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main.py
118 lines (92 loc) · 3.29 KB
/
main.py
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#!/usr/bin/env python
# -*- coding: utf-8 -*-
import pygame
import sys
import os
import json
from lib.session import Session
# from lib.conn import ChatFactory
from lib.conn_udp import ServerClient
import lib.scroll_bgmanager as scroll_bgmanager
import lib.scroll_group as scroll_group
from twisted.internet import reactor
from pygame.locals import *
PORT = 9234
FPS = 60
RES = (800, 600)
def game_init(host=None, port=None, nickname=None):
clock = pygame.time.Clock()
background = pygame.image.load(os.path.join('assets', 'montreal.jpg'))
screen = pygame.display.set_mode(RES)
bgManager = scroll_bgmanager.BackgroundManager(screen, background)
session = Session()
# serverClient = ServerClient()
port = reactor.listenUDP(0, ServerClient(host, PORT))
get_players = {'command': 'get_players'}
# serverClient.sendMessage(json.dumps(get_players))
port.write(json.dumps(get_players), (host, PORT))
print session.players
print "checking in session about player %s" % nickname
print "player exists: %s" % session.player_exists(nickname)
if session.player_exists(nickname):
sys.exit(0)
local_group = scroll_group.ScrollSpriteGroup(bgManager)
session.set_scroll_group(local_group)
player = session.create_player(nickname)
session.set_local_player(player)
local_group.add(player)
bgManager.BlitSelf(screen)
pygame.display.flip()
def _loop():
# serverClient.sendMessage(player.get_status())
port.write(player.get_status())
clock.tick(FPS)
for p in session.get_players():
if p != player:
if pygame.sprite.collide_rect(player, p):
player.speed = 0
for event in pygame.event.get():
if not hasattr(event, 'key'):
continue
down = event.type == KEYDOWN
if event.key == K_RIGHT:
player.k_right = down * -5
player.k_down = down * -0.2
elif event.key == K_LEFT:
player.k_left = down * 5
player.k_down = down * -0.2
elif event.key == K_UP:
player.k_up = down * 0.2
elif event.key == K_DOWN:
player.k_down = down * -0.4
elif event.key == K_ESCAPE:
status = {'status': 'disconnected', 'name': player.name}
# serverClient.sendMessage(json.dumps(status))
port.write(json.dumps(status))
# reactor.stop()
pygame.quit()
sys.exit(0)
bgManager.NotifyPlayerSpritePos(player.rect)
local_group.clear(screen)
local_group.update()
changedRects = local_group.draw(screen)
pygame.display.update(changedRects)
reactor.callLater(1. / FPS, _loop)
status = {'status': 'connected', 'name': nickname}
# serverClient.sendMessage(json.dumps(status))
port.write(json.dumps(status))
_loop()
def usage():
print "Usage:"
print "main.py host nickname\n"
sys.exit(0)
if __name__ == '__main__':
if len(sys.argv) != 3:
usage()
else:
host, nickname = sys.argv[1], sys.argv[2]
try:
game_init(host=host, port=PORT, nickname=nickname)
reactor.run()
except SystemExit:
pass