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

@@ -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