import logging import pygame from random import randint import gameUtils #Oh god here we go. I'm gonna screw up this entire thing 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) # TODO: Utilise self.pm (the player manager) # TODO: Add background music # 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. #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") #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.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 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 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 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",randint(750,2000)/1000) self.playSound(self.gunCyclinderStop) elif event.type == gameUtils.Timeout: 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. """ # Don't remove this. It does important things. :3 super().update() #screen code self.surf.fill("black") self.surf.blit(gameUtils.centre(pygame.transform.scale_by(self.gun.getFrame(), self.gunScale), self.size)) def close(self): """ Ran when the game closes """ pass