from ursina import * from ursina.shaders import lit_with_shadows_shader from ursina.prefabs.ursfx import ursfx from utils.preload import death_sound from utils.constants import weapons from utils.utils import FixedFirstPersonController import json from pathlib import Path 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) self.collider = BoxCollider(self, Vec3(0,1,0), Vec3(1,2,1)) self.info_label = info_label self.inventory = inventory self.pypresence_client = pypresence_client self.high_score = high_score self.settings_dict = settings_dict self.game_mode = game_mode if self.game_mode == "waves": self.wave_number = 1 self.wave_enemies_left = 20 self.wave_time = 90 self.last_wave_time = time.perf_counter() elif self.game_mode == "1 minute test": self.test_start = time.perf_counter() 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 self.gun = Entity(model='cube', texture=Texture(Path(self.settings_dict.get("weapons", weapons)[self.inventory.slot_names[self.inventory.current_slot]]["image"])), parent=camera, position=(.5,-.25,.25), scale=(.3,.2,1), origin_z=-.5, 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) with open("settings.json", "r") as file: self.settings_dict = json.load(file) def update(self): if self.enabled: super().update() 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)) 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 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 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.try_to_disable_muzzle_flash, 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) base_distance_score = distance(mouse.hovered_entity, self) * 10 damage_multiplier = self.weapon_dmg / mouse.hovered_entity.max_hp attack_speed_multiplier = ((1 / self.weapon_attack_speed) ** 0.5) / 10 self.score += int(base_distance_score * damage_multiplier * attack_speed_multiplier) 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) death_sound.play() if self.game_mode == "waves": self.wave_enemies_left -= 1 if self.wave_enemies_left <= 0: self.wave_time += 20 self.wave_number += 1 self.wave_enemies_left = 20 + (self.wave_number * 5) self.last_wave_time = time.perf_counter() for _ in range(self.wave_enemies_left): self.summon_enemy() else: 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)