Exemplo n.º 1
0
	def __init__(self, host, port):
		self.screen = SCREEN
		self.host = host
		self.port = port
		
		pygame.init()
		
		self.connectToServer()
		
		self.kh = KeyHandler()
		self.dx = 0
		self.dy = 0
		self.prevMove = (0,0)
		
		self.running = True
		
		self.sendPosCooldown = 0.0
		
		self.prevTime = 0.0
		self.speed = 0.05
		
		self.displayMap = None
		
		# GUI
		self.gameGui = GameGUI(self)
		self.loginGui = LoginGUI(self)
		self.mode = "login"
		self.update = self.updateLogin
Exemplo n.º 2
0
class Game(GameClient):
	def __init__(self, host, port):
		self.screen = SCREEN
		self.host = host
		self.port = port
		
		pygame.init()
		
		self.connectToServer()
		
		self.kh = KeyHandler()
		self.dx = 0
		self.dy = 0
		self.prevMove = (0,0)
		
		self.running = True
		
		self.sendPosCooldown = 0.0
		
		self.prevTime = 0.0
		self.speed = 0.05
		
		self.displayMap = None
		
		# GUI
		self.gameGui = GameGUI(self)
		self.loginGui = LoginGUI(self)
		self.mode = "login"
		self.update = self.updateLogin
	
	def connectToServer(self):
		GameClient.__init__(self, self.host, self.port)
	
	def addPlayer(self, name, x, y):
		if name == "anonymous":
			return
		print "adding player to map : %s, at %s, %s" % (name, x, y)
		self.displayMap.addPlayer(name, x, y)	
		
	def delPlayer(self, name):
		self.displayMap.delPlayer(name)
	
	def addMob(self, name, x=50.0, y=50.0):
		self.displayMap.addMob(name, 1, x, y)
			
	def delMob(self, name):
		self.displayMap.delMob(name)
		
	def setMap(self, mapFileName, x, y):
		if not self.displayMap:
			print "Entering map %s" % (mapFileName)
			self.mode = "game"
			self.update = self.updateGame
			self.name = self.loginGui.name
			self.displayMap = Map(mapFileName)
			self.addPlayer(self.name, x, y)
		else:
			if self.displayMap.filename == mapFileName:
				print "Warping in current map (%s)" % (mapFileName)
				self.displayMap.players[self.name].setPos(x, y)
			else:
				print "Changing map for %s" % (mapFileName)
				self.displayMap = Map(mapFileName)
				self.addPlayer(self.name, x, y)
	
	def getClosestMobName(self):
		myRect = self.displayMap.players[self.name].mapRect
		minDist = 2000.0
		closestMob = None
		for mobName, mob in self.displayMap.mobs.items():
			dist = getDist(mob.mapRect, myRect)
			if dist < minDist:
				minDist = dist
				closestMob = mobName
		return closestMob
		
	def sitPlayer(self):
		sprite = self.displayMap.players[self.name]._sprite
		if not sprite.sitting:
			self.SendSitRequest()
		
	def addDirtyRect(self, rect):
		if not self.displayMap:
			return
		self.displayMap.addDirtyRect(rect)
		
	def updateNetwork(self):
		self.Loop()
		
	def updateLogin(self):
		self.updateNetwork()
		self.loginGui.update()
		
	def updateGame(self):
		self.updateNetwork()
		#time.sleep(0.015)
		
		t = pygame.time.get_ticks()
		x, y = pygame.mouse.get_pos()
		dt = t - self.prevTime
		#if dt<10:
		#	return
		
		#print "update time : dt = %s" % (dt)
		self.prevTime = t
		self.prevMove = (self.dx, self.dy)
		
		if self.name not in self.displayMap.players:
			#print "not connected to map"
			return
		
		events = pygame.event.get()
		self.kh.handleEvents(events)
		moved = False
		
		# keyboard handling
		
		# player direction
		#self.dx = self.kh.keyDict[KEY_RIGHT] - self.kh.keyDict[KEY_LEFT]
		#self.dy = self.kh.keyDict[KEY_DOWN] - self.kh.keyDict[KEY_UP]
		self.dx = pygame.key.get_pressed()[KEY_RIGHT] - pygame.key.get_pressed()[KEY_LEFT]
		self.dy = pygame.key.get_pressed()[KEY_DOWN] - pygame.key.get_pressed()[KEY_UP]
		
		if not self.gameGui.chatWindow.entry.has_focus:
			
			if (self.prevMove != (self.dx, self.dy)):# or (t>self.sendPosCooldown):
				self.displayMap.players[self.name].setMovement(self.dx, self.dy)
				#self.sendPosCooldown = t+25
				#print "Player direction changed from %s to %s/%s" % (self.prevMove, self.dx, self.dy)
				self.SendUpdateMove(self.displayMap.players[self.name].x, self.displayMap.players[self.name].y, self.dx, self.dy)
		
		else:
			self.dx = 0
			self.dy = 0
				
		offx = self.displayMap.players[self.name].mapRect.x-SCREEN_WIDTH/2
		offy = self.displayMap.players[self.name].mapRect.y-SCREEN_HEIGHT/2
		self.displayMap.setOffset(offx, offy)
		self.displayMap.update(dt)
		
		for event in events:
			if event.type == pygame.KEYDOWN:
				if self.gameGui.chatWindow.entry.has_focus:
					continue
				
				key = event.key

				if key == pygame.K_ESCAPE:
					#print "Escape and no typing : quit"
					#pygame.quit()
					self.running = False
				
				if key == pygame.K_SPACE:
					#print "Starting to type text..."
					self.SendWarpInfoRequest()
					self.displayMap.warpVisible = not self.displayMap.warpVisible
					self.displayMap.collisionVisible = not self.displayMap.collisionVisible
					self.displayMap.needFullBlit = True
					
				if key == KEY_SELECT_TARGET:
					mobName = self.getClosestMobName()
					if mobName:
						self.displayMap.selectTarget(mobName)
					else:
						self.displayMap.unselectTarget()
				if key == KEY_ATTACK:
					if self.displayMap.selected:
						self.SendAttackMob(self.displayMap.selected)
				
				if key == KEY_SIT:
					self.sitPlayer()
			
			elif event.type == pygame.MOUSEBUTTONDOWN:
				if event.button == 1:
					self.displayMap.handleClick()
				
			elif event.type == pygame.QUIT:
				#pygame.quit()
				self.running = False
		
		self.gameGui.handleEvents(events)

		# graphics 
		self.displayMap.blit(self.screen)
		
		# gui display
		self.gameGui.blit()
		
		pygame.display.flip()