def draw_messageboard(self, screen): self.draw_rimmed_box(screen, self.message_rect, (self.x, self.width, self.offset), 4, Color(self.back_color)) DEFAULT_GAME_FONT = pygame.font.SysFont('arial', 18) message1_sf = DEFAULT_GAME_FONT.render(self.msg1, True, Color('white')) message2_sf = DEFAULT_GAME_FONT.render(self.msg2, True, Color('white')) message3_sf = DEFAULT_GAME_FONT.render(self.msg3, True, Color('white')) message4 = "Heroes: " + str(HERO_WINS) message4_sf = DEFAULT_GAME_FONT.render(message4, True, Color('white')) message5 = "Enemies: " + str(ENEMY_WINS) message5_sf = DEFAULT_GAME_FONT.render(message5, True, Color('white')) screen.blit(message1_sf, self.message_rect.move(0, message1_sf.get_height())) screen.blit(message2_sf, self.message_rect.move(0, message2_sf.get_height() * 2)) screen.blit(message3_sf, self.message_rect.move(0, message2_sf.get_height() * 3)) screen.blit(message4_sf, self.message_rect.move(0, message4_sf.get_height() * 4)) screen.blit(message5_sf, self.message_rect.move(0, message5_sf.get_height() * 5)) self.msg_to_player(screen)
def draw_player_units(self, screen, unit_group): """ blits player unit text to output display window """ self.draw_rimmed_box(screen, Rect(600, 150, SCREEN_WIDTH, SCREEN_HEIGHT), (self.x, self.width, self.offset), 4, Color(self.back_color)) DEFAULT_GAME_FONT = pygame.font.SysFont('arial', 12) offset = 0 for unit in unit_group: message1_sf = DEFAULT_GAME_FONT.render(unit.info_msg1, True, Color('white')) message1_status = DEFAULT_GAME_FONT.render(unit.txt_status, True, Color('white')) message2_sf = DEFAULT_GAME_FONT.render(unit.info_msg2, True, Color('white')) screen.blit( message1_sf, self.unit_group_rect.move( 0, message1_sf.get_height() * 1 + offset * 24)) screen.blit( message1_status, self.unit_group_rect.move( 100, message1_status.get_height() * 1 + offset * 24)) screen.blit( message2_sf, self.unit_group_rect.move( 0, message2_sf.get_height() * 2 + offset * 24)) for button in unit.unit_btns: button.draw(screen) offset += 2
def msg_to_player(self, screen): """ tracks and handles messages to player """ message1_sf = DEFAULT_GAME_FONT.render(self.player_msg, True, Color("white")) screen.blit(message1_sf, (20, 550, SCREEN_WIDTH, SCREEN_HEIGHT)) """ tick counter """ message2_sf = DEFAULT_GAME_FONT.render(self.tick_counter, True, Color("white")) screen.blit(message2_sf, (20, 20, SCREEN_WIDTH, SCREEN_HEIGHT))
def msg_to_player(self, screen): """ tracks and handles messages to player """ message1_sf = DEFAULT_GAME_FONT.render(self.player_msg, True, Color('white')) screen.blit(message1_sf, (20, 550, SCREEN_WIDTH, SCREEN_HEIGHT)) """ tick counter """ message2_sf = DEFAULT_GAME_FONT.render(self.tick_counter, True, Color('white')) screen.blit(message2_sf, (20, 20, SCREEN_WIDTH, SCREEN_HEIGHT))
def render(self): message1_sf = DEFAULT_GAME_FONT.render("OPTIONS SCREEN", True, pygame.Color('white')) self.screen.blit(message1_sf, (300, 250, SCREEN_WIDTH, SCREEN_HEIGHT)) IPaddr = ask(self.screen, "IP Address") ################################################ Server Code#################################### serversocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) serversocket.bind(('localhost', 8089)) serversocket.listen(5) # become a server socket, maximum 5 connections while True: connection, address = serversocket.accept() buf = connection.recv(64) if len(buf) > 0: print(buf) break ############################################################################################### # ################################### Client Code################################################# # clientsocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) # clientsocket.connect((IPaddr, 8089)) # clientsocket.send('If this is printed, the socket works!') ################################################################################################ # Go ahead and update the screen with what we've set to be drawn pygame.display.flip()
def draw_messageboard(self, screen): self.draw_rimmed_box(screen, self.message_rect, (self.x, self.width, self.offset), 4, Color(self.back_color)) DEFAULT_GAME_FONT = pygame.font.SysFont("arial", 18) message1_sf = DEFAULT_GAME_FONT.render(self.msg1, True, Color("white")) message2_sf = DEFAULT_GAME_FONT.render(self.msg2, True, Color("white")) message3_sf = DEFAULT_GAME_FONT.render(self.msg3, True, Color("white")) message4 = "Heroes: " + str(HERO_WINS) message4_sf = DEFAULT_GAME_FONT.render(message4, True, Color("white")) message5 = "Enemies: " + str(ENEMY_WINS) message5_sf = DEFAULT_GAME_FONT.render(message5, True, Color("white")) screen.blit(message1_sf, self.message_rect.move(0, message1_sf.get_height())) screen.blit(message2_sf, self.message_rect.move(0, message2_sf.get_height() * 2)) screen.blit(message3_sf, self.message_rect.move(0, message2_sf.get_height() * 3)) screen.blit(message4_sf, self.message_rect.move(0, message4_sf.get_height() * 4)) screen.blit(message5_sf, self.message_rect.move(0, message5_sf.get_height() * 5)) self.msg_to_player(screen)
def draw_player_units(self, screen, unit_group): """ blits player unit text to output display window """ self.draw_rimmed_box( screen, Rect(600, 150, SCREEN_WIDTH, SCREEN_HEIGHT), (self.x, self.width, self.offset), 4, Color(self.back_color), ) DEFAULT_GAME_FONT = pygame.font.SysFont("arial", 12) offset = 0 for unit in unit_group: message1_sf = DEFAULT_GAME_FONT.render(unit.info_msg1, True, Color("white")) message1_status = DEFAULT_GAME_FONT.render(unit.txt_status, True, Color("white")) message2_sf = DEFAULT_GAME_FONT.render(unit.info_msg2, True, Color("white")) screen.blit(message1_sf, self.unit_group_rect.move(0, message1_sf.get_height() * 1 + offset * 24)) screen.blit(message1_status, self.unit_group_rect.move(100, message1_status.get_height() * 1 + offset * 24)) screen.blit(message2_sf, self.unit_group_rect.move(0, message2_sf.get_height() * 2 + offset * 24)) for button in unit.unit_btns: button.draw(screen) offset += 2