mirror of
https://github.com/csd4ni3l/wizard_vs_irs.git
synced 2026-01-01 04:13:42 +01:00
418 lines
18 KiB
Python
418 lines
18 KiB
Python
import arcade, arcade.gui, random, math, time, json, math
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from utils.constants import (
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ABILITIES,
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ATTACK_INTERVAL_DECREASE_PER_LEVEL,
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BULLET_SPEED,
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HEALTH_INCREASE_PER_LEVEL,
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INVENTORY_ITEMS,
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INVENTORY_TRIGGER_KEYS,
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IRS_AGENT_SPAWN_INTERVAL,
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IRS_AGENT_TYPES,
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item_to_json_name, # if it's a variable, better to keep original case
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PLAYER_INACCURACY_MAX,
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PLAYER_SPEED,
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SPAWN_INTERVAL_DECREASE_PER_LEVEL,
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SPEED_INCREASE_PER_LEVEL,
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TAX_EVASION_LEVELS,
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TAX_EVASION_NAMES,
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TAX_INCREASE_PER_LEVEL,
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)
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import utils.preload
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from utils.preload import irs_agent_texture
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from utils.preload import light_wizard_left_animation, light_wizard_right_animation, light_wizard_standing_animation, light_wizard_up_animation
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from utils.preload import dark_wizard_left_animation, dark_wizard_right_animation, dark_wizard_standing_animation, dark_wizard_up_animation
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from game.inventory import Inventory
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class Bullet(arcade.Sprite):
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def __init__(self, radius, texture, x, y, direction):
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super().__init__(texture, center_x=x, center_y=y)
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self.radius = radius
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self.direction = direction
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self.speed = 0
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def move(self):
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self.position += self.direction * self.speed
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class IRSAgent(arcade.Sprite):
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def __init__(self, x, y):
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super().__init__(irs_agent_texture, center_x=x, center_y=y, scale=1.25)
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self.speed, self.attack_speed, self.health, self.tax = 0, 0, 0, 0
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self.damaged = False
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self.last_damage = time.perf_counter()
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self.last_attack = time.perf_counter()
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def update(self):
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if self.damaged:
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if time.perf_counter() - self.last_damage >= 0.3:
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self.damaged = False
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self.color = arcade.color.RED
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else:
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self.color = (255, 255, 255, 255)
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class Player(arcade.TextureAnimationSprite):
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def __init__(self, x, y, dark_mode_unlocked=False): # x, y here because we dont know window width and height
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super().__init__(animation=dark_wizard_standing_animation if dark_mode_unlocked else light_wizard_standing_animation, center_x=x, center_y=y, scale=1.5)
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self.direction = arcade.math.Vec2()
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def set_player_animation(self, animation): # this is needed because the animation property will reset to the first frame, so animation doesnt work.
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self.animation = animation
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class DamageNumberLabel(arcade.gui.UILabel):
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def __init__(self, x, y, damage):
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super().__init__(x=x, y=y, text=f"-{int(damage)}", text_color=arcade.color.RED)
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self.original_y = y
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self.finished = False
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def update(self):
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if self.center_y - self.original_y < 50:
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self.rect = self.rect.move(0, 2)
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else:
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self.finished = True
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class Game(arcade.gui.UIView):
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def __init__(self, pypresence_client):
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super().__init__()
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self.pypresence_client = pypresence_client
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self.pypresence_client.update(state="Playing the game")
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with open("data.json", "r") as file: # no need for if, since Main already creates the file with default values.
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self.data = json.load(file)
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self.camera = arcade.Camera2D()
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self.camera_shake = arcade.camera.grips.ScreenShake2D(
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self.camera.view_data,
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max_amplitude=10.0,
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acceleration_duration=0.1,
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falloff_time=0.5,
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shake_frequency=10.0,
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)
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self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
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self.spritelist = arcade.SpriteList()
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self.irs_agents: list[IRSAgent] = []
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self.damage_numbers: list[arcade.gui.UILabel] = []
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self.last_irs_agent_spawn = time.perf_counter()
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self.last_mana = time.perf_counter()
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self.last_shoot = time.perf_counter()
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self.evaded_tax = 0
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self.high_score = self.data["high_score"]
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self.mana = 0
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self.tax_evasion_level = TAX_EVASION_NAMES[0]
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self.tax_shield = 0
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self.immobilize_irs = False
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self.last_immobilization = time.perf_counter()
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self.last_ability_timers = {}
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self.bullets: list[Bullet] = []
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self.player = Player(self.window.width / 2, self.window.height / 2, self.data["shop"]["dark_mode_wizard"])
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self.spritelist.append(self.player)
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self.info_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=0, align="left"), anchor_x="left", anchor_y="top")
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self.evaded_tax_label = self.info_box.add(arcade.gui.UILabel(text="Evaded Tax: 0$", font_size=14))
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self.high_score_label = self.info_box.add(arcade.gui.UILabel(text=f"High Score: {self.high_score}$", font_size=14))
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self.mana_label = self.info_box.add(arcade.gui.UILabel(text="Mana: 0", font_size=14))
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self.tax_evasion_label = self.info_box.add(arcade.gui.UILabel(text=f"Tax Evasion Level: {self.tax_evasion_level}", font_size=14))
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self.tax_evasion_level_notice = self.anchor.add(arcade.gui.UILabel(text="Tax Evasion Level Increased to example", font_size=28), anchor_x="center", anchor_y="top")
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self.tax_evasion_level_notice.visible = False
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self.last_tax_evasion_notice = time.perf_counter()
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self.progress_bar = self.anchor.add(arcade.gui.UISlider(value=0, max_value=100, size_hint=(0.5, 0.15)), anchor_x="center", anchor_y="top")
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self.progress_bar._render_steps = lambda surface: None
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self.progress_bar._render_thumb = lambda surface: None
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self.progress_bar.on_event = lambda event: None
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self.ability_info_label = self.anchor.add(arcade.gui.UILabel(text=f"""Abilities:
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Dash (tab): {ABILITIES['dash'][1]} Mana
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Tax Shield (t): {ABILITIES["tax_shield"][1]} Mana
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Audit Bomb (b): {ABILITIES["audit_bomb"][1]} Mana
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Freeze Audit (f): {ABILITIES["freeze_audit"][1]} Mana""", font_size=20, multiline=True),
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anchor_x="right", anchor_y="bottom", align_x=-5)
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self.inventory = self.anchor.add(Inventory(INVENTORY_ITEMS, self.window.width), anchor_x="left", anchor_y="bottom", align_x=self.window.width / 20)
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self.inventory.pay_tax_button.on_click = lambda event: self.pay_tax()
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def damage_irs_agent(self, irs_agent):
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irs_agent.damaged = True
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irs_agent.last_damage = time.perf_counter()
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item_list = INVENTORY_ITEMS[self.inventory.current_inventory_item]
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json_name = item_to_json_name[item_list[0]]
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damage = item_list[2] + (item_list[2] / 10 * self.data["shop"].get(f"{json_name}_dmg", 0))
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irs_agent.health -= damage
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self.damage_numbers.append(self.ui.add(DamageNumberLabel(irs_agent.left, irs_agent.top, damage)))
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if irs_agent.health <= 0:
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self.spritelist.remove(irs_agent)
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self.irs_agents.remove(irs_agent)
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self.evaded_tax += irs_agent.tax / 2
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self.update_evasion_level()
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self.camera_shake.start()
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def ability(self, ability):
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if self.mana >= ABILITIES[ability]:
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self.mana -= ABILITIES[ability]
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self.last_ability_timers[ability] = time.perf_counter()
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if ability == "dash":
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self.player.position += self.player.direction * (PLAYER_SPEED + self.data.get('shop', {}).get('player_speed', 0)) * 30
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elif ability == "tax_shield":
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self.tax_shield += 750
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elif ability == "audit_bomb":
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for irs_agent in self.irs_agents:
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if arcade.math.Vec2(self.player.center_x, self.player.center_y).distance((irs_agent.center_x, irs_agent.center_y)) <= 250:
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for i in range(3):
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if irs_agent in self.irs_agents: # if they died the first or second time, they cant be damaged again
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self.damage_irs_agent(irs_agent)
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elif ability == "freeze_audit":
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self.last_immobilization = time.perf_counter()
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self.immobilize_irs = True
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def spawn_bullet(self, direction):
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bullet = Bullet(INVENTORY_ITEMS[self.inventory.current_inventory_item][3], getattr(utils.preload, INVENTORY_ITEMS[self.inventory.current_inventory_item][4]), self.player.center_x, self.player.center_y, direction)
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bullet.speed = BULLET_SPEED + self.data.get('shop', {}).get("bullet_speed", 0)
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self.bullets.append(bullet)
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self.spritelist.append(bullet)
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def get_current_level_int(self):
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return TAX_EVASION_NAMES.index(self.tax_evasion_level)
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def update_evasion_level(self):
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before = self.get_current_level_int()
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if self.evaded_tax <= 0:
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self.tax_evasion_level = TAX_EVASION_NAMES[0]
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else:
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for tax_evasion_level, tax_evasion_min in TAX_EVASION_LEVELS.items():
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if self.evaded_tax >= tax_evasion_min:
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self.tax_evasion_level = tax_evasion_level
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if before < self.get_current_level_int():
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self.tax_evasion_level_notice.text = f"Tax Evasion Level Increased to {self.tax_evasion_level}"
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self.tax_evasion_level_notice.visible = True
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self.last_tax_evasion_notice = time.perf_counter()
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elif before > self.get_current_level_int():
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self.tax_evasion_level_notice.text = f"Tax Evasion Level Decreased to {self.tax_evasion_level}"
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self.tax_evasion_level_notice.visible = True
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self.last_tax_evasion_notice = time.perf_counter()
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if not self.evaded_tax < 0:
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if not self.get_current_level_int() == len(TAX_EVASION_NAMES) - 1:
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self.progress_bar.value = ((self.evaded_tax - TAX_EVASION_LEVELS[self.tax_evasion_level]) / (TAX_EVASION_LEVELS[TAX_EVASION_NAMES[self.get_current_level_int() + 1]] - TAX_EVASION_LEVELS[self.tax_evasion_level])) * 100
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else:
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self.progress_bar.value = 100
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else:
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self.progress_bar.value = 0
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self.tax_evasion_label.text = f"Tax Evasion Level: {self.tax_evasion_level}"
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def pay_tax(self):
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if self.evaded_tax >= 1000:
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self.evaded_tax -= 1000
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self.update_evasion_level()
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def spawn_irs_agent(self):
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base_x = self.window.width / 2
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base_y = self.window.height / 2
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amount = self.window.width / 3
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angle = random.randint(0, 361)
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x = base_x + (math.cos(angle) * amount)
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y = base_y + (math.sin(angle) * amount)
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atk_speed, speed, health, tax = random.choice(IRS_AGENT_TYPES)
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agent = IRSAgent(x, y)
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agent.attack_speed = atk_speed - (ATTACK_INTERVAL_DECREASE_PER_LEVEL * self.get_current_level_int())
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agent.speed = speed + (SPEED_INCREASE_PER_LEVEL * self.get_current_level_int())
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agent.health = health + (HEALTH_INCREASE_PER_LEVEL * self.get_current_level_int())
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agent.tax = tax + (TAX_INCREASE_PER_LEVEL * self.get_current_level_int())
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self.irs_agents.append(agent)
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self.spritelist.append(agent)
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def on_update(self, delta_time):
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if self.immobilize_irs and time.perf_counter() - self.last_immobilization >= 4:
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self.immobilize_irs = False
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for damage_number_label in self.damage_numbers:
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damage_number_label.update()
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if damage_number_label.finished:
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self.damage_numbers.remove(damage_number_label)
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self.ui.remove(damage_number_label)
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self.camera_shake.update(delta_time)
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self.player.update_animation()
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if self.window.keyboard[arcade.key.W]:
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self.player.direction = arcade.math.Vec2(self.player.direction.x, 1)
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self.player.set_player_animation(dark_wizard_up_animation if self.data["shop"]["dark_mode_wizard"] else light_wizard_up_animation)
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elif self.window.keyboard[arcade.key.S]:
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self.player.direction = arcade.math.Vec2(self.player.direction.x, -1)
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self.player.set_player_animation(dark_wizard_standing_animation if self.data["shop"]["dark_mode_wizard"] else light_wizard_standing_animation)
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else:
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self.player.direction = arcade.math.Vec2(self.player.direction.x, 0)
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if self.window.keyboard[arcade.key.D]:
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self.player.direction = arcade.math.Vec2(1, self.player.direction.y)
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self.player.set_player_animation(dark_wizard_right_animation if self.data["shop"]["dark_mode_wizard"] else light_wizard_right_animation)
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elif self.window.keyboard[arcade.key.A]:
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self.player.direction = arcade.math.Vec2(-1, self.player.direction.y)
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self.player.set_player_animation(dark_wizard_left_animation if self.data["shop"]["dark_mode_wizard"] else light_wizard_left_animation)
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else:
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self.player.direction = arcade.math.Vec2(0, self.player.direction.y)
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self.player.position += self.player.direction * (PLAYER_SPEED + self.data.get('shop', {}).get('player_speed', 0))
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if self.player.center_x + self.player.width / 2 > self.window.width:
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self.player.center_x = self.window.width - self.player.width / 2
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elif self.player.center_x - self.player.width / 2 < 0:
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self.player.center_x = self.player.width / 2
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if self.player.center_y + self.player.height / 2 > self.window.height:
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self.player.center_y = self.window.height - self.player.height / 2
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elif self.player.center_y - self.player.height / 2 < 0:
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self.player.center_y = self.player.height / 2
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item_list = INVENTORY_ITEMS[self.inventory.current_inventory_item]
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json_name = item_to_json_name[item_list[0]]
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if time.perf_counter() - self.last_shoot >= item_list[1] - ((item_list[1] / 15) * self.data["shop"].get(f"{json_name}_atk_speed", 0)):
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self.last_shoot = time.perf_counter()
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mouse_pos = arcade.math.Vec2(
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self.window.mouse.data.get("x", 0),
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self.window.mouse.data.get("y", 0)
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)
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player_pos = arcade.math.Vec2(self.player.center_x, self.player.center_y)
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direction = (mouse_pos - player_pos).normalize()
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inaccuracy = random.randint(-(PLAYER_INACCURACY_MAX - self.data["shop"]["inaccuracy_decrease"]), (PLAYER_INACCURACY_MAX - self.data["shop"]["inaccuracy_decrease"]))
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self.spawn_bullet(direction.rotate(math.radians(inaccuracy)))
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if self.tax_evasion_level_notice.visible and time.perf_counter() - self.last_tax_evasion_notice >= 2.5:
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self.tax_evasion_level_notice.visible = False
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if time.perf_counter() - self.last_mana >= 0.5:
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self.last_mana = time.perf_counter()
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self.mana += 5
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self.mana_label.text = f"Mana: {self.mana}"
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if not self.immobilize_irs:
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for irs_agent in self.irs_agents:
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irs_agent.update()
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wizard_pos_vec = arcade.math.Vec2(self.player.center_x, self.player.center_y)
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if wizard_pos_vec.distance(irs_agent.position) <= self.player.width / 2:
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if time.perf_counter() - irs_agent.last_attack >= irs_agent.attack_speed:
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irs_agent.last_attack = time.perf_counter()
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self.camera_shake.start()
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if not self.tax_shield > 0:
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self.evaded_tax -= irs_agent.tax
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else:
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if irs_agent.tax > self.tax_shield:
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self.evaded_tax -= irs_agent.tax - self.tax_shield
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self.tax_shield = 0
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else:
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self.tax_shield -= irs_agent.tax
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self.damage_numbers.append(self.ui.add(DamageNumberLabel(self.player.left, self.player.top, irs_agent.tax)))
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self.update_evasion_level()
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else:
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direction = (wizard_pos_vec - irs_agent.position).normalize()
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irs_agent.angle = -math.degrees(direction.heading())
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irs_agent.position += direction * irs_agent.speed
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for bullet in self.bullets:
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bullet.move()
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hit = False
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for irs_agent in self.irs_agents:
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if arcade.math.Vec2(bullet.center_x, bullet.center_y).distance((irs_agent.center_x, irs_agent.center_y)) <= (irs_agent.width / 2 + bullet.radius):
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self.damage_irs_agent(irs_agent)
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damage = item_list[2] + (item_list[2] / 10 * self.data["shop"].get(f"{json_name}_dmg", 0))
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irs_agent.position += bullet.direction * damage * 1.5
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hit = True
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if hit or bullet.center_x + bullet.radius / 2 > self.window.width or bullet.center_x - bullet.radius / 2 < 0 or bullet.center_y + bullet.radius / 2 > self.window.height or bullet.center_y - bullet.height / 2 < 0:
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self.spritelist.remove(bullet)
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self.bullets.remove(bullet)
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if time.perf_counter() - self.last_irs_agent_spawn >= IRS_AGENT_SPAWN_INTERVAL - (SPAWN_INTERVAL_DECREASE_PER_LEVEL * self.get_current_level_int()):
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self.last_irs_agent_spawn = time.perf_counter()
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self.spawn_irs_agent()
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if self.evaded_tax >= 0:
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self.evaded_tax_label.text = f"Evaded Tax: {int(self.evaded_tax)}$"
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else:
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self.evaded_tax_label.text = f"Tax Debt: {int(abs(self.evaded_tax))}$"
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if self.evaded_tax > self.high_score:
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self.high_score = self.evaded_tax
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self.high_score_label.text = f"High Score: {int(self.high_score)}$"
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def on_key_press(self, symbol, modifiers):
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if symbol == arcade.key.ESCAPE:
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self.data["high_score"] = int(self.high_score)
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self.data["evaded_tax"] += int(self.evaded_tax)
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with open("data.json", "w") as file:
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file.write(json.dumps(self.data, indent=4))
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from menus.main import Main
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self.window.show_view(Main(self.pypresence_client))
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elif symbol in INVENTORY_TRIGGER_KEYS:
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self.inventory.select_item(int(chr(symbol)) - 1)
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elif symbol == arcade.key.P:
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self.pay_tax()
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elif symbol == arcade.key.TAB:
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self.ability("dash")
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elif symbol == arcade.key.T:
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self.ability("tax_shield")
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elif symbol == arcade.key.B:
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self.ability("audit_bomb")
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elif symbol == arcade.key.F:
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self.ability("freeze_audit")
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def on_resize(self, width: int, height: int):
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super().on_resize(width, height)
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self.camera.match_window()
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|
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def on_draw(self):
|
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self.window.clear()
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|
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self.camera_shake.update_camera()
|
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self.camera.use()
|
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self.spritelist.draw()
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self.camera_shake.readjust_camera()
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|
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self.ui.draw() # draw after, so UI is on top |