Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Create gun object #28

Merged
merged 23 commits into from
May 30, 2021
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
Show all changes
23 commits
Select commit Hold shift + click to select a range
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Binary file removed .vs/byte_le_royale_2022/v16/.suo
Binary file not shown.
22 changes: 22 additions & 0 deletions game/common/enums.py
Original file line number Diff line number Diff line change
Expand Up @@ -10,3 +10,25 @@ class ObjectType:
action = 1
player = 2
game_board = 3
map_object = 4
item = 5
gun = 6

class GunType:
none = 0
handgun = 1
assault_rifle = 2
shotgun = 3
sniper = 4

class GunLevel:
level_zero = 0
level_one = 1
level_two = 2
level_three = 3

class ShotPattern:
none = 0
single = 1
multi = 2
spread = 3
73 changes: 73 additions & 0 deletions game/common/items/gun.py
Original file line number Diff line number Diff line change
@@ -0,0 +1,73 @@
from game.common.enums import *
from game.common.stats import GameStats
from game.common.items.item import Item

class Gun(Item):
def __init__(self, gun_type, level):
super().__init__()
self.object_type = ObjectType.gun

self.gun_type = gun_type
# Leveling subject to change
self.level = level
self.pattern = GameStats.gun_stats[gun_type]['pattern']
self.damage = (round(GameStats.gun_stats[gun_type]['damage']
* (GameStats.gun_stats[gun_type]['level_mod'] ** self.level), 1)
if self.level > GunLevel.level_zero else 0)
self.fire_rate = (round(GameStats.gun_stats[gun_type]['fire_rate']
* (GameStats.gun_stats[gun_type]['level_mod'] ** self.level))
if self.level > GunLevel.level_zero else 0)
self.range = (round(GameStats.gun_stats[gun_type]['range']
* (GameStats.gun_stats[gun_type]['level_mod'] ** self.level))
if self.level > GunLevel.level_zero else 0)
self.mag_size = (round(GameStats.gun_stats[gun_type]['mag_size']
* (GameStats.gun_stats[gun_type]['level_mod'] ** self.level))
if self.level > GunLevel.level_zero else 0)
self.reload_speed = (round(GameStats.gun_stats[gun_type]['reload_speed']
* (GameStats.gun_stats[gun_type]['level_mod'] ** self.level))
if self.level > GunLevel.level_zero else 0)
if self.level > GunLevel.level_zero:
self.cooldown = GameStats.gun_stats[gun_type]['cooldown']
self.cooldown['max'] = round(self.cooldown['max']
* (GameStats.gun_stats[gun_type]['level_mod'] ** self.level))
else:
self.cooldown = {'max': 0, 'rate': 0}

def to_json(self):
data = super().to_json()
data['gun_type'] = self.gun_type
data['level'] = self.level
data['pattern'] = self.pattern
data['damage'] = self.damage
data['fire_rate'] = self.fire_rate
data['range'] = self.range
data['mag_size'] = self.mag_size
data['reload_speed'] = self.reload_speed
data['cooldown'] = self.cooldown

return data

def from_json(self, data):
super().from_json(data)
self.gun_type = data['gun_type']
self.level = data['level']
self.pattern = data['pattern']
self.damage = data['damage']
self.fire_rate = data['fire_rate']
self.range = data['range']
self.mag_size = data['mag_size']
self.reload_speed = data['reload_speed']
self.cooldown = data['cooldown']

def __str__(self):
return f"""
Gun Type: {self.gun_type}
Level: {self.level}
Pattern: {self.pattern}
Damage: {self.damage}
Fire Rate: {self.fire_rate}
Range: {self.range}
Mag Size: {self.mag_size}
Reload Speed: {self.reload_speed}
Cooldown: {self.cooldown}
"""
3 changes: 2 additions & 1 deletion game/common/items/item.py
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,7 @@
class Item(MapObject):
def __init__(self, coordinates, hitbox, health=None, count = 1):
super().__init__(health, coordinates, hitbox, True)
self.object_type = ObjectType.item
self.count = count

def to_json(self):
Expand All @@ -12,4 +13,4 @@ def to_json(self):

def from_json(self, data):
super().from_json(data)
self.count = data['count']
self.count = data['count']
9 changes: 9 additions & 0 deletions game/common/map_object.py
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,8 @@
class MapObject(GameObject):
def __init__(self, health=None, coordinates=None, hitbox=None, collidable=None):
super().__init__()
self.object_type = ObjectType.map_object

self.health = health
self.coordinates = coordinates
self.hitbox = hitbox
Expand All @@ -25,3 +27,10 @@ def from_json(self, data):
self.hitbox = data['hitbox']
self.collidable = data['collidable']

def __str__(self):
return f"""
Health: {self.health}
Coordinates: {self.coordinates}
Hitbox: {self.hitbox}
Collidable: {self.collidable}
"""
21 changes: 20 additions & 1 deletion game/common/stats.py
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@

from game.common.enums import *

class GameStats:
game_board_width = 500
Expand All @@ -9,3 +9,22 @@ class GameStats:
'starting_coordinates': [{'x': 450, 'y': 450}, {'x': 50, 'y': 50}],
'hitbox': {'width': 10, 'height': 10}
}

# Placeholder stats, stats may be created for all gun levels
gun_stats = {
GunType.none: {'pattern': ShotPattern.none, 'damage': 0,
'fire_rate': 0, 'range': 0, 'mag_size': 0, 'reload_speed': 0,
'cooldown': {'max': 0, 'rate': 0}, 'level_mod': 1},
GunType.handgun: {'pattern': ShotPattern.single, 'damage': 1,
'fire_rate': 2, 'range': 30, 'mag_size': 13, 'reload_speed': 3,
'cooldown': {'max': 8, 'rate': 2}, 'level_mod': 1.25},
GunType.assault_rifle: {'pattern': ShotPattern.multi, 'damage': 1,
'fire_rate': 5, 'range': 50, 'mag_size': 30, 'reload_speed': 6,
'cooldown': {'max': 15, 'rate': 5}, 'level_mod': 1.25},
GunType.shotgun: {'pattern': ShotPattern.spread, 'damage': 8,
'fire_rate': 1, 'range': 10, 'mag_size': 2, 'reload_speed': 8,
'cooldown': {'max': 1, 'rate': 1}, 'level_mod': 1.25},
GunType.sniper: {'pattern': ShotPattern.single, 'damage': 9,
'fire_rate': 1, 'range': 100, 'mag_size': 1, 'reload_speed': 8,
'cooldown': {'max': 1, 'rate': 1}, 'level_mod': 1.25}
}