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RussianRoulette/game.py
2025-06-22 18:36:22 +01:00

115 lines
4.6 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)
# 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.
# gun-spin is used in it's original way.
# gun-cylinder-stop: Plays directly after the gun
# stops spinning.
# blank/shot are played after a random delay.
#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.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(0,2000)/1000)
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