Esempio n. 1
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    def handle_interaction(self, event_data, registry):
        """Presents options window when another player has interacted with this player.

        :param event_data: Information on the type of interaction and who sent it.
        :param registry:

        :type event_data: Dictionary
        :type registry: Dictionary

        :rtype: None
        :returns: None
        """
        print(event_data)
        target = registry[event_data["target"]]["sprite"]
        target_name = str(target.name)
        networking.update_client(target, event_data["char_dict"], self.game)
        if event_data["interaction"] == "DUEL":
            if not event_data["response"]:
                self.interaction_menu.visible = True
                self.interaction_menu.interactable = True
                self.interaction_menu.player = target
                self.interaction_menu.interaction = "DUEL"
                self.interaction_menu.menu_items = [
                    target_name + " would like to Duel!", "Accept", "Decline"
                ]
            else:
                if self.wants_duel:
                    if event_data["response"] == "Accept":
                        world = self.game.current_state
                        pd = world.player1.__dict__
                        event_data = {
                            "type": "CLIENT_INTERACTION",
                            "interaction": "START_DUEL",
                            "target": [event_data["target"]],
                            "response": None,
                            "char_dict": {
                                "monsters": pd["monsters"],
                                "inventory": pd["inventory"]
                            }
                        }
                        self.game.server.notify_client_interaction(
                            cuuid, event_data)
Esempio n. 2
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    def broadcast_player_teleport_change(self):
        """ Tell clients/host that player has moved or changed map after teleport

        :return:
        """
        # Set the transition variable in event_data to false when we're done
        self.game.event_data["transition"] = False

        # Update the server/clients of our new map and populate any other players.
        if self.game.isclient or self.game.ishost:
            self.game.add_clients_to_map(self.game.client.client.registry)
            self.game.client.update_player(self.player1.facing)

        # Update the location of the npcs. Doesn't send network data.
        for npc in self.npcs.values():
            char_dict = {"tile_pos": npc.tile_pos}
            networking.update_client(npc, char_dict, self.game)

        for npc in self.npcs_off_map.values():
            char_dict = {"tile_pos": npc.tile_pos}
            networking.update_client(npc, char_dict, self.game)
Esempio n. 3
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    def broadcast_player_teleport_change(self):
        """ Tell clients/host that player has moved or changed map after teleport

        :return:
        """
        # Set the transition variable in event_data to false when we're done
        self.game.event_data["transition"] = False

        # Update the server/clients of our new map and populate any other players.
        if self.game.isclient or self.game.ishost:
            self.game.add_clients_to_map(self.game.client.client.registry)
            self.game.client.update_player(self.player1.facing)

        # Update the location of the npcs. Doesn't send network data.
        for npc in self.npcs.values():
            char_dict = {"tile_pos": npc.tile_pos}
            networking.update_client(npc, char_dict, self.game)

        for npc in self.npcs_off_map.values():
            char_dict = {"tile_pos": npc.tile_pos}
            networking.update_client(npc, char_dict, self.game)
Esempio n. 4
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    def handle_interaction(self, event_data, registry):
        """Presents options window when another player has interacted with this player.

        :param event_data: Information on the type of interaction and who sent it.
        :param registry:

        :type event_data: Dictionary
        :type registry: Dictionary

        :rtype: None
        :returns: None
        """
        print(event_data)
        target = registry[event_data["target"]]["sprite"]
        target_name = str(target.name)
        networking.update_client(target, event_data["char_dict"], self.game)
        if event_data["interaction"] == "DUEL":
            if not event_data["response"]:
                self.interaction_menu.visible = True
                self.interaction_menu.interactable = True
                self.interaction_menu.player = target
                self.interaction_menu.interaction = "DUEL"
                self.interaction_menu.menu_items = [target_name+" would like to Duel!","Accept","Decline"]
            else:
                if self.wants_duel:
                    if event_data["response"] == "Accept":
                        world = self.game.current_state
                        pd = world.player1.__dict__
                        event_data = {"type": "CLIENT_INTERACTION",
                                      "interaction": "START_DUEL",
                                      "target": [event_data["target"]],
                                      "response": None,
                                      "char_dict": {"monsters": pd["monsters"],
                                                    "inventory": pd["inventory"]
                                                    }

                                      }
                        self.game.server.notify_client_interaction(cuuid, event_data)
Esempio n. 5
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    def move_npcs(self):
        """ Move NPCs and Players around according to their state

        This function may be moved to a server

        :return:
        """
        # Draw any game NPC's
        for npc in self.npcs.values():
            if npc.running:
                npc.moverate = npc.runrate
            else:
                npc.moverate = npc.walkrate

            # Get the NPC's tile position based on his pixel position. Since the NPC's sprite is 1 x 2
            # tiles in size, we add 1 to the 'y' position so the NPC's actual position will be on the bottom
            # portion of the sprite.
            npc.tile_pos = (float((npc.position[0] - self.global_x)) / float(
                self.tile_size[0]), (float((npc.position[1] - self.global_y)) / float(self.tile_size[1])) + 1)

            # Move the NPC with the map as it moves
            npc.position[0] -= self.global_x_diff
            npc.position[1] -= self.global_y_diff

            # if the npc has a path, move it along its path
            if npc.path:
                npc.move_by_path()

            npc.move(self.tile_size, self.time_passed_seconds, self)

            # Reset our directions after moving.
            if not npc.isplayer:
                npc.direction["up"] = False
                npc.direction["down"] = False
                npc.direction["left"] = False
                npc.direction["right"] = False

            if npc.update_location:
                char_dict = {"tile_pos": npc.final_move_dest}
                networking.update_client(npc, char_dict, self.game)
                npc.update_location = False

        # Move any multiplayer characters that are off map so we know where they should be when we change maps.
        for npc in self.npcs_off_map.values():
            if npc.running:
                npc.moverate = npc.runrate
            else:
                npc.moverate = npc.walkrate

            # Get the NPC's tile position based on his pixel position. Since the NPC's sprite is 1 x 2
            # tiles in size, we add 1 to the 'y' position so the NPC's actual position will be on the bottom
            # portion of the sprite.
            npc.tile_pos = (float((npc.position[0] - self.global_x)) / float(
                self.tile_size[0]), (float((npc.position[1] - self.global_y)) / float(self.tile_size[1])) + 1)

            # Move the NPC with the map as it moves
            npc.position[0] -= self.global_x_diff
            npc.position[1] -= self.global_y_diff

            # if the npc has a path, move it along its path
            if npc.path:
                npc.move_by_path()

            npc.move(self.tile_size, self.time_passed_seconds, self)
Esempio n. 6
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    def move_npcs(self):
        """ Move NPCs and Players around according to their state

        This function may be moved to a server

        :return:
        """
        # Draw any game NPC's
        for npc in self.npcs.values():
            if npc.running:
                npc.moverate = npc.runrate
            else:
                npc.moverate = npc.walkrate

            # Get the NPC's tile position based on his pixel position. Since the NPC's sprite is 1 x 2
            # tiles in size, we add 1 to the 'y' position so the NPC's actual position will be on the bottom
            # portion of the sprite.
            npc.tile_pos = (float(
                (npc.position[0] - self.global_x)) / float(self.tile_size[0]),
                            (float((npc.position[1] - self.global_y)) /
                             float(self.tile_size[1])) + 1)

            # Move the NPC with the map as it moves
            npc.position[0] -= self.global_x_diff
            npc.position[1] -= self.global_y_diff

            # if the npc has a path, move it along its path
            if npc.path:
                npc.move_by_path()

            npc.move(self.tile_size, self.time_passed_seconds, self)

            # Reset our directions after moving.
            if not npc.isplayer:
                npc.direction["up"] = False
                npc.direction["down"] = False
                npc.direction["left"] = False
                npc.direction["right"] = False

            if npc.update_location:
                char_dict = {"tile_pos": npc.final_move_dest}
                networking.update_client(npc, char_dict, self.game)
                npc.update_location = False

        # Move any multiplayer characters that are off map so we know where they should be when we change maps.
        for npc in self.npcs_off_map.values():
            if npc.running:
                npc.moverate = npc.runrate
            else:
                npc.moverate = npc.walkrate

            # Get the NPC's tile position based on his pixel position. Since the NPC's sprite is 1 x 2
            # tiles in size, we add 1 to the 'y' position so the NPC's actual position will be on the bottom
            # portion of the sprite.
            npc.tile_pos = (float(
                (npc.position[0] - self.global_x)) / float(self.tile_size[0]),
                            (float((npc.position[1] - self.global_y)) /
                             float(self.tile_size[1])) + 1)

            # Move the NPC with the map as it moves
            npc.position[0] -= self.global_x_diff
            npc.position[1] -= self.global_y_diff

            # if the npc has a path, move it along its path
            if npc.path:
                npc.move_by_path()

            npc.move(self.tile_size, self.time_passed_seconds, self)
Esempio n. 7
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    def fullscreen_animations(self, surface):
        """Handles fullscreen animations such as transitions, cutscenes, etc.

        :param surface: Surface to draw onto

        :rtype: None
        :returns: None

        """

        # artificially set the time passed to make up for case
        # when map loads drop fps and causes the fade to be skipped
        td = 0.016  # 60 fps

        # F****N' MATH! 0 = NO ALPHA NOT 255 DAMNIT BILLY!
        # if the value of start_transition event is set to true
        if self.start_transition:
            if self.transition_alpha == 0:
                self.SAVE_THIS_FUCKING_SCREEN = surface.copy()
            self.transition_surface = self.SAVE_THIS_FUCKING_SCREEN.copy()
            # f*****g dumb ass math wont let me do less than 1 second so I had to speed that shit up so
            # I multiplied time_passed_seconds testing around making the fade faster because Billys'
            # teleport is TOO F*****G FAST
            self.transition_alpha += 255 * (td / self.transition_time)
            if self.transition_alpha >= 255:
                self.transition_alpha = 255
                # created a black screen variable so it actually looks like he teleported, gotta figure out
                # how to make the event start earlier, initial testing proves I need sleep. Also billys'
                # teleport is STILL TOO F*****G FAST!
                if self.black_screen >= 50:
                    self.black_screen = 50
                    self.start_transition_back = True
                    self.start_transition = False
                self.black_screen += 50 * (td / self.transition_time)
            self.transition_surface.set_alpha(self.transition_alpha)
            self.transition_surface.fill((0, 0, 0))
            surface.blit(self.transition_surface, (0, 0))
            # print(transition_alpha)

        # Perform a delayed teleport if we're also doing a teleport and we've
        # faded out completely
        if self.delayed_teleport and self.start_transition_back:
            self.global_x = self.delayed_x
            self.global_y = self.delayed_y

            if self.delayed_facing:
                self.player1.facing = self.delayed_facing
                self.delayed_facing = None

            # check if map has changed, and if so, change it
            map_name = prepare.BASEDIR + "resources/maps/" + self.delayed_mapname
            if map_name != self.current_map.filename:
                self.change_map(map_name)

            self.delayed_teleport = False

        # Replace this SAVE_THIS_FUCKING_SCREEN with the value of the blit of
        # the new map
        if self.start_transition_back:
            self.transition_back_surface = self.SAVE_THIS_FUCKING_SCREEN.copy()
            # same shit as above down here as well, except i slowed that shit
            # down
            self.transition_alpha -= 255 * (td / self.transition_time)
            if self.transition_alpha <= 0:
                self.transition_alpha = 0
                self.start_transition_back = False
                self.black_screen = 0
            self.transition_back_surface.set_alpha(self.transition_alpha)
            self.transition_back_surface.fill((0, 0, 0))
            surface.blit(self.transition_back_surface, (0, 0))
            self.game.event_data[
                "transition"] = False    # Set the transition variable in event_data to false when we're done

            # Update the server/clients of our new map and populate any other players.
            if self.game.isclient or self.game.ishost:
                self.game.add_clients_to_map(self.game.client.client.registry)
                self.game.client.update_player(self.player1.facing)

            # Update the location of the npcs. Doesn't send network data.
            for npc in self.npcs:
                char_dict = {"tile_pos": npc.tile_pos}
                networking.update_client(npc, char_dict, self.game)

            for npc in self.npcs_off_map:
                char_dict = {"tile_pos": npc.tile_pos}
                networking.update_client(npc, char_dict, self.game)
Esempio n. 8
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    def player_movement(self):
        """Handles player's movement, collision, and drawing. Also draws map
        tiles that are on a layer above the player.

        :param: None

        :rtype: None
        :returns: None

        """
        # Get all the keys pressed for modifiers only!
        pressed = list(pygame.key.get_pressed())
        self.ctrl_held = pressed[pygame.K_LCTRL] or pressed[pygame.K_RCTRL]
        self.alt_held = pressed[pygame.K_LALT] or pressed[pygame.K_RALT]
        self.shift_held = pressed[pygame.K_LSHIFT] or pressed[pygame.K_RSHIFT]

        # TODO: phase out in favor of a global game clock
        self.time_passed_seconds = self.game.time_passed_seconds

        # Handle tile based movement for the player
        if self.shift_held:
            self.player1.moverate = self.player1.runrate
        else:
            self.player1.moverate = self.player1.walkrate

        # Check to see if the player is colliding with anything
        self.collision_rectmap = []
        for item in self.collision_map:
            self.collision_rectmap.append(
                pygame.Rect(
                    (item[0] * self.tile_size[0]) + self.global_x,
                    (item[1] * self.tile_size[0]) + self.global_y, self.tile_size[0], self.tile_size[1]))

        # Add any NPC's to the collision rectangle map. We use this to see if
        # the player is colliding or not
        for npc in self.npcs:
            self.collision_rectmap.append(
                pygame.Rect(npc.position[0], npc.position[1], self.tile_size[0], self.tile_size[1]))

        # Set the global_x/y when the player moves around
        self.global_x, self.global_y = self.player1.move(
            self.screen, self.tile_size, self.time_passed_seconds, (self.global_x, self.global_y), self)

        # Find out how many pixels we've moved since we started moving
        self.global_x_diff = self.orig_global_x - self.global_x
        self.global_y_diff = self.orig_global_y - self.global_y

        # Draw any game NPC's
        for npc in self.npcs:
            if npc.running:
                npc.moverate = npc.runrate
            else:
                npc.moverate = npc.walkrate
            # Get the NPC's tile position based on his pixel position. Since the NPC's sprite is 1 x 2
            # tiles in size, we add 1 to the 'y' position so the NPC's actual position will be on the bottom
            # portion of the sprite.
            npc.tile_pos = (float((npc.position[0] - self.global_x)) / float(
                self.tile_size[0]), (float((npc.position[1] - self.global_y)) / float(self.tile_size[1])) + 1)

            # If the NPC is not visible on the screen, don't draw him
            #if self.screen_rect.colliderect(npc.rect):
            #    npc.move(self.screen, self.tile_size, self.time_passed_seconds, (     #### Disabled for now
            #        npc.position[0], npc.position[1]), self)

            # Move the NPC with the map as it moves
            npc.position[0] -= self.global_x_diff
            npc.position[1] -= self.global_y_diff

            # debug info
            #print("npc.tile_pos="+str(npc.tile_pos))

            # if the npc has a path, move it along its path
            if npc.path:
                npc.move_by_path()

            npc.move(self.tile_size, self.time_passed_seconds, self)

            # Reset our directions after moving.
            if not npc.isplayer:
                npc.direction["up"] = False
                npc.direction["down"] = False
                npc.direction["left"] = False
                npc.direction["right"] = False

            if npc.update_location:
                char_dict ={"tile_pos": npc.final_move_dest,
                            }
                networking.update_client(npc, char_dict, self.game)
                npc.update_location = False

            # Draw the bottom part of the NPC.
            npc.draw(self.screen, "bottom")

        # Move any multiplayer characters that are off map so we know where they should be when we change maps.
        for npc in self.npcs_off_map:
            if npc.running:
                npc.moverate = npc.runrate
            else:
                npc.moverate = npc.walkrate
            # Get the NPC's tile position based on his pixel position. Since the NPC's sprite is 1 x 2
            # tiles in size, we add 1 to the 'y' position so the NPC's actual position will be on the bottom
            # portion of the sprite.
            npc.tile_pos = (float((npc.position[0] - self.global_x)) / float(
                self.tile_size[0]), (float((npc.position[1] - self.global_y)) / float(self.tile_size[1])) + 1)

            # Move the NPC with the map as it moves
            npc.position[0] -= self.global_x_diff
            npc.position[1] -= self.global_y_diff

            # if the npc has a path, move it along its path
            if npc.path:
                npc.move_by_path()

            npc.move(self.tile_size, self.time_passed_seconds, self)

        # Draw the bottom half of the player
        self.player1.draw(self.screen, "bottom")

        # Draw the medium level tiles. These tiles will appear above the player's body,
        # but below the player's head.
        for tile in self.medlayer_tiles:

            # Get the rectangle object of the tile that is going to be drawn so
            # we can see if it is going to be outside the visible screen area
            # or not
            if type(tile["surface"]) is pygame.Surface:
                tile_rect = pygame.Rect(tile["surface"].get_width(), tile["surface"].get_height(), tile[
                                        "position"][0] + self.global_x, tile["position"][1] + self.global_y)
            else:
                tile_rect = pygame.Rect(tile["surface"].getMaxSize()[0], tile["surface"].getMaxSize()[1],
                                        tile["position"][0] + self.global_x, tile["position"][1] + self.global_y)

            # If any part of the tile overlaps with the screen, then draw it to
            # the screen
            if self.screen_rect.colliderect(tile_rect):
                med_x = tile["position"][0] + self.orig_global_x
                med_y = tile["position"][1] + self.orig_global_y
                if type(tile["surface"]) is pygame.Surface:
                    self.screen.blit(tile["surface"], (med_x, med_y))
                else:
                    tile["surface"].blit(self.screen, (med_x, med_y))

        # Draw the top half of our NPCs above layer 4.
        for npc in self.npcs:
            npc.draw(self.screen, "top")

        # Draw the top half of the player above layer 4.
        self.player1.draw(self.screen, "top")