def __init__(self, serverip, serverport, team, nick, screenMgr): super(SpylightGame, self).__init__() self.screenMgr = screenMgr # Register to the server self._ni = NetworkInterface(serverip, serverport) init_response = self._ni.connect(MessageFactory.init(team, nick)) # Parse server init message self.team = init_response['team'] self.playerid = init_response['id'] # Init environment loaded_map = SpyLightMap(init_response['map']) Logger.info("SL|SLGame: Map loaded: %s", loaded_map.title) Logger.info("SL|SLGame: Map size: %s", loaded_map.size) if init_response['map_hash'] != loaded_map.get_hash(): Logger.error("SL|SLGame: Wrong map hash. Expected %s", loaded_map.get_hash()) sys.exit() self.init_game_view(loaded_map, init_response) self.hud = SpylightHUD(self, max_hp=init_response['max_hp']) self.add_widget(self.hud) # Register input listeners kbMgr = KeyboardManager() kbMgr.bind(quit=screenMgr.goToPauseScreen) self._am = ActionManager(self._ni, kbMgr, self) # Game client ready self._ni.on_message_recieved = self.update self._ni.ready()
class SpylightGame(Widget): def __init__(self, serverip, serverport, team, nick, screenMgr): super(SpylightGame, self).__init__() self.screenMgr = screenMgr # Register to the server self._ni = NetworkInterface(serverip, serverport) init_response = self._ni.connect(MessageFactory.init(team, nick)) # Parse server init message self.team = init_response['team'] self.playerid = init_response['id'] # Init environment loaded_map = SpyLightMap(init_response['map']) Logger.info("SL|SLGame: Map loaded: %s", loaded_map.title) Logger.info("SL|SLGame: Map size: %s", loaded_map.size) if init_response['map_hash'] != loaded_map.get_hash(): Logger.error("SL|SLGame: Wrong map hash. Expected %s", loaded_map.get_hash()) sys.exit() self.init_game_view(loaded_map, init_response) self.hud = SpylightHUD(self, max_hp=init_response['max_hp']) self.add_widget(self.hud) # Register input listeners kbMgr = KeyboardManager() kbMgr.bind(quit=screenMgr.goToPauseScreen) self._am = ActionManager(self._ni, kbMgr, self) # Game client ready self._ni.on_message_recieved = self.update self._ni.ready() def init_game_view(self, loaded_map, init_response): self.players = {} # Player replicas. for player in init_response['players']: if player[1] == init_response['id']: # Local player self.char = Character(nick=player[0], playerid=player[1], team=player[2]) self.players[player[1]] = self.char else: self.players[player[1]] = Replica(nick=player[0], playerid=player[1], team=player[2], pos=(-42, -42)) self.mv = MapView(loaded_map, self.char, self.players) self.add_widget(self.mv) # self.add_widget(self.char) # after the map to keep it always visible! self.char.bind(offset=self.mv.update_pos) self.char.set_game_pos(init_response['pos']) # Also updates the map def update(self, data): """ Dispatches the updates coming from the server to the concerned objects The events (shots, pirating initiation, etc.) are handled in self._display_events() """ Logger.debug('SL|SLGame: update parameter: %s', data) if data['type'] == 'update': if data['s'] == 1: Logger.info('SL|Game: Dead! dead! dead!') # TODO remove listeners self.char.update(data) self.hud.update(data) self.mv.update(data) player_updates = {} for vp in data['vp']: player_updates[vp[0]] = vp for i in self.players: if i != self.char.playerid: p = self.players[i] try: p.visible = True p.update(player_updates[i]) except KeyError: p.visible = False self._display_events(data['ev']) elif data['type'] == 'end': self._am.unbind() self._ni.disconnect() Logger.info('SL|Game: %s', data) self.screenMgr.goToPostGameScreen(data) else: Logger.warn('SL|Game: frame type not recognized: %s', data['type']) def _display_events(self, evts): """ Dispatches the display of events to the concerned objects. Will eventually be merged with update() once the events and stuff are properly defined. """ if evts: self.hud.evt_log.update('TODO') # Shots # Term pirating start # Term pirating end pass