246 lines
6.7 KiB
Python
246 lines
6.7 KiB
Python
import network, sys, pygame, random, xlog, time, colorsys
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pygame.init()
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address = ["0.0.0.0", int(sys.argv[1])]
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w, h = 640, 480
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size = [w, h]
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black = [0, 0, 0]
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def random_color():
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return [int(i*255) for i in colorsys.hsv_to_rgb(random.random(), 0.8, 1)]
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def normalize(n):
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if n > 0:
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return 1
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if n < 0:
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return -1
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return 0
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def new_oid():
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return random.randint(0,2147483648)
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class Obj:
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def __init__(self, oid):
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self.oid = oid
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def damage(self, dmg, author=None): pass
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def update(self): pass
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def draw(self, surface): pass
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def print_debug(self, lines): pass
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class Player(Obj):
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def __init__(self, oid, address, pos, color, life=100, score=0):
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Obj.__init__(self, oid)
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self.address = address
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self.pos = pos
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self.color = color
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self.score = score
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self.speed = [0, 0]
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self.life = life
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self.direction = [0, 1]
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def throw_energy_ball(self):
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oid = new_oid()
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pos = [self.pos[0], self.pos[1]]
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pos[0] += self.direction[0] * 16
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pos[1] += self.direction[1] * 16
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speed = [self.speed[0]+self.direction[0]*4, self.speed[1]+self.direction[1]*4]
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objects[oid] = EnergyBall(oid, pos, speed, self.oid)
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def stab(self):
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for oid in players:
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if oid == self.oid:
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continue
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player = players[oid]
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if abs(player.pos[0]-self.pos[0]) < 32 and abs(player.pos[1]-self.pos[1]) < 32:
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player.damage(10, self.oid)
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def damage(self, dmg, author=None):
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self.life -= dmg
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if self.life <= 0:
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self.speed = [0, 0]
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self.pos = [16, 16]
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self.life = 100
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if author in players:
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players[author].score += 1
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def update(self):
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if self.speed[0] != 0 or self.speed[1] != 0:
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self.direction = [normalize(self.speed[0]), normalize(self.speed[1])]
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self.pos[0] += self.speed[0]
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self.pos[1] += self.speed[1]
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def draw(self, surface):
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pygame.draw.rect(surface, self.color, (self.pos[0]-8, self.pos[1]-8, 16, 16))
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lifebar = int(16*self.life/100)
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pygame.draw.rect(surface, (64,255,64), (self.pos[0]-8, self.pos[1]-16, lifebar, 4))
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def print_debug(self, lines):
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lines.append("Player {}: {} / score {}".format(self.oid, obj.address, obj.score))
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class EnergyBall(Obj):
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def __init__(self, oid, pos, speed, thrower):
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Obj.__init__(self, oid)
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self.pos = pos
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self.speed = speed
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self.thrower = thrower
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def update(self):
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self.pos[0] += self.speed[0]
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self.pos[1] += self.speed[1]
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for oid in objects:
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if oid == self.oid:
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continue
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obj = objects[oid]
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if abs(self.pos[0]-obj.pos[0])<8 and abs(self.pos[1]-obj.pos[1])<8:
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obj.damage(10, self.thrower)
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removable.append(self.oid)
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return
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def draw(self, surface):
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pygame.draw.rect(surface, (128,255,255), (self.pos[0]-2, self.pos[1]-2, 4, 4))
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def damage(self, dmg, author=None):
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if dmg > 0:
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removable.append(self.oid)
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def print_debug(self, lines):
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pass
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screen = pygame.display.set_mode(size)
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clock = pygame.time.Clock()
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sock = network.Sock()
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sock.listen(address)
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me = Player(new_oid(), address, [random.randint(16, w-16), random.randint(16, h-16)], random_color())
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objects = {me.oid: me}
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players = {me.oid: me}
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removable = []
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def send_all(msg):
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for oid in players:
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if oid != me.oid:
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sock.send(msg, objects[oid].address)
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def make_recap():
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pl = []
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for oid in players:
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player = players[oid]
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pl.append({
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"oid": oid,
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"pos": player.pos,
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"color": player.color,
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"address": player.address,
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"life": player.life,
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"score": player.score
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})
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return {"type":"recap", "players":pl, "oid":me.oid}
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def remove_objects():
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for oid in removable:
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if oid in objects:
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objects.pop(oid)
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if oid in players:
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players.pop(oid)
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removable.clear()
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sock.send({"type":"join","pos":me.pos,"color":me.color,"port":address[1],"oid":me.oid}, ["192.168.0.255", 33033])
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sock.send({"type":"join","pos":me.pos,"color":me.color,"port":address[1],"oid":me.oid}, ["192.168.0.255", 33033])
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sock.send({"type":"join","pos":me.pos,"color":me.color,"port":address[1],"oid":me.oid}, ["127.0.0.1", 33033])
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last_recap = 0
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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sys.exit()
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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send_all({"type":"quit", "oid":me.oid})
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sys.exit()
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if event.key == pygame.K_RIGHT:
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me.speed[0] = 2
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send_all({"type":"move", "oid":me.oid, "speed":me.speed})
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elif event.key == pygame.K_LEFT:
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me.speed[0] = -2
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send_all({"type":"move", "oid":me.oid, "speed":me.speed})
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elif event.key == pygame.K_DOWN:
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me.speed[1] = 2
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send_all({"type":"move", "oid":me.oid, "speed":me.speed})
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elif event.key == pygame.K_UP:
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me.speed[1] = -2
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send_all({"type":"move", "oid":me.oid, "speed":me.speed})
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elif event.key == pygame.K_SPACE:
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me.stab()
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send_all({"type":"stab", "oid":me.oid})
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elif event.key == pygame.K_c:
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me.throw_energy_ball()
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send_all({"type":"throw", "oid":me.oid})
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elif event.type == pygame.KEYUP:
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if event.key == pygame.K_RIGHT:
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me.speed[0] = 0
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send_all({"type":"move", "oid":me.oid, "speed":me.speed})
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elif event.key == pygame.K_LEFT:
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me.speed[0] = 0
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send_all({"type":"move", "oid":me.oid, "speed":me.speed})
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elif event.key == pygame.K_DOWN:
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me.speed[1] = 0
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send_all({"type":"move", "oid":me.oid, "speed":me.speed})
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elif event.key == pygame.K_UP:
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me.speed[1] = 0
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send_all({"type":"move", "oid":me.oid, "speed":me.speed})
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for (r, c) in sock.get():
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if r["oid"] == me.oid:
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continue
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if r["type"] == "join":
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sock.send(make_recap(), [c[0], r["port"]])
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sock.send(make_recap(), [c[0], r["port"]])
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new_player = Player(r["oid"], [c[0], r["port"]], r["pos"], r["color"])
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players[r["oid"]] = new_player
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objects[r["oid"]] = new_player
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elif r["type"] == "move":
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players[r["oid"]].speed = r["speed"]
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elif r["type"] == "recap":
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for player in r["players"]:
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if not player["oid"] in players:
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address = player["address"]
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if address[0] == "0.0.0.0":
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address = [c[0], c[1]]
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new_player = Player(player["oid"], address, player["pos"], player["color"],
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life=player["life"],
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score=player["score"]
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)
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objects[player["oid"]] = new_player
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players[player["oid"]] = new_player
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elif c[0] == player["address"][0]:
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players[player["oid"]].pos = player["pos"]
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players[player["oid"]].speed = player["speed"]
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elif r["type"] == "quit":
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removable.append(r["oid"])
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elif r["type"] == "stab":
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objects[r["oid"]].stab()
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elif r["type"] == "throw":
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objects[r["oid"]].throw_energy_ball()
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remove_objects()
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screen.fill(black)
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lines = []
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for oid in objects:
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obj = objects[oid]
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obj.update()
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obj.draw(screen)
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obj.print_debug(lines)
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remove_objects()
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xlog.display(screen, lines)
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if time.time() > last_recap + 5:
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send_all(make_recap())
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last_recap = time.time() + 5
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pygame.display.flip()
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clock.tick(30)
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