import logging import pygame from random import randint #import NoPELib #import PDOLib #Oh god here we go. I'm gonna screw up this entire thing class Game: def __init__(self, surface, size): """ Ran when the game starts. Args: surface (pygame.Surface): The surface you draw to. size (list[int, int]): The size of the surface. """ pygame.init() self.surface = surface self.size = size self.clock = pygame.time.Clock() # TODO: Add a random delay between the spin and fire # TODO: Utiles 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. # gun-cylinder-stop: Plays directly after the load # animation is complete. # gun-spin/blank/shot are all used in their original ways. #Sounds for the gun :3 self.playSound = pygame.mixer.Sound.play self.gunBlank = pygame.mixer.Sound("sfx/gun-blank.mp3") self.gunShot = pygame.mixer.Sound("sfx/gun-shot.mp3") self.gunSpin = pygame.mixer.Sound("sfx/gun-spin.mp3") self.gunLoad = pygame.mixer.Sound("sfx/gun-load.mp3") self.gunCyclinder = pygame.mixer.Sound("sfx/gun-cylinder-stop.mp3") self.gun = pygame.image.load_animation("gun.webp") self.gunFlash = pygame.image.load("images/muzzleflash.png") self.shockScale = 0 #controls shock level sent to PDO (on a scale of 0 to 1) #gun variables self.startSpin = False self.spinning = False self.spinInc = 0 #render variables self.screenMid = self.size[0]/2 self.gunScale = self.size[1]/1080 self.gunMid = self.screenMid-(self.gun[0][0].size[0]*self.gunScale/2) # TODO # Make the gun scale based on width of screen as well as height def fire(self):#LETS GO GAMBLING if randint(1,6) == 6: self.playSound(self.gunShot) return 0.04 #remember to add shock else: self.playSound(self.gunBlank) 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: self.startSpin = True def draw(self): """ Ran once per frame, put your drawing code in here """ #gun code WOO if self.startSpin == True or self.spinning == True:#check if space was pressed or if the gun is already spinning self.spinning = True #keep the gun spinning if self.spinInc == 0: self.playSound(self.gunSpin) self.spinInc += 1 #next gun frame if self.spinInc == len(self.gun): #if we've reached the end self.spinInc = 0 #reset frame count self.spinning = False #stop spinning self.startSpin = False #what did i say bitch? stop spinning self.shockScale += self.fire() #check if the user gets shot self.shockScale = min(self.shockScale, 1) #keeps shockScale in bounds #screen code self.surface.fill("black") self.surface.blit(pygame.transform.scale_by(self.gun[self.spinInc][0],self.gunScale),(self.gunMid,0))#draw the gun #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 # TODO: # I've removed the whole "main surface" thing for now, # because I'm not sure how we're going to deal with it # from now on right now. I'll fix this later when it's # a bit clearer on how NoPE-Lib will draw the players # and how the base game should draw that. # - Brosef # TODO: # Actually scale the gun with self.size, and centre it pygame.display.flip() self.clock.tick(60) def close(self): """ Ran when the game closes """ pass