Finish enemy and weapon customization, removal, Disable debug stuff, remove bottom movement, add set speed/size

This commit is contained in:
csd4ni3l
2025-06-19 21:50:05 +02:00
parent 613ff7eef7
commit a9c6f7dab4
8 changed files with 192 additions and 78 deletions

View File

@@ -1,16 +1,16 @@
from ursina import *
from utils.constants import min_enemy_speed, max_enemy_speed, enemy_health, min_enemy_movement, max_enemy_movement
from utils.constants import enemy_health, min_enemy_movement, max_enemy_movement
from ursina.shaders import lit_with_shadows_shader
class Enemy(Entity):
def __init__(self, player, shootables_parent, x, y, z, texture):
super().__init__(parent=shootables_parent, model='cube', collider='box', texture=texture, x=x, y=y, z=z, shader=lit_with_shadows_shader)
def __init__(self, speed, size, player, shootables_parent, x, y, z, texture):
super().__init__(parent=shootables_parent, model='cube', collider='box', texture=texture, x=x, y=y, z=z, shader=lit_with_shadows_shader, scale=size)
self.health_bar = Entity(parent=self, y=1.2, model='cube', color=color.red, world_scale=(1.5,.1,.1))
self.max_hp = enemy_health
self.hp = self.max_hp
self.type = random.choice(["left", "right", "top", "bottom"])
self.movement_type = random.choice(["left", "right", "top"])
self.movement_done = 0
self.speed = random.uniform(min_enemy_speed, max_enemy_speed)
self.speed = speed
self.movement_amount = random.uniform(min_enemy_movement, max_enemy_movement)
self.player = player
@@ -26,16 +26,16 @@ class Enemy(Entity):
start = self.position
end = self.position
if self.type == "left":
if self.movement_type == "left":
end -= Vec3(max(0.05, remaining), 0, 0)
scale = Vec3(max(0.05, remaining), 0.05, 0.05)
elif self.type == "right":
elif self.movement_type == "right":
end += Vec3(max(0.05, remaining), 0, 0)
scale = Vec3(max(0.05, remaining), 0.05, 0.05)
elif self.type == "top":
elif self.movement_type == "top":
end += Vec3(0, max(0.05, remaining), 0)
scale = Vec3(0.05, max(0.05, remaining), 0.05)
elif self.type == "bottom":
elif self.movement_type == "bottom":
end -= Vec3(0, max(0.05, remaining), 0)
scale = Vec3(0.05, max(0.05, remaining), 0.05)
@@ -49,33 +49,33 @@ class Enemy(Entity):
self.health_bar.look_at_2d(self.player, axis="x")
self.look_at_2d(self.player, axis="y")
if self.type == "left":
if self.movement_type == "left":
if self.movement_done < self.movement_amount:
self.x -= self.speed
self.movement_done += self.speed
else:
self.type = "right"
self.movement_type = "right"
self.movement_done = 0
elif self.type == "right":
elif self.movement_type == "right":
if self.movement_done < self.movement_amount:
self.x += self.speed
self.movement_done += self.speed
else:
self.type = "left"
self.movement_type = "left"
self.movement_done = 0
elif self.type == "top":
elif self.movement_type == "top":
if self.movement_done < self.movement_amount:
self.y += self.speed
self.movement_done += self.speed
else:
self.type = "bottom"
self.movement_type = "bottom"
self.movement_done = 0
elif self.type == "bottom":
elif self.movement_type == "bottom":
if self.movement_done < self.movement_amount:
self.y -= self.speed
self.movement_done += self.speed
else:
self.type = "top"
self.movement_type = "top"
self.movement_done = 0
self.update_path_line()

View File

@@ -2,7 +2,7 @@ from game.inventory import Inventory
from game.player import Player
from game.enemy import Enemy
from utils.constants import min_enemy_y, max_enemy_y
from utils.constants import min_enemy_y, max_enemy_y, enemies
from ursina import *
from ursina.shaders import lit_with_shadows_shader
@@ -26,8 +26,7 @@ class Game():
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.enemy_types = self.settings_dict.get("enemies", enemies)
self.ground = Entity(model='plane', collider='box', scale=64, texture='grass', texture_scale=(4,4), shader=lit_with_shadows_shader)
@@ -58,14 +57,18 @@ class Game():
def summon_enemy(self):
if not len(self.enemies) >= 50:
enemy_stats = random.choice(list(self.enemy_types.items()))[1]
speed, size, image_path = enemy_stats["speed"], enemy_stats["size"], enemy_stats["image"]
self.enemies.append(
Enemy(
speed,
size,
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))))
Texture(Path(image_path))
)
)

View File

@@ -5,7 +5,7 @@ from ursina.prefabs.ursfx import ursfx
from ursina.prefabs.first_person_controller import FirstPersonController
from utils.preload import death_sound
from utils.constants import max_enemy_speed, weapons
from utils.constants import weapons
import json
@@ -46,7 +46,7 @@ class Player(FirstPersonController):
self.x = max(-16, min(self.x, 16))
self.z = max(-16, min(self.z, 16))
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)}%"
self.info_label.text = f"Score: {self.score} High Score: {self.high_score} Hits: {self.shots_fired}/{self.shots_hit} Accuracy: {round(self.accuracy, 2)}%"
weapon_name = self.inventory.slot_names[self.inventory.current_slot]
self.gun.texture = Texture(Path(self.settings_dict.get("weapons", weapons)[weapon_name]["image"]))
@@ -58,7 +58,7 @@ class Player(FirstPersonController):
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"High Score: {self.high_score} Score: {self.score} Hits: {self.shots_fired}/{self.shots_hit} Accuracy: {round(self.accuracy, 2)}%")
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
@@ -79,7 +79,7 @@ class Player(FirstPersonController):
mouse.hovered_entity.hp -= self.weapon_dmg
mouse.hovered_entity.blink(color.red)
self.score += int(distance(mouse.hovered_entity, self) * (mouse.hovered_entity.speed / max_enemy_speed))
self.score += int(distance(mouse.hovered_entity, self))
self.shots_hit += 1