Ejemplo n.º 1
0
 def __init__(self, map_name):
     # Local copy of Player
     self._players = {}
     self._map = Map(map_name)
     self._player_height = 20
     self._player_width = 10
     self._player_color = 'red'
Ejemplo n.º 2
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class GameGuide(AbstractGame):
    def __init__(self, screen, server):
        self.server = server
        super(GameGuide, self).__init__(screen)

    def _load_map(self, screen):
        """
        Load the map
        :param screen: pygame.Screen object
        """
        # Wait for map to be loaded on blind and sent here
        while not self.server.map:
            self.server.listen()
        map_path = self.server.map
        # Load the map
        self.map = Map(self, screen, map_path, self.server.map_timer)
        self.map.draw_static_sprites()
        super(GameGuide, self)._load_map(screen)

    def _run_game(self):
        """
        Inherit run game to add the listening for the server on each iteration
        """
        super(GameGuide, self)._run_game()
        if self.server:
            self.server.blind = self.blind
            self.server.game = self
            self.server.listen()
            self._check_keys()

    def _check_keys(self):
        keys = pygame.key.get_pressed()
        if keys[pygame.K_ESCAPE]:
            self.server.send_pause_game()
            PauseMenu(self.screen)
            self.server.check_client_ready()

    def reload_game(self, from_game_over=False):
        """
        Reload a new game
        Delete the old instance of the game and start a new one
        from_game_over : from_game_over is True we load the current map, otherwise we load the next map
        """
        # Wait for the blind to be ready
        self.server.check_client_ready()
        screen = self.map.screen
        self.server.map = False  # Reset the map so we always get the one from the blind
        server = self.server
        del self
        GameGuide(screen, server)

    def pause_game(self):
        PauseMenu(self.screen)
        self.server.check_client_ready()

    def exit_game(self):
        self.server.release()
        super(GameGuide, self).exit_game()
Ejemplo n.º 3
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 def loadLevel(self, file):
     self.pressed = []
     for key in pygame.key.get_pressed():
         self.pressed.append( False )
     
     if file in self.loaded_maps:
         self.current_map = self.loaded_maps[file]
         self.current_map.reset()
     else:
         self.current_map = Map(file, self.screen, self)
         self.loaded_maps[file] = self.current_map
         self.current_map.intialize()
Ejemplo n.º 4
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 def _load_map(self, screen):
     """
     Load the map
     :param screen: pygame.Screen object
     """
     # Wait for map to be loaded on blind and sent here
     while not self.server.map:
         self.server.listen()
     map_path = self.server.map
     # Load the map
     self.map = Map(self, screen, map_path, self.server.map_timer)
     self.map.draw_static_sprites()
     super(GameGuide, self)._load_map(screen)
Ejemplo n.º 5
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    def __init__(self,
                 enable_no_resp_die=True,
                 map=None):
        self.enable_no_resp_die = enable_no_resp_die

        if not map:
            m = Map.loadfile(DEFAULT_MAP)
        else:
            m = Map.loadfile(map)
            
        self.set_map(m)            
        
        self.start()
Ejemplo n.º 6
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    def _deploySquare(self):
        min_y = 0
        max_y = Map.getMap().height
        min_x = 0
        max_x = Map.getMap().width
        if self._clan_id == Clan.RED:
            min_x = 0
            max_x = Map.getMap().width / 3
            min_y = 0
            max_y = Map.getMap().height / 3
        else:
            min_x = (Map.getMap().width / 3) * 2
            max_x = Map.getMap().width
            min_y = (Map.getMap().height / 3) * 2
            max_y = Map.getMap().height

        pos_y = min_y
        dimensions = int(math.sqrt(self._size))
        self._size = dimensions ** 2
        for p in range(dimensions):
            pos_x = min_x
            pos_y += 1
            for q in range(dimensions):
                pos_x += 1
                self._addElement(pos_x, pos_y)
Ejemplo n.º 7
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    def user_set_map(self, data):
        if self.status != WAITFORPLAYER:
            return "only can set map when the game state is waitforplayer"

        try:
            m = Map.loaddata(data)
            self.set_map(m)
            self.start()
            return 'ok'
        except Exception as e:
            # if error, fall back to default map
            self.set_map(Map.loadfile(DEFAULT_MAP))
            self.start()
            return 'setmap error: ', str(e)
Ejemplo n.º 8
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    def user_set_map(self, data):
        if self.status != WAITFORPLAYER:
            return "only can set map when the game state is waitforplayer"

        try:
            m = Map.loaddata(data)
            self.set_map(m)
            self.start()
            return 'ok'
        except Exception as e:
            # if error, fall back to default map
            self.set_map(Map.loadfile(DEFAULT_MAP))
            self.start()
            return 'setmap error: ', str(e)
Ejemplo n.º 9
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    def __init__(self,
                 enable_no_resp_die=True,
                 map=None):
        self.enable_no_resp_die = enable_no_resp_die

        if not map:
            m = Map.loadfile(DEFAULT_MAP)
        else:
            m = Map.loadfile(map)
            
        self.set_map(m)            
        
        self.map_max_units = m.max_sum
        self.maintain_fee = m.meta.get('maintain_fee', False)
        self.start()
Ejemplo n.º 10
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    def __init__(self):

        # init IHM
        self.ihm = IHM(hauteur=settings.FENETRE_LONGUEUR, largeur=settings.FENETRE_LARGEUR)
        donnees_joueur = self.ihm.menuDemarrage()
        self.ihm.log(['Données joueurs récupérées'])

        # on init. la map
        self.ihm.log(['Création de la Map'])
        self.map = Map(settings.LONGUEUR, settings.LARGEUR)

        # on init le joueur
        self.ihm.log(['Creation du joueur'])
        self.joueur = Joueur(nom = "Richard",
                             carSec = donnees_joueur['secu'],
                             carIhm = donnees_joueur['ihm'],
                             carKernel = donnees_joueur['kernel'],
                             carHard = donnees_joueur['hardware']
                            )

        # init du jeu (IHM)
        self.ihm.log(['Initialiser jeu'])
        self.ihm.initialiserJeu(self.joueur, self.map)

        self.objets = {}

        # pas pour le prochain monstre
        self.ihm.log(['Tirage au sort du nombre de pas'])
        self.reinit_pas()

        self.ihm.log(['Création de la liste des monstres'])
        self.generer_liste_monstres()
Ejemplo n.º 11
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    def _create_game(self, num_of_players, clients):
        start_positions = {2: [], 3: [], 4: []}
        for key, arr in start_positions.items():
            arr.extend([int(i * (MAP_W / key)) for i in range(key)])

        game_map = Map(MAP_W, MAP_H, True)
        game = {
            'clients': [],
            'positions': start_positions[num_of_players],
            'positions_y': [],
            'mutex': Lock(),
            'num_of_players': num_of_players,
            'collision_map': game_map.collision_noise,
            'health': [100 for x in range(num_of_players)],
            'last_explode_time': 0.0,
            'map': game_map,
            'clock': 0.0,
            'finished': False,
            'turn': 0
        }

        for client in clients:
            game['clients'].append(client)
            join_game_req = {
                'action':
                REQUEST.JOIN_GAME,
                'map':
                zlib.compress(bson.dumps({'data': game['collision_map']}), 7),
                'tank_id':
                clients.index(client),
                'start_x':
                start_positions[num_of_players]
            }

            client.send(bson.dumps(join_game_req))

        game['map'].create_map(game['collision_map'])
        client_invalid_request = False
        for client in clients:
            data = client.recv()
            if data['action'] != REQUEST.JOIN_GAME:
                client_invalid_request = True

        for pos_x in game['positions']:
            game['positions_y'].append(game['map'].get_height(pos_x))

        if client_invalid_request:
            for client in clients:
                self.clients_lock.acquire()
                self.clients.remove(client)
                self.clients_lock.release()
                client.close()
            return

        self.games.append(game)
        for x in range(num_of_players):
            self.game_players[clients[x]] = self.games[len(self.games) - 1]

        self._send_change_turn_req(game)
Ejemplo n.º 12
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    def parse_map(json_object: dict) -> Map:
        res = Map()

        m = json_object["map"]
        MapLoader.parse_nodes(res, m["nodes"])
        MapLoader.parse_paths(res, m["paths"])

        return res
Ejemplo n.º 13
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 def _deployVertical(self):
     min_y = 0
     max_y = Map.getMap().height
     if self._clan_id == Clan.RED:
         min_x = 0
         max_x = Map.getMap().width / 3
     else:
         min_x = (Map.getMap().width / 3) * 2
         max_x = Map.getMap().width
     pos_x = min_x + 1
     pos_y = min_y + 1
     for p in range(self._size):
         self._addElement(pos_x, pos_y)
         pos_y += 1
         if pos_y == max_y - 1:
             pos_y = min_y + 1
             pos_x += 1
Ejemplo n.º 14
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 def _deployLowerDiag(self):
     b = math.ceil(math.sqrt(2 * self._size))
     xmax = int(Map.getMap().width / 3)
     m = 0
     f = False
     for i in range(b):
         for j in range(b - i):
             if (self._clan_id == Clan.RED):
                 self._addElement(j, Map.getMap().height - i - 1)
             else:
                 self._addElement(Map.getMap().width - j - 1, i)
             m += 1
             if (m == self._size):
                 f = True
                 break
         if (f):
             break
Ejemplo n.º 15
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 def _deployHorizontal(self):
     min_x = 50
     max_x = Map.getMap().width
     if self._clan_id == Clan.RED:
         min_y = 0
         max_y = Map.getMap().height / 3
     else:
         min_y = (Map.getMap().height / 3) * 2
         max_y = Map.getMap().height
     pos_x = min_x + 1
     pos_y = min_y + 1
     for p in range(self._size):
         self._addElement(pos_x, pos_y)
         pos_x += 1
         if pos_x == max_x - 1:
             pos_x = min_x + 1
             pos_y += 1
Ejemplo n.º 16
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    def move(self, move_vector: (float, float)) -> bool:
        """This function represents the interaction between my character and the environment.

        The speed and terrain part that follows could be simplified in our current case, since all the terrain is
        the same and the speed of our army elements is all equal. But in a more complex situation, where the terrain
        is heterogeneous and we have a mixed army, this code would be able to handle properly the movement in such
        cases

        Returns
        -------

        """
        factor = Map.getTerrainAt(int(self._x), int(self._y)).cross() * self._speed
        m_x = move_vector[0] * factor
        m_y = move_vector[1] * factor
        new_x = self._x + m_x
        new_y = self._y + m_y
        if Map.getMap().width >= new_x >= 0:
            self._x = new_x
        elif Map.getMap().width < new_x:
            self._x = Map.getMap().width
        else:
            self._x = 0
        if Map.getMap().height >= new_y >= 0:
            self._y = new_y
        elif Map.getMap().height < new_y:
            self._y = Map.getMap().height
        else:
            self._y = 0
        return True
Ejemplo n.º 17
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 def __init__(self,interface, socket_to_server):
     self.isharvest = False
     self.isfighting = False
     self.spells = Spells(interface)
     self.map = Map(interface)
     self.interface = interface
     self.socket_to_server = socket_to_server
     self.deplacement = Deplacement(self.socket_to_server)
     self.entity = None
Ejemplo n.º 18
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    def _deployerDownDiagonal(self):
        base = math.ceil(math.sqrt(2 * self._size))
        xmax = int(Map.getMap().width / 3)
        count = 0
        full = False
        for i in range(base):
            for j in range(base - i):
                if (self._clan_id == Clan.RED):
                    self._addElement(j, Map.getMap().height - i - 1)
                else:
                    self._addElement(Map.getMap().width - j - 1, i)

                count += 1
                if (count == self._size):
                    full = True
                    break
                if (full):
                    break
Ejemplo n.º 19
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 def _deployTriangle(self):
     n = math.ceil(math.sqrt(self._size))
     base = int(Map.getMap().width / 3)
     mid = int(Map.getMap().height / 2)
     full = False
     count = 0
     for i in range(n):
         for j in range(-i, i + 1, 1):
             if (self._clan_id == Clan.RED):
                 self._addElement(base - i, mid + j)
             else:
                 self._addElement(base * 2 + i, mid + j)
             count += 1
             if (count == self._size):
                 full = True
                 break
         if (full):
             break
Ejemplo n.º 20
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 def _load_map(self, screen):
     """
     Search for the map in the ./map/map_order.xml file and load it in the game.
     Then we send the map to the guide
     :param screen: .Screen object
     """
     if not self.map_path:
         map_name = self.search_map()
         self.map_path = "../map/%s" % map_name
     self.client.send_new_map(self.map_path, self.get_map_timer())
     # Load the map
     self.map = Map(self,
                    screen,
                    self.map_path,
                    self.get_map_timer(),
                    blind=True)
     self.map.draw_static_sprites()
     super(GameBlind, self)._load_map(screen)
Ejemplo n.º 21
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 def _deployRandom(self):
     min_x = 50
     max_x = Map.getMap().width
     if self._clan_id == Clan.RED:
         min_y = 0
         max_y = Map.getMap().height / 3
     else:
         min_y = (Map.getMap().height / 3) * 2
         max_y = Map.getMap().height
     pos_x = min_x + 1
     pos_y = min_y + 1
     for p in range(self._size):
         self._addElement(pos_x, pos_y)
         pos_x += 1
         rand = random.randint(1, 5)
         randGrand = random.randint(25, 50)
         if pos_x > randGrand:
             pos_x = rand
             pos_y += rand
Ejemplo n.º 22
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    def __init__(self):
        SCREEN_WIDTH, SCREEN_HEIGHT = 96, 54
        VIEW_WIDTH, VIEW_HEIGHT = 70, 36

        self.gamestate = Gamestates.PLAYER_ROUND
        self.map = Map(96, 54)
        xo, yo = self.map.generate_map(6, 10, 30)
        # Systems
        self.input = InputHandler()
        self.camera = CameraSystem(xo, yo, VIEW_WIDTH, VIEW_HEIGHT, 2)
        self.window = GameWindow(SCREEN_WIDTH, SCREEN_HEIGHT, VIEW_WIDTH,
                                 VIEW_HEIGHT)
        self.render = RenderSystem(self.window.map_con)
        self.ai = RandomAI()
        self.fov = FOVSystem()
        self.movement = BasicMovementSystem()
        self.cmd = CommandHandler(self)
        self.update_observers()
        self.current_control_index = 0
Ejemplo n.º 23
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    def updateArmy(self) -> None:
        NewArmy = []
        for x in range(len(self._army)):

            if (self._army[x].health > 0 and (self._army[x].x < Map.getMap().width or self._army[x].y < Map.getMap().height)):
                NewArmy.append(self._army[x])
        self._army = NewArmy
        self._size = len(self._army)
        print("---------------------------------")
        print(self._clan_id)
        print(self._size)
Ejemplo n.º 24
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    def connect(self):
        # Try until the connection is up
        connected = False
        while not connected:
            try:
                requests.get(self._url)
                connected = True
            except:
                pass

        print(f'Connected to {self._url}')

        # Kick all other players
        #self.post('kick_all')
        response_json = self.post('add_player')

        # return {'rez': 'success', 'map_name': self._map.map_name, 'new_name': player_name}
        self._name = response_json['new_name']
        self._map = Map(response_json['map_name'])
        print(f'Name is {self._name}')
        print(f'Playing on map {self._map.map_name}')
Ejemplo n.º 25
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    def __init__(self,
                 enable_bean=True,
                 enable_wall=True,
                 enable_no_resp_die=True,
                 map=None):
        self.enable_bean = enable_bean
        self.enable_wall = enable_wall
        self.enable_no_resp_die = enable_no_resp_die

        if not map:
            map = Map.loadfile(DEFAULT_MAP)
        self.set_map(map)
        self.start()
Ejemplo n.º 26
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    def __init__(self,
                 enable_bean=True,
                 enable_wall=True,
                 enable_no_resp_die=True,
                 map=None):
        self.enable_bean = enable_bean
        self.enable_wall = enable_wall
        self.enable_no_resp_die = enable_no_resp_die

        if not map:
            map = Map.loadfile(DEFAULT_MAP)
        self.set_map(map)
        self.start()
Ejemplo n.º 27
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    def handle(self, max_lat, max_lng, seed, points, hill_noise, heights_map_width,
               *args, **options):
        if seed is None:
            seed = int(random.random() * 10000)
        print('seed = %s' % seed)

        map_obj = Map(seed, [
            generators.points.RelaxedPoints(points_number=points).generate,
            generators.graph.VoronoiGraph().generate,
            generators.graph.VoronoiGraph().imporove_corners,
            generators.land.SimplexIsland().generate,
            generators.elevation.FromCoast().generate,
            generators.rivers.RandomRiver().generate,
            generators.biomes.Moisture().generate,
            generators.regions.HexGrid().generate,
            exports.ModelExporter(
                Biome, River, Region, City, max_lat=max_lat, max_lng=max_lng).export,
            exports.GeoTiffExporter(max_lat, max_lng, heights_map_width, hill_noise).export,
            # renderers.RegionRenderer().render,
        ])

        map_obj.generate()
Ejemplo n.º 28
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    def __init__(self):

        self.runDisplay = Display("mapaReducido.tmx")

        self.win = self.runDisplay.displayWindow

        self.map = Map(self.runDisplay.map.gameMap.tilewidth,
                       self.runDisplay.map.gameMap.tileheight,
                       self.runDisplay.map.walkableTiles,
                       self.runDisplay.map.zones)
        self.peoples = [
            Worker(5, 2, self.map),
            Worker(10, 4, self.map),
            Worker(6, 4, self.map),
            Worker(1, 4, self.map),
            Customer(36, 2, self.map),
            Customer(37, 2, self.map),
            Customer(36, 3, self.map)
        ]
        #self.peoples = [Worker(5,2,self.map)]
        self.tasks = deque([])
        self.objects = deque([])
        self.tasks_doing = deque([])
Ejemplo n.º 29
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    def handle(self, max_lat, max_lng, seed, points, hill_noise, heights_map_width, *args, **options):
        if seed is None:
            seed = int(random.random() * 10000)
        print("seed = %s" % seed)

        map_obj = Map(
            seed,
            [
                generators.points.RelaxedPoints(points_number=points).generate,
                generators.graph.VoronoiGraph().generate,
                generators.graph.VoronoiGraph().imporove_corners,
                generators.land.SimplexIsland().generate,
                generators.elevation.FromCoast().generate,
                generators.rivers.RandomRiver().generate,
                generators.biomes.Moisture().generate,
                generators.regions.HexGrid().generate,
                exports.ModelExporter(Biome, River, Region, City, max_lat=max_lat, max_lng=max_lng).export,
                exports.GeoTiffExporter(max_lat, max_lng, heights_map_width, hill_noise).export,
                # renderers.RegionRenderer().render,
            ],
        )

        map_obj.generate()
Ejemplo n.º 30
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def main():
    game_map = Map(15, 15)

    while True:
        game_map.draw()
        game_map.next_move()

        c = raw_input()
        if c == "x":
            break
Ejemplo n.º 31
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    def load_in_to_class(self):
        '''
        DataFrame:

        '''
        self.dataSource = {}
        connection = dataSource.Database().get_connection()
        cursor = connection.cursor(dictionary=True)
        try:
            cursor.execute('SELECT * FROM maps;')
            data = cursor.fetchall()
            for result in data:
                try:
                    mapData = Map(
                        result['id'],
                        result['date'],
                        result['width'],
                        result['heigth'],
                        result['key'],
                        result['places'],
                        result['mapData'],
                        result['cells'],
                        result['monsters'],
                        result['mappos'],
                        result['numgroup'],
                        result['fixSize'],
                        result['minSize'],
                        result['maxSize'],
                        result['cases'],
                        result['forbidden'],
                    )
                    self.dataSource[result['id']] = mapData
                except Exception as Error:
                    self.log.warning(
                        'maps_data.py - maps:{} can\'t be loaded'.format(
                            str(result['id'])))
                    self.log.warning(Error)
        except Exception as Error:
            self.log.warning('map_data.py - Can\'t load table accounts')
            self.log.warning(str(Error))
        finally:
            cursor.close()
            connection.close()
Ejemplo n.º 32
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class MapLoaderHandler(osmium.SimpleHandler):
    excluded_ways = ('footway', 'corridor', 'sidewalks', 'steps', 'crossing')

    def __init__(self):
        super(MapLoaderHandler, self).__init__()
        self.map = Map()

    def node(self, n):
        position = GeoPosition(lon=n.location.lon, lat=n.location.lat)
        node = Node(position=position)
        self.map.add(node)

    def way(self, way):
        if not way.nodes or 'highway' not in way.tags or way.is_closed():
            return
        if way.tags['highway'] in MapLoaderHandler.excluded_ways:
            return
        previous = way.nodes[0]
        # Ensure nodes are added to map in case they haven't been added before
        # We want nodes to be added before ways, not the other way around
        # Adding all necessary nodes here helps ensure that
        self.map.add(previous)

        for i in range(1, len(way.nodes)):
            current = way.nodes[i]
            self.map.add(current)

            begin = GeoPosition(lon=previous.lon, lat=previous.lat)
            end = GeoPosition(lon=current.lon, lat=current.lat)

            path = Path(begin=begin, end=end)
            self.map.add(path)

            previous = current

    def relation(self, way):
        """noop -> There's no need to handle relations, at least not now"""
Ejemplo n.º 33
0
    def move(
        self, e_center: (float, float), vectorCenterToCenter: (float, float)
    ) -> bool:
        """This function represents the interaction between my character and the environment.

        The speed and terrain part that follows could be simplified in our current case, since all the terrain is
        the same and the speed of our army elements is all equal. But in a more complex situation, where the terrain
        is heterogeneous and we have a mixed army, this code would be able to handle properly the movement in such
        cases

        Returns
        -------

        """
        factor = Map.getTerrainAt(int(self._x), int(
            self._y)).cross() * self._speed
        Vg = (e_center[0] - self._x, e_center[1] - self._y)
        Mag = sqrt(pow(Vg[0], 2) + pow(Vg[1], 2))
        Vg = (Vg[0] / Mag, Vg[1] / Mag)
        Vt = (Vg[0] + vectorCenterToCenter[0], Vg[1] + vectorCenterToCenter[1])
        mag2 = sqrt(pow(Vt[0], 2) + pow(Vt[1], 2))
        move_vector = (Vt[0] / mag2, Vt[1] / mag2)
        m_x = move_vector[0] * factor
        m_y = move_vector[1] * factor
        new_x = self._x + m_x
        new_y = self._y + m_y
        if Map.getMap().width > new_x >= 0:
            self._x = new_x
        elif Map.getMap().width <= new_x:
            self._x = Map.getMap().width - 1
        else:
            self._x = 0
        if Map.getMap().height > new_y >= 0:
            self._y = new_y
        elif Map.getMap().height <= new_y:
            self._y = Map.getMap().height - 1
        else:
            self._y = 0
        return True
Ejemplo n.º 34
0
 def _deployDiagonal(self):
     min_x = 50
     max_x = Map.getMap().width
     if self._clan_id == Clan.RED:
         min_y = 0
         max_y = Map.getMap().height / 3
     else:
         min_y = (Map.getMap().height / 3) * 2
         max_y = Map.getMap().height
     pos_x = min_x + 1
     pos_y = min_y + 1
     for p in range(self._size):
         self._addElement(pos_x, pos_y)
         pos_x += 1
         if pos_x > 1:
             pos_x += 1
             pos_y += 1
             if pos_y > Map.getMap().height or pos_y < 0:
                 pos_y = min_y
             elif pos_x > Map.getMap().width or pos_x < 0:
                 pos_x = min_x
Ejemplo n.º 35
0
 def __init__(self):
     super(MapLoaderHandler, self).__init__()
     self.map = Map()
Ejemplo n.º 36
0
class Client:
    def __init__(self, ip: str, port: str, player_name: str):
        self._url = f'http://{ip}:{port}'
        self._name = player_name
        self._map = None
        self._font_size = 13
        self._entities = {}
        self.connect()
        self._window = GraphWin('GAY', self._map.length, self._map.height)
        self._pressed = {}

    def post(self, request_type: str, request_body: Map = {}):
        request_body['player_name'] = self._name
        return requests.post(self._url, json={
            'request_type': request_type,
            'request_body': request_body
        }).json()

    def connect(self):
        # Try until the connection is up
        connected = False
        while not connected:
            try:
                requests.get(self._url)
                connected = True
            except:
                pass

        print(f'Connected to {self._url}')

        # Kick all other players
        #self.post('kick_all')
        response_json = self.post('add_player')

        # return {'rez': 'success', 'map_name': self._map.map_name, 'new_name': player_name}
        self._name = response_json['new_name']
        self._map = Map(response_json['map_name'])
        print(f'Name is {self._name}')
        print(f'Playing on map {self._map.map_name}')

    def draw(self):
        self._map.draw_stage(self._window)
        print('done drawing stage')
        while True:
            entity_info = None
            try:
                entity_info = requests.get(self._url).json()
            except:
                print('Problem with the server, shutting down')
            for player, player_info in entity_info.items():

                x, y = player_info['x_coord'], player_info['y_coord']
                height, width = player_info['height'], player_info['width']
                color = player_info['color']

                name_tag_x = x + width / 2
                name_tag_y = y - height - self._font_size
                if f'{player}_name' in self._entities:
                    item = self._entities[f'{player}_name']
                    item.move(name_tag_x - item.getAnchor().getX(),
                              name_tag_y - item.getAnchor().getY())
                else:
                    text = Text(Point(name_tag_x, name_tag_y), player)
                    text.setSize(self._font_size)
                    text.draw(self._window)
                    self._entities[f'{player}_name'] = text

                if player in self._entities:
                    item = self._entities[player]
                    item.move(x - item.getP1().getX(), y - item.getP1().getY())
                else:
                    rect = Rectangle(Point(x, y), Point(x + width, y - height))
                    rect.setFill(color)
                    rect.draw(self._window)
                    self._entities[player] = rect

            k = self._window.checkKey()
            if k == 'Left' or k == 'Right':
                self._pressed[k] = True
            elif k == '':
                self._pressed = {}
            if 'Left' in self._pressed:
                self.post('move_left')
            if 'Right' in self._pressed:
                self.post('move_right')
        self._window.getMouse()
        self._window.close()
Ejemplo n.º 37
0
class Jeu:
    """
    Classe de jeu
    """
    def __init__(self):

        # init IHM
        self.ihm = IHM(hauteur=settings.FENETRE_LONGUEUR, largeur=settings.FENETRE_LARGEUR)
        donnees_joueur = self.ihm.menuDemarrage()
        self.ihm.log(['Données joueurs récupérées'])

        # on init. la map
        self.ihm.log(['Création de la Map'])
        self.map = Map(settings.LONGUEUR, settings.LARGEUR)

        # on init le joueur
        self.ihm.log(['Creation du joueur'])
        self.joueur = Joueur(nom = "Richard",
                             carSec = donnees_joueur['secu'],
                             carIhm = donnees_joueur['ihm'],
                             carKernel = donnees_joueur['kernel'],
                             carHard = donnees_joueur['hardware']
                            )

        # init du jeu (IHM)
        self.ihm.log(['Initialiser jeu'])
        self.ihm.initialiserJeu(self.joueur, self.map)

        self.objets = {}

        # pas pour le prochain monstre
        self.ihm.log(['Tirage au sort du nombre de pas'])
        self.reinit_pas()

        self.ihm.log(['Création de la liste des monstres'])
        self.generer_liste_monstres()

    def stop(self):
        exit(0)

    def start(self):
        """ fonction qui bosse (la seule qui bosse ici en fait....) """

        self.ihm.log(['On attaque la boucle infinie'])

        while 1:

            # 1. afficher le jeu
            self.ihm.afficherJeu()

            if self.ihm.utilisateurQuitte(): self.stop()

            # 2. attendre un mouvement
            # 3. IHM nous file la direction
            mouv = self.ihm.mouvement()

            if self.ihm.utilisateurQuitte(): self.stop()

            # 4. on demande à la map si c'est OK
            # 5. on fait buoger le joueur si OK

            #juste pour faciliter l'accès
            x = self.joueur.x
            y = self.joueur.y
            if mouv == "haut":
                if self.map.case_libre(x, y-1):
                    self.joueur.haut()
                else: continue
            elif mouv == "droite":
                if self.map.case_libre(x+1, y):
                    self.joueur.droite()
                else: continue
            elif mouv == "bas":
                if self.map.case_libre(x, y+1):
                    self.joueur.bas()
                else: continue
            elif mouv == "gauche":
                if self.map.case_libre(x-1, y):
                    self.joueur.gauche()
                else: continue
            else:
                pass # quitter le jeu

            # on retire 1 au compteur de pas
            self.pas_pour_monstre -= 1

            # 6.1. monstre ?
            if not self.pas_pour_monstre:
                self.ihm.log(["C'est l'heure du monstre"])

                # 7.1. on l'instancie
                monstre = self.spawn_monstre()

                # 8.1. on génère un combat
                combat = Combat(self.joueur, monstre)

                # 9.1. on refourgue le combat à l'ihm  qui affiche un dialog
                if self.ihm.utilisateurQuitte(): self.stop()
                choix_combat = self.ihm.dialogCombat(combat)
                if choix_combat == 'combattre':
                    combat.combat()
                else:
                    combat.fuite()

                self.ihm.finCombat(combat)
                if self.ihm.utilisateurQuitte(): self.stop()
                self.reinit_pas()

            # 6.2. objet ?
            # 7.2. on le récupère/on l'instancie
            # 8.2. on le refourgue à l'IHM qui affiche un dialog
            # 9.2. l'user répond et on prend en compte son choix
            self.ihm.log(["Checks pour les objets"])
            if self.ihm.utilisateurQuitte(): self.stop()
            self.objet_trouve()

    def generer_liste_monstres(self):
        """
        génère une liste de monstres à partir des fichiers dans RESSOURCES_PATH/monstres
        """

        self.ihm.log(["Generation de la liste de monstres"])

        # la première liste (celle à l'intérieure récupère la liste des fichiers via glob() et vire le path jusqu'au
        # fichier. La seconde enlève le .json à la fin
        self.liste_monstres =  [__.split('.')[0] for __ in [_.split('/')[-1] for _ in glob('{0}/monstres/*.json'.format(settings.RESSOURCES_PATH))]]


    def objet_trouve(self):
        """ Demande à la map si un objet est là et instancie l'objet au besoin """

        nom_objet = self.map.objet_present(self.joueur.x, self.joueur.y)
        if not nom_objet == "": # s'il y a un objet dans cette case
            if nom_objet in self.objets.keys():
                objet = self.objets[nom_objet]
            else:
                # on instancie l'objet
                donnees_objet = load(open('{0}/objets/{1}.json'.format(settings.RESSOURCES_PATH, nom_objet)))

                objet = Objet(
                    nom_objet,
                    poids = donnees_objet['poids'],
                    carSec = donnees_objet['carSec'],
                    carIhm = donnees_objet['carIhm'],
                    carKernel = donnees_objet['carKernel'],
                    carHard = donnees_objet['carHard']
                )
                self.objets[nom_objet] = objet

            if self.joueur.peut_equiper(objet.poids):
                if self.ihm.dialogObjet(objet): # vrai si l'usr souhaite garder l'objet
                    resultat_equipement = self.joueur.equiperObjet(objet)


    def spawn_monstre(self):
        """ choisit un monstre au hasard, l'instancie et le retourne """
        nom_monstre = choice(self.liste_monstres)

        donnees_monstre = load(open('{0}/monstres/{1}.json'.format(settings.RESSOURCES_PATH, nom_monstre)))

        monstre = Ennemi(
            nom_monstre,
            cafe = donnees_monstre['cafe'],
            carSec = donnees_monstre['carSec'],
            carIhm = donnees_monstre['carIhm'],
            carKernel = donnees_monstre['carKernel'],
            carHard = donnees_monstre['carHard']
        )
        return monstre


    def reinit_pas(self):
        """ Réinitialise le nombre de pas pour le prochain monstre """
        self.pas_pour_monstre = randrange(
            settings.PAS-settings.PAS/2,
            settings.PAS+settings.PAS/2
        )
Ejemplo n.º 38
0
class Game:
    
    
    
    def __init__(self, screen):
        self.screen = screen
        self.map_screen = self.screen.subsurface(0, 0, MAP_WIDTH, MAP_HEIGHT)
        #pygame.display.set_icon(pygame.image.load(os.path.join("images", "ui","icon.png")))
        
        self.loaded_maps = {}
        self.current_map = None
        
        pygame.mouse.set_visible(1);        
        
        self.hasKey = False
        self.animalsFreed = False
        
        self.soundUtil = SoundUtil()
        self.soundUtil.sound_on = True
        
        self.pauseMenu = PauseScreen(self)
        
        self.cursor = Sprite()
        self.cursor.rect = Rect(0,0,1,1)
        
        self.hud = Hud(self)
        
        self.player_group = Group()
        self.player = Taz(image_util.load_image("tasmanian.png"), 1, 1, self)
        self.player.inUse = True
        self.player.current_image = self.player.image
        
        self.hud.set_player(self.player)
        
        self.last_rendered_achievement = 0
        self.achievement_countdown = 0
        
        self.clock = pygame.time.Clock()
        self.achievements_done = []
        
        self.pressed = []
        for key in pygame.key.get_pressed():
            self.pressed.append( True )
            
        self.loadLevel("jail.txt")
        
        self.isGameOver = False
        self.returnToMainMenu = False
        
    def reset(self):
        self.player_group.remove(self.player)
        self.current_map.game_objects.remove(self.player)
        self.player = self.player.newPlayer()
        self.player.inUse = True
        self.player.current_image = self.player.image
        self.pressed = []
        for key in pygame.key.get_pressed():
            self.pressed.append( False )
            
        self.loadLevel("jail.txt")
        self.player.x = TILE_SIZE
        self.player.y = TILE_SIZE
        self.player.rect.left = self.player.x + self.player.left_offset
        self.player.rect.top = self.player.y + self.player.top_offset
    
    def loadLevel(self, file):
        self.pressed = []
        for key in pygame.key.get_pressed():
            self.pressed.append( False )
        
        if file in self.loaded_maps:
            self.current_map = self.loaded_maps[file]
            self.current_map.reset()
        else:
            self.current_map = Map(file, self.screen, self)
            self.loaded_maps[file] = self.current_map
            self.current_map.intialize()
    
    def change_maps(self, dest, x, y):
        if self.player.isInCar:
            self.current_map.game_objects.remove(self.player.car)
            self.current_map.not_player.remove(self.player.car)
        
        self.loadLevel(dest)
        self.player.x = x * TILE_SIZE
        self.player.y = y * TILE_SIZE
        self.player.rect.left = self.player.x + self.player.left_offset
        self.player.rect.top = self.player.y + self.player.top_offset
        
        if self.player.isInCar:
            if isinstance(self.player.car, ImperviousCar):
                self.player.car = Car(None,0,0,self)
                self.player.car.driver = self.player
                self.player.car.driving = True
            self.player.car.x = x * TILE_SIZE
            self.player.car.y = y * TILE_SIZE
            self.player.car.rect.left = self.player.car.x
            self.player.car.rect.top = self.player.car.y
            self.player.car.avoidMapLinks()
            self.current_map.game_objects.add(self.player.car)
        elif self.player.isInTree:
            self.player.getOutOfTree()
            self.player.x = TILE_SIZE
            self.player.y = TILE_SIZE
            self.player.rect.left = self.player.x + self.player.left_offset
            self.player.rect.top = self.player.y + self.player.top_offset
    
    def change_player(self, newPlayer):
        self.player.inUse = False
        self.player.leave_car()
        self.current_map.game_objects.add(self.player)
        self.player = newPlayer;
        self.player.inUse = True
        self.player.current_image = self.player.image
        self.hud.set_player(self.player)
    
    def free_all_animals(self):
        self.free_animal("Koala")
        self.free_animal("Tasmanian Devil")
        self.free_animal("Kangaroo")
        self.free_animal("Brown Snake")
        self.free_animal("Dingo")
    
    def free_animal(self, animal_name):
        animals_freed[animal_name] = image_util.load_image(animal_info.info[animal_name][3])
        self.hud.draw()
        if len(animals_freed) is 5 and self.animalsFreed is False:
            cutscene = Cutscene(self, "escape the zoo", \
                                 [image_util.load_image(os.path.join("cutscenes","escape_the_zoo.png"))], \
                                 image_util.load_sliced_sprites(210, 80, os.path.join("cutscenes","press_enter.png")));
            cutscene.fire(self.player)
            self.animalsFreed = True
    
    def gameloop(self):
        self.returnToMainMenu = False
        self.hud.draw()
        while self.returnToMainMenu is False:
            self.clock.tick(60)
            self.get_input()
            self.update_state()
            self.draw()
        print "GAME ENDING!"
            
    
    def achievement(self):
        killed = self.hud.visitors_killed
        if killed >= 1000 and 1000 not in self.achievements_done:#not killed == self.last_rendered_achievement:
            #self.last_rendered_achievement = killed
            self.achievements_done.append(1000)
            self.achievement_image = image_util.load_image("achievement_1000.png")
            self.achievement_countdown = 200
        elif killed >= 500 and 500 not in self.achievements_done:## and not killed == self.last_rendered_achievement:
            self.achievements_done.append(500)
            #self.last_rendered_achievement = killed
            self.achievement_image = image_util.load_image("achievement_500.png")
            self.achievement_countdown = 200
        elif killed >= 100 and 100 not in self.achievements_done:## and not killed == self.last_rendered_achievement:
            self.achievements_done.append(100)
            #self.last_rendered_achievement = killed
            self.achievement_image = image_util.load_image("achievement_100.png")
            self.achievement_countdown = 200
        elif killed >= 10 and 10 not in self.achievements_done:## and not killed == self.last_rendered_achievement:
            self.achievements_done.append(10)
            #self.last_rendered_achievement = killed
            self.achievement_image = image_util.load_image("achievement_10.png")
            self.achievement_countdown = 200
        
        
        if self.achievement_countdown > 0:
            self.screen.blit(self.achievement_image, (250,100))
            self.achievement_countdown -= 1
    
    def get_input(self):
        self.getEvents()
        self.getButtonPresses()
        return
    
    def getEvents(self):
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
    
    def getButtonPresses(self):
        keys = pygame.key.get_pressed()

        # quit
        if(keys[K_ESCAPE]):
            if not self.pressed[K_ESCAPE]:
                self.pressed[K_ESCAPE] = True
                self.pauseMenu.loop()
                #figure out what we wanted to do
                if self.pauseMenu.index is CONTINUE:
                    self.hud.draw()
                elif self.pauseMenu.index is MAIN_MENU:
                    self.returnToMainMenu = True
        else:
            self.pressed[K_ESCAPE] = False
    
        # attack
        if(keys[K_SPACE]):
            if not self.pressed[K_SPACE]:
                self.pressed[K_SPACE] = True
                self.player.attack()
        else:
            self.pressed[K_SPACE] = False
    
        # use ability
        if(keys[K_RETURN]):
            if not self.pressed[K_RETURN]:
                self.pressed[K_RETURN] = True
                self.player.use_ability()
        else:
            self.pressed[K_RETURN] = False
            
        # use ability
        if(keys[K_F1]):
            if not self.pressed[K_F1]:
                self.pressed[K_F1] = True
                self.free_all_animals()
        else:
            self.pressed[K_F1] = False
    
        # get into and out of car
        if(keys[K_q]):
            if not self.pressed[K_q]:
                self.pressed[K_q] = True
                self.player.use_object()
        else:
            self.pressed[K_q] = False
        
        # move
        if(keys[K_w]):
            if not self.pressed[K_w]:
                self.player.move(0, -1)
        else:
            self.pressed[K_w] = False
    
        if(keys[K_s]):
            if not self.pressed[K_s]:
                self.player.move(0, 1)
        else:
            self.pressed[K_s] = False
            
        if(keys[K_a]):
            if not self.pressed[K_a]:
                self.player.move(-1, 0)
        else:
            self.pressed[K_a] = False
            
        if(keys[K_d]):
            if not self.pressed[K_d]:
                self.player.move(1, 0)
        else:
            self.pressed[K_d] = False
        
        if(keys[K_UP]):
            if not self.pressed[K_UP]:
                self.player.move(0, -1)
        else:
            self.pressed[K_UP] = False
    
        if(keys[K_DOWN]):
            if not self.pressed[K_DOWN]:
                self.player.move(0, 1)
        else:
            self.pressed[K_DOWN] = False
            
        if(keys[K_LEFT]):
            if not self.pressed[K_LEFT]:
                self.player.move(-1, 0)
        else:
            self.pressed[K_LEFT] = False
            
        if(keys[K_RIGHT]):
            if not self.pressed[K_RIGHT]:
                self.player.move(1, 0)
        else:
            self.pressed[K_RIGHT] = False
        
        if(keys[K_o]):
            if not self.pressed[K_o]:
                self.pressed[K_o] = True
                if self.soundUtil.sound_on:
                    self.soundUtil.sound_on = False
                else:
                    self.soundUtil.sound_on = True
        else:
            self.pressed[K_o] = False
            
            
    def update_state(self):
        if self.current_map is not None:
            self.current_map.update_objects()
            
        for p in self.player_group:
            p.update()
    
    def draw_without_flip(self):
        self.map_screen.fill((0,0,0))
        if self.current_map is not None:
            self.current_map.draw_tiles()
            self.current_map.draw_objects()
        
        #for p in self.player_group:
        #    p.draw()
        self.player.draw()
        self.achievement()
    
    def draw(self):
        self.draw_without_flip()
        for cutscene in self.current_map.start_cutscenes:
            self.current_map.start_cutscenes.remove(cutscene)
            cutscene.fire(self.player)
        pygame.display.flip()
Ejemplo n.º 39
-1
def main():
    game_map = Map(15, 15)

    while True:
        game_map.draw()
        game_map.next_move()

        c = raw_input()
        if c == "x":
            break