mirror of
https://github.com/csd4ni3l/aim-trainer.git
synced 2026-01-01 04:03:42 +01:00
Finish enemy and weapon customization, removal, Disable debug stuff, remove bottom movement, add set speed/size
This commit is contained in:
@@ -1,16 +1,16 @@
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from ursina import *
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from utils.constants import min_enemy_speed, max_enemy_speed, enemy_health, min_enemy_movement, max_enemy_movement
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from utils.constants import enemy_health, min_enemy_movement, max_enemy_movement
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from ursina.shaders import lit_with_shadows_shader
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class Enemy(Entity):
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def __init__(self, player, shootables_parent, x, y, z, texture):
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super().__init__(parent=shootables_parent, model='cube', collider='box', texture=texture, x=x, y=y, z=z, shader=lit_with_shadows_shader)
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def __init__(self, speed, size, player, shootables_parent, x, y, z, texture):
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super().__init__(parent=shootables_parent, model='cube', collider='box', texture=texture, x=x, y=y, z=z, shader=lit_with_shadows_shader, scale=size)
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self.health_bar = Entity(parent=self, y=1.2, model='cube', color=color.red, world_scale=(1.5,.1,.1))
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self.max_hp = enemy_health
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self.hp = self.max_hp
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self.type = random.choice(["left", "right", "top", "bottom"])
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self.movement_type = random.choice(["left", "right", "top"])
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self.movement_done = 0
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self.speed = random.uniform(min_enemy_speed, max_enemy_speed)
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self.speed = speed
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self.movement_amount = random.uniform(min_enemy_movement, max_enemy_movement)
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self.player = player
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@@ -26,16 +26,16 @@ class Enemy(Entity):
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start = self.position
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end = self.position
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if self.type == "left":
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if self.movement_type == "left":
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end -= Vec3(max(0.05, remaining), 0, 0)
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scale = Vec3(max(0.05, remaining), 0.05, 0.05)
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elif self.type == "right":
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elif self.movement_type == "right":
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end += Vec3(max(0.05, remaining), 0, 0)
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scale = Vec3(max(0.05, remaining), 0.05, 0.05)
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elif self.type == "top":
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elif self.movement_type == "top":
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end += Vec3(0, max(0.05, remaining), 0)
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scale = Vec3(0.05, max(0.05, remaining), 0.05)
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elif self.type == "bottom":
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elif self.movement_type == "bottom":
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end -= Vec3(0, max(0.05, remaining), 0)
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scale = Vec3(0.05, max(0.05, remaining), 0.05)
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@@ -49,33 +49,33 @@ class Enemy(Entity):
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self.health_bar.look_at_2d(self.player, axis="x")
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self.look_at_2d(self.player, axis="y")
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if self.type == "left":
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if self.movement_type == "left":
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if self.movement_done < self.movement_amount:
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self.x -= self.speed
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self.movement_done += self.speed
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else:
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self.type = "right"
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self.movement_type = "right"
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self.movement_done = 0
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elif self.type == "right":
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elif self.movement_type == "right":
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if self.movement_done < self.movement_amount:
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self.x += self.speed
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self.movement_done += self.speed
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else:
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self.type = "left"
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self.movement_type = "left"
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self.movement_done = 0
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elif self.type == "top":
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elif self.movement_type == "top":
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if self.movement_done < self.movement_amount:
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self.y += self.speed
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self.movement_done += self.speed
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else:
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self.type = "bottom"
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self.movement_type = "bottom"
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self.movement_done = 0
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elif self.type == "bottom":
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elif self.movement_type == "bottom":
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if self.movement_done < self.movement_amount:
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self.y -= self.speed
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self.movement_done += self.speed
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else:
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self.type = "top"
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self.movement_type = "top"
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self.movement_done = 0
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self.update_path_line()
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11
game/game.py
11
game/game.py
@@ -2,7 +2,7 @@ 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 min_enemy_y, max_enemy_y
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from utils.constants import min_enemy_y, max_enemy_y, enemies
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from ursina import *
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from ursina.shaders import lit_with_shadows_shader
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@@ -26,8 +26,7 @@ class Game():
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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.enemy_types = self.settings_dict.get("enemies", enemies)
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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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@@ -58,14 +57,18 @@ class Game():
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def summon_enemy(self):
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if not len(self.enemies) >= 50:
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enemy_stats = random.choice(list(self.enemy_types.items()))[1]
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speed, size, image_path = enemy_stats["speed"], enemy_stats["size"], enemy_stats["image"]
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self.enemies.append(
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Enemy(
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speed,
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size,
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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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Texture(Path(image_path))
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)
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)
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@@ -5,7 +5,7 @@ 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 max_enemy_speed, weapons
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from utils.constants import weapons
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import json
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@@ -46,7 +46,7 @@ class Player(FirstPersonController):
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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.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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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)}%"
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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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@@ -58,7 +58,7 @@ class Player(FirstPersonController):
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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"High Score: {self.high_score} Score: {self.score} Hits: {self.shots_fired}/{self.shots_hit} Accuracy: {round(self.accuracy, 2)}%")
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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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@@ -79,7 +79,7 @@ class Player(FirstPersonController):
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mouse.hovered_entity.hp -= self.weapon_dmg
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mouse.hovered_entity.blink(color.red)
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self.score += int(distance(mouse.hovered_entity, self) * (mouse.hovered_entity.speed / max_enemy_speed))
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self.score += int(distance(mouse.hovered_entity, self))
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self.shots_hit += 1
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