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https://github.com/csd4ni3l/aim-trainer.git
synced 2026-01-01 04:03:42 +01:00
Initial version
This commit is contained in:
92
game/enemy.py
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92
game/enemy.py
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from ursina import *
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from utils.constants import min_enemy_speed, max_enemy_speed, enemy_health, min_enemy_movement, max_enemy_movement
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from ursina.shaders import lit_with_shadows_shader
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class Enemy(Entity):
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def __init__(self, player, shootables_parent, x, y, z, texture):
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super().__init__(parent=shootables_parent, model='cube', collider='box', texture=texture, x=x, y=y, z=z, shader=lit_with_shadows_shader)
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self.health_bar = Entity(parent=self, y=1.2, model='cube', color=color.red, world_scale=(1.5,.1,.1))
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self.max_hp = enemy_health
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self.hp = self.max_hp
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self.type = random.choice(["left", "right", "top", "bottom"])
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self.movement_done = 0
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self.speed = random.uniform(min_enemy_speed, max_enemy_speed)
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self.movement_amount = random.uniform(min_enemy_movement, max_enemy_movement)
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self.player = player
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self.path_line = Entity(parent=self.parent, model='cube', color=color.red, position=(0, 0), rotation=(0, 0, 0), shader=lit_with_shadows_shader)
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self.update_path_line()
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def update_path_line(self):
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remaining = self.movement_amount - self.movement_done
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if remaining <= 0:
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return
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start = self.position
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end = self.position
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if self.type == "left":
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end -= Vec3(max(0.05, remaining), 0, 0)
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scale = Vec3(max(0.05, remaining), 0.05, 0.05)
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elif self.type == "right":
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end += Vec3(max(0.05, remaining), 0, 0)
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scale = Vec3(max(0.05, remaining), 0.05, 0.05)
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elif self.type == "top":
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end += Vec3(0, max(0.05, remaining), 0)
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scale = Vec3(0.05, max(0.05, remaining), 0.05)
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elif self.type == "bottom":
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end -= Vec3(0, max(0.05, remaining), 0)
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scale = Vec3(0.05, max(0.05, remaining), 0.05)
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mid = (start + end) / 2
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self.path_line.position = mid
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self.path_line.scale = scale
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def update(self):
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self.health_bar.alpha = max(0, self.health_bar.alpha - time.dt)
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self.health_bar.look_at_2d(self.player, axis="x")
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self.look_at_2d(self.player, axis="y")
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if self.type == "left":
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if self.movement_done < self.movement_amount:
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self.x -= self.speed
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self.movement_done += self.speed
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else:
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self.type = "right"
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self.movement_done = 0
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elif self.type == "right":
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if self.movement_done < self.movement_amount:
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self.x += self.speed
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self.movement_done += self.speed
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else:
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self.type = "left"
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self.movement_done = 0
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elif self.type == "top":
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if self.movement_done < self.movement_amount:
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self.y += self.speed
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self.movement_done += self.speed
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else:
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self.type = "bottom"
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self.movement_done = 0
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elif self.type == "bottom":
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if self.movement_done < self.movement_amount:
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self.y -= self.speed
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self.movement_done += self.speed
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else:
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self.type = "top"
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self.movement_done = 0
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self.update_path_line()
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@property
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def hp(self):
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return self._hp
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@hp.setter
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def hp(self, value):
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self._hp = value
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self.health_bar.world_scale_x = self.hp / self.max_hp * 1.5
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self.health_bar.alpha = 1
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72
game/game.py
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72
game/game.py
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from game.inventory import Inventory
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from game.player import Player
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from game.enemy import Enemy
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from utils.constants import weapons, min_enemy_y, max_enemy_y
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from ursina import *
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from ursina.shaders import lit_with_shadows_shader
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import os
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file_names = os.listdir("enemy_images")
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class Game():
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def __init__(self, pypresence_client) -> None:
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self.pypresence_client = pypresence_client
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pypresence_client.update(state='Training Aim', details=f'Hits: 0/0 Accuracy: 0%')
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self.ground = Entity(model='plane', collider='box', scale=64, texture='grass', texture_scale=(4,4), shader=lit_with_shadows_shader)
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self.info_label = Text("Score: 0 Hits: 0/0 Accuracy: 0%", parent=camera.ui, position=(-0.1, 0.475))
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self.inventory = Inventory(slots=len(weapons))
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for n, weapon in enumerate(weapons):
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self.inventory.append(weapons[weapon]["image"], weapon, n)
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self.player = Player(self.info_label, self.inventory, pypresence_client)
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self.shootables_parent = Entity()
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mouse.traverse_target = self.shootables_parent
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self.enemies = []
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for i in range(15):
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self.summon_enemy()
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self.player.summon_enemy = self.summon_enemy
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self.sun = DirectionalLight()
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self.sun.look_at(Vec3(1,-1,-1))
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self.sky = Sky()
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self.sky.update = self.update
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def summon_enemy(self):
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if not len(self.enemies) >= 50:
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self.enemies.append(Enemy(self.player, self.shootables_parent, self.player.x + (random.randint(12, 24) * random.choice([1, -1])), random.randint(min_enemy_y, max_enemy_y), self.player.z + (random.randint(12, 24) * random.choice([1, -1])), "enemy_images/" + random.choice(file_names)))
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def update(self):
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Sky.update(self.sky)
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if held_keys["escape"]:
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self.back_to_main_menu()
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elif held_keys["space"]:
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self.summon_enemy()
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def back_to_main_menu(self):
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self.hide()
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from menus.main import Main
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Main(self.pypresence_client)
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def hide(self):
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destroy(self.ground)
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destroy(self.sun)
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destroy(self.sky)
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Sky.instances.remove(self.sky)
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destroy(self.info_label)
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self.inventory.hide()
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self.player.hide()
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destroy(self.shootables_parent)
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for enemy in self.enemies:
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destroy(enemy)
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71
game/inventory.py
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71
game/inventory.py
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from ursina import Entity, Quad, color, camera, held_keys, destroy
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class Inventory():
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def __init__(self, x=0, y=4.5, width=12, height=1, slots=5):
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self.width = width
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self.height = height
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self.x = x
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self.y = y
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self.slot_number = slots
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self.slot_width = width / self.slot_number
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self.slot_grid = {}
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self.item_grid = {}
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self.slot_names = {}
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self.current_slot = 0
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self.create_grid()
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self.slot_grid[0].input = self.input
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def switch_to(self, slot):
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self.item_grid[self.current_slot].color = color.gray
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self.slot_grid[self.current_slot].color = color.gray
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self.current_slot = slot
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self.item_grid[slot].color = color.white
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self.slot_grid[slot].color = color.white
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def input(self, key):
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if key.isnumeric() and int(key) <= self.slot_number:
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self.switch_to(int(key) - 1)
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if key == "scroll up":
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self.switch_to(min(self.slot_number - 1, self.current_slot + 1))
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elif key == "scroll down":
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self.switch_to(max(0, self.current_slot - 1))
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def create_grid(self):
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for slot in range(self.slot_number):
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self.slot_grid[slot] = Entity(
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parent = camera.ui,
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model = Quad(radius=.015),
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texture = 'white_cube',
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scale = (self.slot_width * 0.1, self.height * 0.1),
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origin = (-slot * (self.slot_width / 2), 0),
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position = (-.55, -.4),
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color = color.gray if slot != self.current_slot else color.white
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)
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def append(self, item, name, slot):
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self.slot_names[slot] = name
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self.item_grid[slot] = Entity(
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parent = camera.ui,
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model = Quad(radius=.015),
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texture = item,
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scale = (self.slot_width * 0.1, self.height * 0.1),
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origin = (-slot * (self.slot_width / 2), 0),
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position = (-.55, -.4),
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z=-1,
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color = color.gray if slot != self.current_slot else color.white
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)
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def hide(self):
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for item_entity in self.item_grid.values():
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destroy(item_entity)
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for slot_entity in self.slot_grid.values():
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destroy(slot_entity)
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87
game/player.py
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87
game/player.py
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from ursina.prefabs.ursfx import ursfx
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from ursina.prefabs.first_person_controller import FirstPersonController
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from ursina import *
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from utils.constants import weapons, max_enemy_speed
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from ursina.shaders import lit_with_shadows_shader
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import json
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class Player(FirstPersonController):
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def __init__(self, info_label, inventory, pypresence_client) -> None:
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super().__init__(model='cube', z=16, color=color.orange, origin_y=-.5, speed=8, collider='box', gravity=False, shader=lit_with_shadows_shader)
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self.collider = BoxCollider(self, Vec3(0,1,0), Vec3(1,2,1))
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self.gun = Entity(model='cube', parent=camera, position=(.5,-.25,.25), scale=(.3,.2,1), origin_z=-.5, color=color.red, on_cooldown=True, shader=lit_with_shadows_shader)
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invoke(setattr, self.gun, 'on_cooldown', False, delay=1)
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self.gun.muzzle_flash = Entity(parent=self.gun, z=1, world_scale=.5, model='quad', color=color.yellow, enabled=False, shader=lit_with_shadows_shader)
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self.info_label = info_label
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self.inventory = inventory
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self.pypresence_client = pypresence_client
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self.last_presence_update = time.perf_counter()
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self.shots_fired = 0
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self.shots_hit = 0
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self.accuracy = 0
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self.score = 0
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self.weapon_attack_speed = 0
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self.weapon_dmg = 0
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with open("settings.json", "r") as file:
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self.settings_dict = json.load(file)
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def update(self):
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super().update()
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if held_keys['left mouse']:
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self.shoot()
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self.x = max(-16, min(self.x, 16))
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self.z = max(-16, min(self.z, 16))
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self.info_label.text = f"Score: {self.score} Hits: {self.shots_fired}/{self.shots_hit} Accuracy: {round(self.accuracy, 2)}%"
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weapon_name = self.inventory.slot_names[self.inventory.current_slot]
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self.weapon_attack_speed = weapons[weapon_name]["atk_speed"]
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self.weapon_dmg = weapons[weapon_name]["dmg"]
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if time.perf_counter() - self.last_presence_update >= 3:
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self.last_presence_update = time.perf_counter()
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self.pypresence_client.update(state='Training Aim', details=f"Score: {self.score} Hits: {self.shots_fired}/{self.shots_hit} Accuracy: {round(self.accuracy, 2)}%")
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def summon_enemy(self):
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pass
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def shoot(self):
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if not self.gun.on_cooldown:
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self.gun.on_cooldown = True
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self.gun.muzzle_flash.enabled = True
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if self.settings_dict.get("sfx", True):
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ursfx([(0.0, 0.0), (0.1, 0.9), (0.15, 0.75), (0.3, 0.14), (0.6, 0.0)], volume=0.5, wave='noise', pitch=random.uniform(-13,-12), pitch_change=-12, speed=3.0)
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invoke(self.gun.muzzle_flash.disable, delay=.05)
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invoke(setattr, self.gun, 'on_cooldown', False, delay=self.weapon_attack_speed)
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self.shots_fired += 1
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if mouse.hovered_entity and hasattr(mouse.hovered_entity, 'hp'):
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mouse.hovered_entity.hp -= self.weapon_dmg
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mouse.hovered_entity.blink(color.red)
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self.score += int(distance(mouse.hovered_entity, self) * (mouse.hovered_entity.speed / max_enemy_speed))
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self.shots_hit += 1
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if mouse.hovered_entity.hp <= 0:
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destroy(mouse.hovered_entity.health_bar)
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destroy(mouse.hovered_entity.path_line)
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destroy(mouse.hovered_entity)
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self.summon_enemy()
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self.accuracy = (self.shots_hit / self.shots_fired) * 100
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def hide(self):
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destroy(self.gun)
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destroy(self.gun.muzzle_flash)
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destroy(self)
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