Added option to customize enemy image path, and customize weapons

This commit is contained in:
csd4ni3l
2025-06-18 22:35:11 +02:00
parent ab11d92e3a
commit 613ff7eef7
8 changed files with 145 additions and 27 deletions

View File

@@ -1,12 +1,15 @@
from game.inventory import Inventory
from game.player import Player
from game.enemy import Enemy
from utils.constants import weapons, min_enemy_y, max_enemy_y
from utils.constants import min_enemy_y, max_enemy_y
from ursina import *
from ursina.shaders import lit_with_shadows_shader
import os, json
enemy_file_names = os.listdir("assets/graphics/enemy")
from pathlib import Path
import os, json
class Game():
def __init__(self, pypresence_client) -> None:
@@ -20,16 +23,22 @@ class Game():
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)
self.enemy_image_dir = self.settings_dict.get("enemy_image_directory", "assets/graphics/enemy")
self.enemy_file_names = [file_name for file_name in os.listdir(self.enemy_image_dir) if file_name.split(".")[1] in ["png", "jpg", "JPG"]]
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.inventory = Inventory(slots=len(weapons))
self.inventory = Inventory(slots=len(self.settings_dict.get("weapons")))
for n, weapon in enumerate(weapons):
self.inventory.append(weapons[weapon]["image"], weapon, n)
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.high_score, self.info_label, self.inventory, pypresence_client)
self.player = Player(self.settings_dict, self.high_score, self.info_label, self.inventory, pypresence_client)
self.shootables_parent = Entity()
mouse.traverse_target = self.shootables_parent
@@ -47,10 +56,18 @@ class Game():
self.sky = Sky()
self.sky.update = self.update
def summon_enemy(self):
if not len(self.enemies) >= 50:
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])), "assets/graphics/enemy/" + random.choice(enemy_file_names)))
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])),
Texture(Path(os.path.join(self.enemy_image_dir, random.choice(self.enemy_file_names))))
)
)
def update(self):
Sky.update(self.sky)

View File

@@ -1,4 +1,5 @@
from ursina import Entity, Quad, color, camera, held_keys, destroy
from ursina import Entity, Quad, color, camera, destroy, Texture
from pathlib import Path
class Inventory():
def __init__(self, x=0, y=4.5, slot_width=0.1, slot_height=0.1, slots=5):
@@ -35,7 +36,7 @@ class Inventory():
self.slot_grid[slot] = Entity(
parent = camera.ui,
model = Quad(radius=.015),
texture = item,
texture = Texture(Path(item)),
scale = (self.slot_width, self.slot_height),
position = (-.3 + slot * (self.slot_width * 1.25), -.4),
z=-1,

View File

@@ -1,34 +1,40 @@
from ursina import *
from ursina.shaders import lit_with_shadows_shader
from ursina.prefabs.ursfx import ursfx
from ursina.prefabs.first_person_controller import FirstPersonController
from ursina import *
from utils.constants import weapons, max_enemy_speed
from ursina.shaders import lit_with_shadows_shader
from utils.preload import death_sound
from utils.constants import max_enemy_speed, weapons
import json
from pathlib import Path
class Player(FirstPersonController):
def __init__(self, high_score, info_label, inventory, pypresence_client) -> None:
def __init__(self, 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))
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)
invoke(setattr, self.gun, 'on_cooldown', False, delay=1)
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)
self.info_label = info_label
self.inventory = inventory
self.pypresence_client = pypresence_client
self.high_score = high_score
self.settings_dict = settings_dict
self.last_presence_update = time.perf_counter()
self.shots_fired = 0
self.shots_hit = 0
self.accuracy = 0
self.score = 0
self.weapon_attack_speed = 0
self.weapon_dmg = 0
self.gun = Entity(model='cube', texture=Texture(Path(self.settings_dict.get("weapons", weapons)[self.inventory.slot_names[self.inventory.current_slot]]["image"])), parent=camera, position=(.5,-.25,.25), scale=(.3,.2,1), origin_z=-.5, on_cooldown=True, shader=lit_with_shadows_shader)
invoke(setattr, self.gun, 'on_cooldown', False, delay=1)
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)
with open("settings.json", "r") as file:
self.settings_dict = json.load(file)
@@ -43,8 +49,9 @@ class Player(FirstPersonController):
self.info_label.text = f"High Score: {self.high_score} Score: {self.score} Hits: {self.shots_fired}/{self.shots_hit} Accuracy: {round(self.accuracy, 2)}%"
weapon_name = self.inventory.slot_names[self.inventory.current_slot]
self.weapon_attack_speed = weapons[weapon_name]["atk_speed"]
self.weapon_dmg = weapons[weapon_name]["dmg"]
self.gun.texture = Texture(Path(self.settings_dict.get("weapons", weapons)[weapon_name]["image"]))
self.weapon_attack_speed = self.settings_dict.get("weapons", weapons)[weapon_name]["atk_speed"]
self.weapon_dmg = self.settings_dict.get("weapons", weapons)[weapon_name]["dmg"]
if self.score > self.high_score:
self.high_score = self.score