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https://github.com/csd4ni3l/aim-trainer.git
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Initial version
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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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