mirror of
https://github.com/csd4ni3l/aim-trainer.git
synced 2026-01-01 04:03:42 +01:00
Add game modes: default as training, waves and a 1 minute test, adjust for better scoring
This commit is contained in:
102
game/game.py
102
game/game.py
@@ -12,8 +12,11 @@ from pathlib import Path
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import os, json
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class Game():
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def __init__(self, pypresence_client) -> None:
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def __init__(self, pypresence_client, game_mode) -> None:
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self.pypresence_client = pypresence_client
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self.game_mode = game_mode
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self.game_over_triggered = False
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self.enemies = []
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if os.path.exists("data.json"):
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with open("data.json", "r") as file:
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@@ -21,65 +24,91 @@ class Game():
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else:
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self.high_score = 0
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pypresence_client.update(state='Training Aim', details=f'Hits: 0/0 Accuracy: 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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pypresence_client.update(state='Training Aim', details=f'Hits: 0/0 Accuracy: 0%')
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self.enemy_types = self.settings_dict.get("enemies", enemies)
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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.info_label = Text("Score: 0 Hits: 0/0 Accuracy: 0%", parent=camera.ui, position=(-0.1 if self.game_mode == "training" else -0.4, 0.475))
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self.inventory = Inventory(slots=len(self.settings_dict.get("weapons")))
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for n, weapon in enumerate(self.settings_dict.get("weapons")):
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self.inventory.append(self.settings_dict.get("weapons")[weapon]["image"], weapon, n)
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self.player = Player(self.settings_dict, self.high_score, self.info_label, self.inventory, pypresence_client)
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self.player = Player(self.game_mode, self.settings_dict, self.high_score, self.info_label, self.inventory, pypresence_client)
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self.player.summon_enemy = self.summon_enemy
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self.shootables_parent = Entity()
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mouse.traverse_target = self.shootables_parent
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if self.game_mode == "1 minute test":
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enemy_num = 10
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elif self.game_mode == "training":
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enemy_num = 25
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else:
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enemy_num = self.player.wave_enemies_left
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self.enemies = []
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for i in range(15):
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for _ in range(enemy_num):
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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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self.sky.input = self.input
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if self.game_mode == "training":
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self.create_enemies_label = Text("Use n to create new targets.", parent=camera.ui, position=(-0.85, -0.4), scale=1.3)
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def summon_enemy(self):
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if not len(self.enemies) >= 50:
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enemy_stats = random.choice(list(self.enemy_types.items()))[1]
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speed, size, image_path = enemy_stats["speed"], enemy_stats["size"], enemy_stats["image"]
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self.enemies.append(
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Enemy(
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speed,
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size,
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self.player,
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self.shootables_parent,
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self.player.x + (random.randint(12, 24) * random.choice([1, -1])),
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random.randint(min_enemy_y, max_enemy_y),
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self.player.z + (random.randint(12, 24) * random.choice([1, -1])),
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Texture(Path(image_path))
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)
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enemy_stats = random.choice(list(self.enemy_types.items()))[1]
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speed, size, image_path = enemy_stats["speed"], enemy_stats["size"], enemy_stats["image"]
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self.enemies.append(
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Enemy(
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speed,
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size,
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self.player,
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self.shootables_parent,
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self.player.x + (random.randint(12, 24) * random.choice([1, -1])),
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random.randint(min_enemy_y, max_enemy_y),
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self.player.z + (random.randint(12, 24) * random.choice([1, -1])),
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Texture(Path(image_path))
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)
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)
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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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if self.game_mode == "waves" and time.perf_counter() - self.player.last_wave_time >= self.player.wave_time:
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self.game_over()
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if self.game_mode == "1 minute test" and time.perf_counter() - self.player.test_start >= 1:
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self.game_over()
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def input(self, key):
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if key == "escape":
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self.back_to_main_menu()
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elif held_keys["n"]:
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elif key == "n" and not self.game_mode == "1 minute test":
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self.summon_enemy()
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def game_over(self):
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self.hide()
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self.game_over_triggered = True
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self.main = Entity(parent=camera.ui, model='cube', color=color.dark_gray, scale=(1.8, 1.2), z=1)
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info_text = f"Wave: {self.player.wave_number}\n" if self.game_mode == "waves" else ""
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info_text += f"Score: {self.player.score}\nHits: {self.player.shots_fired}/{self.player.shots_hit}\nAccuracy: {round(self.player.accuracy, 2)}%"
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self.game_over_label = Text(text=f"Game Over\n\n{info_text}", scale=3, position=(-0.2, 0.3))
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self.exit_button = Button(text="Exit", scale_x=0.4, scale_y=0.1, position=(0, -0.3), on_click=self.back_to_main_menu)
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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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@@ -89,11 +118,22 @@ class Game():
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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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destroy(self.shootables_parent)
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if self.sky in Sky.instances:
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Sky.instances.remove(self.sky)
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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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if self.game_over_triggered:
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destroy(self.main)
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destroy(self.game_over_label)
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destroy(self.exit_button)
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if self.game_mode == "training":
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destroy(self.create_enemies_label)
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for enemy in self.enemies:
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destroy(enemy)
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@@ -8,11 +8,10 @@ from utils.preload import death_sound
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from utils.constants import weapons
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import json
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from pathlib import Path
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class Player(FirstPersonController):
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def __init__(self, settings_dict, high_score, info_label, inventory, pypresence_client) -> None:
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def __init__(self, game_mode, settings_dict, high_score, 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=True, 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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@@ -22,7 +21,16 @@ class Player(FirstPersonController):
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self.pypresence_client = pypresence_client
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self.high_score = high_score
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self.settings_dict = settings_dict
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self.game_mode = game_mode
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if self.game_mode == "waves":
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self.wave_number = 1
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self.wave_enemies_left = 20
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self.wave_time = 90
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self.last_wave_time = time.perf_counter()
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elif self.game_mode == "1 minute test":
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self.test_start = time.perf_counter()
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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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@@ -46,7 +54,16 @@ class Player(FirstPersonController):
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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} High Score: {self.high_score} Hits: {self.shots_fired}/{self.shots_hit} Accuracy: {round(self.accuracy, 2)}%"
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if self.game_mode == "waves":
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info_text = f"Wave: {self.wave_number} Enemies Left: {self.wave_enemies_left} Time Left: {round(self.wave_time - (time.perf_counter() - self.last_wave_time), 2)}s "
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elif self.game_mode == "1 minute test":
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info_text = f"Time Left: {round(60 - (time.perf_counter() - self.test_start))} "
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else:
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info_text = ""
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info_text += f"Score: {self.score} High Score: {self.high_score} Hits: {self.shots_fired}/{self.shots_hit} Accuracy: {round(self.accuracy, 2)}%"
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self.info_label.text = info_text
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weapon_name = self.inventory.slot_names[self.inventory.current_slot]
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self.gun.texture = Texture(Path(self.settings_dict.get("weapons", weapons)[weapon_name]["image"]))
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@@ -59,7 +76,7 @@ class Player(FirstPersonController):
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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} High Score: {self.high_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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@@ -79,7 +96,10 @@ class Player(FirstPersonController):
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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))
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base_distance_score = distance(mouse.hovered_entity, self) * 10
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damage_multiplier = self.weapon_dmg / mouse.hovered_entity.max_hp
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attack_speed_multiplier = ((1 / self.weapon_attack_speed) ** 0.5) / 10
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self.score += int(base_distance_score * damage_multiplier * attack_speed_multiplier)
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self.shots_hit += 1
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@@ -90,7 +110,20 @@ class Player(FirstPersonController):
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death_sound.play()
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self.summon_enemy()
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if self.game_mode == "waves":
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self.wave_enemies_left -= 1
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if self.wave_enemies_left <= 0:
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self.wave_time += 20
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self.wave_number += 1
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self.wave_enemies_left = 20 + (self.wave_number * 5)
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self.last_wave_time = time.perf_counter()
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for _ in range(self.wave_enemies_left):
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self.summon_enemy()
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else:
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self.summon_enemy()
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self.accuracy = (self.shots_hit / self.shots_fired) * 100
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