コード例 #1
0
ファイル: client_main.py プロジェクト: aruse/Bludgeon
def client_init():
    """Initialiaze client state."""
    # Set up signal handlers
    signal.signal(signal.SIGINT, quit_game)
    signal.signal(signal.SIGTERM, quit_game)

    # Initializing these modules separately instead of calling
    # pygame.init() is WAY faster.
    pygame.display.init()
    pygame.font.init()

    # Wait 200 ms before repeating a key that's held down, and send them
    # as fast as possible.  The repeat delay is therefore limited by the
    # frame rate, not by set_repeat()
    pygame.key.set_repeat(200, 1)

    pygame.display.set_caption('{0} {1}'.format(cfg.GAME_NAME, cfg.VERSION))

    uname = 'Taimor'
    usex = 'Male'
    urace = 'Human'
    urole = 'Wizard'

    pygame.display.set_caption('{0} - {1} the {2} {3} {4}'.format(
            cfg.GAME_TITLE, uname, usex, urace, urole))

    CS.clock = pygame.time.Clock()

    CS.font = pygame.font.SysFont('Arial', cfg.FONT_SIZE)
    CS.font_h = CS.font.get_height()
    CS.font_w = CS.font.size('X')[0]

    # Size of the map surface
    CS.map_rect.w = (cfg.MAP_W + 2) * cfg.TILE_W
    CS.map_rect.h = (cfg.MAP_H + 2) * cfg.TILE_H

    # Size of the status panel
    CS.status_rect.w = cfg.STATUS_W * CS.font_w
    CS.status_rect.h = cfg.STATUS_H * CS.font_h

    # Size of the equipment panel
    CS.eq_rect.w = cfg.EQ_W * cfg.TILE_W
    CS.eq_rect.h = CS.status_rect.h

    # Size of the full game screen
    CS.screen_rect.w = CS.eq_rect.w + CS.status_rect.w + cfg.MIN_LOG_W
    if CS.screen_rect.w < cfg.INIT_SCREEN_W:
        CS.screen_rect.w = cfg.INIT_SCREEN_W

    CS.screen_rect.h = CS.status_rect.h + cfg.MIN_MAPVIEW_H
    if CS.screen_rect.h < cfg.INIT_SCREEN_H:
        CS.screen_rect.h = cfg.INIT_SCREEN_H

    # Size of the log surface
    CS.log_rect.w = CS.screen_rect.w - (
        CS.eq_rect.w + CS.status_rect.w) - cfg.SCROLLBAR_W - 50
    CS.log_rect.h = CS.status_rect.h
    CS.logview_rect.w, CS.logview_rect.h = CS.log_rect.w, CS.log_rect.h

    # The mapview size.  May be smaller or larger than the actual map size.
    # This is the location on the screen where the map or a piece thereof
    # is drawn.  It's not an actual surface, but a logical rectangle.
    CS.mapview_rect.w = CS.screen_rect.w - cfg.SCROLLBAR_W
    CS.mapview_rect.h = (
        CS.screen_rect.h - CS.status_rect.h - cfg.SCROLLBAR_W)

    # Locations to blit equipment on the equipment panel
    eq_cent = (int(CS.eq_rect.w / 2.0 - cfg.TILE_W / 2),
               int(CS.eq_rect.h / 2.0 - cfg.TILE_W / 2))
    CS.eq_hands = (eq_cent[0],
                   CS.eq_rect.y + cfg.TILE_H / 2 + 3 * cfg.TILE_H)
    CS.eq_rweap = (CS.eq_hands[0] - cfg.TILE_W,
                   CS.eq_hands[1])
    CS.eq_lweap = (CS.eq_hands[0] + cfg.TILE_W,
                   CS.eq_hands[1])
    CS.eq_rring = (CS.eq_hands[0] - cfg.TILE_W,
                   CS.eq_hands[1] + cfg.TILE_H)
    CS.eq_lring = (CS.eq_hands[0] + cfg.TILE_W,
                   CS.eq_hands[1] + cfg.TILE_H)
    CS.eq_boots = (CS.eq_hands[0],
                   CS.eq_hands[1] + cfg.TILE_H * 2)
    CS.eq_armor = (CS.eq_hands[0],
                   CS.eq_hands[1] - cfg.TILE_H)
    CS.eq_shirt = (CS.eq_hands[0] - cfg.TILE_W,
                   CS.eq_hands[1] - cfg.TILE_H)
    CS.eq_cloak = (CS.eq_hands[0] + cfg.TILE_W,
                   CS.eq_hands[1] - cfg.TILE_H)
    CS.eq_neck = (CS.eq_hands[0],
                  CS.eq_hands[1] - cfg.TILE_H * 2)
    CS.eq_eyes = (CS.eq_hands[0] - cfg.TILE_W,
                  CS.eq_hands[1] - cfg.TILE_H * 2)
    CS.eq_quiver = (CS.eq_hands[0] + cfg.TILE_W * 2,
                    CS.eq_hands[1] - cfg.TILE_H * 3)
    CS.eq_light = (CS.eq_hands[0] - cfg.TILE_W * 2,
                   CS.eq_hands[1] - cfg.TILE_H * 3)
    CS.eq_head = (CS.eq_hands[0],
                  CS.eq_hands[1] - cfg.TILE_H * 3)

    CS.screen = pygame.display.set_mode(
        (CS.screen_rect.w, CS.screen_rect.h), pygame.RESIZABLE)
    # pylint: disable=E1121
    CS.eq_surf = Surface((CS.eq_rect.w, CS.eq_rect.h)).convert()
    CS.status_surf = Surface((CS.status_rect.w, CS.status_rect.h)).convert()
    CS.map_surf = Surface((CS.map_rect.w, CS.map_rect.h)).convert()
    # pylint: enable=E1121

    # Set the system icon
    system_icon = image.load_image('icon.xpm')
    pygame.display.set_icon(system_icon)

    CS.tiles_img = image.load_image('tiles16.xpm')
    CS.gray_tiles_img = image.load_image('tiles16_gray.xpm')
    CS.menu_bg_img = image.load_image('parchment.jpg')

    CS.tile_dict = image.create_tile_dict()
    CS.blank_tile = CS.tile_dict['cmap, wall, dark']

    CS.x_scrollbar = ScrollBar(cfg.SCROLLBAR_W, 0, CS.map_rect,
                               CS.mapview_rect, always_show=False)
    CS.y_scrollbar = ScrollBar(cfg.SCROLLBAR_W, 1, CS.map_rect,
                               CS.mapview_rect, always_show=False)
    CS.log_scrollbar = ScrollBar(cfg.SCROLLBAR_W, 1, CS.log_rect,
                                 CS.logview_rect, always_show=False)

    # Process any initial setup data we've gotten from the server.  This
    # should include the first dungeon level and the Player object.
    handle_responses()

    # Set up keystroke actions
    keys.attach_key_actions()

    # Make sure everything is aligned correctly
    gui.center_map()
    gui.handle_resize(CS.screen_rect.w, CS.screen_rect.h)
コード例 #2
0
ファイル: client_main.py プロジェクト: aruse/Bludgeon
def client_init():
    """Initialiaze client state."""
    # Set up signal handlers
    signal.signal(signal.SIGINT, quit_game)
    signal.signal(signal.SIGTERM, quit_game)

    # Initializing these modules separately instead of calling
    # pygame.init() is WAY faster.
    pygame.display.init()
    pygame.font.init()

    # Wait 200 ms before repeating a key that's held down, and send them
    # as fast as possible.  The repeat delay is therefore limited by the
    # frame rate, not by set_repeat()
    pygame.key.set_repeat(200, 1)

    pygame.display.set_caption('{0} {1}'.format(cfg.GAME_NAME, cfg.VERSION))

    uname = 'Taimor'
    usex = 'Male'
    urace = 'Human'
    urole = 'Wizard'

    pygame.display.set_caption('{0} - {1} the {2} {3} {4}'.format(
        cfg.GAME_TITLE, uname, usex, urace, urole))

    CS.clock = pygame.time.Clock()

    CS.font = pygame.font.SysFont('Arial', cfg.FONT_SIZE)
    CS.font_h = CS.font.get_height()
    CS.font_w = CS.font.size('X')[0]

    # Size of the map surface
    CS.map_rect.w = (cfg.MAP_W + 2) * cfg.TILE_W
    CS.map_rect.h = (cfg.MAP_H + 2) * cfg.TILE_H

    # Size of the status panel
    CS.status_rect.w = cfg.STATUS_W * CS.font_w
    CS.status_rect.h = cfg.STATUS_H * CS.font_h

    # Size of the equipment panel
    CS.eq_rect.w = cfg.EQ_W * cfg.TILE_W
    CS.eq_rect.h = CS.status_rect.h

    # Size of the full game screen
    CS.screen_rect.w = CS.eq_rect.w + CS.status_rect.w + cfg.MIN_LOG_W
    if CS.screen_rect.w < cfg.INIT_SCREEN_W:
        CS.screen_rect.w = cfg.INIT_SCREEN_W

    CS.screen_rect.h = CS.status_rect.h + cfg.MIN_MAPVIEW_H
    if CS.screen_rect.h < cfg.INIT_SCREEN_H:
        CS.screen_rect.h = cfg.INIT_SCREEN_H

    # Size of the log surface
    CS.log_rect.w = CS.screen_rect.w - (
        CS.eq_rect.w + CS.status_rect.w) - cfg.SCROLLBAR_W - 50
    CS.log_rect.h = CS.status_rect.h
    CS.logview_rect.w, CS.logview_rect.h = CS.log_rect.w, CS.log_rect.h

    # The mapview size.  May be smaller or larger than the actual map size.
    # This is the location on the screen where the map or a piece thereof
    # is drawn.  It's not an actual surface, but a logical rectangle.
    CS.mapview_rect.w = CS.screen_rect.w - cfg.SCROLLBAR_W
    CS.mapview_rect.h = (CS.screen_rect.h - CS.status_rect.h - cfg.SCROLLBAR_W)

    # Locations to blit equipment on the equipment panel
    eq_cent = (int(CS.eq_rect.w / 2.0 - cfg.TILE_W / 2),
               int(CS.eq_rect.h / 2.0 - cfg.TILE_W / 2))
    CS.eq_hands = (eq_cent[0], CS.eq_rect.y + cfg.TILE_H / 2 + 3 * cfg.TILE_H)
    CS.eq_rweap = (CS.eq_hands[0] - cfg.TILE_W, CS.eq_hands[1])
    CS.eq_lweap = (CS.eq_hands[0] + cfg.TILE_W, CS.eq_hands[1])
    CS.eq_rring = (CS.eq_hands[0] - cfg.TILE_W, CS.eq_hands[1] + cfg.TILE_H)
    CS.eq_lring = (CS.eq_hands[0] + cfg.TILE_W, CS.eq_hands[1] + cfg.TILE_H)
    CS.eq_boots = (CS.eq_hands[0], CS.eq_hands[1] + cfg.TILE_H * 2)
    CS.eq_armor = (CS.eq_hands[0], CS.eq_hands[1] - cfg.TILE_H)
    CS.eq_shirt = (CS.eq_hands[0] - cfg.TILE_W, CS.eq_hands[1] - cfg.TILE_H)
    CS.eq_cloak = (CS.eq_hands[0] + cfg.TILE_W, CS.eq_hands[1] - cfg.TILE_H)
    CS.eq_neck = (CS.eq_hands[0], CS.eq_hands[1] - cfg.TILE_H * 2)
    CS.eq_eyes = (CS.eq_hands[0] - cfg.TILE_W, CS.eq_hands[1] - cfg.TILE_H * 2)
    CS.eq_quiver = (CS.eq_hands[0] + cfg.TILE_W * 2,
                    CS.eq_hands[1] - cfg.TILE_H * 3)
    CS.eq_light = (CS.eq_hands[0] - cfg.TILE_W * 2,
                   CS.eq_hands[1] - cfg.TILE_H * 3)
    CS.eq_head = (CS.eq_hands[0], CS.eq_hands[1] - cfg.TILE_H * 3)

    CS.screen = pygame.display.set_mode((CS.screen_rect.w, CS.screen_rect.h),
                                        pygame.RESIZABLE)
    # pylint: disable=E1121
    CS.eq_surf = Surface((CS.eq_rect.w, CS.eq_rect.h)).convert()
    CS.status_surf = Surface((CS.status_rect.w, CS.status_rect.h)).convert()
    CS.map_surf = Surface((CS.map_rect.w, CS.map_rect.h)).convert()
    # pylint: enable=E1121

    # Set the system icon
    system_icon = image.load_image('icon.xpm')
    pygame.display.set_icon(system_icon)

    CS.tiles_img = image.load_image('tiles16.xpm')
    CS.gray_tiles_img = image.load_image('tiles16_gray.xpm')
    CS.menu_bg_img = image.load_image('parchment.jpg')

    CS.tile_dict = image.create_tile_dict()
    CS.blank_tile = CS.tile_dict['cmap, wall, dark']

    CS.x_scrollbar = ScrollBar(cfg.SCROLLBAR_W,
                               0,
                               CS.map_rect,
                               CS.mapview_rect,
                               always_show=False)
    CS.y_scrollbar = ScrollBar(cfg.SCROLLBAR_W,
                               1,
                               CS.map_rect,
                               CS.mapview_rect,
                               always_show=False)
    CS.log_scrollbar = ScrollBar(cfg.SCROLLBAR_W,
                                 1,
                                 CS.log_rect,
                                 CS.logview_rect,
                                 always_show=False)

    # Process any initial setup data we've gotten from the server.  This
    # should include the first dungeon level and the Player object.
    handle_responses()

    # Set up keystroke actions
    keys.attach_key_actions()

    # Make sure everything is aligned correctly
    gui.center_map()
    gui.handle_resize(CS.screen_rect.w, CS.screen_rect.h)
コード例 #3
0
ファイル: client_main.py プロジェクト: aruse/Bludgeon
def handle_events():
    """Handle input events."""
    for event in pygame.event.get():
        if event.type == pgl.QUIT:
            quit_game()
        elif event.type == pgl.KEYDOWN:
            CS.key = event
        elif event.type == pgl.KEYUP:
            CS.key = None
        elif event.type == pgl.MOUSEBUTTONDOWN:
            CS.button = event.button
        elif event.type == pgl.MOUSEBUTTONUP:
            CS.button = None
        elif event.type == pgl.MOUSEMOTION:
            pass
        elif event.type == pgl.VIDEORESIZE:
            gui.handle_resize(event.w, event.h)

        # Handle scrolling
        CS.x_scrollbar.handle_event(event)
        CS.y_scrollbar.handle_event(event)
        CS.log_scrollbar.handle_event(event)

    if CS.key:
        key_code, char, mod = CS.key.key, CS.key.unicode, CS.key.mod
        CS.key = None
    else:
        key_code, char, mod = None, None, None

    if CS.mode == cfg.ST_PLAYING:
        # Handle all keypresses
        if key_code:
            handled = False
            key_combo = ''

            if mod & pgl.KMOD_SHIFT:
                if char not in CS.pkeys[pgl.KMOD_NONE]:
                    key_combo = 'Shift + '

                if (key_code in CS.pkeys[pgl.KMOD_SHIFT] and
                    CS.pkeys[pgl.KMOD_SHIFT][key_code].action):
                    CS.pkeys[pgl.KMOD_SHIFT][key_code].perform_action()
                    handled = True

            elif mod & pgl.KMOD_CTRL:
                key_combo = 'Ctrl + '

                if (key_code in CS.pkeys[pgl.KMOD_CTRL] and
                    CS.pkeys[pgl.KMOD_CTRL][key_code].action):
                    CS.pkeys[pgl.KMOD_CTRL][key_code].perform_action()
                    handled = True

            elif mod & pgl.KMOD_ALT:
                key_combo = 'Alt + '

                if (key_code in CS.pkeys[pgl.KMOD_ALT] and
                    CS.pkeys[pgl.KMOD_ALT][key_code].action):
                    CS.pkeys[pgl.KMOD_ALT][key_code].perform_action()
                    handled = True

            if not handled:
                # First, look up by char.  If it's not found, then look up by
                # key_code.
                if (char in CS.pkeys[pgl.KMOD_NONE] and
                    CS.pkeys[pgl.KMOD_NONE][char].action):
                    CS.pkeys[pgl.KMOD_NONE][char].perform_action()
                    handled = True
                elif (key_code in CS.pkeys[pgl.KMOD_NONE] and
                      CS.pkeys[pgl.KMOD_NONE][key_code].action):
                    CS.pkeys[pgl.KMOD_NONE][key_code].perform_action()
                    handled = True

            if key_code not in CS.ignore_keys and handled is False:
                if char in CS.pkeys[pgl.KMOD_NONE]:
                    key_to_print = char
                else:
                    key_to_print = pygame.key.name(key_code)
                    client_message("Unknown command '{0}{1}'.".format(
                            key_combo, key_to_print))

    elif CS.mode == cfg.ST_MENU:
        if key_code:
            if len(char) == 1:
                index = ord(char) - ord('a')
                if index >= 0 and index < len(CS.menu_options):
                    if CS.menu == 'use':
                        CS.mode = cfg.ST_PLAYING  # Exit menu
                        if len(CS.u.inventory) > 0:
                            item = CS.u.inventory[index]
                            if item is not None:
                                Network.request('a', (item.oid,))

                    elif CS.menu == 'drop':
                        CS.mode = cfg.ST_PLAYING  # Exit menu
                        if len(CS.u.inventory) > 0:
                            item = CS.u.inventory[index]
                            if item is not None:
                                Network.request('d', (item.oid,))
                else:
                    CS.mode = cfg.ST_PLAYING  # Exit menu
            else:
                CS.mode = cfg.ST_PLAYING  # Exit menu

    elif CS.mode == cfg.ST_TARGETING:
        if CS.button:
            x, y = pygame.mouse.get_pos()
            x, y = gui.mouse2cell(x, y)

            # Accept the target if the player clicked in FOV, and in
            # case a range is specified, if it's in that range
            if CS.button == cfg.BUTTON_L and CS.u.fov_map.in_fov(x, y):
                targeting_function = CS.targeting_function.pop(0)
                success = targeting_function(CS.targeting_item, x, y)

                # If this targeting is the result of an item use,
                # destroy the item
                if CS.targeting_item and success:
                    CS.u.inventory.remove(CS.targeting_item)
                    del ClientObject.obj_dict[CS.targeting_item.oid]
                    CS.targeting_item = None

            CS.mode = cfg.ST_PLAYING
        elif key_code:
            client_message('Cancelled')
            CS.mode = cfg.ST_PLAYING
    elif CS.mode == cfg.ST_PLAYBACK:
        pass
    elif CS.mode == cfg.ST_QUIT:
        # Do nothing; let the main loop exit on its own.
        pass
    else:
        impossible('Unknown state: ' + CS.mode)
コード例 #4
0
ファイル: client_main.py プロジェクト: aruse/Bludgeon
def handle_events():
    """Handle input events."""
    for event in pygame.event.get():
        if event.type == pgl.QUIT:
            quit_game()
        elif event.type == pgl.KEYDOWN:
            CS.key = event
        elif event.type == pgl.KEYUP:
            CS.key = None
        elif event.type == pgl.MOUSEBUTTONDOWN:
            CS.button = event.button
        elif event.type == pgl.MOUSEBUTTONUP:
            CS.button = None
        elif event.type == pgl.MOUSEMOTION:
            pass
        elif event.type == pgl.VIDEORESIZE:
            gui.handle_resize(event.w, event.h)

        # Handle scrolling
        CS.x_scrollbar.handle_event(event)
        CS.y_scrollbar.handle_event(event)
        CS.log_scrollbar.handle_event(event)

    if CS.key:
        key_code, char, mod = CS.key.key, CS.key.unicode, CS.key.mod
        CS.key = None
    else:
        key_code, char, mod = None, None, None

    if CS.mode == cfg.ST_PLAYING:
        # Handle all keypresses
        if key_code:
            handled = False
            key_combo = ''

            if mod & pgl.KMOD_SHIFT:
                if char not in CS.pkeys[pgl.KMOD_NONE]:
                    key_combo = 'Shift + '

                if (key_code in CS.pkeys[pgl.KMOD_SHIFT]
                        and CS.pkeys[pgl.KMOD_SHIFT][key_code].action):
                    CS.pkeys[pgl.KMOD_SHIFT][key_code].perform_action()
                    handled = True

            elif mod & pgl.KMOD_CTRL:
                key_combo = 'Ctrl + '

                if (key_code in CS.pkeys[pgl.KMOD_CTRL]
                        and CS.pkeys[pgl.KMOD_CTRL][key_code].action):
                    CS.pkeys[pgl.KMOD_CTRL][key_code].perform_action()
                    handled = True

            elif mod & pgl.KMOD_ALT:
                key_combo = 'Alt + '

                if (key_code in CS.pkeys[pgl.KMOD_ALT]
                        and CS.pkeys[pgl.KMOD_ALT][key_code].action):
                    CS.pkeys[pgl.KMOD_ALT][key_code].perform_action()
                    handled = True

            if not handled:
                # First, look up by char.  If it's not found, then look up by
                # key_code.
                if (char in CS.pkeys[pgl.KMOD_NONE]
                        and CS.pkeys[pgl.KMOD_NONE][char].action):
                    CS.pkeys[pgl.KMOD_NONE][char].perform_action()
                    handled = True
                elif (key_code in CS.pkeys[pgl.KMOD_NONE]
                      and CS.pkeys[pgl.KMOD_NONE][key_code].action):
                    CS.pkeys[pgl.KMOD_NONE][key_code].perform_action()
                    handled = True

            if key_code not in CS.ignore_keys and handled is False:
                if char in CS.pkeys[pgl.KMOD_NONE]:
                    key_to_print = char
                else:
                    key_to_print = pygame.key.name(key_code)
                    client_message("Unknown command '{0}{1}'.".format(
                        key_combo, key_to_print))

    elif CS.mode == cfg.ST_MENU:
        if key_code:
            if len(char) == 1:
                index = ord(char) - ord('a')
                if index >= 0 and index < len(CS.menu_options):
                    if CS.menu == 'use':
                        CS.mode = cfg.ST_PLAYING  # Exit menu
                        if len(CS.u.inventory) > 0:
                            item = CS.u.inventory[index]
                            if item is not None:
                                Network.request('a', (item.oid, ))

                    elif CS.menu == 'drop':
                        CS.mode = cfg.ST_PLAYING  # Exit menu
                        if len(CS.u.inventory) > 0:
                            item = CS.u.inventory[index]
                            if item is not None:
                                Network.request('d', (item.oid, ))
                else:
                    CS.mode = cfg.ST_PLAYING  # Exit menu
            else:
                CS.mode = cfg.ST_PLAYING  # Exit menu

    elif CS.mode == cfg.ST_TARGETING:
        if CS.button:
            x, y = pygame.mouse.get_pos()
            x, y = gui.mouse2cell(x, y)

            # Accept the target if the player clicked in FOV, and in
            # case a range is specified, if it's in that range
            if CS.button == cfg.BUTTON_L and CS.u.fov_map.in_fov(x, y):
                targeting_function = CS.targeting_function.pop(0)
                success = targeting_function(CS.targeting_item, x, y)

                # If this targeting is the result of an item use,
                # destroy the item
                if CS.targeting_item and success:
                    CS.u.inventory.remove(CS.targeting_item)
                    del ClientObject.obj_dict[CS.targeting_item.oid]
                    CS.targeting_item = None

            CS.mode = cfg.ST_PLAYING
        elif key_code:
            client_message('Cancelled')
            CS.mode = cfg.ST_PLAYING
    elif CS.mode == cfg.ST_PLAYBACK:
        pass
    elif CS.mode == cfg.ST_QUIT:
        # Do nothing; let the main loop exit on its own.
        pass
    else:
        impossible('Unknown state: ' + CS.mode)