Exemplo n.º 1
0
 def __init__(self, ip):
     self.ip = ip
     client = Client(ip)
     self.hostname = client.gethostname()
     self.key = Fernet.generate_key()
     client.send(self.hostname + " connected on " + str(date.today()) +
                 " with key: " + str(self.key.decode()))
Exemplo n.º 2
0
    while run:
        update = connection.listen()    # update has form [property, value]
        if update is not None:
            switch[update[0]](update[1])
            print(update)
            draw_board()
    pass
    # listen for updates


########################################################
# make connection to server
n = Client()
clientID = n.connect('viewer')
# get initial game values
mapPath, boatList, buoyList, wind = n.send('get', 'initial')
# boats are received as [boatID, pos, heading, spinnaker, colour]
# buoys are received as [buoyID, pos, isFinish]
# create board
boardSize, terrain = create_map(mapPath)
# create flotilla
flotilla = {boat[0]: Boat(boat[1:5]) for boat in boatList}
buoys = {buoy[0]: Buoy(buoy[1:3]) for buoy in buoyList}

# initialise pygame window
pygame.init()
window = pygame.display.set_mode(tuple(i * (blockSize + borderSize) + borderSize for i in boardSize))
pygame.display.set_caption("boardViewer")
window.fill(colours['viewerBackground'])

################################
Exemplo n.º 3
0
class NetworkGame(Game):
    def __init__(self, screen):
        Game.__init__(self, screen)
        self.client = Client()
        client_thread = Thread(target=self.client.start).start()
        self.running_player = None
        self.opponent = None

    def start(self):
        """ wait for server to send start msg, start pygame main loop """

        print('waiting for other player...')
        # Wait for game to start
        while (not self.client.last_message):
            pass

        assigned_team = int(self.client.last_message.split('|')[1])
        self.running_player = self.player1 if assigned_team == 1 else self.player2
        self.opponent = self.player1 if self.running_player == self.player2 else self.player2
        print(f'started! you are player {self.running_player.team}')
        self.running = True
        self.board.setup()
        while self.running:
            if (not self.client.last_message):
                pass
            else:
                cmd = self.client.last_message.split('|')[0]

                # Game started
                if (cmd == 's'):
                    self.client.last_message = None
                    pass

                # Opponent moved
                elif (cmd == 'm'):
                    self.handle_move()

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.stop()

                if event.type == pygame.MOUSEBUTTONDOWN:
                    self.handle_mouse_down(event.pos)

                elif event.type == pygame.MOUSEBUTTONUP:
                    if event.button == 1:
                        self.handle_mouse_up(event.pos)

                elif event.type == pygame.MOUSEMOTION:
                    self.handle_mouse_motion(event.pos)
            self.render()
            pygame.display.flip()

    def handle_move(self):
        """ handle move described by client's last_message recieved """
        from_x = int(self.client.last_message.split('|')[1])
        from_y = int(self.client.last_message.split('|')[2])
        to_x = int(self.client.last_message.split('|')[3])
        to_y = int(self.client.last_message.split('|')[4])
        from_tile = self.board.board[from_y][from_x]
        to_tile = self.board.board[to_y][to_x]
        self.opponent.selected_piece = from_tile.piece
        self.opponent.move_piece(to_tile)
        self.going_player = self.running_player
        self.client.last_message = None

    def handle_mouse_down(self, pos):
        """ handle mouse down at pos x, y """
        tile = self.board.get_tile(pos[0], pos[1])
        # Check if is players turn
        if (tile.piece and tile.piece.player.team == self.going_player.team):
            # If network game, make sure going_player is running_player
            if (not self.running_player
                    or (self.running_player == self.going_player)):
                self.going_player.selected_piece = tile.piece
                self.going_player.selected_piece.dragging = True

    def handle_mouse_up(self, pos):
        """ handle mouse up at pos x, y """
        if (not self.going_player.selected_piece):
            return
        self.going_player.selected_piece.dragging = False
        mouse_x, mouse_y = pos
        tile = self.board.get_tile(mouse_x, mouse_y)
        if (self.going_player.selected_piece.check_move(tile)):
            # Send move to server
            msg = f'm|{self.going_player.selected_piece.x}|{self.going_player.selected_piece.y}|{tile.x}|{tile.y}'
            self.client.send(msg)
            self.going_player.move_piece(tile)
            self.going_player = self.player1 if self.going_player.team == 2 else self.player2

        else:
            self.going_player.reset_current_piece()