diff --git a/game/game.py b/game/game.py index 1175e2e..a76a7f5 100644 --- a/game/game.py +++ b/game/game.py @@ -44,12 +44,10 @@ class Game(): 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: + if self.game_mode == "waves": enemy_num = self.player.wave_enemies_left + else: + enemy_num = 15 for _ in range(enemy_num): self.summon_enemy() @@ -62,7 +60,7 @@ class Game(): 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) + self.create_enemies_label = Text("Use n or Controller A to create new targets.", parent=camera.ui, position=(-0.875, -0.4), scale=1) def summon_enemy(self): enemy_stats = random.choice(list(self.enemy_types.items()))[1] @@ -89,10 +87,13 @@ class Game(): if self.game_mode == "1 minute test" and time.perf_counter() - self.player.test_start >= 1: self.game_over() + if self.game_mode == r"100% accuracy test" and self.player.shots_fired - self.player.shots_hit >= 1: + self.game_over() + def input(self, key): - if key == "escape": + if key == "escape" or key == "gamepad start": self.back_to_main_menu() - elif key == "n" and not self.game_mode == "1 minute test": + elif not self.game_mode == "1 minute test" and (key == "n" or key == "gamepad a"): self.summon_enemy() def game_over(self): @@ -115,6 +116,12 @@ class Game(): Main(self.pypresence_client) def hide(self): + if self.game_over_triggered: + destroy(self.main) + destroy(self.game_over_label) + destroy(self.exit_button) + return + destroy(self.ground) destroy(self.sun) destroy(self.sky) @@ -126,11 +133,6 @@ class Game(): self.inventory.hide() self.player.hide() - - 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) diff --git a/game/inventory.py b/game/inventory.py index 696d96e..0af54bf 100644 --- a/game/inventory.py +++ b/game/inventory.py @@ -25,9 +25,9 @@ class Inventory(): if key.isnumeric() and int(key) <= self.slot_number: self.switch_to(int(key) - 1) - if key == "scroll down": + if key == "scroll down" or key == "gamepad dpad right": self.switch_to(min(self.slot_number - 1, self.current_slot + 1)) - elif key == "scroll up": + elif key == "scroll up" or key == "gamepad dpad left": self.switch_to(max(0, self.current_slot - 1)) def append(self, item, name, slot): diff --git a/game/player.py b/game/player.py index 61ea789..c7c2f91 100644 --- a/game/player.py +++ b/game/player.py @@ -2,15 +2,15 @@ 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 utils.preload import death_sound from utils.constants import weapons +from utils.utils import FixedFirstPersonController import json from pathlib import Path -class Player(FirstPersonController): +class Player(FixedFirstPersonController): 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) @@ -47,48 +47,56 @@ class Player(FirstPersonController): self.settings_dict = json.load(file) def update(self): - super().update() + if self.enabled: + super().update() - if held_keys['left mouse']: - self.shoot() + if held_keys['left mouse'] or held_keys["gamepad right trigger"]: + self.shoot() - self.x = max(-16, min(self.x, 16)) - self.z = max(-16, min(self.z, 16)) + self.x = max(-16, min(self.x, 16)) + self.z = max(-16, min(self.z, 16)) - 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 = "" + 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 + 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"])) - 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"] + weapon_name = self.inventory.slot_names[self.inventory.current_slot] + 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 + if self.score > self.high_score: + self.high_score = self.score - 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)}%") - + 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 + def try_to_disable_muzzle_flash(self): # without this method, 100% accuracy test crashes, because using .disable on a destroyed entity is not allowed + try: + self.gun.muzzle_flash.disable() + except: + pass + def shoot(self): if not self.gun.on_cooldown: self.gun.on_cooldown = True + self.gun.muzzle_flash.enabled = True if self.settings_dict.get("sfx", True): 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) - invoke(self.gun.muzzle_flash.disable, delay=.05) + invoke(self.try_to_disable_muzzle_flash, delay=.05) invoke(setattr, self.gun, 'on_cooldown', False, delay=self.weapon_attack_speed) self.shots_fired += 1 diff --git a/menus/game_modes.py b/menus/game_modes.py index 3caa6e5..a91f2f2 100644 --- a/menus/game_modes.py +++ b/menus/game_modes.py @@ -11,16 +11,16 @@ class GameModeSelector: self.main = Entity(parent=camera.ui, model='cube', color=color.dark_gray, scale=(1.8, 1.2), z=1) self.back_button = Button('Back', parent=camera.ui, color=color.gray, scale=(.1, .05), position=(-.8, .45), on_click=self.exit) - self.title_label = Text(text="Select a mode to play.", position=(-0.4, 0.35), scale=3) + self.title_label = Text(text="Select a mode to play.", position=(-0.4, 0.425), scale=3) self.ui = [self.main, self.back_button, self.title_label] - y = 0.1 + y = 0.2 for game_mode in game_modes: - 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)) + 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)) self.ui.append(button) - y -= 0.21 + y -= 0.16 def play(self, game_mode): self.hide() diff --git a/utils/constants.py b/utils/constants.py index a95dc92..832d6f0 100644 --- a/utils/constants.py +++ b/utils/constants.py @@ -4,7 +4,7 @@ min_enemy_movement = 7 max_enemy_movement = 10 enemy_health = 100 -game_modes = ["Training", "Waves", "1 Minute Test"] +game_modes = ["Training", "Waves", "1 Minute Test", "100% Accuracy Test"] weapons = { "assault_rifle": {"dmg": 20, "atk_speed": 0.2, "image": "assets/graphics/assaultrifle.png"}, diff --git a/utils/utils.py b/utils/utils.py index eeb95d6..325ca04 100644 --- a/utils/utils.py +++ b/utils/utils.py @@ -1,6 +1,8 @@ from panda3d.core import GraphicsPipeSelection from ursina.prefabs.dropdown_menu import DropdownMenu from ursina.prefabs.file_browser import FileBrowser +from ursina.prefabs.first_person_controller import FirstPersonController +from ursina import * def get_closest_resolution(): allowed_resolutions = [(1366, 768), (1440, 900), (1600,900), (1920,1080), (2560,1440), (3840,2160)] @@ -76,4 +78,57 @@ def is_float(string): float(string) return True except ValueError: - return False \ No newline at end of file + return False + +class FixedFirstPersonController(FirstPersonController): + def update(self): + self.rotation_y += mouse.velocity[0] * self.mouse_sensitivity[1] + + look_x = mouse.velocity[0] + held_keys.get('gamepad right stick x', 0) * 0.01 + look_y = mouse.velocity[1] + held_keys.get('gamepad right stick y', 0) * 0.01 + + self.rotation_y += look_x * self.mouse_sensitivity[1] + self.camera_pivot.rotation_x -= look_y * self.mouse_sensitivity[0] + self.camera_pivot.rotation_x = clamp(self.camera_pivot.rotation_x, -90, 90) + + self.direction = Vec3( + self.forward * ((held_keys['w'] - held_keys['s']) + held_keys["gamepad left stick y"]) + + self.right * ((held_keys['d'] - held_keys['a']) + held_keys["gamepad left stick x"]) + ).normalized() + + 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) + 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) + if not feet_ray.hit and not head_ray.hit: + move_amount = self.direction * time.dt * self.speed + + if raycast(self.position+Vec3(-.0,1,0), Vec3(1,0,0), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit: + move_amount[0] = min(move_amount[0], 0) + if raycast(self.position+Vec3(-.0,1,0), Vec3(-1,0,0), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit: + move_amount[0] = max(move_amount[0], 0) + if raycast(self.position+Vec3(-.0,1,0), Vec3(0,0,1), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit: + move_amount[2] = min(move_amount[2], 0) + if raycast(self.position+Vec3(-.0,1,0), Vec3(0,0,-1), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit: + move_amount[2] = max(move_amount[2], 0) + self.position += move_amount + + # self.position += self.direction * self.speed * time.dt + + + if self.gravity: + # gravity + ray = raycast(self.world_position+(0,self.height,0), self.down, traverse_target=self.traverse_target, ignore=self.ignore_list) + + if ray.distance <= self.height+.1: + if not self.grounded: + self.land() + self.grounded = True + # make sure it's not a wall and that the point is not too far up + if ray.world_normal.y > .7 and ray.world_point.y - self.world_y < .5: # walk up slope + self.y = ray.world_point[1] + return + else: + self.grounded = False + + # if not on ground and not on way up in jump, fall + self.y -= min(self.air_time, ray.distance-.05) * time.dt * 100 + self.air_time += time.dt * .25 * self.gravity \ No newline at end of file