コード例 #1
0
ファイル: game.py プロジェクト: alexmojaki/spylight
    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
コード例 #2
0
ファイル: game.py プロジェクト: tdubourg/spylight
    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
コード例 #3
0
ファイル: game.py プロジェクト: tdubourg/spylight
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
コード例 #4
0
ファイル: game.py プロジェクト: alexmojaki/spylight
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