mirror of
https://github.com/csd4ni3l/aim-trainer.git
synced 2026-01-01 04:03:42 +01:00
Added option to customize enemy image path, and customize weapons
This commit is contained in:
35
game/game.py
35
game/game.py
@@ -1,12 +1,15 @@
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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 utils.constants import 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, json
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enemy_file_names = os.listdir("assets/graphics/enemy")
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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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@@ -20,16 +23,22 @@ class Game():
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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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self.enemy_image_dir = self.settings_dict.get("enemy_image_directory", "assets/graphics/enemy")
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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"]]
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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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self.inventory = Inventory(slots=len(self.settings_dict.get("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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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.high_score, self.info_label, self.inventory, pypresence_client)
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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.shootables_parent = Entity()
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mouse.traverse_target = self.shootables_parent
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@@ -47,10 +56,18 @@ class Game():
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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])), "assets/graphics/enemy/" + random.choice(enemy_file_names)))
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self.enemies.append(
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Enemy(
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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(os.path.join(self.enemy_image_dir, random.choice(self.enemy_file_names))))
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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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@@ -1,4 +1,5 @@
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from ursina import Entity, Quad, color, camera, held_keys, destroy
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from ursina import Entity, Quad, color, camera, destroy, Texture
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from pathlib import Path
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class Inventory():
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def __init__(self, x=0, y=4.5, slot_width=0.1, slot_height=0.1, slots=5):
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@@ -35,7 +36,7 @@ class Inventory():
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self.slot_grid[slot] = Entity(
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parent = camera.ui,
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model = Quad(radius=.015),
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texture = item,
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texture = Texture(Path(item)),
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scale = (self.slot_width, self.slot_height),
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position = (-.3 + slot * (self.slot_width * 1.25), -.4),
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z=-1,
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@@ -1,34 +1,40 @@
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from ursina import *
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from ursina.shaders import lit_with_shadows_shader
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from ursina.prefabs.ursfx import ursfx
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from ursina.prefabs.first_person_controller import FirstPersonController
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from ursina import *
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from utils.constants import weapons, max_enemy_speed
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from ursina.shaders import lit_with_shadows_shader
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from utils.preload import death_sound
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from utils.constants import max_enemy_speed, 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, high_score, info_label, inventory, pypresence_client) -> None:
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def __init__(self, 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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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)
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invoke(setattr, self.gun, 'on_cooldown', False, delay=1)
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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)
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self.info_label = info_label
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self.inventory = inventory
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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.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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self.accuracy = 0
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self.score = 0
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self.weapon_attack_speed = 0
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self.weapon_dmg = 0
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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)
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invoke(setattr, self.gun, 'on_cooldown', False, delay=1)
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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)
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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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@@ -43,8 +49,9 @@ class Player(FirstPersonController):
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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)}%"
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weapon_name = self.inventory.slot_names[self.inventory.current_slot]
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self.weapon_attack_speed = weapons[weapon_name]["atk_speed"]
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self.weapon_dmg = weapons[weapon_name]["dmg"]
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self.gun.texture = Texture(Path(self.settings_dict.get("weapons", weapons)[weapon_name]["image"]))
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self.weapon_attack_speed = self.settings_dict.get("weapons", weapons)[weapon_name]["atk_speed"]
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self.weapon_dmg = self.settings_dict.get("weapons", weapons)[weapon_name]["dmg"]
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if self.score > self.high_score:
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self.high_score = self.score
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