mirror of
https://github.com/csd4ni3l/aim-trainer.git
synced 2026-01-01 12:13:42 +01:00
Add 100% accuracy test and add controller support for the game only(not ui)
This commit is contained in:
28
game/game.py
28
game/game.py
@@ -44,12 +44,10 @@ class Game():
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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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if self.game_mode == "waves":
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enemy_num = self.player.wave_enemies_left
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else:
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enemy_num = 15
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for _ in range(enemy_num):
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self.summon_enemy()
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@@ -62,7 +60,7 @@ class Game():
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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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self.create_enemies_label = Text("Use n or Controller A to create new targets.", parent=camera.ui, position=(-0.875, -0.4), scale=1)
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def summon_enemy(self):
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enemy_stats = random.choice(list(self.enemy_types.items()))[1]
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@@ -89,10 +87,13 @@ class Game():
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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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if self.game_mode == r"100% accuracy test" and self.player.shots_fired - self.player.shots_hit >= 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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if key == "escape" or key == "gamepad start":
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self.back_to_main_menu()
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elif key == "n" and not self.game_mode == "1 minute test":
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elif not self.game_mode == "1 minute test" and (key == "n" or key == "gamepad a"):
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self.summon_enemy()
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def game_over(self):
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@@ -115,6 +116,12 @@ class Game():
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Main(self.pypresence_client)
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def hide(self):
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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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return
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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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@@ -126,11 +133,6 @@ class Game():
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self.inventory.hide()
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self.player.hide()
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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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@@ -25,9 +25,9 @@ class Inventory():
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if key.isnumeric() and int(key) <= self.slot_number:
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self.switch_to(int(key) - 1)
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if key == "scroll down":
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if key == "scroll down" or key == "gamepad dpad right":
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self.switch_to(min(self.slot_number - 1, self.current_slot + 1))
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elif key == "scroll up":
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elif key == "scroll up" or key == "gamepad dpad left":
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self.switch_to(max(0, self.current_slot - 1))
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def append(self, item, name, slot):
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@@ -2,15 +2,15 @@ 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 utils.preload import death_sound
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from utils.constants import weapons
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from utils.utils import FixedFirstPersonController
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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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class Player(FixedFirstPersonController):
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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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@@ -47,48 +47,56 @@ class Player(FirstPersonController):
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self.settings_dict = json.load(file)
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def update(self):
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super().update()
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if self.enabled:
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super().update()
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if held_keys['left mouse']:
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self.shoot()
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if held_keys['left mouse'] or held_keys["gamepad right trigger"]:
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self.shoot()
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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.x = max(-16, min(self.x, 16))
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self.z = max(-16, min(self.z, 16))
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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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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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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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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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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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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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if self.score > self.high_score:
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self.high_score = self.score
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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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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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def try_to_disable_muzzle_flash(self): # without this method, 100% accuracy test crashes, because using .disable on a destroyed entity is not allowed
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try:
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self.gun.muzzle_flash.disable()
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except:
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pass
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def shoot(self):
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if not self.gun.on_cooldown:
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self.gun.on_cooldown = True
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self.gun.muzzle_flash.enabled = True
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if self.settings_dict.get("sfx", True):
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ursfx([(0.0, 0.0), (0.1, 0.9), (0.15, 0.75), (0.3, 0.14), (0.6, 0.0)], volume=0.5, wave='noise', pitch=random.uniform(-13,-12), pitch_change=-12, speed=3.0)
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invoke(self.gun.muzzle_flash.disable, delay=.05)
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invoke(self.try_to_disable_muzzle_flash, delay=.05)
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invoke(setattr, self.gun, 'on_cooldown', False, delay=self.weapon_attack_speed)
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self.shots_fired += 1
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@@ -11,16 +11,16 @@ class GameModeSelector:
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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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self.back_button = Button('Back', parent=camera.ui, color=color.gray, scale=(.1, .05), position=(-.8, .45), on_click=self.exit)
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self.title_label = Text(text="Select a mode to play.", position=(-0.4, 0.35), scale=3)
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self.title_label = Text(text="Select a mode to play.", position=(-0.4, 0.425), scale=3)
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self.ui = [self.main, self.back_button, self.title_label]
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y = 0.1
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y = 0.2
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for game_mode in game_modes:
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button = Button(text=game_mode, scale_x=1, scale_y=0.2, text_size=2, position=(0, y), on_click=lambda game_mode=game_mode: self.play(game_mode))
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button = Button(text=game_mode, scale_x=1, scale_y=0.15, text_size=2, position=(0, y), on_click=lambda game_mode=game_mode: self.play(game_mode))
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self.ui.append(button)
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y -= 0.21
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y -= 0.16
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def play(self, game_mode):
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self.hide()
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@@ -4,7 +4,7 @@ min_enemy_movement = 7
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max_enemy_movement = 10
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enemy_health = 100
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game_modes = ["Training", "Waves", "1 Minute Test"]
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game_modes = ["Training", "Waves", "1 Minute Test", "100% Accuracy Test"]
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weapons = {
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"assault_rifle": {"dmg": 20, "atk_speed": 0.2, "image": "assets/graphics/assaultrifle.png"},
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@@ -1,6 +1,8 @@
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from panda3d.core import GraphicsPipeSelection
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from ursina.prefabs.dropdown_menu import DropdownMenu
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from ursina.prefabs.file_browser import FileBrowser
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from ursina.prefabs.first_person_controller import FirstPersonController
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from ursina import *
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def get_closest_resolution():
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allowed_resolutions = [(1366, 768), (1440, 900), (1600,900), (1920,1080), (2560,1440), (3840,2160)]
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@@ -76,4 +78,57 @@ def is_float(string):
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float(string)
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return True
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except ValueError:
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return False
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return False
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class FixedFirstPersonController(FirstPersonController):
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def update(self):
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self.rotation_y += mouse.velocity[0] * self.mouse_sensitivity[1]
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look_x = mouse.velocity[0] + held_keys.get('gamepad right stick x', 0) * 0.01
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look_y = mouse.velocity[1] + held_keys.get('gamepad right stick y', 0) * 0.01
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self.rotation_y += look_x * self.mouse_sensitivity[1]
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self.camera_pivot.rotation_x -= look_y * self.mouse_sensitivity[0]
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self.camera_pivot.rotation_x = clamp(self.camera_pivot.rotation_x, -90, 90)
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self.direction = Vec3(
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self.forward * ((held_keys['w'] - held_keys['s']) + held_keys["gamepad left stick y"])
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+ self.right * ((held_keys['d'] - held_keys['a']) + held_keys["gamepad left stick x"])
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).normalized()
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feet_ray = raycast(self.position+Vec3(0,0.5,0), self.direction, traverse_target=self.traverse_target, ignore=self.ignore_list, distance=.5, debug=False)
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head_ray = raycast(self.position+Vec3(0,self.height-.1,0), self.direction, traverse_target=self.traverse_target, ignore=self.ignore_list, distance=.5, debug=False)
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if not feet_ray.hit and not head_ray.hit:
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move_amount = self.direction * time.dt * self.speed
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if raycast(self.position+Vec3(-.0,1,0), Vec3(1,0,0), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit:
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move_amount[0] = min(move_amount[0], 0)
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if raycast(self.position+Vec3(-.0,1,0), Vec3(-1,0,0), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit:
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move_amount[0] = max(move_amount[0], 0)
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if raycast(self.position+Vec3(-.0,1,0), Vec3(0,0,1), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit:
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move_amount[2] = min(move_amount[2], 0)
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if raycast(self.position+Vec3(-.0,1,0), Vec3(0,0,-1), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit:
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move_amount[2] = max(move_amount[2], 0)
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self.position += move_amount
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# self.position += self.direction * self.speed * time.dt
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if self.gravity:
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# gravity
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ray = raycast(self.world_position+(0,self.height,0), self.down, traverse_target=self.traverse_target, ignore=self.ignore_list)
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if ray.distance <= self.height+.1:
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if not self.grounded:
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self.land()
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self.grounded = True
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# make sure it's not a wall and that the point is not too far up
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if ray.world_normal.y > .7 and ray.world_point.y - self.world_y < .5: # walk up slope
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self.y = ray.world_point[1]
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return
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else:
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self.grounded = False
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# if not on ground and not on way up in jump, fall
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self.y -= min(self.air_time, ray.distance-.05) * time.dt * 100
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self.air_time += time.dt * .25 * self.gravity
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