import logging import pygame import random import gameUtils import NoPELib #Oh god here we go. I'm gonna screw up this entire thing def transform(value, minA, maxA, minB, maxB): """ Translates `value` from `minA`-`maxA` to `minB`-`maxB`. """ return ((value - minA) / (maxA - minA)) * (maxB - minB) + minB class Game(gameUtils.Game): def __init__(self, *args, **kwargs): """ Ran when the game starts. You have access to the following variables: self.surf (pygame.Surface): This is the surface you draw onto. self.pm (NoPELib.PlayerManager): This is where your players are stored. self.cfg (dict): Everything from the `game.toml` file. You can access it like this: self.details['title'] """ # Don't remove this. It does important things. :3 super().__init__(*args, **kwargs) self.em = NoPELib.ExpansionsManager(self.pm, includeExpansions=['ShockColar1']) # TODO: Utilise the following new sounds: # gun-load: Should be played at the beginning of the game, # and should have an animation accompanying it. # see Brosef for the animation. # 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 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.gunCyclinderStop = pygame.mixer.Sound("./assets/gun-cylinder-stop.mp3") #Background Music commands self.unloadMusic = pygame.mixer.music.unload self.stopMusic = pygame.mixer.music.stop self.playMusic = pygame.mixer.music.play #self.gun = pygame.load_animation('./assets/gun-spin.webp') self.gunFlash = pygame.image.load("./assets/muzzleflash.png") self.gun = self.createAnimObj('gun', './assets/gun-base.png') self.gun.addAnimation(gameUtils.AnimationHandler('spin', './assets/gun-spin.webp', 60)) self.gun.addAnimation(gameUtils.AnimationHandler('blank', './assets/gun-blank.webp', 60)) self.gun.addAnimation(gameUtils.AnimationHandler('fire', './assets/gun-fire.webp', 60)) self.shockScale = 0 #controls shock level sent to PDO (on a scale of 0 to 1) #render variables 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 # # :3 # - Brosef self.screenMidx = self.size[0]/2 #calculates horizontal midpoint of screen self.screenMidy = self.size[1]/2 #calculates verticle midpoint of screen 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 self.font = pygame.font.SysFont('', 64) #Selects random music to play at the start of the game, might change because I just threw this together. #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 = random.randint(1,2) if self.musicNumber == 1: pygame.mixer.music.load("./assets/surrounded.ogg") self.playMusic(-1) pygame.mixer.music.set_volume(0.5) if self.musicNumber == 2: pygame.mixer.music.load("./assets/twiceoritsluck.ogg") 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 random.randint(1,6) == 6: self.playSound(self.gunShot) self.gun.playAnim('fire') expansionIDs = self.em.lookupPlayer(self.currentlyPlaying.name) shocker = self.em[expansionIDs[0]] iMin, iMax = self.currentlyPlaying.expansions['ShockCollar1']['shcokRange'] v = round(transform(self.shockScale, 0, 1, iMin, iMax)) print(f'Shocking {self.currentlyPlaying.name} with intensity {v}') shocker.step((False, 0.5, v)) print(f'{self.currentlyPlaying.name} is fucking dead.') return 0.04 #remember to add shock else: self.playSound(self.gunBlank) self.gun.playAnim('blank') return 0 def onEvent(self, event): """ Ran when an event is fired. Args: event (pygame.Event): The event that was fired. """ if event.type == pygame.KEYDOWN: if event.key == pygame.K_1: self.playSound(self.gunBlank) elif event.key == pygame.K_2: self.playSound(self.gunShot) elif event.key == pygame.K_3: self.playSound(self.gunSpin) elif event.key == pygame.K_SPACE and not self.awaitingTimeout("FireDelay"): 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