Exemplo n.º 1
0
    def __init__(self, fps):
        super(Game, self).__init__(fps)
        self.in_messages = Queue()
        self.players = {}
        self.map_parser = MapParser()
        self.current_map = 0
        self.light_player = None
        self.dark_player = None

        self.maps = [os.path.join(MAPS_PATH, _map) for _map in MAP_FILES]

        self.last_message_ts_from_player = {}
 def setUp(self):
     self.s1 = MapParser(
         '../examples/Niko - Made of Fire (lesjuh) [Oni].osu')
     self.s2 = MapParser(
         "../examples/TERRASPEX - AMAZING BREAK (Monstrata) [APPLE'S EXPERT].osu"
     )
Exemplo n.º 3
0
class Game(BaseGame):
    def __init__(self, fps):
        super(Game, self).__init__(fps)
        self.in_messages = Queue()
        self.players = {}
        self.map_parser = MapParser()
        self.current_map = 0
        self.light_player = None
        self.dark_player = None

        self.maps = [os.path.join(MAPS_PATH, _map) for _map in MAP_FILES]

        self.last_message_ts_from_player = {}

    def on_message(self, message):
        message['timestamp'] = time.time()
        self.in_messages.put(message)

    def _safe_get_in_message(self):
        try:
            message = self.in_messages.get(block=False)
        except:
            message = None

        return message

    def update(self, delta):
        current_timestamp = time.time()
        message = self._safe_get_in_message()
        
        # TODO: requeue a message that is not None but does not fulfill the timestamp requirement
        while message is not None:
            self.handle_message(message)
            message = self._safe_get_in_message()

    def process_objects(self, objects):
        next_obj_id = 1000

        processed_objects = []
        for obj in objects:
            processed_object = {
                'kind': obj['type'],
                'x': obj['x'] + int(obj['width'] / 2),
                'y': obj['y'] + int(obj['height'] / 2),
            }

            if processed_object['kind'] == 'light_player':
                processed_object['tag'] = self.light_player
            elif processed_object['kind'] == 'dark_player':
                processed_object['tag'] = self.dark_player
            else:
                processed_object['tag'] = next_obj_id
                next_obj_id += 1

            if 'properties' in obj:
                for k, v in obj['properties'].iteritems():
                    if v == 'false':
                        obj['properties'][k] = False
                    elif v == 'true':
                        obj['properties'][k] = True

            processed_object.update(obj['properties'])
            processed_objects.append(processed_object)

        return processed_objects

    def construct_init_message(self, map_index):
        width, height, tiles, objects = self.map_parser.parse(self.maps[map_index])
        objects = self.process_objects(objects)

        message = {
            'action': 'init',
            'width': width,
            'height': height,
            'tiles': tiles,
            'objects': objects,
        }
        return message

    def send_map_init_message(self, map_index):
        init_message = self.construct_init_message(map_index)

        for player in self.players.values():
            init_message['player_tag'] = player.id
            network_component = player.get_component(CUDPNetworkPlayer.component_id)
            network_component.send_message(init_message)

    def handle_message(self, message):
        if message['action'] == 'player_connect':
            player = Player(
                1,
                1,
                message['player_id'],
                message['socket'],
                message['client_address'],
            )
            self.players[player.id] = player
            self.last_message_ts_from_player[player.id] = 0

            if self.light_player is None:
                self.light_player = player.id
            elif self.dark_player is None:
                self.dark_player = player.id

            if len(self.players) == NUM_WAIT_PLAYERS:
                self.send_map_init_message(self.current_map)
        elif message['action'] == 'change_map':
            if message['player_id'] != self.light_player:
                print 'NON-LIGHT PLAYER TRIED TO CHANGE MAP'
                return

            direction = message['direction']
            index = message.get('index', None)

            if direction == 'next':
                self.current_map += 1
                self.current_map = min(self.current_map, len(self.maps) - 1)
            elif direction == 'previous':
                self.current_map -= 1
                self.current_map = max(self.current_map, 0)

            if index is not None and index > -1 and index < len(self.maps):
                self.current_map = index

            self.send_map_init_message(self.current_map)
        else:
            player_id = message['player_id']
            ts = message['timestamp']
            if ts < self.last_message_ts_from_player[player_id]:
                return
            else:
                self.last_message_ts_from_player[player_id] = ts

            for player in self.players.values():
                network_component = player.get_component(CUDPNetworkPlayer.component_id)
                network_component.send_message(message)

    def render(self):
        pass