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RussianRoulette/__init__.py

106 lines
3.6 KiB
Python

import logging
import pygame
from random import randint
#import NoPELib
#import PDOLib
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()
#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.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 varialbes
self.startSpin = False
self.spinning = False
self.spinInc = 0
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
if self.shockScale > 1: self.shockScale=1 #keeps shockScale in bounds
#screen code
self.surface.fill("black")
self.surface.blit(self.gun[self.spinInc][0],(0,0))#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