Esempio n. 1
0
class Menu:
    """Ecran dans lequel on a une input_box permettant d'entrer un pseudo puis d'essayer de se connecter à une session.
    """



    def __init__(self, client, message=None):
        self.client = client
        self.inputbox = InputBox(client.window_width / 2 - 100, client.window_height / 2 - 12, self.launch)
        self.inputbox.isWriting = True
        self.logger = Logger()
        if(not message is None):
            self.logger.add_message(message, (255, 0, 0))
        self.logger.add_message("Please enter a username")
        self.main_loop()

    def main_loop(self):
        while(True):
            self.handle_keyboard_input()

            self.draw_frame()

            self.client.clock.tick(REFRESH_TICKRATE)
    
    def handle_keyboard_input(self):
        keys = pygame.key.get_pressed()
        self.inputbox.handle_continuous_pressed_keys(keys)

        for event in pygame.event.get():
            if(event.type == pygame.QUIT):
                self.stop()

            if(event.type == pygame.KEYDOWN):
                if(event.key == pygame.K_ESCAPE):
                    self.stop()
                self.inputbox.handle_input_event(event)
            
    def draw_frame(self):
        self.client.window.fill((0, 0, 0))
        self.inputbox.draw(self.client.window)
        self.logger.draw(self.client.window)
        pygame.display.update()


    def stop(self):
        pygame.quit()
        exit(0)

    def launch(self, text):
        """Fonction pour lancer une partie multijoueur. On vérifie la validité du pseudo avant de lancer la partie
        """
        if(not re.match('^[a-z]+$', text) or len(text) > 10):
            self.logger.add_message("The username must be composed of only lower case letters and be less than 10 characters")
            pass
        else:
            multiplayer_game.MultiplayerGame(self.client, text)
Esempio n. 2
0
class MultiplayerGame:
    def __init__(self, client, username):
        self.client = client
        self.logger = Logger()
        self.score_displayer = Score(username)
        self.inputbox = InputBox(5, self.client.window_width - 30,
                                 self.send_message)
        self.username = username
        self.is_socket_connected_to_server = False
        self.session_state = "nosession"  # Indicate whether we not connected, requested connection or in a session
        self.socket = None

        self.arena = Arena(self.client.window_width,
                           self.client.window_height)  # Creation de l'arene
        self.main_player = Player("player.png", self.username, to_display=True)

        self.last_newcom = 0

        self.arena.players[username] = self.main_player
        self.main_loop()

    def main_loop(self):
        while (True):
            self.handle_server_coms()

            self.handle_keyboard_input()

            self.enitities_update()

            self.draw_frame()

            self.client.clock.tick(
                REFRESH_TICKRATE
            )  # Limite le nombre de mise a jour par seconde

    def handle_server_coms(self):
        if (not self.is_socket_connected_to_server):
            self.logger.add_message("Connecting to server...")

            self.socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
            try:
                self.socket.connect((HOST, PORT))
            except ConnectionRefusedError:
                menu.Menu(self.client, "Connection to server failed")
            self.logger.add_message("Connection successful.")
            self.is_socket_connected_to_server = True

        if (self.session_state == "nosession"):
            self.logger.add_message("Trying to join a session...")
            self.session_state = "request"
            send_serveur.connect(self.socket, self.username)
        elif (self.session_state == "jeu"):
            # send_serveur.newpos(self.socket, self.main_player.pos)

            if (time.time() - self.last_newcom > 1 / SERVER_TICKRATE):
                send_serveur.newcom(self.socket,
                                    self.main_player.command_angle,
                                    self.main_player.command_thrust,
                                    self.main_player.hasShoot)
                self.main_player.hasShoot = False
                self.last_newcom = time.time()

                # Commands sent, reset
                self.main_player.command_angle = 0
                self.main_player.command_thrust = 0

        self.handle_server_responses()

    def handle_server_responses(self):
        try:
            data = self.socket.recv(8192, socket.MSG_DONTWAIT)
        except BlockingIOError:  # Nothing to read
            return

        commands = data.decode().split("\n")
        commands = [cmd.split("/") for cmd in commands]
        # print(commands)

        for cmd in commands:
            if (cmd[0] == "WELCOME"):
                self.apply_command_welcome(cmd)
            elif (cmd[0] == "DENIED"):
                self.apply_command_denied(cmd)
            elif (cmd[0] == "NEWPLAYER"):
                self.apply_command_newplayer(cmd)
            elif (cmd[0] == "PLAYERLEFT"):
                self.apply_command_playerleft(cmd)
            elif (cmd[0] == "SESSION"):
                self.apply_command_session(cmd)
            elif (cmd[0] == "WINNER"):
                self.apply_command_winner(cmd)
            elif (cmd[0] == "TICK"):
                self.apply_command_tick(cmd)
            elif (cmd[0] == "TICK2"):
                self.apply_command_tick2(cmd)
            elif (cmd[0] == "NEWOBJ"):
                self.apply_command_newobj(cmd)
            elif (cmd[0] == "RECEPTION"):
                self.apply_command_reception(cmd)
            elif (cmd[0] == "PRECEPTION"):
                self.apply_command_preception(cmd)

    def apply_command_welcome(self, cmd):
        phase = cmd[1]
        scores = cmd[2]
        coord = cmd[3]
        obs_coords = cmd[4]

        if (phase == "attente"):
            self.logger.add_message("Waiting to start session")
            self.logger.add_message("Type /race to start a race next")
            self.session_state = "attente"
        elif (phase == "jeu" or phase == "ingame_race"):
            self.logger.add_message("Joining a game")
            self.session_state = "jeu"
            goals_coord = coord.split("|")
            goalx, goaly = parse_coord(goals_coord[0])
            if (len(goals_coord) == 2):
                nextgoalx, nextgoaly = parse_coord(goals_coord[1])
                self.arena.next_goal = Goal(nextgoalx, nextgoaly, True)
            else:
                self.arena.next_goal = None
            self.arena.goal = Goal(goalx, goaly)
            self.main_player.to_display = False  # Wait to get coord before displaying
            for s in scores.split("|"):
                [name, score] = s.split(":")
                if (name in self.arena.players):
                    self.arena.players[name].score = int(score)
                else:
                    new_player = Player("enemy.png", name)
                    new_player.score = int(score)
                    self.arena.players[name] = new_player

            if (len(obs_coords) > 0):
                for o in obs_coords.split("|"):
                    pos = parse_coord(o)
                    self.arena.obstacles.append(Obstacle(pos[0], pos[1]))

    def apply_command_denied(self, cmd):
        self.logger.add_message("Joining session failed")
        menu.Menu(self.client,
                  "This username is already taken, please choose another")

    def apply_command_newplayer(self, cmd):
        user = cmd[1]
        self.logger.add_message(user + " joins the game")
        self.arena.players[user] = Player("enemy.png", user)

    def apply_command_playerleft(self, cmd):
        user = cmd[1]
        self.logger.add_message(user + " left the game")
        if (user in self.arena.players):
            del self.arena.players[user]

    def apply_command_session(self, cmd):
        coords = cmd[1]
        coord = cmd[2]
        obs_coords = cmd[3]

        self.logger.add_message("Session starting !")
        players_coords = coords.split("|")
        for p in players_coords:
            [name, pos] = p.split(":")
            pos = parse_coord(pos)
            if (name in self.arena.players):
                self.arena.players[name].reset()
                self.arena.players[name].moveTo(pos[0], pos[1])
                self.arena.players[name].to_display = True
            else:
                self.arena.players[name] = Player("enemy.png", name, pos, True)
        goals_coord = coord.split("|")
        goalx, goaly = parse_coord(goals_coord[0])
        if (len(goals_coord) == 2):
            nextgoalx, nextgoaly = parse_coord(goals_coord[1])
            self.arena.next_goal = Goal(nextgoalx, nextgoaly, True)

        self.arena.goal = Goal(goalx, goaly)

        if (len(obs_coords) > 0):
            for o in obs_coords.split("|"):
                pos = parse_coord(o)
                self.arena.obstacles.append(Obstacle(pos[0], pos[1]))

        self.session_state = "jeu"

    def apply_command_winner(self, cmd):
        scores = cmd[1]
        for s in scores.split("|"):
            [name, score] = s.split(":")
            self.arena.players[name].score = int(score)
            if (int(score) == WIN_CAP):
                winner = name
        if (self.username == winner):
            self.logger.add_message(
                "End of game, congratulations you are the winner !!")
        else:
            self.logger.add_message("End of game, winner is : " + winner)
        self.logger.add_message("A new game will restart soon")
        self.session_state = "attente"
        self.arena.goal = None
        self.arena.obstacles.clear()
        self.arena.attacks.clear()
        # Don't display other player if not ingame
        for p in self.arena.players.values():
            if (not p.username == self.username):
                p.to_display = False

    def apply_command_tick(self, cmd):
        coords = cmd[1]
        self.arena.attacks.clear()
        players_coords = coords.split("|")
        for p in players_coords:
            [name, vals] = p.split(":")
            pos, vector, direction = parse_coord(vals)
            player = self.arena.players[name]
            player.moveTo(pos[0], pos[1])
            player.direction = direction
            player.vector = vector
            player.to_display = True

    def apply_command_tick2(self, cmd):
        self.apply_command_tick(cmd)

        self.arena.attacks.clear()
        coords = cmd[2]
        for a in coords.split("|"):
            pos = parse_coord(a)
            self.arena.attacks.append(Attack(pos[0], pos[1], pos[2]))

    def apply_command_newobj(self, cmd):
        coord = cmd[1]
        scores = cmd[2]
        for s in scores.split("|"):
            [name, score] = s.split(":")
            self.arena.players[name].score = int(score)

        goals_coord = coord.split("|")
        goalx, goaly = parse_coord(goals_coord[0])
        if (len(goals_coord) == 2):
            nextgoalx, nextgoaly = parse_coord(goals_coord[1])
            self.arena.next_goal = Goal(nextgoalx, nextgoaly, True)
        else:
            self.arena.next_goal = None
        self.arena.goal = Goal(goalx, goaly)

    def apply_command_reception(self, cmd):
        message = cmd[1]
        self.logger.add_message(message, (255, 0, 0))

    def apply_command_preception(self, cmd):
        message = cmd[1]
        user = cmd[2]
        self.logger.add_message("From " + user + " : " + message,
                                (255, 105, 180))

    def handle_keyboard_input(self):
        keys = pygame.key.get_pressed()
        if (not self.inputbox.isWriting):
            if (keys[pygame.K_q] or keys[pygame.K_LEFT]):
                self.main_player.anticlock()
            elif (keys[pygame.K_d] or keys[pygame.K_RIGHT]):
                self.main_player.clock()
        else:
            self.inputbox.handle_continuous_pressed_keys(keys)

        for event in pygame.event.get():
            if (event.type == pygame.QUIT):
                self.stop()

            if (event.type == pygame.KEYDOWN):
                if (not self.inputbox.isWriting):
                    if (event.key == pygame.K_SPACE):
                        self.main_player.thrust()
                    if (event.key == pygame.K_e):
                        self.main_player.shoot()
                    if (event.key == pygame.K_ESCAPE):
                        self.stop()
                self.inputbox.handle_input_event(event)

    def enitities_update(self):
        self.arena.update(
        )  # Updates every players in the arena including the main_player

    def draw_frame(self):
        self.client.window.fill(
            (0, 0, 0))  # Efface tout ce qui est sur la fenetre
        self.arena.draw(self.client.window)  # Dessine toutes les entites
        self.logger.draw(self.client.window)
        self.score_displayer.draw(self.arena.players, self.client.window)
        self.inputbox.draw(self.client.window)
        pygame.display.update()  # Met a jour la fenetre

    def stop(self):
        if (not self.socket is None):
            self.socket.close()
        pygame.quit()
        exit(0)

    def send_message(self, text):
        words = text.split(" ")
        if (len(words) >= 3 and words[0] == "/w" and len(words[1]) > 0
                and len(words[2]) > 0):
            msg = " ".join(words[2:])
            self.logger.add_message("To " + words[1] + " : " + msg,
                                    (255, 105, 180))
            send_serveur.sendpmsg(self.socket, words[1], msg)
        elif (len(words) == 1 and words[0] == "/race"):
            self.logger.add_message("The next session will be a race")
            send_serveur.sendrace(self.socket)
        else:
            self.logger.add_message(text, (255, 0, 0))
            send_serveur.sendmsg(self.socket, text)