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BIN
assets/gun-blank.webp
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assets/gun-blank.webp
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After Width: | Height: | Size: 174 KiB |
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assets/gun-fire.webp
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assets/gun-fire.webp
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After Width: | Height: | Size: 173 KiB |
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Before Width: | Height: | Size: 5.0 MiB After Width: | Height: | Size: 259 KiB |
27
game.py
27
game.py
@ -2,9 +2,16 @@ import logging
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import pygame
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import pygame
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import random
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import random
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import gameUtils
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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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#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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class Game(gameUtils.Game):
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def __init__(self, *args, **kwargs):
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def __init__(self, *args, **kwargs):
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"""
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"""
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@ -18,9 +25,8 @@ class Game(gameUtils.Game):
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# Don't remove this. It does important things. :3
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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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super().__init__(*args, **kwargs)
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self.em = NoPELib.ExpansionsManager(self.pm, includeExpansions=['ShockColar1'])
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# TODO: Utilise self.pm (the player manager)
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# TODO: Add animations for blank firing and real firing
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# TODO: Utilise the following new sounds:
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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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# 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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# and should have an animation accompanying it.
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@ -48,6 +54,8 @@ class Game(gameUtils.Game):
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self.gun = self.createAnimObj('gun', './assets/gun-base.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('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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self.shockScale = 0 #controls shock level sent to PDO (on a scale of 0 to 1)
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@ -65,6 +73,7 @@ class Game(gameUtils.Game):
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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.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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#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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#I feel horrible writing this code this feels super unoptimised :c
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@ -92,12 +101,20 @@ class Game(gameUtils.Game):
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def fire(self):#LETS GO GAMBLING
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def fire(self):#LETS GO GAMBLING
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if random.randint(1,6) == 6:
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if random.randint(1,6) == 6:
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self.playSound(self.gunShot)
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self.playSound(self.gunShot)
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self.currentlyPlaying.punish(self.shockScale)
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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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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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print(f'{self.currentlyPlaying.name} is fucking dead.')
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return 0.04
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return 0.04
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#remember to add shock
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#remember to add shock
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else:
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else:
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self.playSound(self.gunBlank)
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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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return 0
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def onEvent(self, event):
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def onEvent(self, event):
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@ -124,11 +141,12 @@ class Game(gameUtils.Game):
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if event.objectID == self.gun.objectID and event.animationID == 'spin':
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if event.objectID == self.gun.objectID and event.animationID == 'spin':
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self.timeout("FireDelay",random.randint(750,2000)/1000)
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self.timeout("FireDelay",random.randint(750,2000)/1000)
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self.playSound(self.gunCyclinderStop)
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self.playSound(self.gunCyclinderStop)
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elif event.objectID == self.gun.objectID and event.animationID in ['blank', 'fire']:
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self.nextPlayer()
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elif event.type == gameUtils.Timeout and event.timeoutID == 'FireDelay':
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elif event.type == gameUtils.Timeout and event.timeoutID == 'FireDelay':
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self.shockScale += self.fire() #check if the user gets shot
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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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self.shockScale = min(self.shockScale, 1) #keeps shockScale in bounds
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self.nextPlayer()
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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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@ -139,6 +157,7 @@ class Game(gameUtils.Game):
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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(gameUtils.centre(pygame.transform.scale_by(self.gun.getFrame(), self.gunScale), self.size))
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self.surf.blit(gameUtils.centre(pygame.transform.scale_by(self.gun.getFrame(), self.gunScale), self.size))
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self.surf.blit(self.font.render(f'Current player: {self.currentlyPlaying.name}', True, (255, 255, 255)), (0, 0))
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def close(self):
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def close(self):
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"""
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"""
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