Esempio n. 1
0
class PlayerClient(Dialog):

    def __init__(self, master, **kwargs):
        Dialog.__init__(self, master=master, bg_color=GREEN_DARK, **kwargs)
        params_for_all_buttons = {
            "font": ("calibri", 30),
            "bg": GREEN,
            "hover_bg": GREEN_LIGHT,
            "active_bg": GREEN_DARK,
            "highlight_color": YELLOW,
            "outline": 3
        }
        self.start_game = NavySetup(2)
        self.text_title = Text("Connect to Player 1", ("calibri", 50))
        self.ip = Entry(self, width=15, font=("calibri", 40), bg=GREEN, highlight_color=YELLOW, outline=2)
        self.text_ip_address = Text("IP address", ("calibri", 40), YELLOW)
        self.port = Entry(self, width=15, font=("calibri", 40), bg=GREEN, highlight_color=YELLOW, outline=2)
        self.text_port_of_connection = Text("Port", ("calibri", 40), YELLOW)
        self.text_connection = Text(font=("calibri", 25), color=YELLOW)
        self.text_connection.hide()
        self.button_connect = Button(self, "Connection", callback=self.connection, **params_for_all_buttons)
        self.button_cancel = Button(self, "Return to menu", callback=self.stop, **params_for_all_buttons)
        self.lets_play_countdown = CountDown(self, 3, "Connected.\nGame start in {seconds} seconds", font=("calibri", 35), color=YELLOW, justify="center")

    def on_dialog_quit(self):
        self.disable_text_input()
        self.stop_connection()

    def place_objects(self):
        self.frame.move(center=self.center)
        self.text_title.move(centerx=self.frame.centerx, top=self.frame.top + 50)
        self.lets_play_countdown.move(center=self.text_title.center)
        self.ip.move(centerx=self.frame.centerx + self.frame.w // 10, bottom=self.frame.centery - 10)
        self.text_ip_address.move(centery=self.ip.centery, right=self.ip.left - 10)
        self.port.move(left=self.ip.left, top=self.ip.bottom + 20)
        self.text_port_of_connection.move(centery=self.port.centery, right=self.port.left - 10)
        self.text_connection.move(centerx=self.frame.centerx, top=self.port.bottom + 5)
        self.button_connect.move(centerx=self.frame.centerx - (self.frame.width // 4), bottom=self.frame.bottom - 10)
        self.button_cancel.move(centerx=self.frame.centerx + (self.frame.width // 4), bottom=self.frame.bottom - 10)

    def connection(self):
        self.text_connection.show()
        self.text_connection.message = "Connection..."
        self.draw_and_refresh()
        if not self.connect_to_server(self.ip.get(), int(self.port.get()), 3):
            self.text_connection.message = "Connection failed. Try again."
        else:
            self.text_connection.hide()
            self.text_title.hide()
            self.button_connect.state = self.button_cancel.state = Button.DISABLED
            self.button_connect.focus_leave()
            self.lets_play_countdown.start(at_end=self.play)

    def play(self):
        self.start_game.mainloop()
        self.stop()
Esempio n. 2
0
class PlayerClient(Dialog):

    def __init__(self, master, **kwargs):
        Dialog.__init__(self, master=master, bg_color=GREEN_DARK, **kwargs)
        self.start_game = master.start_game
        self.text_title = Text("Connect to Player 1", font=("calibri", 50))
        self.form = Form(self)
        self.form.add_entry("IP", Text("IP address", font=("calibri", 40), color=YELLOW), Entry(self, width=15, font=("calibri", 30), bg=GREEN, highlight_color=YELLOW, outline=2))
        self.form.add_entry("Port", Text("Port", font=("calibri", 40), color=YELLOW), Entry(self, width=15, font=("calibri", 30), bg=GREEN, highlight_color=YELLOW, outline=2))
        self.text_connection = Text(font=("calibri", 25), color=YELLOW)
        self.text_connection.hide()
        self.button_connect = Button(self, "Connection", theme="option", callback=self.connection)
        self.button_cancel = Button(self, "Return to menu", theme="option", callback=self.stop)
        self.lets_play_countdown = CountDown(self, 3, "Connected.\nGame start in {seconds} seconds", font=("calibri", 35), color=YELLOW, justify="center")

    def on_quit(self):
        self.stop_connection()

    def place_objects(self):
        self.frame.move(center=self.center)
        self.text_title.move(centerx=self.frame.centerx, top=self.frame.top + 50)
        self.lets_play_countdown.move(center=self.text_title.center)
        self.form.move(center=self.frame.center)
        self.text_connection.move(centerx=self.frame.centerx, top=self.form.bottom + 5)
        self.button_connect.move(centerx=self.frame.centerx - (self.frame.width // 4), bottom=self.frame.bottom - 10)
        self.button_cancel.move(centerx=self.frame.centerx + (self.frame.width // 4), bottom=self.frame.bottom - 10)

    def connection(self):
        self.text_connection.show()
        self.text_connection.message = "Connection..."
        self.draw_and_refresh()
        try:
            address = self.form.get("IP")
            port = int(self.form.get("Port"))
        except ValueError:
            self.text_connection.message = "The port of connection must be a number."
            return
        if not self.connect_to_server(address, port, 3):
            self.text_connection.message = "Connection failed. Try again."
        else:
            self.text_connection.hide()
            self.text_title.hide()
            self.button_connect.state = self.button_cancel.state = Button.DISABLED
            self.button_connect.focus_leave()
            self.lets_play_countdown.start(at_end=self.play)

    def play(self):
        self.start_game.start(2)
        self.stop()
Esempio n. 3
0
class PlayerServer(Dialog):

    def __init__(self, master, **kwargs):
        Dialog.__init__(self, master=master, bg_color=GREEN_DARK, **kwargs)
        params_for_all_buttons = {
            "font": ("calibri", 30),
            "bg": GREEN,
            "hover_bg": GREEN_LIGHT,
            "active_bg": GREEN_DARK,
            "outline": 3,
            "highlight_color": YELLOW
        }
        self.start_game = master.start_game
        self.text_title = Text("Waiting for Player 2", ("calibri", 50))
        self.text_ip_address = Text(font=("calibri", 40))
        self.text_port_of_connection = Text(font=("calibri", 40))
        self.button_cancel = Button(self, "Return to menu", callback=self.stop, **params_for_all_buttons)
        self.lets_play_countdown = CountDown(self, 3, "Player 2 connected.\nGame start in {seconds} seconds", font=("calibri", 35), color=YELLOW, justify="center")

    def on_dialog_start_loop(self):
        try:
            ip, port = self.create_server(12800, 1)
            self.text_ip_address.message = f"IP address: {ip}"
            self.text_port_of_connection.message = f"Port: {port}"
        except OSError:
            self.stop()

    def on_dialog_quit(self):
        self.stop_connection()

    def place_objects(self):
        self.frame.move(center=self.center)
        self.text_title.move(centerx=self.frame.centerx, top=self.frame.top + 50)
        self.lets_play_countdown.move(center=self.text_title.center)
        self.text_ip_address.move(centerx=self.centerx, bottom=self.frame.centery - 10)
        self.text_port_of_connection.move(centerx=self.text_ip_address.centerx, top=self.text_ip_address.bottom + 20)
        self.button_cancel.move(centerx=self.frame.centerx, bottom=self.frame.bottom - 10)

    def update(self) -> None:
        if self.get_server_clients_count() > 1 and not self.lets_play_countdown.started():
            self.set_server_listen(0)
            self.text_title.hide()
            self.button_cancel.state = Button.DISABLED
            self.lets_play_countdown.start(at_end=self.play)

    def play(self):
        self.start_game.mainloop()
        self.stop()
class NavySetup(Window):
    def __init__(self):
        Window.__init__(self, bg_color=(0, 200, 255))
        self.gameplay = Gameplay()
        self.enemy_quit_window = EnemyQuitGame(self)
        self.transition = GameSetupTransition()
        self.count_down = CountDown(self,
                                    60,
                                    "Time left: {seconds}",
                                    font=(None, 70),
                                    color=WHITE)
        self.start_count_down = lambda: self.count_down.start(
            at_end=self.timeout) if self.client_socket.connected() else None
        self.button_back = ImageButton(self,
                                       RESOURCES.IMG["arrow_blue"],
                                       rotate=180,
                                       size=50,
                                       callback=self.stop)
        self.navy_grid = Grid(self, bg_color=(0, 157, 255))
        self.__boxes_dict = {(i, j): BoxSetup(self, size=BOX_SIZE, pos=(i, j))
                             for i in range(NB_LINES_BOXES)
                             for j in range(NB_COLUMNS_BOXES)}
        self.__boxes_list = list(self.__boxes_dict.values())
        self.navy_grid.place_multiple(self.__boxes_dict)
        self.ships_list = DrawableListVertical(offset=70, justify="left")
        for ship_name, ship_infos in SHIPS.items():
            ship_line = DrawableListHorizontal(offset=ship_infos["offset"])
            for _ in range(ship_infos["nb"]):
                ship_line.add(ShipSetup(self, ship_name, ship_infos["size"]))
            self.ships_list.add(ship_line)
        option_size = 50
        self.button_restart = Button(self,
                                     img=Image(RESOURCES.IMG["reload_blue"],
                                               size=option_size),
                                     callback=self.reinit_all_ships)
        self.button_random = Button(self,
                                    img=Image(RESOURCES.IMG["random"],
                                              size=option_size),
                                    callback=self.shuffle)
        self.button_play = Button(self,
                                  "Play",
                                  font=(None, 40),
                                  callback=self.play)

    @property
    def ships(self) -> Sequence[ShipSetup]:
        return self.ships_list.drawable

    @property
    def boxes(self) -> Sequence[BoxSetup]:
        return self.__boxes_list

    def start(self, player_id: int) -> None:
        self.gameplay.player_id = player_id
        self.mainloop(transition=self.transition)

    def on_start_loop(self) -> None:
        self.start_count_down()

    def on_quit(self) -> None:
        self.reinit_all_ships()

    def place_objects(self) -> None:
        self.button_back.move(x=20, y=20)
        self.count_down.move(top=20, right=self.right - 20)
        self.navy_grid.move(x=20, centery=self.centery)
        self.ships_list.move(left=self.navy_grid.right + 100,
                             top=self.navy_grid.top + 30)
        self.button_restart.move(left=self.navy_grid.right + 20,
                                 bottom=self.navy_grid.bottom)
        self.button_random.move(left=self.button_restart.right + 20,
                                bottom=self.navy_grid.bottom)
        self.button_play.move(right=self.right - 20, bottom=self.bottom - 20)
        for ship in self.ships:
            ship.default_center = ship.center

    def update(self):
        self.button_play.state = Button.NORMAL if all(
            ship.on_map for ship in self.ships) else Button.DISABLED
        if self.client_socket.recv("quit"):
            self.count_down.stop()
            self.enemy_quit_window.mainloop()
            self.stop()

    def create_setup(self) -> Sequence[dict[str, dict[str, Any]]]:
        setup = list()
        for ship in self.ships:
            setup.append({
                "name": ship.name,
                "orient": ship.orient,
                "boxes": [box.pos for box in ship.boxes_covered]
            })
        return setup

    def timeout(self):
        for ship in filter(lambda ship: not ship.on_map, self.ships):
            self.set_random_position_for_ship(ship)
        self.play()

    def play(self):
        if not all(ship.on_map for ship in self.ships):
            return
        if not self.client_socket.connected():
            ai_navy_setup = NavySetup()
            ai_navy_setup.shuffle()
            ai_setup = ai_navy_setup.create_setup()
        else:
            ai_setup = None
            self.count_down.stop()
            self.client_socket.send("ready")
            WaitEnemy(self).mainloop()
        self.gameplay.start(self.create_setup(), ai_setup=ai_setup)
        self.reinit_all_ships()
        if self.gameplay.restart:
            self.start_count_down()
        else:
            self.stop()

    def reinit_all_ships(self):
        for ship in self.ships:
            ship.center = ship.default_center
            ship.orient = ShipSetup.HORIZONTAL
            ship.clear()

    def get_box(self, line: int, column: float) -> BoxSetup:
        return self.__boxes_dict.get((line, column))

    def remove_boxes_highlight(self):
        for box in self.boxes:
            box.hover = False
            box.state = Button.NORMAL

    def get_valid_highlighted_boxes(self) -> Sequence[BoxSetup]:
        return list(
            filter(lambda box: box.hover and box.state == Button.NORMAL,
                   self.boxes))

    def highlight_boxes(self, ship: ShipSetup) -> None:
        boxes = list()
        for box in self.boxes:
            self.highlight_one_box(ship, box, len(boxes))
            if box.hover is True:
                boxes.append(box)
        if len(boxes) != ship.ship_size or any(not self.valid_box(ship, box)
                                               for box in boxes):
            for box in boxes:
                box.state = Button.DISABLED

    def highlight_one_box(self, ship: ShipSetup, box: BoxSetup,
                          nb_boxes_covered: int) -> None:
        box.hover = False
        box.state = Button.NORMAL
        if nb_boxes_covered == ship.ship_size:
            return
        if ship.orient == ShipSetup.HORIZONTAL:
            if (box.top <= ship.centery <= box.bottom) is False:
                return
            if ship.left > box.centerx or ship.right < box.centerx:
                return
        else:
            if (box.left <= ship.centerx <= box.right) is False:
                return
            if ship.top > box.centery or ship.bottom < box.centery:
                return
        box.hover = True

    def valid_box(self, ship: ShipSetup, box: BoxSetup) -> bool:
        line, column = box.pos
        offsets = [(-1, -1), (0, -1), (1, -1), (-1, 0), (0, 0), (1, 0),
                   (-1, 1), (0, 1), (1, 1)]
        for u, v in offsets:
            box = self.get_box(line + u, column + v)
            if box is None:
                continue
            if box.ship is not None and box.ship != ship:
                return False
        return True

    def shuffle(self) -> None:
        self.reinit_all_ships()
        for ship in self.ships:
            self.set_random_position_for_ship(ship)

    def set_random_position_for_ship(self, ship: ShipSetup) -> None:
        ship.orient = random.choice([ShipSetup.HORIZONTAL, ShipSetup.VERTICAL])
        first_box = random.choice(self.get_available_boxes(ship))
        boxes = [first_box]
        for i in range(1, ship.ship_size):
            u = first_box.pos[
                0] + i if ship.orient == ShipSetup.VERTICAL else first_box.pos[
                    0]
            v = first_box.pos[
                1] + i if ship.orient == ShipSetup.HORIZONTAL else first_box.pos[
                    1]
            boxes.append(self.get_box(u, v))
        ship.place_ship_on_map(boxes)

    def get_available_boxes(self, ship: ShipSetup):
        available_boxes = list()
        for box in self.boxes:
            if not self.valid_box(ship, box):
                continue
            line, column = box.pos
            valid = True
            for i in range(1, ship.ship_size):
                u = line + i if ship.orient == ShipSetup.VERTICAL else line
                v = column + i if ship.orient == ShipSetup.HORIZONTAL else column
                b = self.get_box(u, v)
                if b is None or (not self.valid_box(ship, b)):
                    valid = False
                    break
            if valid:
                available_boxes.append(box)
        return available_boxes