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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 |
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assets/surrounded.ogg
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assets/surrounded.ogg
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assets/twiceoritsluck.ogg
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assets/twiceoritsluck.ogg
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77
game.py
77
game.py
@ -1,10 +1,17 @@
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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 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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@ -18,18 +25,16 @@ class Game(gameUtils.Game):
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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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# TODO: Utilise self.pm (the player manager)
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# TODO: Add background music
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# TODO: Add muzzle flash
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# TODO: Add animations for blank firing and real firing
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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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self.turnHandler = gameUtils.RoundTable(1, self.pm)
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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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@ -38,12 +43,19 @@ class Game(gameUtils.Game):
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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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@ -61,15 +73,48 @@ 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.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
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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 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.turnHandler.playing[0].punish(self.shockScale)
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self.turnHandler.next()
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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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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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def onEvent(self, event):
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@ -94,10 +139,12 @@ class Game(gameUtils.Game):
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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.timeout("FireDelay",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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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:
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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 = min(self.shockScale, 1) #keeps shockScale in bounds
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@ -106,13 +153,11 @@ class Game(gameUtils.Game):
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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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"""
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# Don't remove this. It does important things. :3
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super().update()
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#screen code
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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(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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"""
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Reference in New Issue
Block a user