiB |
BIN
assets/surrounded.ogg
Normal file
BIN
assets/surrounded.ogg
Normal file
Binary file not shown.
BIN
assets/twiceoritsluck.ogg
Normal file
BIN
assets/twiceoritsluck.ogg
Normal file
Binary file not shown.
166
game.py
Normal file
166
game.py
Normal file
@ -0,0 +1,166 @@
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import logging
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import pygame
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import random
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import gameUtils
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import NoPELib
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#Oh god here we go. I'm gonna screw up this entire thing
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def transform(value, minA, maxA, minB, maxB):
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"""
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Translates `value` from `minA`-`maxA` to `minB`-`maxB`.
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"""
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return ((value - minA) / (maxA - minA)) * (maxB - minB) + minB
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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.em = NoPELib.ExpansionsManager(self.pm, includeExpansions=['ShockColar1'])
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# TODO: Utilise 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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# TODO: Add a hook to see if the current player has become inactive.
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playerName = random.choice(list(self.pm.keys()))
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self.currentlyPlaying = self.pm[playerName]
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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("./assets/gun-blank.mp3")
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self.gunShot = pygame.mixer.Sound("./assets/gun-shot.mp3")
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self.gunSpin = pygame.mixer.Sound("./assets/gun-spin.mp3")
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self.gunLoad = pygame.mixer.Sound("./assets/gun-load.mp3")
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self.gunCyclinderStop = pygame.mixer.Sound("./assets/gun-cylinder-stop.mp3")
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#Background Music commands
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self.unloadMusic = pygame.mixer.music.unload
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self.stopMusic = pygame.mixer.music.stop
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self.playMusic = pygame.mixer.music.play
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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.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.gun.addAnimation(gameUtils.AnimationHandler('blank', './assets/gun-blank.webp', 60))
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self.gun.addAnimation(gameUtils.AnimationHandler('fire', './assets/gun-fire.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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#render variables
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self.gunw=self.gun.size[0] #calculates width 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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# change sizes mid file, or so help me
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#
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# :3
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# - Brosef
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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.font = pygame.font.SysFont('', 64)
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#Selects random music to play at the start of the game, might change because I just threw this together.
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#I feel horrible writing this code this feels super unoptimised :c
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# Bro I'm gonna be honest, there's not much I'd change about that, you're good.
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# The only thing I can think if just moving `set_volume()` to after both if statements.
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self.musicNumber = random.randint(1,2)
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if self.musicNumber == 1:
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pygame.mixer.music.load("./assets/surrounded.ogg")
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self.playMusic(-1)
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pygame.mixer.music.set_volume(0.5)
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if self.musicNumber == 2:
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pygame.mixer.music.load("./assets/twiceoritsluck.ogg")
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self.playMusic(-1)
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pygame.mixer.music.set_volume(0.5)
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def nextPlayer(self):
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playerIndex = list(self.pm.keys()).index(self.currentlyPlaying.name)
|
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playerIndex += 1
|
||||||
|
if playerIndex >= len(self.pm):
|
||||||
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playerIndex = 0
|
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playerName = list(self.pm.keys())[playerIndex]
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self.currentlyPlaying = self.pm[playerName]
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self.popup('Next player', f'Pass shocker to {self.currentlyPlaying.name},\nthen press R-CTRL+ENTER to continue.')
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def fire(self):#LETS GO GAMBLING
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if random.randint(1,6) == 6:
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self.playSound(self.gunShot)
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self.gun.playAnim('fire')
|
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expansionIDs = self.em.lookupPlayer(self.currentlyPlaying.name)
|
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shocker = self.em[expansionIDs[0]]
|
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iMin, iMax = self.currentlyPlaying.expansions['ShockCollar1']['shcokRange']
|
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v = round(transform(self.shockScale, 0, 1, iMin, iMax))
|
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|
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print(f'Shocking {self.currentlyPlaying.name} with intensity {v}')
|
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shocker.step((False, 0.5, v))
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print(f'{self.currentlyPlaying.name} is fucking dead.')
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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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self.gun.playAnim('blank')
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return 0
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||||||
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def onEvent(self, event):
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||||||
|
"""
|
||||||
|
Ran when an event is fired.
|
||||||
|
|
||||||
|
Args:
|
||||||
|
event (pygame.Event): The event that was fired.
|
||||||
|
"""
|
||||||
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|
||||||
|
if event.type == pygame.KEYDOWN:
|
||||||
|
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 and not self.awaitingTimeout("FireDelay"):
|
||||||
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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.timeout("FireDelay",random.randint(750,2000)/1000)
|
||||||
|
self.playSound(self.gunCyclinderStop)
|
||||||
|
elif event.objectID == self.gun.objectID and event.animationID in ['blank', 'fire']:
|
||||||
|
self.nextPlayer()
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
def update(self):
|
||||||
|
"""
|
||||||
|
Ran once per frame, put your drawing code and any
|
||||||
|
game logic that should be ran once per frame in here.
|
||||||
|
"""
|
||||||
|
|
||||||
|
#screen code
|
||||||
|
self.surf.fill("black")
|
||||||
|
self.surf.blit(gameUtils.centre(pygame.transform.scale_by(self.gun.getFrame(), self.gunScale), self.size))
|
||||||
|
self.surf.blit(self.font.render(f'Current player: {self.currentlyPlaying.name}', True, (255, 255, 255)), (0, 0))
|
||||||
|
|
||||||
|
def close(self):
|
||||||
|
"""
|
||||||
|
Ran when the game closes
|
||||||
|
"""
|
||||||
|
pass
|
||||||
@ -1,3 +1,4 @@
|
|||||||
../NoPELib/
|
../NoPELib/
|
||||||
../PDOLib/
|
../PDOLib/
|
||||||
|
../GameUtils/
|
||||||
pygame-ce
|
pygame-ce
|
||||||
Reference in New Issue
Block a user