from ursina.prefabs.ursfx import ursfx from ursina.prefabs.first_person_controller import FirstPersonController from ursina import * from utils.constants import weapons, max_enemy_speed from ursina.shaders import lit_with_shadows_shader import json class Player(FirstPersonController): def __init__(self, info_label, inventory, pypresence_client) -> None: super().__init__(model='cube', z=16, color=color.orange, origin_y=-.5, speed=8, collider='box', gravity=False, shader=lit_with_shadows_shader) self.collider = BoxCollider(self, Vec3(0,1,0), Vec3(1,2,1)) self.gun = Entity(model='cube', parent=camera, position=(.5,-.25,.25), scale=(.3,.2,1), origin_z=-.5, color=color.red, on_cooldown=True, shader=lit_with_shadows_shader) invoke(setattr, self.gun, 'on_cooldown', False, delay=1) self.gun.muzzle_flash = Entity(parent=self.gun, z=1, world_scale=.5, model='quad', color=color.yellow, enabled=False, shader=lit_with_shadows_shader) self.info_label = info_label self.inventory = inventory self.pypresence_client = pypresence_client self.last_presence_update = time.perf_counter() self.shots_fired = 0 self.shots_hit = 0 self.accuracy = 0 self.score = 0 self.weapon_attack_speed = 0 self.weapon_dmg = 0 with open("settings.json", "r") as file: self.settings_dict = json.load(file) def update(self): super().update() if held_keys['left mouse']: self.shoot() self.x = max(-16, min(self.x, 16)) self.z = max(-16, min(self.z, 16)) self.info_label.text = f"Score: {self.score} Hits: {self.shots_fired}/{self.shots_hit} Accuracy: {round(self.accuracy, 2)}%" weapon_name = self.inventory.slot_names[self.inventory.current_slot] self.weapon_attack_speed = weapons[weapon_name]["atk_speed"] self.weapon_dmg = weapons[weapon_name]["dmg"] 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} Hits: {self.shots_fired}/{self.shots_hit} Accuracy: {round(self.accuracy, 2)}%") def summon_enemy(self): 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(setattr, self.gun, 'on_cooldown', False, delay=self.weapon_attack_speed) self.shots_fired += 1 if mouse.hovered_entity and hasattr(mouse.hovered_entity, 'hp'): 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.shots_hit += 1 if mouse.hovered_entity.hp <= 0: destroy(mouse.hovered_entity.health_bar) destroy(mouse.hovered_entity.path_line) destroy(mouse.hovered_entity) self.summon_enemy() self.accuracy = (self.shots_hit / self.shots_fired) * 100 def hide(self): destroy(self.gun) destroy(self.gun.muzzle_flash) destroy(self)