forked from ronnienv/WerewolfTag
/
client.py
executable file
·311 lines (236 loc) · 10.5 KB
/
client.py
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from network import Handler, poll
import sys
from threading import Thread
from time import sleep
import os
import random
import pygame
import Player
import time
from Model import Model
################## VIEW #############################
class View():
def __init__(self, model):
self.m = model
# Initialise pygame
os.environ["SDL_VIDEO_CENTERED"] = "1"
pygame.init()
# Set up the display
pygame.display.set_caption("Play Tag!")
self.screen = pygame.display.set_mode((640, 440))
self.myfont = pygame.font.SysFont("monospace", 16)
def display(self):
if self.m.game_running:
self.screen.fill((0, 0, 0))
self.print_game_in_progress()
#start screen
elif self.m.mode == 0:
self.screen.fill((0, 0, 0))
self.print_title()
#countdown screen
elif self.m.mode == 1:
# clear screen
self.screen.fill((0, 0, 0))
time_up = self.m.now + 5
if time.time() < time_up:
self.print_countdown(time_up)
#actual game
elif self.m.mode == 2:
## change for time
time_up = self.m.now + self.m.GAME_LENGTH
if time.time() < time_up:
# take out?
# clock.tick(self.m.FRAMERATE)
# Draw the scene
self.screen.fill((0, 0, 0))
#check to see if any player is still transforming
for player in self.m.players.values():
if player.transforming:
if time.time() >= player.transform_complete:
player.finish_transform()
#randomly tested modulo numbers were used for the animation
elif player.transform_counter % 18 == 1:
player.color = (255, 255, 255)
elif player.transform_counter % 6 == 1:
player.color = (255, 0, 0)
#counter used to determine which transformation animation should be shown
player.transform_counter += 1
player.draw_player(self.screen)
display_number = self.m.player_number + 1
self.print_game_stats(time_up)
#once the time is up!
elif self.m.mode == 3:
backgroundColor = (0,0,0)
self.screen.fill(backgroundColor)
self.print_end_game()
pygame.display.flip()
########## Print Screens ###################
def print_game_in_progress(self):
title = self.myfont.render("Werewolf Tag", 1, (255,255,255))
intro_message = self.myfont.render("A game is currently in progress.", 1, (255,255,255))
instructions = self.myfont.render("Please wait for the current game to end", 1, (255,255,255))
self.screen.blit(title, (240, 10))
self.screen.blit(intro_message, (180, 190))
self.screen.blit(instructions, (140, 210))
def print_title(self):
title = self.myfont.render("Werewolf Tag", 1, (255,255,255))
intro_message = self.myfont.render("You are player {0}".format(self.m.player_number + 1), 1, (255,255,255))
instructions1 = self.myfont.render("When Everyone is Ready...", 1, (255,255,255))
instructions2 = self.myfont.render("Press SPACE to Start Countdown", 1, (255,255,255))
self.screen.blit(title, (250, 10))
self.screen.blit(intro_message, (230, 190))
self.screen.blit(instructions1, (210, 230))
self.screen.blit(instructions2, (180, 245))
def print_countdown(self, time_up):
instructions = self.myfont.render("Get Ready to start!", 1, (255,255,255))
countdown = self.myfont.render("{0}".format(int(time_up-time.time()) + 1) , 1, (255,255,255))
self.screen.blit(instructions, (210, 210))
self.screen.blit(countdown, (300, 230))
def print_game_stats(self, time_up):
display_number = self.m.player_number + 1
player = self.m.players[str(self.m.player_number)]
x = player.rect.x
y = player.rect.y
player_score = self.myfont.render(
"Your score: {0}".format(self.m.players[str(self.m.player_number)].get_score()), 1, (255,255,255))
time_left = self.myfont.render("Time left: {0}".format(int(time_up-time.time())), 1, (255,255,255))
pointer = self.myfont.render("You", 1, (255,255,255))
self.screen.blit(player_score, (16, 400))
self.screen.blit(time_left, (250, 10))
self.screen.blit(pointer, (x - 6, y - 23))
def print_end_game(self):
time_up = self.myfont.render("Time's Up!", 1, (255,255,255))
if self.m.player_number != self.m.winner_number:
winner_text = self.myfont.render(
"The winner is: Player {0} with a score of {1}".format((self.m.winner_number + 1), self.m.winner_score), 1, (255,255,255))
self.screen.blit(winner_text, (110, 210))
else:
winner_text = self.myfont.render("You won!", 1, (255,255,255))
self.screen.blit(winner_text, (250, 210))
your_text = self.myfont.render(
"Your score was: {0} ".format(self.m.players[str(self.m.player_number)].get_score()), 1, (255,255,255))
restart_text = self.myfont.render("Press Space to continue", 1, (255,255,255))
self.screen.blit(time_up, (250, 10))
self.screen.blit(your_text, (200, 225))
self.screen.blit(restart_text, (180, 270))
def select_winner(self, players):
winner = self.m.players.values()[0]
for player in self.m.players.values():
if player.get_score() > winner.get_score():
winner = player
return winner
################## CONTROLLER #######################
class Controller():
def __init__(self, model, network):
self.m = model
self.n = network
self.controls = {pygame.K_LEFT : (-1,0), pygame.K_RIGHT : (1,0), pygame.K_UP : (0,-1), pygame.K_DOWN : (0,1)} # player controls
def get_commands(self):
key = pygame.key.get_pressed()
for e in pygame.event.get():
if e.type == pygame.QUIT:
self.m.running = False
if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
self.m.running = False
if not self.m.game_running:
#start screen
if self.m.mode == 0:
if key[pygame.K_SPACE]:
if not self.m.loading:
self.m.loading = True
return "load"
#countdown screen
elif self.m.mode == 1:
time_up = self.m.now + 5
if time.time() >= time_up:
return "ready"
#actual game
elif self.m.mode == 2:
## change for time
time_up = self.m.now + self.m.GAME_LENGTH
if time.time() >= time_up:
self.m.mode = 3
else:
self.m.clock.tick(self.m.FRAMERATE)
# Move the player if an arrow key is pressed
for pressed in self.controls:
if key[pressed]:
instruction = self.controls.get(pressed)
moving_player = self.m.players[str(self.m.player_number)]
if not moving_player.transforming:
n.do_send({'move': instruction, 'player': self.m.player_number})
#check to see if any player is still transforming
for player in self.m.players.values():
if not player.is_it and not player.transforming:
player.increase_score(1)
if player.transforming:
if time.time() >= player.transform_complete:
player.finish_transform()
#counter used to determine which transformation animation should be shown
player.transform_counter += 1
#once the time is up!
elif self.m.mode == 3:
if not self.m.score_sent:
self.m.score_sent = True
n.do_send({'player_number': self.m.player_number, 'score': self.m.players[str(self.m.player_number)].get_score()})
if key[pygame.K_SPACE]:
self.running = False
return "restart"
return "no message"
################## NETWORK CONTROLLER ###############
class NetworkController(Handler):
def __init__(self, model, host, port):
Handler.__init__(self, host, port)
self.m = model
def on_close(self):
pass ## no need for it to do anything
def on_msg(self, msg):
# updates model
if 'join' in msg:
self.m.player_number = msg['join']
self.m.game_running = msg['game_running']
elif 'load' in msg:
self.m.loading = False
self.m.mode = 1
self.m.now = time.time()
elif 'start_state' in msg:
self.m.init_game(msg['start_state'])
self.m.mode = 2
self.m.now = time.time()
elif 'move' in msg:
moved_player = msg['player']
player = self.m.players[str(moved_player)]
self.move_player(player, msg['move'])
elif 'winner_number' in msg:
self.m.winner_number = msg['winner_number']
self.m.winner_score = msg['winner_score']
elif 'restart' in msg:
python = sys.executable
os.execl(python, python, * sys.argv)
sys.exit()
else:
print msg
def move_player(self, player, instruction):
player.move(instruction[0], instruction[1], self.m.borders, self.m.players.values())
def send_message(self, message):
self.do_send(message)
def poll_messages(self):
poll()
sleep(.01)
################# MAIN LOOP ####################
host, port = 'localhost', 8888
m = Model()
v = View(m)
n = NetworkController(m, host, port)
c = Controller(m,n )
while m.running:
try:
# Network Controller
n.poll_messages()
message = c.get_commands()
n.send_message(message)
v.display()
except KeyboardInterrupt:
n.do_send({'close' : 'close'})
n.do_close()
exit()