Add game modes: default as training, waves and a 1 minute test, adjust for better scoring

This commit is contained in:
csd4ni3l
2025-06-20 20:53:50 +02:00
parent 525e201090
commit 33877059e0
7 changed files with 164 additions and 45 deletions

View File

@@ -12,8 +12,11 @@ from pathlib import Path
import os, json
class Game():
def __init__(self, pypresence_client) -> None:
def __init__(self, pypresence_client, game_mode) -> None:
self.pypresence_client = pypresence_client
self.game_mode = game_mode
self.game_over_triggered = False
self.enemies = []
if os.path.exists("data.json"):
with open("data.json", "r") as file:
@@ -21,65 +24,91 @@ class Game():
else:
self.high_score = 0
pypresence_client.update(state='Training Aim', details=f'Hits: 0/0 Accuracy: 0%')
with open("settings.json", "r") as file:
self.settings_dict = json.load(file)
pypresence_client.update(state='Training Aim', details=f'Hits: 0/0 Accuracy: 0%')
self.enemy_types = self.settings_dict.get("enemies", enemies)
self.ground = Entity(model='plane', collider='box', scale=64, texture='grass', texture_scale=(4,4), shader=lit_with_shadows_shader)
self.info_label = Text("Score: 0 Hits: 0/0 Accuracy: 0%", parent=camera.ui, position=(-0.1, 0.475))
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))
self.inventory = Inventory(slots=len(self.settings_dict.get("weapons")))
for n, weapon in enumerate(self.settings_dict.get("weapons")):
self.inventory.append(self.settings_dict.get("weapons")[weapon]["image"], weapon, n)
self.player = Player(self.settings_dict, self.high_score, self.info_label, self.inventory, pypresence_client)
self.player = Player(self.game_mode, self.settings_dict, self.high_score, self.info_label, self.inventory, pypresence_client)
self.player.summon_enemy = self.summon_enemy
self.shootables_parent = Entity()
mouse.traverse_target = self.shootables_parent
if self.game_mode == "1 minute test":
enemy_num = 10
elif self.game_mode == "training":
enemy_num = 25
else:
enemy_num = self.player.wave_enemies_left
self.enemies = []
for i in range(15):
for _ in range(enemy_num):
self.summon_enemy()
self.player.summon_enemy = self.summon_enemy
self.sun = DirectionalLight()
self.sun.look_at(Vec3(1,-1,-1))
self.sky = Sky()
self.sky.update = self.update
self.sky.input = self.input
if self.game_mode == "training":
self.create_enemies_label = Text("Use n to create new targets.", parent=camera.ui, position=(-0.85, -0.4), scale=1.3)
def summon_enemy(self):
if not len(self.enemies) >= 50:
enemy_stats = random.choice(list(self.enemy_types.items()))[1]
speed, size, image_path = enemy_stats["speed"], enemy_stats["size"], enemy_stats["image"]
self.enemies.append(
Enemy(
speed,
size,
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])),
Texture(Path(image_path))
)
enemy_stats = random.choice(list(self.enemy_types.items()))[1]
speed, size, image_path = enemy_stats["speed"], enemy_stats["size"], enemy_stats["image"]
self.enemies.append(
Enemy(
speed,
size,
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])),
Texture(Path(image_path))
)
)
def update(self):
Sky.update(self.sky)
if held_keys["escape"]:
if self.game_mode == "waves" and time.perf_counter() - self.player.last_wave_time >= self.player.wave_time:
self.game_over()
if self.game_mode == "1 minute test" and time.perf_counter() - self.player.test_start >= 1:
self.game_over()
def input(self, key):
if key == "escape":
self.back_to_main_menu()
elif held_keys["n"]:
elif key == "n" and not self.game_mode == "1 minute test":
self.summon_enemy()
def game_over(self):
self.hide()
self.game_over_triggered = True
self.main = Entity(parent=camera.ui, model='cube', color=color.dark_gray, scale=(1.8, 1.2), z=1)
info_text = f"Wave: {self.player.wave_number}\n" if self.game_mode == "waves" else ""
info_text += f"Score: {self.player.score}\nHits: {self.player.shots_fired}/{self.player.shots_hit}\nAccuracy: {round(self.player.accuracy, 2)}%"
self.game_over_label = Text(text=f"Game Over\n\n{info_text}", scale=3, position=(-0.2, 0.3))
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)
def back_to_main_menu(self):
self.hide()
from menus.main import Main
@@ -89,11 +118,22 @@ class Game():
destroy(self.ground)
destroy(self.sun)
destroy(self.sky)
Sky.instances.remove(self.sky)
destroy(self.info_label)
destroy(self.shootables_parent)
if self.sky in Sky.instances:
Sky.instances.remove(self.sky)
self.inventory.hide()
self.player.hide()
destroy(self.shootables_parent)
if self.game_over_triggered:
destroy(self.main)
destroy(self.game_over_label)
destroy(self.exit_button)
if self.game_mode == "training":
destroy(self.create_enemies_label)
for enemy in self.enemies:
destroy(enemy)

View File

@@ -8,11 +8,10 @@ from utils.preload import death_sound
from utils.constants import weapons
import json
from pathlib import Path
class Player(FirstPersonController):
def __init__(self, settings_dict, high_score, info_label, inventory, pypresence_client) -> None:
def __init__(self, game_mode, settings_dict, high_score, info_label, inventory, pypresence_client) -> None:
super().__init__(model='cube', z=16, color=color.orange, origin_y=-.5, speed=8, collider='box', gravity=True, shader=lit_with_shadows_shader)
self.collider = BoxCollider(self, Vec3(0,1,0), Vec3(1,2,1))
@@ -22,7 +21,16 @@ class Player(FirstPersonController):
self.pypresence_client = pypresence_client
self.high_score = high_score
self.settings_dict = settings_dict
self.game_mode = game_mode
if self.game_mode == "waves":
self.wave_number = 1
self.wave_enemies_left = 20
self.wave_time = 90
self.last_wave_time = time.perf_counter()
elif self.game_mode == "1 minute test":
self.test_start = time.perf_counter()
self.last_presence_update = time.perf_counter()
self.shots_fired = 0
self.shots_hit = 0
@@ -46,7 +54,16 @@ class Player(FirstPersonController):
self.x = max(-16, min(self.x, 16))
self.z = max(-16, min(self.z, 16))
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)}%"
if self.game_mode == "waves":
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 "
elif self.game_mode == "1 minute test":
info_text = f"Time Left: {round(60 - (time.perf_counter() - self.test_start))} "
else:
info_text = ""
info_text += f"Score: {self.score} High Score: {self.high_score} Hits: {self.shots_fired}/{self.shots_hit} Accuracy: {round(self.accuracy, 2)}%"
self.info_label.text = info_text
weapon_name = self.inventory.slot_names[self.inventory.current_slot]
self.gun.texture = Texture(Path(self.settings_dict.get("weapons", weapons)[weapon_name]["image"]))
@@ -59,7 +76,7 @@ class Player(FirstPersonController):
if time.perf_counter() - self.last_presence_update >= 3:
self.last_presence_update = time.perf_counter()
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)}%")
def summon_enemy(self):
pass
@@ -79,7 +96,10 @@ class Player(FirstPersonController):
mouse.hovered_entity.hp -= self.weapon_dmg
mouse.hovered_entity.blink(color.red)
self.score += int(distance(mouse.hovered_entity, self))
base_distance_score = distance(mouse.hovered_entity, self) * 10
damage_multiplier = self.weapon_dmg / mouse.hovered_entity.max_hp
attack_speed_multiplier = ((1 / self.weapon_attack_speed) ** 0.5) / 10
self.score += int(base_distance_score * damage_multiplier * attack_speed_multiplier)
self.shots_hit += 1
@@ -90,7 +110,20 @@ class Player(FirstPersonController):
death_sound.play()
self.summon_enemy()
if self.game_mode == "waves":
self.wave_enemies_left -= 1
if self.wave_enemies_left <= 0:
self.wave_time += 20
self.wave_number += 1
self.wave_enemies_left = 20 + (self.wave_number * 5)
self.last_wave_time = time.perf_counter()
for _ in range(self.wave_enemies_left):
self.summon_enemy()
else:
self.summon_enemy()
self.accuracy = (self.shots_hit / self.shots_fired) * 100