コード例 #1
0
    def sel_unit_move(self, pos):
        """
		Move the selected unit to the given position.
		"""

        # Change the game state to show that there was a movement.
        self.change_mode(Modes.Moving)

        # Mark that the unit has moved
        self.sel_unit.turn_state[0] = True

        #the tile position the unit is at
        from_tile_pos = (self.sel_unit.tile_x, self.sel_unit.tile_y)

        # Play the unit's movement sound
        SoundManager.play(self.sel_unit.move_sound)

        # These will be used in pathfinding
        cost = lambda c: (self.sel_unit.move_cost(self.map.tile_data(c)))
        passable = lambda c: (self.sel_unit.is_passable(
            self.map.tile_data(c), c))

        #set the path in the unit.
        self.sel_unit.set_path(
            tiles.find_path(self.map, from_tile_pos, pos, cost, passable))
コード例 #2
0
class Client:
    def __init__(self, gui) -> None:
        self.gui = gui
        self.sounds = SoundManager(self)
        self.state = CSGOState(self)

    async def update_status(self) -> None:
        with self.state.lock:
            if self.state.old_state is None:
                self.gui.SetStatusText("Waiting for CS:GO...")
            elif self.state.old_state.is_ingame:
                phase = self.state.old_state.phase
                if phase == "unknown":
                    phase = ""
                else:
                    phase = " (%s)" % phase
                self.gui.SetStatusText(
                    f"Round {self.state.old_state.current_round}{phase}"
                )
            else:
                self.gui.SetStatusText("Not in a match.")

    async def reload_sounds(self) -> None:
        """Reloads all sounds.

        Do not call outside of gui, unless you disable the update sounds button first.
        """
        await self.sounds.reload()
        await self.update_status()
        self.gui.updateSoundsBtn.Enable()
        self.sounds.play("Round start")
コード例 #3
0
ファイル: gui.py プロジェクト: quentinlautischer/Tactics-Game
    def sel_unit_move(self, pos):
        """
        Move the selected unit to the given position.
        """
        # Change the game state to show that there was a movement.
        self.change_mode(Modes.Moving)

        # Implements animation for movement of unit if it exists (teleport unit spawns a warp)
        if self.sel_unit.move_animation:
            self._effects.add(
                self.sel_unit.move_animation(self.map.screen_coords(pos)))

        # Mark that the unit has moved
        self.sel_unit.turn_state[0] = True

        #the tile position the unit is at
        from_tile_pos = (self.sel_unit.tile_x, self.sel_unit.tile_y)

        # Play the unit's movement sound
        SoundManager.play(self.sel_unit.move_sound)

        # These will be used in pathfinding
        cost = lambda c: (self.sel_unit.move_cost(self.map.tile_data(c)))
        passable = lambda c: (self.sel_unit.is_passable(
            self.map.tile_data(c), c))

        #set the path in the unit.
        self.sel_unit.set_path(
            tiles.find_path(self.map, from_tile_pos, pos, cost, passable))
コード例 #4
0
 def sel_unit_move(self, pos):
     """
     Move the selected unit to the given position.
     """
     # Change the game state to show that there was a movement.
     self.change_mode(Modes.Moving)
     
     # Mark that the unit has moved
     self.sel_unit.turn_state[0] = True
     
     #the tile position the unit is at
     from_tile_pos = (self.sel_unit.tile_x,
                      self.sel_unit.tile_y)
     
     # Play the unit's movement sound
     SoundManager.play(self.sel_unit.move_sound)
     
     # These will be used in pathfinding
     cost = lambda c: (
         self.sel_unit.move_cost(self.map.tile_data(c)))
     passable = lambda c: (
         self.sel_unit.is_passable(self.map.tile_data(c), c))
     
     #set the path in the unit.
     self.sel_unit.set_path(
         tiles.find_path(
             self.map,
             from_tile_pos,
             pos,
             cost,
             passable))
コード例 #5
0
ファイル: gui.py プロジェクト: quentinlautischer/Tactics-Game
    def on_click(self, e):
        """
        This is called when a click event occurs.
        e is the click event.
        """
        # Don't react when in move, attack or game over mode.
        if (self.mode == Modes.Moving or self.mode == Modes.GameOver):
            return

        # make sure we have focus and that it was the left mouse button
        if (e.type == pygame.MOUSEBUTTONUP and e.button == 1
                and pygame.mouse.get_focused()):

            # If this is in the map, we're dealing with units or tiles
            if self.map.rect.collidepoint(e.pos):
                # Get the tile's position
                to_tile_pos = self.map.tile_coords(e.pos)

                # get the unit at the mouseclick
                unit = self.get_unit_at_screen_pos(e.pos)

                if unit:
                    # clicking the same unit again deselects it and, if
                    # necessary, resets select mode
                    if unit == self.sel_unit:
                        self.change_mode(Modes.Select)
                        self.sel_unit = None

                    # select a new unit
                    elif (self.mode == Modes.Select
                          and unit.team == self.cur_team):
                        self.sel_unit = unit
                        SoundManager.play(SELECT_SOUND)

                    # Attack
                    elif (self.mode == Modes.ChooseAttack and self.sel_unit
                          and to_tile_pos in self._attackable_tiles):
                        # Attack the selected tile
                        self.sel_unit_attack(to_tile_pos)
                else:
                    # No unit there, so a tile was clicked
                    if (self.mode == Modes.ChooseMove and self.sel_unit
                            and to_tile_pos in self._movable_tiles):

                        # Move to the selected tile
                        self.sel_unit_move(to_tile_pos)

            # Otherwise, the user is interacting with the GUI panel
            else:
                # Check which button was pressed
                for button in self.buttons:
                    # If the button is enabled and has a click function, call
                    # the function
                    if ((not button.condition or button.condition()) and
                            self.get_button_rect(button).collidepoint(e.pos)):
                        button.onClick()

                        # Play the button sound
                        SoundManager.play(BUTTON_SOUND)
コード例 #6
0
    def sel_unit_attack(self, pos):
        """
        Attack the given position using the selected unit.
        """
        # Change the game state to show that there was an attack.
        self.change_mode(Modes.Select)
        
        # Mark that the unit has attacked.
        self.sel_unit.turn_state[1] = True
        
        # Face the attackee
        self.sel_unit.face_vector((
            pos[0] - self.sel_unit.tile_x,
            pos[1] - self.sel_unit.tile_y))
        
        # Get info about the attackee
        atk_unit = unit.base_unit.BaseUnit.get_unit_at_pos(pos)
        atk_tile = self.map.tile_data(pos)
        
        # Calculate the damage
        damage = self.sel_unit.get_damage(atk_unit, atk_tile)
        
        damage += random.choice([-1, -1, 0, 0, 0, 0, 0, 1, 1, 2])

        damage = max(damage, 0)

        # Deal damage
        atk_unit.hurt(damage)
        
        # Do the attack effect.
        if self.sel_unit.hit_effect:
            self._effects.add(self.sel_unit.hit_effect(
                self.map.screen_coords(pos)))
                
        # Play the unit's attack sound
        if self.sel_unit.hit_sound:
            SoundManager.play(self.sel_unit.hit_sound)
        
        if not atk_unit.active:
            # Add its death effect
            if atk_unit.die_effect:
                self._effects.add(atk_unit.die_effect(
                    self.map.screen_coords(pos)))
            
            # Play its death sound
            if atk_unit.die_sound:
                SoundManager.play(atk_unit.die_sound)

            # If the unit was destroyed, check if there are any others
            # left on a team other than the selected unit
            for u in unit.base_unit.BaseUnit.active_units:
                if u.team != self.sel_unit.team:
                    return
                
            # No other units, so game over!
            self.win_team = self.sel_unit.team
            self.mode = Modes.GameOver
コード例 #7
0
class LevelTransition:
    TRANSITION_CHANNEL = 4

    def __init__(self, screen, score_controller, transition_time=5000):
        self.screen = screen
        self.score_controller = score_controller
        self.sound = SoundManager(['pacman_beginning.wav'],
                                  keys=['transition'],
                                  channel=LevelTransition.TRANSITION_CHANNEL,
                                  volume=0.6)
        self.score_font = pygame.font.Font('fonts/emulogic.ttf', 24)
        ready_pos = screen.get_width() // 2, int(screen.get_height() * 0.65)
        self.level_msg = None
        self.level_msg_rect = None
        self.transition_time = transition_time  # total time to wait until the transition ends
        self.transition_begin = None
        self.transition_show = False

    def prep_level_msg(self):
        text = 'level ' + str(self.score_controller.level)
        self.level_msg = self.score_font.render(text, True,
                                                ScoreBoard.SCORE_WHITE)
        self.level_msg_rect = self.level_msg.get_rect()
        level_pos = self.screen.get_width() // 2, self.screen.get_height() // 2
        self.level_msg_rect.centerx, self.level_msg_rect.centery = level_pos

    def set_show_transition(self):
        self.prep_level_msg()
        self.transition_begin = pygame.time.get_ticks()
        self.transition_show = True
        self.sound.play('transition')

    def draw(self):
        if abs(self.transition_begin -
               pygame.time.get_ticks()) > self.transition_time:
            self.transition_show = False
        else:
            self.screen.fill((0, 0, 0))
            self.screen.blit(self.level_msg, self.level_msg_rect)
コード例 #8
0
ファイル: game.py プロジェクト: iness18/pythonGame
class Game():
    def __init__(self):
        # definir si le jeu a commence ou non
        self.is_playing = False
        self.player = Player(self)  # Generer joueur
        self.all_player = pygame.sprite.Group()
        self.all_player.add(self.player)
        self.all_monster = pygame.sprite.Group()  # groupe de monstre
        self.sound_manager = SoundManager()
        self.comet_event = CometFallEvent(self)
        self.font = pygame.font.Font("./assets/PottaOne.ttf", 20)
        self.score = 0
        self.pressed = {}

    def start(self):
        self.is_playing = True
        self.spawn_monster(Mummy)
        self.spawn_monster(Mummy)
        self.spawn_monster(Alien)

    def spawn_monster(self, monster_name):
        self.all_monster.add(monster_name.__call__(self))

    def check_collision(self, sprite, group):
        return pygame.sprite.spritecollide(sprite, group, False,
                                           pygame.sprite.collide_mask)

    def add_score(self, points=10):
        # ajouter le nbr ptn au score
        self.score += points

    def game_over(self):
        # remettre le jeu a neuf et en attente
        self.all_monster = pygame.sprite.Group()
        self.comet_event.all_comet = pygame.sprite.Group()
        self.comet_event.reset_percent()
        self.player.health = self.player.max_health
        self.is_playing = False
        self.score = 0
        # jouer le son
        self.sound_manager.play("game_over")

    def update(self, screen):
        # afficher le score sur l'ecran
        score_text = self.font.render(f"Score : {self.score}", 1, (0, 0, 0))
        screen.blit(score_text, (20, 20))

        # Afficher l'image du joueur
        screen.blit(self.player.image, self.player.rect)

        # Acualiser la barre de vie du joueur
        self.player.update_health_bar(screen)

        # Actualiser l'animation du joueur
        self.player.update_animation()

        # Actualiser la barre d'event du jeu
        self.comet_event.update_bar(screen)

        # recuperer les projectile du joueur
        for projectile in self.player.all_projectile:
            projectile.move()

        # Recuperer les monstres du jeu
        for monster in self.all_monster:
            monster.forward()
            monster.update_health_bar(screen)
            monster.update_animation()

        # Recuperer les comets de notre jeu
        for comet in self.comet_event.all_comet:
            comet.fall()

        # appliquer les images du groupe projectile
        self.player.all_projectile.draw(screen)

        # appliquer les images du groupe monstre
        self.all_monster.draw(screen)

        # appliquer le groupe des comets
        self.comet_event.all_comet.draw(screen)

        # mouvement du joueur a droite ou gauche
        if self.pressed.get(
                pygame.K_RIGHT
        ) and self.player.rect.x + self.player.rect.width < screen.get_width():
            self.player.move_right()
        elif self.pressed.get(pygame.K_LEFT) and self.player.rect.x > 0:
            self.player.move_left()
コード例 #9
0
ファイル: game.py プロジェクト: Mael-J/2D-game-with-Pygame
class Game:
    def __init__(self, screen_width, screen_height):
        #le jeu a commencé T/F
        self.is_playing = False
        #taille de l'ecran de jeu
        self.screen_width = screen_width
        self.screen_height = screen_height
        #groupe de monstre
        self.all_monsters = pygame.sprite.Group()
        #générer l'evenement
        self.comet_event = CometFallEvent(self)
        #touche pressee
        self.pressed = {}
        #score à 0
        self.score = 0

        #afficher le score sur l'écran
        self.font = pygame.font.Font("assets/myfont.ttf", 30)

        #gerer le son
        self.sound_manager = SoundManager()

    def start(self):
        """lance le jeu et les monstres"""
        self.is_playing = True
        self.spawn_monster(Mummy)
        self.spawn_monster(Mummy)
        self.spawn_monster(Alien)

        #le joueur dans un groupe
        self.all_players = pygame.sprite.Group()
        #generer notre joueur
        self.player = Player(self)
        #ajoute le joueur au groupe
        self.all_players.add(self.player)

    def add_score(self, points=10):
        """ajout de points """
        self.score += points

    def game_over(self):
        """ arret du jeu """
        #groupe de monstre vide
        self.all_monsters = pygame.sprite.Group()
        #groupe de comètes vide
        self.comet_event.all_comets = pygame.sprite.Group()
        #vie du joueur
        self.player.health = self.player.max_health
        #jauge d'événement à 0
        self.comet_event.reset_percent()
        self.is_playing = False
        #remise à 0 du score
        self.score = 0
        #son game over
        self.sound_manager.play('game_over')

    def update(self, screen):
        """mise à jour des evevenements """

        score_text = self.font.render(f"Score : {self.score}", 1, (0, 0, 0))
        screen.blit(score_text, (20, 20))

        #appliquer l'image de mon joueur
        screen.blit(self.player.image, self.player.rect)
        #actualise la barre de vie du joueur
        self.player.update_health_bar(screen)

        #actualise la barre d'évènement du jeu
        self.comet_event.update_bar(screen)

        #actualiser l'animation du joeur
        self.player.update_animation()

        #boucle sur les projectiles
        for projectile in self.player.all_projectiles:
            #lance projectile
            projectile.move(screen.get_width())

        #boucle sur les monstres
        for monster in self.all_monsters:
            #fait avancer les monstres
            monster.forward()
            #affiche bar de vie
            monster.update_health_bar(screen)
            #anime le monstre
            monster.update_animation()

        #appliquer le projectile sur l'ecran
        self.player.all_projectiles.draw(screen)

        #boucle sur les cometes
        for comet in self.comet_event.all_comets:
            comet.fall()

        #appliquer les monstres
        self.all_monsters.draw(screen)

        #appliquer les comètes
        self.comet_event.all_comets.draw(screen)

        #verifie le sens de deplacement du joueur
        #print(self.pressed)
        #si touche droite activée
        if self.pressed.get(
                pygame.K_RIGHT
        ) and self.player.rect.x + self.player.rect.width < screen.get_width():
            #déplacement à droite
            self.player.move_right()
            #si touche gauche activée
        elif self.pressed.get(pygame.K_LEFT) and self.player.rect.x > 0:
            #déplacement à gauche
            self.player.move_left()

    def check_collision(self, sprite, group):
        """methode qui gere les collisions"""
        return pygame.sprite.spritecollide(sprite, group, False,
                                           pygame.sprite.collide_mask)

    def spawn_monster(self, monster_class_name):
        """methode d'apparition du monstre"""
        #création d'une liste de monstres
        self.all_monsters.add(monster_class_name.__call__(self))
コード例 #10
0
ファイル: portal.py プロジェクト: allisonmev/Pacman-Portal
class PortalController:
    PORTAL_AUDIO_CHANNEL = 3

    def __init__(self, screen, user, maze):
        self.screen = screen
        self.maze = maze
        self.user = user
        self.sound_manager = SoundManager(
            sound_files=['portal-open.wav', 'portal-travel.wav'],
            keys=['open', 'travel'],
            channel=PortalController.PORTAL_AUDIO_CHANNEL)
        self.blue_portal = pygame.sprite.GroupSingle(
        )  # portals as GroupSingle, which only allows one per group
        self.blue_projectile = None
        self.orange_portal = pygame.sprite.GroupSingle()
        self.orange_projectile = None
        self.portal_directions = {'l': 'r', 'r': 'l', 'u': 'd', 'd': 'u'}

    def clear_portals(self):
        self.blue_portal.empty()
        self.orange_portal.empty()
        self.blue_projectile = None
        self.orange_projectile = None

    def fire_b_portal_projectile(self):
        if self.user.direction is not None:
            self.blue_projectile = PortalProjectile(
                screen=self.screen,
                source=self.user,
                direction=self.user.direction,
                p_type=Portal.portal_1)

    def fire_o_portal_projectile(self):
        if self.user.direction is not None:
            self.orange_projectile = PortalProjectile(
                screen=self.screen,
                source=self.user,
                direction=self.user.direction,
                p_type=Portal.portal_2)

    def create_blue_portal(self, x, y, direction):
        if self.blue_portal:
            old_x, old_y = self.blue_portal.sprite.rect.x, self.blue_portal.sprite.rect.y
            self.maze.maze_blocks.add(
                Block(old_x, old_y, self.maze.block_size, self.maze.block_size,
                      self.maze.block_image))
        self.blue_portal.add(
            Portal(screen=self.screen,
                   x=x,
                   y=y,
                   direction=direction,
                   maze=self.maze,
                   p_type=Portal.portal_1))

    def create_orange_portal(self, x, y, direction):
        if self.orange_portal:
            old_x, old_y = self.orange_portal.sprite.rect.x, self.orange_portal.sprite.rect.y
            self.maze.maze_blocks.add(
                Block(old_x, old_y, self.maze.block_size, self.maze.block_size,
                      self.maze.block_image))
        self.orange_portal.add(
            Portal(screen=self.screen,
                   x=x,
                   y=y,
                   direction=direction,
                   maze=self.maze,
                   p_type=Portal.portal_2))

    def update(self):
        self.blue_portal.update()
        self.orange_portal.update()
        if self.blue_projectile:
            self.blue_projectile.update()
            if pygame.sprite.spritecollideany(self.blue_projectile, self.blue_portal) or \
                    pygame.sprite.spritecollideany(self.blue_projectile, self.orange_portal):
                self.blue_projectile = None
                return
            collision = pygame.sprite.spritecollideany(self.blue_projectile,
                                                       self.maze.maze_blocks)
            if collision:
                x, y = collision.rect.x, collision.rect.y
                collision.kill()
                direction = self.portal_directions[
                    self.blue_projectile.direction]
                self.blue_projectile = None
                self.create_blue_portal(x, y, direction)
                self.sound_manager.play('open')
            elif self.blue_projectile.is_off_screen():
                self.blue_projectile = None
        if self.orange_projectile:
            self.orange_projectile.update()
            if pygame.sprite.spritecollideany(self.orange_projectile, self.blue_portal) or \
                    pygame.sprite.spritecollideany(self.orange_projectile, self.orange_portal):
                self.orange_projectile = None
                return
            collision = pygame.sprite.spritecollideany(self.orange_projectile,
                                                       self.maze.maze_blocks)
            if collision:
                x, y = collision.rect.x, collision.rect.y
                collision.kill()
                direction = self.portal_directions[
                    self.orange_projectile.direction]
                self.orange_projectile = None
                self.create_orange_portal(x, y, direction)
                self.sound_manager.play('open')
            elif self.orange_projectile.is_off_screen():
                self.orange_projectile = None

    def portables_usable(self):
        return self.blue_portal and self.orange_portal

    def collide_portals(self, other):
        return pygame.sprite.spritecollideany(other, self.blue_portal) or \
            pygame.sprite.spritecollideany(other, self.orange_portal)

    def check_portals(self, *args):
        for arg in args:
            if pygame.sprite.spritecollideany(
                    arg, self.blue_portal) and self.orange_portal:
                i, j = self.orange_portal.sprite.get_nearest_row(
                ), self.orange_portal.sprite.get_nearest_col()
                if self.orange_portal.sprite.direction == 'l':
                    j -= 1
                elif self.orange_portal.sprite.direction == 'r':
                    j += 1
                elif self.orange_portal.sprite.direction == 'u':
                    i -= 1
                else:
                    i += 1
                x, y = ((self.screen.get_width()) // 5 + (j * self.maze.block_size)), \
                       ((self.screen.get_height()) // 12 + (i * self.maze.block_size))
                arg.rect.x, arg.rect.y = x, y
                self.sound_manager.play('travel')
            elif pygame.sprite.spritecollideany(
                    arg, self.orange_portal) and self.blue_portal:
                i, j = self.blue_portal.sprite.get_nearest_row(
                ), self.blue_portal.sprite.get_nearest_col()
                if self.blue_portal.sprite.direction == 'l':
                    j -= 1
                elif self.blue_portal.sprite.direction == 'r':
                    j += 1
                elif self.blue_portal.sprite.direction == 'u':
                    i -= 1
                else:
                    i += 1
                x, y = ((self.screen.get_width() // 5) + (j * self.maze.block_size)), \
                       ((self.screen.get_height() // 12) + (i * self.maze.block_size))
                arg.rect.x, arg.rect.y = x, y
                self.sound_manager.play('travel')

    def blit(self):
        if self.blue_projectile:
            self.blue_projectile.blit()
        if self.orange_projectile:
            self.orange_projectile.blit()
        if self.blue_portal:
            self.blue_portal.sprite.blit()
        if self.orange_portal:
            self.orange_portal.sprite.blit()
コード例 #11
0
class Game:
    def __init__(self):
        self.is_playing = False
        self.all_players = pygame.sprite.Group()
        self.player = Player(self)
        self.all_players.add(self.player)
        self.all_monsters = pygame.sprite.Group()
        self.sound_manager = SoundManager()
        self.pressed = {}
        self.score = 0

    def start(self):
        self.is_playing = True
        self.spawn_monster(Wizard)
        self.spawn_monster(Wizard)
        self.spawn_monster(Wraith)
        self.sound_manager.play('start')

    def game_over(self):
        self.all_monsters = pygame.sprite.Group()
        self.player.health = self.player.max_health
        self.is_playing = False
        self.score = 0
        self.sound_manager.play('game_over')

    def launch_game(self, screen):
        # appliquer image joueur
        screen.blit(self.player.image, self.player.rect)

        for projectile in self.player.all_projectiles:
            projectile.move()

        self.player.update_health_bar(screen)
        if self.player.animation is False:
            self.player.load_animation("assets/idle", [8, 8, 8])
        self.player.all_projectiles.draw(screen)

        self.player.update_animation()

        self.all_monsters.draw(screen)

        for monster in self.all_monsters:
            monster.forward()
            monster.update_health_bar(screen)
            monster.update_animations()

        # verifier si le joueur veut aller à gauche ou à droite

        if self.pressed.get(
                pygame.K_RIGHT
        ) and self.player.rect.x + self.player.rect.width < screen.get_width():
            self.player.move_right()
        elif self.pressed.get(pygame.K_LEFT) and self.player.rect.x > 0:
            self.player.move_left()

    def check_collision(self, sprite, group):
        return pygame.sprite.spritecollide(sprite, group, False,
                                           pygame.sprite.collide_mask)

    def spawn_monster(self, monster_name):
        self.all_monsters.add(monster_name.__call__(self))
コード例 #12
0
ファイル: engine.py プロジェクト: quentinlautischer/275_final
	def update_logic(self):
		"""	
		Update Logic runs through all player movement, controller inputs,
		player attack_status, checks for game_over or map scroll advance.
		Anything that involves changing numbers is done here.
		"""
		#Limit logic loop by frames per second
		pygame.time.wait(int(1000/self.FPS))

		#If all players are dead game over is enabled.
		self.game_over = True
		for Players in self.unit_roster.get("Players"):
			if Players.dead == False:
				self.game_over = False

		# Update Script (Event Handler responsible for spawning monsters, printing quest text, enabling scroll)
		self.script.update_script()

		
		# Player Loop
		for player in self.unit_roster.get("Players"):

			# If scroll available and player at edge scroll change map
			if player.xpos > 900 and self.script.scroll_available:
				self.script.text_print = 0
				self.maps.is_map_scrolling = 1
				spawn_players(self.unit_roster.get("Players"))
				# If player has died remove from Roster
				for unit in self.unit_roster.get("Players"):
					if unit.dead:
						self.unit_roster.get("Players").remove(unit)

			#Player is still alive
			if player.get_health() > 0:	
				#Update Controller (Get input)
				for control in self.controllers:
					if control.player == player:
						control.update()
				#Check for defense
				if player.defending:
					player.defend_spell()
				else:
					player.armor = 1

				#passive health/energy restore
				player.gain_energy(0.3)
				player.gain_health(0.1)

				#If player has triggered attack in controller update
				#but not yet dealt possible dmg to surroundings do it.
				#Only if possible to dmg enemies, unless duel mode is active.
				if not player.dmg_dealt:
					SoundManager.play(player.atk1_sound)
					player.check_dmg_done(self.unit_roster.get("Enemies"))
					if self.script.duel_mode:
						player.check_dmg_done(self.unit_roster.get("Players"))
					player.dmg_dealt = True
			
			#Player is not alive
			else: # health < 0
				player.dead = True

		#Enemy Loop (Very similar to Player Loop)
		for unit in self.unit_roster.get("Enemies"):

			#Enemie is alive
			if unit.get_health() > 0:	
				unit.gain_energy(0.3)
				#This is basically AI version of Controller update
				unit.AI_update(self.screen)

				#If possible to deal dmg do it.
				if not unit.dmg_dealt:
					SoundManager.play(unit.atk1_sound)
					unit.check_dmg_done(self.unit_roster.get("Players"))
					unit.dmg_dealt = True
			else: # Enemy is dead
				#Remove from roster and feild after despawn time
				despawn_time = 2000
				if not unit.dead:
					unit.dead_time = pygame.time.get_ticks()
				unit.dead = True
				if unit.dead_time + despawn_time < pygame.time.get_ticks():
					self.unit_roster.get("Enemies").remove(unit)
コード例 #13
0
ファイル: game.py プロジェクト: AntonioTeixeiraWeb/Pygame
class Game:

    def __init__(self):
        # definir si notre jeu a commencé ou non
        self.is_playing = False
        # generer notre joueur
        self.all_players = pygame.sprite.Group()
        self.player = Player(self)
        self.all_players.add(self.player)
        # generer l'evenement
        self.comet_event = CometFallEvent(self)
        # groupe de monstres
        self.all_monsters = pygame.sprite.Group()
        # gerer le son
        self.sound_manager = SoundManager()
        # mettre le score à 0
        self.font = pygame.font.Font("assets/HanaleiFill-Regular.ttf", 25)
        self.score = 0
        self.pressed = {}

    def start(self):
        self.is_playing = True
        self.spawn_monster(Mummy)
        self.spawn_monster(Mummy)
        self.spawn_monster(Alien)

    def add_score(self, points=10):
        self.score += points

    def game_over(self):
        # remettre le jeu à neuf, retirer les monstres, remettre le joueur a 100 de vie, et mettre le jeu en attente
        self.all_monsters = pygame.sprite.Group()
        self.comet_event.all_comets = pygame.sprite.Group()
        self.player.health = self.player.max_health
        self.comet_event.reset_percent()
        self.is_playing = False
        self.score = 0
        # jouer le son
        self.sound_manager.play('game_over')

    def update(self, screen):
        # afficher le score sur l'écran
        score_text = self.font.render(f"Score : {self.score}", 1, (0, 0, 0))
        screen.blit(score_text, (20, 20))

        # appliquer l'image de mon joueur
        screen.blit(self.player.image, self.player.rect)

        # actualiser la barre de vie du joueur
        self.player.update_health_bar(screen)

        # actualiser la barre d'évenement du jeu
        self.comet_event.update_bar(screen)

        # actualiser l'animation du joueur
        self.player.update_animation()

        # recuperer les projectiles du joueur
        for projectile in self.player.all_projectiles:
            projectile.move()

        # recuperer les monstres de notre jeu
        for monster in self.all_monsters:
            monster.forward()
            monster.update_health_bar(screen)
            monster.update_animation()

        # recuperer les cometes de notre jeu
        for comet in self.comet_event.all_comets:
            comet.fall()

        # appliquer l'ensemble des images de mon groupe de projectiles
        self.player.all_projectiles.draw(screen)

        # appliquer l'ensemble des images de mon groupe de monstres
        self.all_monsters.draw(screen)

        # appliquer l'ensemble des images de mon groupe de cometes
        self.comet_event.all_comets.draw(screen)

        # verifier si le joueur souhaite aller à gauche ou à droite
        if self.pressed.get(pygame.K_RIGHT) and self.player.rect.x + self.player.rect.width < screen.get_width():
            self.player.move_right()
        elif self.pressed.get(pygame.K_LEFT) and self.player.rect.x > 0:
            self.player.move_left()

    def check_collision(self, sprite, group):
        return pygame.sprite.spritecollide(sprite, group, False, pygame.sprite.collide_mask)

    def spawn_monster(self, monster_class_name):
        self.all_monsters.add(monster_class_name.__call__(self))
コード例 #14
0
class Game:
    def __init__(self):
        self.is_playing = False
        self.all_players = pygame.sprite.Group()
        self.player = Player(self)
        self.all_players.add(self.player)
        self.comet_event = CometFallEvent(self)
        self.all_monsters = pygame.sprite.Group()
        self.font_text = pygame.font.Font("assets/DancingScript-Bold.ttf", 80)
        self.score = 0
        self.sound_manager = SoundManager()
        self.pressed = {}

    def start(self):
        self.is_playing = True
        self.spawn_monster(Mummy)
        self.spawn_monster(Mummy)
        self.spawn_monster(Alien)

    def add_score(self, points=20):
        self.score += points

    def game_over(self):
        self.all_monsters = pygame.sprite.Group()
        self.comet_event.all_comets = pygame.sprite.Group()
        self.player.health = self.player.max_health
        self.comet_event.reset_percent()
        self.is_playing = False
        self.score = 0
        self.sound_manager.play("game_over")

    def update(self, screen):

        # font_number = pygame.font.Font("assets/Archivo-Italic.ttf", 80)
        score_text = self.font_text.render(f"Score : {self.score}", 1,
                                           (0, 0, 255))
        # score_number = font_number.render(f"{self.score}", 1, (0, 0, 255))
        screen.blit(score_text, (20, 20))
        # screen.blit(score_number, (230, 20))

        screen.blit(self.player.image, self.player.rect)

        self.player.update_health_bar(screen)

        self.comet_event.update_bar(screen)

        self.player.update_animation()

        for projectile in self.player.all_projectiles:
            projectile.move()

        for monster in self.all_monsters:
            monster.forward()
            monster.update_health_bar(screen)
            monster.update_animation()

        for comet in self.comet_event.all_comets:
            comet.fall()

        self.player.all_projectiles.draw(screen)

        self.all_monsters.draw(screen)

        self.comet_event.all_comets.draw(screen)

        if self.pressed.get(
                pygame.K_RIGHT
        ) and self.player.rect.x + self.player.rect.width < screen.get_width():
            self.player.move_right()

        elif self.pressed.get(pygame.K_LEFT) and self.player.rect.x > 0:
            self.player.move_left()

    def spawn_monster(self, monster_class_name):
        self.all_monsters.add(monster_class_name.__call__(self))

    @staticmethod
    def check_collision(sprite, sprite_group):
        return pygame.sprite.spritecollide(sprite, sprite_group, False,
                                           pygame.sprite.collide_mask)
コード例 #15
0
ファイル: game.py プロジェクト: MikeMor-fr/shooter-game
class Game:
    def __init__(self):
        # Generer le jouer
        self.all_players = pygame.sprite.Group()
        self.player = Player(self)
        self.all_players.add(self.player)

        # Definir si le jeu a commence
        self.is_playing = False

        # groupe de monstre
        self.all_monsters = pygame.sprite.Group()
        self.pressed = {}

        # generer l'evenement comet
        self.comet_event = CometFallEvent(self)

        # mettre le score a zero
        self.font = pygame.font.SysFont('monospace', 25, True)
        self.score = 0

        # gerer le son
        self.sound_manager = SoundManager()

    def start(self):
        self.is_playing = True
        self.spawn_monster(Mummy)
        self.spawn_monster(Mummy)
        self.spawn_monster(Alien)

    def game_over(self):
        self.all_monsters = pygame.sprite.Group()
        self.comet_event.all_comets = pygame.sprite.Group()
        self.player.health = self.player.max_health
        self.comet_event.reset_percent()
        self.is_playing = False
        self.score = 0
        self.sound_manager.play('game_over')

    def add_score(self, score=1):
        self.score += score

    def update(self, screen):
        # afficher le score:
        score_text = self.font.render(f'Score: {self.score}', 1, (0, 0, 0))
        screen.blit(score_text, (20, 20))

        # Add player image
        screen.blit(self.player.image, self.player.rect)

        # actualiser la barre de vie du joueur
        self.player.update_health_bar(screen)

        # actualiser l'animation du joueur
        self.player.update_animation()

        # actualiser la barre d'evenement du jeu
        self.comet_event.update_bar(screen)

        # recuperer les pojectiles du joueur
        for projectile in self.player.all_projectiles:
            projectile.move()

        # recuperer les monstres
        for monster in self.all_monsters:
            monster.forward()
            monster.update_health_bar(screen)
            monster.update_animation()

        # recuperer les commettes du jeu
        for comet in self.comet_event.all_comets:
            comet.fall()

        # appliquer l'ensemble des images du groupe projectile
        self.player.all_projectiles.draw(screen)

        # appliquer l'ensemble des images du groupe monstre
        self.all_monsters.draw(screen)

        # appliquer l'ensemble des images du groupe comet
        self.comet_event.all_comets.draw(screen)

        # Verifier si le joueur souhaite aller à gauche ou droite
        if self.pressed.get(
                pygame.K_RIGHT
        ) and self.player.rect.x + self.player.rect.width < screen.get_width():
            self.player.move_right()
        elif self.pressed.get(pygame.K_LEFT) and self.player.rect.x > 0:
            self.player.move_left()

    def check_collision(self, sprite, group):
        return pygame.sprite.spritecollide(sprite, group, False,
                                           pygame.sprite.collide_mask)

    def spawn_monster(self, monster_class_name):
        self.all_monsters.add(monster_class_name.__call__(self))
コード例 #16
0
ファイル: game.py プロジェクト: Lepoisson300/Comet-Fall
class Game:

    MAX_LEVEL = 3
    LEVEL_INCREMENT = 1

    def __init__(self):
        self.is_playing = False
        self.player = Player(self)
        self.all_players = pygame.sprite.Group([self.player])
        self.comet_event = CometFallEvent(self)
        self.all_monster = pygame.sprite.Group()
        self.sound_manager = SoundManager()
        self.font = pygame.font.Font(
            "cometfall/assets/fonts/Anton-Regular.ttf", 30)
        self.score = 0
        self.level = {}
        self.username = None
        self.comet_event_number = 0
        image = pygame.image.load(f"cometfall/assets/background/planet.jpg")
        self.background = pygame.transform.scale(image, (1200, 720))

    @property
    def key_pressed(self):
        return pygame.key.get_pressed()

    def start(self):
        self.is_playing = True
        self.load_level()
        self.spawn_monsters()
        self.sound_manager.play('click')

    def spawn_monsters(self, n=None):
        """ Spawn n monsters with probability for each monster to appear """
        monsters_type = self.level['monsters']
        probability = self.level.get('probability')
        attack_factor = 1 + int(self.level.get('attack_bonus',
                                               '0%')[:-1]) / 100
        health_factor = 1 + int(self.level.get('health_bonus',
                                               '0%')[:-1]) / 100
        player_factor = 1 + int(self.level.get('player_bonus',
                                               '0%')[:-1]) / 100
        self.player.attack *= player_factor
        spawn_number = n or int(self.level.get('spawn_number'))
        monsters = np.random.choice(monsters_type, spawn_number, p=probability)

        for name in monsters:
            try:
                monster_type = getattr(monster, name.title())
            except AttributeError:
                raise AttributeError(
                    f"Monster {name.title()} not exists, check the levels.json file"
                )
            self.all_monster.add(
                monster_type(self, health_factor, attack_factor))

    def add_score(self, points=10):
        self.score += points

    @staticmethod
    def check_colision(sprite, group):
        return pygame.sprite.spritecollide(sprite, group, False,
                                           pygame.sprite.collide_mask)

    def game_over(self):
        """ Remet le jeu à neuf """
        self.all_monster = pygame.sprite.Group()
        self.comet_event.all_comet = pygame.sprite.Group()
        self.player.health = self.player.max_health
        self.comet_event.reset_percent()
        self.is_playing = False
        self.score = 0
        self.player.rect.x = 400
        self.player.rect.y = 470
        self.load_level(1)
        self.sound_manager.stop_all()
        self.sound_manager.play('game_over')
        print()
        a = basedonnee()
        a.enregistrer()
        a.score()

    def update(self, screen):
        """ Update the screen display"""
        score_text = self.font.render(f"Score : {self.score}", True, (0, 0, 0))
        screen.blit(score_text, (20, 20))
        username = self.font.render(self.username, True, (0, 0, 0))
        screen.blit(username, (950, 20))

        # appliquer l'image du joueur
        if self.key_pressed[pygame.K_LCTRL]:  # shoot mode
            screen.blit(self.player.shoot_image, self.player.rect)
        elif self.player.animation:
            self.player.animate()
            screen.blit(self.player.image, self.player.rect)
        else:
            screen.blit(self.player.default_image, self.player.rect)
        self.player.update_health_bar(screen)
        self.comet_event.update_bar(screen)

        # récupérer les projectiles du joueur
        for projectile in self.player.all_projectiles:
            projectile.move()

        # récupérer les monstres de notre jeu
        for active_monster in self.all_monster:
            active_monster.forward()
            active_monster.update_health_bar(screen)
            active_monster.update_animation()

        # récupérer les comètes de notre jeu
        for comet in self.comet_event.all_comet:
            comet.fall()

        # récuperer le boss de notre jeu
        """
        for Boss in self.Boss_event.ship:
            Boss.fall()
        """
        self.player.all_projectiles.draw(screen)
        self.comet_event.all_comet.draw(screen)
        self.all_monster.draw(screen)

        # verifier si le joueur souhaite aller à gauche ou à droite
        if not self.key_pressed[pygame.K_LCTRL]:
            if self.key_pressed[pygame.K_RIGHT] and \
                    self.player.rect.x + self.player.rect.width < screen.get_width():
                self.player.move_right()
            elif self.key_pressed[pygame.K_LEFT] and self.player.rect.x > 0:
                self.player.move_left()

    def load_level(self, wanted_level=None):
        """
        Apply values defined in levels.json for current level
        """
        if self.comet_event_number % self.LEVEL_INCREMENT == 0:
            level = wanted_level or (
                self.comet_event_number // self.LEVEL_INCREMENT + 1)
            if level <= self.MAX_LEVEL:
                with open("cometfall/static/levels.json",
                          'r',
                          encoding='utf-8') as f:
                    self.level = json.load(f)[f"level {level}"]

                image = pygame.image.load(
                    f"cometfall/assets/background/{self.level['background']}")
                self.background = pygame.transform.scale(image, (1080, 720))
                if sound := self.level.get('game_sound'):
                    self.sound_manager.stop_all()
                    self.sound_manager.play(sound, volume=0.15)
                else:
                    raise AttributeError(
                        f"You must define a game_sound attribute "
                        f"for the level {level}")
コード例 #17
0
ファイル: pacman.py プロジェクト: allisonmev/Pacman-Portal
class PacMan(pygame.sprite.Sprite):
    PAC_YELLOW = (255, 255, 0)
    PAC_AUDIO_CHANNEL = 0

    def __init__(self, screen, maze):
        super().__init__()
        self.screen = screen
        self.radius = maze.block_size // 1
        self.maze = maze
        self.sound_manager = SoundManager(
            sound_files=[
                'yum_one.wav', 'yum_two.wav', 'pacman-killed.wav',
                'pacman-portal.wav'
            ],
            keys=['eat', 'fruit', 'dead', 'portal'],
            channel=PacMan.PAC_AUDIO_CHANNEL)
        self.pacman_horizontal = ImageManager('pacman-horiz.png',
                                              sheet=True,
                                              pos_offsets=[(0, 0, 32, 32),
                                                           (32, 0, 32, 32),
                                                           (0, 32, 32, 32),
                                                           (32, 32, 32, 32),
                                                           (0, 64, 32, 32)],
                                              resize=(self.maze.block_size,
                                                      self.maze.block_size),
                                              reversible=True)
        self.pacman_vertical = ImageManager('pacman-vert.png',
                                            sheet=True,
                                            pos_offsets=[(0, 0, 32, 32),
                                                         (32, 0, 32, 32),
                                                         (0, 32, 32, 32),
                                                         (32, 32, 32, 32),
                                                         (0, 64, 32, 32)],
                                            resize=(self.maze.block_size,
                                                    self.maze.block_size),
                                            reversible=True)
        self.pacman_dead = ImageManager('pacman-death.png',
                                        sheet=True,
                                        pos_offsets=[(0, 0, 32, 32),
                                                     (32, 0, 32, 32),
                                                     (0, 32, 32, 32),
                                                     (32, 32, 32, 32),
                                                     (0, 64, 32, 32),
                                                     (32, 64, 32, 32)],
                                        resize=(self.maze.block_size,
                                                self.maze.block_size),
                                        animation_delay=150,
                                        repeat=False)
        self.flip_status = {
            'use_horiz': True,
            'h_flip': False,
            'v_flip': False
        }
        self.spawn_info = self.maze.player_spawn[1]
        self.tile = self.maze.player_spawn[0]
        self.direction = None
        self.moving = False
        self.speed = maze.block_size // 7
        self.image, self.rect = self.pacman_horizontal.get_image()
        self.rect.centerx, self.rect.centery = self.spawn_info
        self.dead = False
        self.portal_controller = PortalController(screen, self, maze)

        self.event_map = {
            pygame.KEYDOWN: self.perform_action,
            pygame.KEYUP: self.reset_direction
        }
        self.action_map = {
            pygame.K_UP: self.set_move_up,
            pygame.K_LEFT: self.set_move_left,
            pygame.K_DOWN: self.set_move_down,
            pygame.K_RIGHT: self.set_move_right,
            pygame.K_q: self.blue_portal,
            pygame.K_w: self.orange_portal
        }

    def eat(self):
        score = 0
        fruit_count = 0
        power = None
        collision = pygame.sprite.spritecollideany(self, self.maze.pellets)
        if collision:
            collision.kill()
            score += 10
            self.sound_manager.play('eat')
        collision = pygame.sprite.spritecollideany(self, self.maze.fruits)
        if collision:
            collision.kill()
            score += 20
            fruit_count += 1
            self.sound_manager.play('fruit')
        collision = pygame.sprite.spritecollideany(self,
                                                   self.maze.power_pellets)
        if collision:
            collision.kill()
            score += 20
            power = True
            self.sound_manager.play('eat')
        return score, fruit_count, power

    def is_blocked(self):
        result = False
        if self.direction is not None and self.moving:
            original_pos = self.rect
            if self.direction == 'u':
                test = self.rect.move((0, -self.speed))
            elif self.direction == 'l':
                test = self.rect.move((-self.speed, 0))
            elif self.direction == 'd':
                test = self.rect.move((0, self.speed))
            else:
                test = self.rect.move((self.speed, 0))
            self.rect = test

            if pygame.sprite.spritecollideany(self, self.maze.maze_blocks):
                result = True
            elif pygame.sprite.spritecollideany(self, self.maze.shield_blocks):
                result = True
            elif not self.portal_controller.portables_usable():
                result = self.portal_controller.collide_portals(self)
            self.rect = original_pos
        return result

    def set_move_up(self):
        if self.direction != 'u':
            self.direction = 'u'
            if self.flip_status['v_flip']:
                self.pacman_vertical.flip(False, True)
                self.flip_status['v_flip'] = False
            self.flip_status['use_horiz'] = False
        self.moving = True

    def set_move_left(self):
        if self.direction != 'l':
            self.direction = 'l'
            if not self.flip_status['h_flip']:
                self.pacman_horizontal.flip()
                self.flip_status['h_flip'] = True
            self.flip_status['use_horiz'] = True
        self.moving = True

    def set_move_down(self):
        if self.direction != 'd':
            self.direction = 'd'
            if not self.flip_status['v_flip']:
                self.pacman_vertical.flip(x_bool=False, y_bool=True)
                self.flip_status['v_flip'] = True
            self.flip_status['use_horiz'] = False
        self.moving = True

    def set_move_right(self):
        if self.direction != 'r':
            self.direction = 'r'
            if self.flip_status['h_flip']:
                self.pacman_horizontal.flip()
                self.flip_status['h_flip'] = False
            self.flip_status['use_horiz'] = True
        self.moving = True

    def clear_portals(self):
        self.portal_controller.clear_portals()

    def blue_portal(self):
        self.sound_manager.play('portal')
        self.portal_controller.fire_b_portal_projectile()

    def orange_portal(self):
        self.sound_manager.play('portal')
        self.portal_controller.fire_o_portal_projectile()

    def set_death(self):
        self.sound_manager.play('dead')
        self.dead = True
        self.image, _ = self.pacman_dead.get_image()

    def revive(self):
        self.dead = False
        self.image, _ = self.pacman_horizontal.get_image()
        self.pacman_dead.image_index = 0

    def reset_position(self):
        self.rect.centerx, self.rect.centery = self.spawn_info  # screen coordinates for spawn

    def reset_direction(self, event):
        if event.key in (pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT,
                         pygame.K_RIGHT):
            self.moving = False

    def perform_action(self, event):
        if event.key in self.action_map:
            self.action_map[event.key]()

    def get_nearest_col(self):
        return (self.rect.x -
                (self.screen.get_width() // 5)) // self.maze.block_size

    def get_nearest_row(self):
        return (self.rect.y -
                (self.screen.get_height() // 12)) // self.maze.block_size

    def update(self):
        if not self.dead:
            self.portal_controller.update()
            self.portal_controller.check_portals(self)
            if self.direction and self.moving:
                if self.flip_status['use_horiz']:
                    self.image = self.pacman_horizontal.next_image()
                else:
                    self.image = self.pacman_vertical.next_image()
                if not self.is_blocked():
                    if self.direction == 'u':
                        self.rect.centery -= self.speed
                    elif self.direction == 'l':
                        self.rect.centerx -= self.speed
                    elif self.direction == 'd':
                        self.rect.centery += self.speed
                    elif self.direction == 'r':
                        self.rect.centerx += self.speed
                self.tile = (self.get_nearest_row(), self.get_nearest_col())
        else:
            self.image = self.pacman_dead.next_image()

    def blit(self):
        self.portal_controller.blit()
        self.screen.blit(self.image, self.rect)
コード例 #18
0
    def on_click(self, e):
        """
        This is called when a click event occurs.
        e is the click event.
        """
        # Don't react when in move, attack or game over mode.
        if (self.mode == Modes.Moving or
            self.mode == Modes.GameOver):
            return
        
        # make sure we have focus and that it was the left mouse button
        if (e.type == pygame.MOUSEBUTTONUP
            and e.button == 1
            and pygame.mouse.get_focused()):
            
            # If this is in the map, we're dealing with units or tiles
            if self.map.rect.collidepoint(e.pos):
                # Get the tile's position
                to_tile_pos = self.map.tile_coords(e.pos)

                # get the unit at the mouseclick
                unit = self.get_unit_at_screen_pos(e.pos)
                
                if unit:
                    # clicking the same unit again deselects it and, if
                    # necessary, resets select mode
                    if unit == self.sel_unit:
                        self.change_mode(Modes.Select)
                        self.sel_unit = None

                    # select a new unit
                    elif (self.mode == Modes.Select and
                          unit.team == self.cur_team):
                        self.sel_unit = unit
                        SoundManager.play(SELECT_SOUND)
                        
                    # Attack
                    elif (self.mode == Modes.ChooseAttack and
                        self.sel_unit and
                        to_tile_pos in self._attackable_tiles):
                        # Attack the selected tile
                        self.sel_unit_attack(to_tile_pos)
                else:
                    # No unit there, so a tile was clicked
                    if (self.mode == Modes.ChooseMove and
                        self.sel_unit and
                        to_tile_pos in self._movable_tiles):
                        
                        # Move to the selected tile
                        self.sel_unit_move(to_tile_pos)
            
            # Otherwise, the user is interacting with the GUI panel
            else:
                # Check which button was pressed
                for button in self.buttons:
                    # If the button is enabled and has a click function, call
                    # the function
                    if ((not button.condition or button.condition()) and
                        self.get_button_rect(button).collidepoint(e.pos)):
                        button.onClick()
                        
                        # Play the button sound
                        SoundManager.play(BUTTON_SOUND)
コード例 #19
0
ファイル: Game.py プロジェクト: PascalCmoa/mummy_game
class Game:
    def __init__(self):
        self.is_playing = False
        # Génération de notre joueur
        self.all_player = pygame.sprite.Group()
        self.player = Player(self)
        self.all_player.add(self.player)
        # Générer l'évènement
        self.comet_event = CometFallEvent(self)
        # groupe de monstres
        self.all_monster = pygame.sprite.Group()
        self.pressed = {}
        # Mettre le score a 0
        self.score = 0
        self.font = pygame.font.SysFont("monospace", 16, True)
        # fself.ont = pygame.font.Font("assets/my_custom_font.ttf", 25)
        # Gestion des effets sonores
        self.sound_manager = SoundManager()

    def start(self):
        self.is_playing = True
        self.spawn_monster(Mummy)
        self.spawn_monster(Mummy)
        self.spawn_monster(Alien)

    def add_score(self, points=10):
        # Ajouter le nombre de point au score
        self.score += 20

    def game_over(self):
        # Remettre le jeu a zéro.
        self.all_monster = pygame.sprite.Group()
        self.comet_event.all_comets = pygame.sprite.Group()
        self.player.health = self.player.max_health
        self.comet_event.reset_percent()
        self.is_playing = False
        self.score = 0
        # jouer le son
        self.sound_manager.play("game_over")

    def update(self, screen):
        # Afficher le score sur l'ecran
        score_text = self.font.render(f"Score: {self.score}", 1, (0, 0, 0))
        screen.blit(score_text, (20, 20))

        # Appliquer l'image du joueur
        screen.blit(self.player.image, self.player.rect)
        self.player.update_health_bar(screen)

        # actualiser la barre d'évènement du jeu
        self.comet_event.update_bar(screen)

        # actualiser l'animation du joueur
        self.player.update_animation()

        # Recupereer les projectile du joueur
        for projectile in self.player.all_projectiles:
            projectile.move()

        # Recuperer les projectile du joueur
        for monster in self.all_monster:
            monster.forward()
            monster.update_health_bar(screen)
            monster.update_animation()

        # Recuperer les cometes du joueur
        for comet in self.comet_event.all_comets:
            comet.fall()

        # Applique l'image du projectile
        self.player.all_projectiles.draw(screen)

        # Appliquer l'ensemble des images de monstre
        self.all_monster.draw(screen)

        # Appliquer l'ensemble des image du goupe comete
        self.comet_event.all_comets.draw(screen)

        # Verifier si le joueur souhaite aller a gauche ou a droite
        if self.pressed.get(
                pygame.K_RIGHT
        ) and self.player.rect.x + self.player.rect.width < screen.get_width():
            self.player.move_right()
        elif self.pressed.get(pygame.K_LEFT) and self.player.rect.x >= 0:
            self.player.move_left()

    def check_collision(self, sprinte, group):
        return pygame.sprite.spritecollide(sprinte, group, False,
                                           pygame.sprite.collide_mask)

    def spawn_monster(self, monster_class_name):
        monster = Mummy(self)
        self.all_monster.add(monster_class_name.__call__(self))
コード例 #20
0
    def update_logic(self):
        """	
		Update Logic runs through all player movement, controller inputs,
		player attack_status, checks for game_over or map scroll advance.
		Anything that involves changing numbers is done here.
		"""
        #Limit logic loop by frames per second
        pygame.time.wait(int(1000 / self.FPS))

        #If all players are dead game over is enabled.
        self.game_over = True
        for Players in self.unit_roster.get("Players"):
            if Players.dead == False:
                self.game_over = False

        # Update Script (Event Handler responsible for spawning monsters, printing quest text, enabling scroll)
        self.script.update_script()

        # Player Loop
        for player in self.unit_roster.get("Players"):

            # If scroll available and player at edge scroll change map
            if player.xpos > 900 and self.script.scroll_available:
                self.script.text_print = 0
                self.maps.is_map_scrolling = 1
                spawn_players(self.unit_roster.get("Players"))
                # If player has died remove from Roster
                for unit in self.unit_roster.get("Players"):
                    if unit.dead:
                        self.unit_roster.get("Players").remove(unit)

            #Player is still alive
            if player.get_health() > 0:
                #Update Controller (Get input)
                for control in self.controllers:
                    if control.player == player:
                        control.update()
                #Check for defense
                if player.defending:
                    player.defend_spell()
                else:
                    player.armor = 1

                #passive health/energy restore
                player.gain_energy(0.3)
                player.gain_health(0.1)

                #If player has triggered attack in controller update
                #but not yet dealt possible dmg to surroundings do it.
                #Only if possible to dmg enemies, unless duel mode is active.
                if not player.dmg_dealt:
                    SoundManager.play(player.atk1_sound)
                    player.check_dmg_done(self.unit_roster.get("Enemies"))
                    if self.script.duel_mode:
                        player.check_dmg_done(self.unit_roster.get("Players"))
                    player.dmg_dealt = True

            #Player is not alive
            else:  # health < 0
                player.dead = True

        #Enemy Loop (Very similar to Player Loop)
        for unit in self.unit_roster.get("Enemies"):

            #Enemie is alive
            if unit.get_health() > 0:
                unit.gain_energy(0.3)
                #This is basically AI version of Controller update
                unit.AI_update(self.screen)

                #If possible to deal dmg do it.
                if not unit.dmg_dealt:
                    SoundManager.play(unit.atk1_sound)
                    unit.check_dmg_done(self.unit_roster.get("Players"))
                    unit.dmg_dealt = True
            else:  # Enemy is dead
                #Remove from roster and feild after despawn time
                despawn_time = 2000
                if not unit.dead:
                    unit.dead_time = pygame.time.get_ticks()
                unit.dead = True
                if unit.dead_time + despawn_time < pygame.time.get_ticks():
                    self.unit_roster.get("Enemies").remove(unit)
コード例 #21
0
class Game:
    def __init__(self):
        self.is_playing = False
        self.all_players = pygame.sprite.Group()
        self.player = Player(self)
        self.all_players.add(self.player)
        self.all_monsters = pygame.sprite.Group()
        #gerer le son
        self.sound_manager = SoundManager()
        #mettre le score a 0
        self.font = pygame.font.Font("assets/my_custom_font.ttf", 25)
        self.score = 0
        self.pressed = {}
        self.comet_event = CometFallEvent(self)

    def start(self):
        self.is_playing = True
        self.spawn_monster(Mummy)
        self.spawn_monster(Mummy)
        self.spawn_monster(Mummy)
        self.spawn_monster(Alien)

    def add_score(self, points=10):
        self.score += points

    def game_over(self):
        self.all_monsters = pygame.sprite.Group()
        self.comet_event.all_comets = pygame.sprite.Group()
        self.player.health = self.player.max_health
        self.comet_event.reset_percent()
        self.is_playing = False
        self.score = 0
        #jouerle son
        self.sound_manager.play('game_over')

    def update(self, screen):
        #afficher le score sur l ecran
        score_text = self.font.render(f"Score: {self.score}", 1, (0, 0, 0))
        screen.blit(score_text, (20, 20))
        screen.blit(self.player.image, self.player.rect)

        self.player.update_health_bar(screen)

        self.comet_event.update_bar(screen)

        self.player.update_animation()

        for projectile in self.player.all_projectiles:
            projectile.move()

        for monster in self.all_monsters:
            monster.forward()
            monster.update_health_bar(screen)
            monster.update_animation()

        for comet in self.comet_event.all_comets:
            comet.fall()

        self.player.all_projectiles.draw(screen)

        self.all_monsters.draw(screen)

        self.comet_event.all_comets.draw(screen)

        if self.pressed.get(pygame.K_RIGHT) and \
                self.player.rect.x + self.player.\
                rect.width < screen.get_width():
            self.player.move_right()
        elif self.pressed.get(pygame.K_LEFT) and \
                self.player.rect.x > 0:
            self.player.move_left()

    def check_collision(self, sprite, group):
        return pygame.sprite.spritecollide(sprite, group, False,
                                           pygame.sprite.collide_mask)

    def spawn_monster(self, monster_class_name):
        monster = Mummy(self)
        self.all_monsters.add(monster_class_name.__call__(self))
コード例 #22
0
class Game(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.key_pressed = {}
        self.player = Ninja(self)
        self.player_group = pygame.sprite.Group(self.player)
        self.all_zombies_right = pygame.sprite.Group()
        self.all_zombies_left = pygame.sprite.Group()
        self.all_heart = pygame.sprite.Group()
        self.all_flask = pygame.sprite.Group()
        self.kill = 0
        self.dismiss_monsters = False
        self.total_points = 0
        self.game_finish = False
        self.finish_scene = True
        self.kamehameha_mode = False
        self.kill_before_kamehameha = 0
        self.kill_after_kamehameha = 0
        self.game_results = False
        self.game_replay = False
        self.game_time = 0
        self.monster_counter = 0
        self.round = 0
        self.target_number = 0
        self.sound_manager = SoundManager()

    def game_engine(self):
        self.round += 1
        self.target_number += 10
        self.monster_counter = 0
        total_spawn = 2 * self.round
        spawn_right = random.randint(1, (total_spawn - 1))
        spawn_left = total_spawn - spawn_right
        spawn_right_counter = 0
        spawn_left_counter = 0

        while spawn_right_counter < spawn_right:
            self.spawn_right_zombie()
            spawn_right_counter += 1

        while spawn_left_counter < spawn_left:
            self.spawn_left_zombie()
            spawn_left_counter += 1

        self.sound_manager.play('ambience', 0.6, -1)

    def spawn_right_zombie(self):
        zombie_right = Zombie(self)
        zombie_right.rect.x = 1080 + random.randint(0, 300)
        self.all_zombies_right.add(zombie_right)

    def spawn_left_zombie(self):
        zombie_left = Zombie(self)
        zombie_left.rect.x = 0 - zombie_left.image.get_width(
        ) - random.randint(0, 300)
        self.all_zombies_left.add(zombie_left)

    def spawn_heart(self):
        heart = Heart(self)
        self.all_heart.add(heart)

    def spawn_flask(self):
        flask = Flask(self)
        self.all_flask.add(flask)

    def check_collision(self, sprite, group):
        return pygame.sprite.spritecollide(sprite, group, False,
                                           pygame.sprite.collide_mask)

    def vanish_all_monsters(self):
        for zombie in self.all_zombies_right:
            zombie.current_image = 0
        for zombie in self.all_zombies_left:
            zombie.current_image = 0
        for heart in self.all_heart:
            heart.kill()
        for poison in self.all_flask:
            poison.kill()

        self.sound_manager.play('poof', 0.2, 0)
        self.dismiss_monsters = True

    def game_over(self, surface):
        go_font = pygame.font.SysFont("arial", 95, True)
        rounds_font = pygame.font.SysFont("arial", 25, True)
        results_font = pygame.font.SysFont("arial", 30, True)

        self.game_time = int(self.game_time)
        seconds = (self.game_time / 1000) % 60
        seconds = int(seconds)
        minutes = (self.game_time / (1000 * 60)) % 60
        minutes = int(minutes)
        hours = (self.game_time / (1000 * 60 * 60)) % 24
        hours = int(hours)

        go_text = go_font.render("Game Over", True, (255, 255, 255))
        round_text = rounds_font.render(f"You Survived {self.round} Rounds",
                                        True, (255, 255, 255))
        points_text = results_font.render("Points", True, (255, 234, 0))
        points_nb = results_font.render(f"{self.total_points}", True,
                                        (255, 234, 0))
        kills_text = results_font.render("Kills", True, (57, 192, 237))
        kills_nb = results_font.render(f"{self.kill}", True, (57, 192, 237))
        game_time_text = results_font.render("Game Time", True, (0, 230, 118))
        game_time_nb = results_font.render(
            f"{hours:02d}:{minutes:02d}:{seconds:02d}", True, (0, 230, 118))
        retry_text = results_font.render("Press space to restart a game.",
                                         True, (255, 255, 255))

        surface.blit(go_text,
                     ((surface.get_width() - go_text.get_width()) / 2, 60))
        surface.blit(round_text,
                     ((surface.get_width() - round_text.get_width()) / 2, 180))
        surface.blit(points_text, ((508.5 - points_text.get_width()) / 2, 300))
        surface.blit(
            points_nb,
            (((508.5 - points_text.get_width()) / 2) +
             (points_text.get_width() - points_nb.get_width()) / 2, 350))
        surface.blit(kills_text,
                     ((surface.get_width() - kills_text.get_width()) / 2, 300))
        surface.blit(
            kills_nb,
            (((surface.get_width() - kills_text.get_width()) / 2) +
             (kills_text.get_width() - kills_nb.get_width()) / 2, 350))
        surface.blit(game_time_text, (((508.5 - points_text.get_width()) / 2) +
                                      508.5 + kills_text.get_width(), 300))
        surface.blit(
            game_time_nb,
            ((((508.5 - points_text.get_width()) / 2) + 508.5 +
              kills_text.get_width()) +
             (game_time_text.get_width() - game_time_nb.get_width()) / 2, 350))
        surface.blit(retry_text,
                     ((surface.get_width() - retry_text.get_width()) / 2, 680))

        self.game_replay = True
コード例 #23
0
ファイル: game.py プロジェクト: jjpro201/JJPRO_GAME
class Game:
    def __init__(self):
        #definir le commencement du jeu
        self.is_playing = False
        #generate player
        self.all_players = pygame.sprite.Group()
        self.player = Player(self)
        self.all_players.add(self.player)
        #generer l'evenement
        self.comet_event = CometFallEvent(self)
        #groupe monstres
        self.all_monsters = pygame.sprite.Group()
        #gestion du son
        self.sound_manager = SoundManager()
        #METTRE score a zero
        self.font = pygame.font.Font("assets/font.ttf", 25)
        self.score = 0
        self.pressed = {}

    def start(self):
        self.is_playing = True
        self.spawn_monster(Mummy)
        self.spawn_monster(Mummy)
        self.spawn_monster(Alien)

    def add_score(self, points):
        self.score += points

    def game_over(self):
        #remettre le jeu a neuf, enlever le monstre, remettre le joueur a 100 de vie, jeu en attente
        self.all_monsters = pygame.sprite.Group()
        self.comet_event.all_comets = pygame.sprite.Group()
        self.player.health = self.player.max_health
        self.comet_event.reset_percent()
        self.is_playing = False
        self.score = 0
        #jouer le son
        self.sound_manager.play('game_over')

    def update(self, screen):
        #afficher le score
        score_text = self.font.render(f"Score : {self.score}", 1, (0, 0, 0))
        screen.blit(score_text, (20, 20))

        # screen image
        screen.blit(self.player.image, self.player.rect)

        # actulisation barre vie joueur
        self.player.update_health_bar(screen)

        #actualiser la barre d'evenement du jeu
        self.comet_event.update_bar(screen)

        #actualiser l'animation du jouer
        self.player.update_anumation()

        # recuperer projectiles
        for projectile in self.player.all_projectiles:
            projectile.move()

        # recuperer monstres
        for monster in self.all_monsters:
            monster.forward()
            monster.update_health_bar(screen)
            monster.update_animation()

        #recuperer les comettes
        for comet in self.comet_event.all_comets:
            comet.fall()

        # appliquer groupe projectile
        self.player.all_projectiles.draw(screen)

        # appiquer images groupe monstres
        self.all_monsters.draw(screen)

        #appliquer l'ensemble des images de groupe comette
        self.comet_event.all_comets.draw(screen)

        # verifier direction
        if self.pressed.get(
                pygame.K_RIGHT
        ) and self.player.rect.x + self.player.rect.width < screen.get_width():
            self.player.move_right()
        elif self.pressed.get(pygame.K_LEFT) and self.player.rect.x > 0:
            self.player.move_left()

    def check_collision(self, sprite, group):
        return pygame.sprite.spritecollide(sprite, group, False,
                                           pygame.sprite.collide_mask)

    def spawn_monster(self, monster_class_name):
        self.all_monsters.add(monster_class_name.__call__(self))
コード例 #24
0
class Game:
    def __init__(self):
        # Generer joueur
        self.all_players = pygame.sprite.Group()
        self.player = Player(self)
        self.all_players.add(self.player)
        # Groupe de Monstres
        self.all_monsters = pygame.sprite.Group()
        # Jeu a commencé ou non ?
        self.isPlaying = False
        # Comet
        self.comet_event = CometFallEvent(self)
        # Gérer le son
        self.soundManager = SoundManager()
        # Mettre score à 0
        self.score = 0
        self.pressed = {}
        self.font = pygame.font.Font("assets/PottaOne-Regular.ttf", 25)

    def start(self):
        self.isPlaying = True
        self.spawn_monster(Mummy)
        self.spawn_monster(Mummy)
        self.spawn_monster(Alien)

    def game_over(self):
        # Reinit le jeu
        self.all_monsters = pygame.sprite.Group()
        self.player.health = self.player.max_health
        self.isPlaying = False
        self.comet_event.all_comets = pygame.sprite.Group()
        self.comet_event.reset_percent()
        self.score = 0
        self.soundManager.play('gameOver')

    def update(self, screen):
        # Afficher le score
        #font = pygame.font.SysFont("monospace", 16)
        scoreText = self.font.render(f"Score: {self.score}", 1, (0, 0, 0))
        screen.blit(scoreText, (20, 20))
        # Appliquer l'image du joueur
        screen.blit(self.player.image, self.player.rect)
        # Actualiser la barre de vie du joueur
        self.player.update_health_bar(screen)
        # Actualiser la barre d'événement du jeu
        self.comet_event.update_bar(screen)
        # Actualiser l'animation du joueur
        self.player.update_animation()

        # Recuperer projectile
        for projectile in self.player.all_projectiles:
            projectile.move()

        # Récupérer les Monstres
        for monster in self.all_monsters:
            monster.forward()
            monster.update_health_bar(screen)
            monster.update_animation()

        # Récupérer les comètes
        for comet in self.comet_event.all_comets:
            comet.fall()

        # Dessiner Image projectiles
        self.player.all_projectiles.draw(screen)

        # Dessiner Groupe de monstre
        self.all_monsters.draw(screen)

        # Appliquer les comètes
        self.comet_event.all_comets.draw(screen)

        # Vérifier si à gauche ou à droite
        if self.pressed.get(
                pygame.K_RIGHT
        ) and self.player.rect.x + self.player.rect.width < screen.get_width():
            self.player.move_right()
        elif self.pressed.get(pygame.K_LEFT) and self.player.rect.x > 0:
            self.player.move_left()

    def check_collision(self, sprite, group):
        return pygame.sprite.spritecollide(sprite, group, False,
                                           pygame.sprite.collide_mask)

    def spawn_monster(self, monsterClassName):
        #monster = Mummy(self)
        self.all_monsters.add(monsterClassName.__call__(self))
コード例 #25
0
ファイル: client.py プロジェクト: Meow-ops/csgo-quake-sounds
class Client:
    sock = None
    connected = False
    reconnect_timeout = 1
    shard_code = ''
    downloaded = 0
    download_total = 0
    uploaded = 0
    upload_total = 0

    def __init__(self, gui, global_mutex):
        self.threadripper = global_mutex
        self.gui = gui
        self.shard_code = gui.shardCodeIpt.GetValue()
        self.sounds = SoundManager(self)
        self.state = CSGOState(self)

        Thread(target=self.listen, daemon=True).start()
        Thread(target=self.keepalive, daemon=True).start()

    def send(self, type, packet):
        # Build the packet...
        raw_packet = packet.SerializeToString()
        header = PacketInfo()
        header.type = type
        header.length = len(raw_packet)

        # ...And off it goes
        self.threadripper.packets_to_send.put([header, raw_packet])

    def client_update(self):
        """Thread-safe: Send a packet informing the server of our current state."""
        packet = ClientUpdate()

        # Unused
        packet.status = ClientUpdate.CONNECTED
        packet.map = b''

        # Set current steamid and shard core
        packet.steamid = 0
        with self.state.lock:
            if self.state.old_state is not None and self.state.old_state.steamid is not None:
                packet.steamid = int(self.state.old_state.steamid)
        packet.shard_code = self.shard_code.encode('utf-8')

        self.send(PacketInfo.CLIENT_UPDATE, packet)

    def update_status(self):
        if not self.connected:
            wx.CallAfter(self.gui.SetStatusText,
                         'Connecting to sound sync server...')
            return
        with self.state.lock:
            if self.state.old_state == None:
                wx.CallAfter(self.gui.SetStatusText, 'Waiting for CS:GO...')
            elif self.state.old_state.is_ingame:
                phase = self.state.old_state.phase
                if phase == 'unknown':
                    phase = ''
                else:
                    phase = ' (%s)' % phase
                wx.CallAfter(
                    self.gui.SetStatusText,
                    f'Room "{self.shard_code}" - Round {self.state.old_state.current_round}{phase}'
                )
            else:
                wx.CallAfter(self.gui.SetStatusText,
                             'Room "%s" - Not in a match.' % self.shard_code)

    def file_callback(self, hash, file):
        self.sounds.cache[hash] = file
        self.loaded_sounds = self.loaded_sounds + 1
        wx.CallAfter(
            self.gui.SetStatusText, 'Loading sounds... (%d/%d)' %
            (self.loaded_sounds, self.max_sounds))

    def error_callback(self, msg):
        dialog = wx.GenericMessageDialog(self.gui,
                                         message=msg,
                                         caption='Sound loading error',
                                         style=wx.OK | wx.ICON_ERROR)
        wx.CallAfter(dialog.ShowModal)

    def reload_sounds(self):
        """Reloads all sounds. Not thread safe, should only be called from GUI"""
        self.loaded_sounds = 0
        self.max_sounds = len(self.sounds.sound_list('sounds'))

        self.sounds.load(self.file_callback, self.error_callback)
        wx.CallAfter(self.gui.updateSoundsBtn.Enable)
        self.update_status()

        # Send sound list to server
        if not self.connected:
            return
        packet = SoundRequest()
        with self.sounds.cache_lock:
            for hash in self.sounds.cache:
                packet.sound_hash.append(hash)
        self.send(PacketInfo.SOUNDS_LIST, packet)

    def request_sounds(self):
        if self.state.is_alive() and not self.gui.downloadWhenAliveChk.Value:
            return

        try:
            hash = self.threadripper.sounds_to_download.get(block=False)
            packet = SoundRequest()
            packet.sound_hash.append(hash)
            self.send(PacketInfo.SOUND_REQUEST, packet)
        except Empty:
            if self.download_total != 0:
                self.update_status()
                self.download_total = 0

    def respond_sounds(self):
        if self.state.is_alive() and not self.gui.uploadWhenAliveChk.Value:
            return

        try:
            hash = self.threadripper.sounds_to_upload.get(block=False)
            filepath = os.path.join('cache', hash.hex())
            with open(filepath, 'rb') as infile:
                packet = SoundResponse()
                packet.data = infile.read()
                packet.hash = hash
                self.send(PacketInfo.SOUND_RESPONSE, packet)
        except Empty:
            if self.upload_total != 0:
                self.update_status()
                self.upload_total = 0

    def handle(self, packet_type, raw_packet):
        print('Received %s packet' % PacketInfo.Type.Name(packet_type))

        if packet_type == PacketInfo.PLAY_SOUND and self.state.is_ingame():
            packet = PlaySound()
            packet.ParseFromString(raw_packet)
            if not self.sounds.play(packet):
                self.download_total = self.download_total + 1
                self.threadripper.sounds_to_download.put(packet.sound_hash)
        elif packet_type == PacketInfo.SOUND_REQUEST:
            req = SoundRequest()
            req.ParseFromString(raw_packet)

            self.upload_total += len(req.sound_hash)
            for hash in req.sound_hash:
                self.threadripper.sounds_to_upload.put(hash)
        elif packet_type == PacketInfo.SOUND_RESPONSE:
            packet = SoundResponse()
            packet.ParseFromString(raw_packet)
            self.sounds.save(packet)
            self.sounds.play_received(packet.hash)
        elif packet_type == PacketInfo.SOUNDS_LIST:
            packet = SoundRequest()
            packet.ParseFromString(raw_packet)

            download_list = []
            with self.sounds.cache_lock:
                for hash in packet.sound_hash:
                    if hash not in self.sounds.cache:
                        download_list.append(hash)
            self.download_total += len(download_list)
            for hash in download_list:
                self.threadripper.sounds_to_download.put(hash)
        else:
            print("Unhandled packet type!")

    def keepalive(self):
        while True:
            self.client_update()
            sleep(10)

    def listen(self):
        while True:
            if not self.connected:
                try:
                    with config.lock:
                        ip = config.config['Network'].get(
                            'ServerIP', 'kiwec.net')
                        port = config.config['Network'].getint(
                            'ServerPort', 4004)
                    self.sock = socket.create_connection((ip, port))
                    self.connected = True
                    self.reconnect_timeout = 1
                    self.client_update()
                except ConnectionRefusedError:
                    self.connected = False
                    if self.sock is not None:
                        self.sock.shutdown(socket.SHUT_RDWR)

                    sleep(self.reconnect_timeout)
                    self.reconnect_timeout *= 2
                    if self.reconnect_timeout > 60:
                        self.reconnect_timeout = 60
                    continue

            # The big network loop
            try:

                # Let's try SENDING some packets!
                self.request_sounds()
                self.respond_sounds()
                try:
                    header, raw_packet = self.threadripper.packets_to_send.get(
                        block=False)
                    print(f'Sending {PacketInfo.Type.Name(header.type)}')
                    self.sock.sendall(header.SerializeToString())

                    total_sent = 0
                    while total_sent < header.length:
                        # Give some feedback about sound upload status
                        if header.type == PacketInfo.SOUND_RESPONSE:
                            sent_percent = int(total_sent / header.length *
                                               100)
                            wx.CallAfter(
                                self.gui.SetStatusText,
                                f'Uploading sound {self.uploaded + 1}/{self.upload_total}... ({sent_percent}%)'
                            )

                        sent = self.sock.send(raw_packet)
                        if sent == 0:
                            raise ConnectionResetError
                        total_sent += sent
                except Empty:
                    # Nothing to send :(
                    pass

                # Let's try RECEIVING some packets!
                self.sock.settimeout(0.1)
                data = self.sock.recv(7)
                self.sock.settimeout(None)
                if len(data) == 0:
                    print('Invalid header size, reconnecting')
                    self.connected = False
                    self.sock.shutdown(socket.SHUT_RDWR)
                    continue

                packet_info = PacketInfo()
                packet_info.ParseFromString(data)
                if packet_info.length > 3 * 1024 * 1024:
                    # Don't allow files or packets over 3 Mb
                    print('Invalid payload size, reconnecting')
                    self.connected = False
                    self.sock.shutdown(socket.SHUT_RDWR)
                    continue

                data = b''
                received = 0
                while received < packet_info.length:
                    # Give some feedback about download status
                    if packet_info.type == PacketInfo.SOUND_RESPONSE:
                        wx.CallAfter(
                            self.gui.SetStatusText,
                            'Downloading sound {0}/{1}... ({2}%)'.format(
                                self.downloaded + 1, self.download_total,
                                int(received / packet_info.length * 100)))

                    chunk = self.sock.recv(packet_info.length - received)
                    data += chunk
                    received += len(chunk)
                self.handle(packet_info.type, data)

            # Handle connection errors
            except ConnectionResetError:
                print("Connection reset, reconnecting")
                self.connected = False
                self.sock.shutdown(socket.SHUT_RDWR)
            except socket.timeout:
                self.sock.settimeout(None)
            except socket.error as msg:
                print("Connection error: " + str(msg))
                self.connected = False
                self.sock.shutdown(socket.SHUT_RDWR)