def _create_receiver(self, ip):
        index = self.game.add_new_player()
        receiver = Receiver(ip, index, frame_time())

        self.clients.append(receiver)
        self.clients_by_id[index] = receiver
        self.clients_by_ip[ip] = receiver

        self._send_initialization(receiver)
    def _save_input(self, client, message):
        index = client.player_index
        package_number = message.get("package_number")

        if client.current_package_number < package_number:
            client.current_input = create_character_input(
                message.get("content"), index)
            client.package_number = package_number
            client.last_message = frame_time()
Exemple #3
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def update_character(game, player, character_input):
    if player.dead and frame_time() - player.death_time >= respawn_cooldown:
        revive(player, game)

    if player.dead: return

    update_location(player, character_input)
    update_rotation(player, character_input)
    update_shooting(game, player, character_input)
Exemple #4
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def check_is_playing(game):
    if game.winner == None: return True

    elapsed = frame_time() - game.victory_time

    if elapsed < rematch_time: return False

    reset_game(game)
    return True
    def _check_for_dead_connections(self):
        to_remove = []
        for client in self.clients:
            passed_time = frame_time() - client.last_message
            if passed_time > disconnect_time: to_remove.append(client)

        for client in to_remove:
            self.clients.remove(client)
            del self.clients_by_id[client.player_index]
            del self.clients_by_ip[client.ip]

            self.game.remove_player(client.player_index)
Exemple #6
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def shoot(game, player):
    player.last_shot = frame_time()

    real_rotation = player.rotation * math.pi / -180

    bullet = Bullet(player)

    dx = -1 * math.sin(real_rotation)
    dy = 1 * math.cos(real_rotation)
    bullet_direction = gmath.Vector2(dx, dy) * -1

    bullet.location = player.location + bullet_direction * 70
    bullet.rotation = player.rotation
    bullet.direction = bullet_direction

    game.bullets.append(bullet)
from model import Game, Player, update_world
from game_time import frame_time, set_frame
from network import Socket
from transport import TransportHandler

width, height = 640, 640

game = Game(width, height)
socket = Socket("0.0.0.0", 5001, 5002)
transport_handler = TransportHandler(game, socket)

last_frame = 0
frame_length = 10

while 1:
    socket.update()

    set_frame()
    dt = frame_time() - last_frame
    if dt < frame_length: continue
    last_frame = frame_time()

    character_inputs = transport_handler.get_inputs()
    update_world(game, character_inputs)
    transport_handler.send_state()
Exemple #8
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def check_victory(game):
    for player in game.players:
        if player.kills < victory_condition: continue
        game.winner = player
        game.victory_time = frame_time()
        return
Exemple #9
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def hit(bullet, player):
    bullet.to_destroy = True
    bullet.owner.kills += 1 if bullet.owner != player else 0
    player.die(frame_time())
Exemple #10
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def update_shooting(game, player, character_input):
    dt = frame_time() - player.last_shot
    if character_input.shooting and dt >= shoot_cooldown: shoot(game, player)
Exemple #11
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from input import CharacterInput, init_input, read_input, local_input
from output import init_output, update_screen
from game_time import frame_time, set_frame
from network import Socket
from transport import TransportHandler

if len(sys.argv) < 2:
    raise Exception("Give server ip")
server_ip = sys.argv[1]

pygame.init()
socket = Socket("0.0.0.0", 5002, 5001)
transport = TransportHandler(socket)

set_frame()
transport.connect(server_ip, frame_time())

while 1:
    socket.update()

    set_frame()

    game_info = transport.get_game_info(frame_time())
    if game_info != None: break
    local_input()

init_input()
init_output(game_info.width, game_info.height)

last_frame = 0
frame_length = 10