Esempio n. 1
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def create_room(): # 생성 요청
    global game_data
    room_number = TcpContoller.send_create_room(game_data.client_socket, game_data.player_number, "TEST_ROOM", 3, "Witch")
    if room_number != -1:
        C_Game_framework.push_state(C_CharSellect_State)
    else:
        pass
Esempio n. 2
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def handle_events(frame_time):
    global _WAND
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            C_Game_framework.quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                C_Game_framework.quit()
            elif (event.type) == (SDL_MOUSEBUTTONDOWN):
                if _WAND.x > 400:
                    if _WAND.x < 580:
                        if _WAND.y > 270:
                            if _WAND.y < 405:
                                C_Game_framework.push_state(C_collision)

                if _WAND.x > 600:
                    if _WAND.x < 780:
                        if _WAND.y > 270:
                            if _WAND.y < 405:
                                C_Game_framework.push_state(C_Lobby_state)

                if _WAND.x > 800:
                    if _WAND.x < 980:
                        if _WAND.y > 270:
                            if _WAND.y < 405:
                                C_Game_framework.quit()

            else:
                _WAND.handle_event(event)
Esempio n. 3
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def update(frame_time):
    global name
    global logo_time

    if (logo_time > 1):
        logo_time = 0
        C_Game_framework.change_state(C_title_state)
        #game_framework.quit()
    logo_time += frame_time
Esempio n. 4
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def join_room(): # 참가 요청
    if selection > len(rooms_data) or selection < 0 :
        return
    result = TcpContoller.send_join_room(game_data.client_socket, rooms_data[selection-1]['room_number'], "Witch2")

    if result == 1:
        C_Game_framework.push_state(C_CharSellect_State)
    elif result == 2:
        print('is full')
    elif result == 3:
        print('is started')
Esempio n. 5
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def join_room():
    global room_image_state, image_time
    if selection > len(rooms_data) or selection < 0 :
        return
    result = TcpContoller.send_join_room(game_data.client_socket, rooms_data[selection-1]['room_number'], "Witch2")

    if result == CAN_JOIN:
        C_Game_framework.push_state(C_CharSellect_State)
    elif result == ROOM_IS_FULL:
        room_image_state = ROOM_IS_FULL
        image_time = 0
    elif result == GAME_IS_STARTED:
        room_image_state = GAME_IS_STARTED
        image_time = 0
Esempio n. 6
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def handle_events(frame_time):
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            C_Game_framework.quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                C_Game_framework.quit()
            elif event.type == SDL_MOUSEBUTTONDOWN:
                for i in range(0, 8):
                    if collide_point((_WAND.x, _WAND.y), COLLISION_BOX[i]):
                        handle_function[i]()
                        break
            else:
                _WAND.handle_event(event)
Esempio n. 7
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def handle_events(frame_time):
    global select_witch, readyState, _WAND
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            State.C_Game_framework.quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                State.C_Game_framework.quit()
            elif (event.type) == (SDL_MOUSEBUTTONDOWN):
                if _WAND.x > 30 :
                    if _WAND.x < 275:
                        if _WAND.y > 40:
                            if _WAND.y < 350:
                                select_witch= 1
                if _WAND.x > 305:
                    if _WAND.x < 545:
                        if _WAND.y > 40:
                            if _WAND.y < 350:
                                select_witch =2
                if _WAND.x > 580:
                    if _WAND.x < 820:
                        if _WAND.y > 40:
                            if _WAND.y < 350:
                                select_witch=3

                #READY!
                if _WAND.x > 905 :
                    if _WAND.x < 1115:
                        if _WAND.y > 230:
                            if _WAND.y < 330:
                                readyState= 1
                                if select_witch != 0 :
                                    C_Game_framework.run(C_collision)
                                    State.C_Game_framework.run(C_collision)
                #EXIT
                if _WAND.x > 905 :
                    if _WAND.x < 1115:
                        if _WAND.y > 90:
                            if _WAND.y < 190:
                                C_Game_framework.run(C_title_state)
                                State.C_Game_framework.run(C_title_state)
            else:
                _WAND.handle_event(event)
Esempio n. 8
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def update(frame_time):
    global _WAND, GAME_STATE, select_witch, readystate, exit_state, delta_time, game_data

    _WAND.update(frame_time)
    delta_time += frame_time
    if delta_time >= 0.3:
        TcpContoller.send_in_room_data(game_data.client_socket, select_witch,
                                       readystate, exit_state)
        room_data = TcpContoller.receive_in_room_data(game_data.client_socket)
        game_data.waitting_room_data = room_data
        delta_time = 0

    #if GAME_STATE ==1:

    ready_count = 0
    for i in range(3):
        if game_data.waitting_room_data['player_ready_state'][i]:
            ready_count += 1
    if ready_count == game_data.waitting_room_data['player_count']:
        C_Game_framework.push_state(C_collision)
Esempio n. 9
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def update(frame_time):
    global _WAND, GAME_STATE, select_witch , readystate, exit_state, delta_time, \
        game_data, emotion_selected, emotion_time, select_imotion

    exit_ack = False
    _WAND.update(frame_time)
    delta_time += frame_time
    if delta_time >= 0.3:
        TcpContoller.send_in_room_data(game_data.client_socket, select_witch,
                                       readystate, exit_state, select_imotion)
        select_imotion = 0
        if exit_state:
            exit_ack = TcpContoller.recv_exit_ack(game_data.client_socket)
            if exit_ack:
                game_data.waitting_room_data = None
                C_Game_framework.pop_state()
                return
        else:
            room_data = TcpContoller.receive_in_room_data(
                game_data.client_socket)
            game_data.waitting_room_data = room_data
        delta_time = 0

    for i in range(0, 3):
        if game_data.waitting_room_data['emotion'][i] != 0:
            emotion_selected[i] = game_data.waitting_room_data['emotion'][i]
            emotion_time[i] = 0

    ready_count = 0
    for i in range(3):
        if game_data.waitting_room_data['player_ready_state'][i]:
            ready_count += 1
        emotion_time[i] += frame_time

    if ready_count == game_data.waitting_room_data['player_count']:
        C_Game_framework.run(C_collision)
Esempio n. 10
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def start():
    pico2d.open_canvas(1200,900,True)
    C_Game_framework.run(C_title_state)
    pico2d.close_canvas()
Esempio n. 11
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def exit_lobby():
    send_exit_server = TcpContoller.send_exit_server(game_data.client_socket)
    if send_exit_server:
        TcpContoller.exit(game_data.client_socket)
        C_Game_framework.pop_state()
Esempio n. 12
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def exit_lobby():
    C_Game_framework.pop_state()
Esempio n. 13
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import os
import platform

from State import C_Game_framework
from State import C_start_state
import pico2d
#
pico2d.open_canvas(1200, 900)
C_Game_framework.run(C_start_state)
pico2d.close_canvas()