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RussianRoulette/game.py

151 lines
6.6 KiB
Python

import logging
import pygame
import random
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: 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.
# TODO: Add a hook to see if the current player has become inactive.
playerName = random.choice(list(self.pm.keys()))
self.currentlyPlaying = self.pm[playerName]
#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")
#Background Music commands
self.unloadMusic = pygame.mixer.music.unload
self.stopMusic = pygame.mixer.music.stop
self.playMusic = pygame.mixer.music.play
#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.gun.addAnimation(gameUtils.AnimationHandler('blank', './assets/gun-blank.webp', 60))
self.gun.addAnimation(gameUtils.AnimationHandler('fire', './assets/gun-fire.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
#
# :3
# - Brosef
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
#Selects random music to play at the start of the game, might change because I just threw this together.
#I feel horrible writing this code this feels super unoptimised :c
# Bro I'm gonna be honest, there's not much I'd change about that, you're good.
# The only thing I can think if just moving `set_volume()` to after both if statements.
self.musicNumber = random.randint(1,2)
if self.musicNumber == 1:
pygame.mixer.music.load("./assets/surrounded.ogg")
self.playMusic(-1)
pygame.mixer.music.set_volume(0.5)
if self.musicNumber == 2:
pygame.mixer.music.load("./assets/twiceoritsluck.ogg")
self.playMusic(-1)
pygame.mixer.music.set_volume(0.5)
def nextPlayer(self):
playerIndex = list(self.pm.keys()).index(self.currentlyPlaying.name)
playerIndex += 1
if playerIndex >= len(self.pm):
playerIndex = 0
playerName = list(self.pm.keys())[playerIndex]
self.currentlyPlaying = self.pm[playerName]
self.popup('Next player', f'Pass shocker to {self.currentlyPlaying.name},\nthen press R-CTRL+ENTER to continue.')
def fire(self):#LETS GO GAMBLING
if random.randint(1,6) == 6:
self.playSound(self.gunShot)
self.gun.playAnim('fire')
self.currentlyPlaying.punish(self.shockScale)
print(f'{self.currentlyPlaying.name} is fucking dead.')
return 0.04
#remember to add shock
else:
self.playSound(self.gunBlank)
self.gun.playAnim('blank')
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",random.randint(750,2000)/1000)
self.playSound(self.gunCyclinderStop)
elif event.objectID == self.gun.objectID and event.animationID in ['blank', 'fire']:
self.nextPlayer()
elif event.type == gameUtils.Timeout and event.timeoutID == 'FireDelay':
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.
"""
#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