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RussianRoulette/game.py
2025-06-20 18:21:23 +01:00

129 lines
5.2 KiB
Python

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)
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("./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.gunCyclinder = 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.shockScale = 0 #controls shock level sent to PDO (on a scale of 0 to 1)
#gun variables
self.startSpin = False
self.spinInc = 0
#render variables
self.gunw=self.gun[0][0].size[0] #calculates width of gun anim
self.gunh=self.gun[0][0].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
self.gunMidx = self.screenMidx-(self.gunw*self.gunScale/2) #gun midpoint on the x axis
self.gunMidy = self.screenMidy-(self.gunh*self.gunScale/2) #gun midpoint on the y axis
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 update(self):
"""
Ran once per frame, put your drawing code and any
game logic that should be ran once per frame in here.
"""
#gun code WOO
if self.startSpin == True:#check if space was pressed or if the gun is already 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.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.surf.fill("black")
self.surf.blit(pygame.transform.scale_by(self.gun[self.spinInc][0],self.gunScale),(self.gunMidx,self.gunMidy))#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
pygame.display.flip()
self.clock.tick(60)
def close(self):
"""
Ran when the game closes
"""
pass