Exemplo n.º 1
0
 def __init__(self):
     self.entities = {}
     network.Client.__init__(self)
     pygame.init()   
     self.myScreen = pygame.display.set_mode( ( 1024, 768 ), HWSURFACE | DOUBLEBUF, 32 )
     pygame.display.set_caption("Cannon Fodder Reloaded")
     
     # Image Manager and background
     self.myImgMngr = ImageManager()
     self.myImgMngr.loadTerrainTextures()
     
     # GameEntity Manager
     self.myGameEntityMngr = GameEntityManager()
     self.myGameEntityMngr.myImgMngr = self.myImgMngr
     
     self.myGameWorld      = GameWorld()
     self.myGameWorld.myImgMngr = self.myImgMngr
     self.myGameWorld.createNewTerrain( "gras0001.png", (1024,768) )
     
     # Initialize InputManager, GameScene 
     self.myInputMngr = InputManager()
     self.myActiveGameScene = MainGameScene(self.myGameEntityMngr, self)
     self.myActiveGameScene.refToPlayer.refToGameWorld = self.myGameWorld
     self.myInputMngr.setActiveGameScene( self.myActiveGameScene )
     
     # Hide mouse cursor
     pygame.mouse.set_visible( True )
Exemplo n.º 2
0
class MainGame(network.Client):
    
    myInputMngr         = None
    myActiveGameScene   = None
    myScreen            = None
    myGameEntityMngr    = None
    myImgMngr           = None
    myBackground        = None
    myGameWorld         = None
    
    def __init__(self):
        self.entities = {}
        network.Client.__init__(self)
        pygame.init()   
        self.myScreen = pygame.display.set_mode( ( 1024, 768 ), HWSURFACE | DOUBLEBUF, 32 )
        pygame.display.set_caption("Cannon Fodder Reloaded")
        
        # Image Manager and background
        self.myImgMngr = ImageManager()
        self.myImgMngr.loadTerrainTextures()
        
        # GameEntity Manager
        self.myGameEntityMngr = GameEntityManager()
        self.myGameEntityMngr.myImgMngr = self.myImgMngr
        
        self.myGameWorld      = GameWorld()
        self.myGameWorld.myImgMngr = self.myImgMngr
        self.myGameWorld.createNewTerrain( "gras0001.png", (1024,768) )
        
        # Initialize InputManager, GameScene 
        self.myInputMngr = InputManager()
        self.myActiveGameScene = MainGameScene(self.myGameEntityMngr, self)
        self.myActiveGameScene.refToPlayer.refToGameWorld = self.myGameWorld
        self.myInputMngr.setActiveGameScene( self.myActiveGameScene )
        
        # Hide mouse cursor
        pygame.mouse.set_visible( True )
        
    # Handle events
    def handleEvents(self):
        # Handle events 
        events = pygame.event.get()
        # Loop through events
        for eachEvent in events:
            # Read event-type 
            eventType = eachEvent.type
            
            # When quit, exit program 
            if eventType == QUIT:
                # TODO:: Signalize "end"
                self.exit() 
            else:
                # Delegate to inputManager
                self.myInputMngr.handleInput(events)
    
    # Refresh graphics
    def refreshGraphics(self):
        self.myGameWorld.renderWorld( self.myScreen )
        self.myGameEntityMngr.render( self.myScreen, self.myGameWorld.getViewPortRect() )
        
    # Handle updates like unit-movment e.g
    def handleUpdates(self, timePassed):
        self.myGameEntityMngr.update(timePassed)

    def run(self, server="localhost", port=8800, user='******', password='******'):
        self.clock = pygame.time.Clock()
        if server == None:
            server = "localhost"
        if port == None:
            port = 8800
        if user == None:
            user = '******'
        if password == None:
            password = '******'
        self.connect(server, int(port), user, password)
        pass

    def remote_updateEntity(self, entity):
        self.entities[entity.id] = entity
        return "ok"
    def remote_deactivateEntity(self, entity):
        self.entities[entity.id].active = False
        return "ok"
    def remote_activateEntity(self, entity):
        if not self.entities.has_key(entity.id):
            self.entities[entity.id] = entity
        self.entities[entity.id].active = True
        return "ok"
    def mainIteration(self):
        timePassed = self.clock.tick(25) / 100.0 #Time in seconds
        self.handleUpdates( timePassed )
        self.refreshGraphics()
        for entity in self.entities.values():
            if entity.active == True:
                infoSurface = pygame.font.SysFont("arial",16)
                txtSurface = infoSurface.render( "x", True, (255,255,255))
                #print "..",entity.position 
                self.myScreen.blit( txtSurface, entity.position )

        pygame.display.flip()