Add 100% accuracy test and add controller support for the game only(not ui)

This commit is contained in:
csd4ni3l
2025-06-25 15:43:58 +02:00
parent 33877059e0
commit a7f5b94ae8
6 changed files with 112 additions and 47 deletions

View File

@@ -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)

View File

@@ -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):

View File

@@ -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