def __init__(self): """ Init: (self) """ # grab the settings manager cause we need it here self.setsMgr = SettingsManager() # all things in the world scene (except the level and the player) self.objects = [] self.collisions = {} self.prevCols = {} # store this separately so we know where it is self.levelName = "" self.level = PreBuiltLevel() # the user's player object self.player = None # the peer players on other computers in the network self.peers = {} # the player's controller (set to settings-default) self.controller = None self.setControllerType( self.setsMgr.controller ) # the screen object self.screen = Screen() # the screen's position in world space self.scrScroll = [0,0] self.scrSize = self.screen.getSize() scrMiddle = (self.scrSize[0]/2, self.scrSize[1]/2) #self.sideBuf = ( self.scrSize[0]*0.4, self.scrSize[1]*0.4 ) self.sideBuf = ( 100, 100 ) # the max deviation that the player self.maxDevi = ( self.scrSize[0]/2 - self.sideBuf[0] , self.scrSize[1]/2 - self.sideBuf[1] ) self.scrSpeed = (0,0) self.status = "undecided" self.active = False # This is the 'pause' flag. self.gameTime = 0.0 self.gameStatus = 'unresolved' # Denotes whether the Robber has touched the drop point self.drop_point_hit = False # for the 'Robber' only # A few messages for indicating to the user # get/load the font self.font = FontManager().loadFont( 'Basic' ) # a text objects for der screenzimmer self.txtObjs = [] # this will make rendering easy self.cops_got_ya = UIText("The Cops got ya!!", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.cops_got_ya ) self.robber_detained = UIText("The Robber has been detained.", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.robber_detained ) self.lose_the_cops = UIText("Ya gotta lose the cops first!", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.lose_the_cops ) self.go_to_base = UIText("Ya already dropped off the loot.", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.go_to_base ) self.go_to_drop = UIText("Go to the Drop Point first.", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.go_to_drop ) self.safe_at_base = UIText("Ya made it! Great job.", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.safe_at_base ) self.dropped_loot = UIText("Good, now head to the Base", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.dropped_loot ) self.robber_eluded = UIText("The robber eluded us.", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.robber_eluded ) for txtObj in self.txtObjs: txtObj.setVisible( False ) txtObj.center()
class GameWorld(): """ A class to encapsulate all objects in the world-space of the 'game'. """ def __init__(self): """ Init: (self) """ # grab the settings manager cause we need it here self.setsMgr = SettingsManager() # all things in the world scene (except the level and the player) self.objects = [] self.collisions = {} self.prevCols = {} # store this separately so we know where it is self.levelName = "" self.level = PreBuiltLevel() # the user's player object self.player = None # the peer players on other computers in the network self.peers = {} # the player's controller (set to settings-default) self.controller = None self.setControllerType( self.setsMgr.controller ) # the screen object self.screen = Screen() # the screen's position in world space self.scrScroll = [0,0] self.scrSize = self.screen.getSize() scrMiddle = (self.scrSize[0]/2, self.scrSize[1]/2) #self.sideBuf = ( self.scrSize[0]*0.4, self.scrSize[1]*0.4 ) self.sideBuf = ( 100, 100 ) # the max deviation that the player self.maxDevi = ( self.scrSize[0]/2 - self.sideBuf[0] , self.scrSize[1]/2 - self.sideBuf[1] ) self.scrSpeed = (0,0) self.status = "undecided" self.active = False # This is the 'pause' flag. self.gameTime = 0.0 self.gameStatus = 'unresolved' # Denotes whether the Robber has touched the drop point self.drop_point_hit = False # for the 'Robber' only # A few messages for indicating to the user # get/load the font self.font = FontManager().loadFont( 'Basic' ) # a text objects for der screenzimmer self.txtObjs = [] # this will make rendering easy self.cops_got_ya = UIText("The Cops got ya!!", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.cops_got_ya ) self.robber_detained = UIText("The Robber has been detained.", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.robber_detained ) self.lose_the_cops = UIText("Ya gotta lose the cops first!", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.lose_the_cops ) self.go_to_base = UIText("Ya already dropped off the loot.", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.go_to_base ) self.go_to_drop = UIText("Go to the Drop Point first.", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.go_to_drop ) self.safe_at_base = UIText("Ya made it! Great job.", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.safe_at_base ) self.dropped_loot = UIText("Good, now head to the Base", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.dropped_loot ) self.robber_eluded = UIText("The robber eluded us.", pos=scrMiddle, font=self.font, scale=0.025) self.txtObjs.append( self.robber_eluded ) for txtObj in self.txtObjs: txtObj.setVisible( False ) txtObj.center() #\\\\\\\\\\\\\\\\\\\\\\\\\\# # World control def pause(self): """ Pause/Unpause the gameworld """ if self.active == True: self.active = False else: self.active = True return self.active def startGame(self): """ Explicitly sets a game to active """ self.active = True def stopGame(self): """ Explicitly stops the game """ self.active = False def on_socket( self, packet ): """ receives the 'update' packet and reads it """ #process the packet try: for plData in packet['players']: self.updatePeer( plData ) except KeyError: print "GameWorld -` on_socket - Missing 'players' in update packet" pass def update( self, elapsed ): """ Call the update function of all objects in the gameworld. """ # don't update if the gameworld is inactive if not self.active: # either the game is paused or the game hasn't started yet return # update the controller # (as it might be necessary depending on the type) self.controller.update(elapsed) # Update collisions first(to hopefully achieve greater accuracy) for coll in self.collisions.values(): coll.update(elapsed) # send the elapsed time to the player (for whatever it needs to do) if self.player: # update the player animation self.player.update(elapsed) self.ensureWithinLevel() # update the screen pos based on the character # pos and facing direction self.scrollScreen() if self.level: # update the level self.level.update(elapsed) # update the peer avatars for peer in self.peers.values(): peer.update(elapsed) # all world objects for obj in self.objects: obj.update(elapsed) #/\/\/\# Collision #/\/\/\# # copy the old collisions to another list self.prevCols = dict(self.collisions) self.collisions = {} ## Player-to-Level if self.player.getType() == "Robber": tileType, offset = self.level.getTileAtPoint(self.player.pos) if not tileType: pass elif tileType == 'base': self.addCollision(Collision.ROBBER, Collision.BASE) elif tileType == 'building': posAdjust = [0,0] if offset[0] < self.level.tileHalfSize[0]: posAdjust[0] = offset[0] * -1 elif offset[0] >= self.level.tileHalfSize[0]: posAdjust[0] = (self.level.tileScrSize[0]-offset[0]) if offset[1] < self.level.tileHalfSize[1]: posAdjust[1] = offset[1] * -1 elif offset[1] >= self.level.tileHalfSize[1]: posAdjust[1] = (self.level.tileScrSize[1]-offset[1]) self.player.pos[0] += posAdjust[0] self.player.pos[1] += posAdjust[1] elif tileType == 'drop-point': self.addCollision(Collision.ROBBER, Collision.DROP_POINT) for peer in self.peers.values(): # player's of the same type do not collide (for now) if peer.getType() != self.player.getType(): if self.player.getType() == "Cop": # collide the peer(a robber) with the player's spotlight if self.player.collidePoint( peer.pos ): self.addCollision( Collision.ROBBER, Collision.COP ) elif self.player.getType() == "Robber": # collide the peer's spotlight with the player(a robber) if peer.collidePoint( self.player.pos ): self.addCollision( Collision.ROBBER, Collision.COP ) # This is not in use for now # ## Player-to-Objects #for obj in self.objects: # #collide the object box with the robber pos only # if self.player.getType() == "Robber": # print 'object' #/\/\/\# Collision Response #/\/\/\# cop_robber_coll = False try: # First, determine if there is a cop-to-robber collision as # this will be relevant to the effect of other collisions # This collision depends on the player type if self.collisions[(Collision.ROBBER, Collision.COP)].getTime() > 3000: if self.player.getType() == "Robber": #self.cops_got_ya.setPos(\ # ( self.player.pos[0], self.player.pos[1]+10 ) ) self.cops_got_ya.setVisible(True) glutTimerFunc( 2000, self.cops_got_ya.toggleVisible, 0 ) self.gameStatus = "loser" elif self.player.getType() == "Cop": #self.robber_detained.setPos(\ # ( self.player.pos[0], self.player.pos[1]+10 )) self.robber_detained.setVisible(True) glutTimerFunc( 2000, self.robber_detained.toggleVisible, 0 ) self.gameStatus = "winner" self.active = True except KeyError: # the collision is not present (saved myself a few 'if'-stmts, above) pass try: # We can assume the next two can only occur when the player is a "Robber" if (Collision.ROBBER, Collision.DROP_POINT) in self.collisions: if cop_robber_coll == True: #self.lose_the_cops.setPos(\ # (self.player.pos[0], self.player.pos[1]+10) ) self.lose_the_cops.setVisible(True) glutTimerFunc( 2000, self.lose_the_cops.toggleVisible, 0 ) #elif self.drop_point_hit == True: # #self.go_to_base.centerAround( self.player.pos ) # self.go_to_base.setVisible(True) # glutTimerFunc( 2000, self.go_to_base.toggleVisible, 0 ) elif self.collisions[(Collision.ROBBER, Collision.DROP_POINT)].getTime() > 3000: self.drop_point_hit = True #self.dropped_loot.setPos(\ # ( self.player.pos[0], self.player.pos[1]+10 )) self.dropped_loot.setVisible(True) glutTimerFunc( 2000, self.dropped_loot.toggleVisible, 0 ) except KeyError: # the collision is not present (saved myself a few 'if'-stmts, above) pass try: if (Collision.ROBBER, Collision.BASE) in self.collisions: if cop_robber_coll == True: #self.lose_the_cops.setPos(\ # ( self.player.pos[0], self.player.pos[1]+10 )) self.lose_the_cops.setVisible(True) glutTimerFunc( 2000, self.lose_the_cops.toggleVisible, 0 ) elif self.drop_point_hit == False: self.go_to_drop.setVisible(True) glutTimerFunc( 2000, self.go_to_drop.toggleVisible, 0 ) elif self.collisions[(Collision.ROBBER, Collision.BASE)].getTime() > 3000: self.gameStatus = "winner" self.active = False #self.safe_at_base.setPos(\ # ( self.player.pos[0], self.player.pos[1]+10 )) self.safe_at_base.setVisible(True) glutTimerFunc( 2000, self.safe_at_base.toggleVisible, 0 ) except KeyError: # the collision is not present (saved myself a few 'if'-stmts, above) pass def addCollision(self, type1, type2): """ This function determines whether to add a new collision or to transfer an existing one to the new list. """ if (type1, type2) in self.prevCols: self.collisions[(type1, type2)] = self.prevCols[(type1, type2)] else: self.collisions[(type1, type2)] = Collision((type1, type2)) #\\\\\\\\\\\\\\\\\\\\\\\\\\# # Player setup/control def setPlayer( self, player ): """ Set the player by object """ self.player = player #self.player.setName( self.setsMgr.player_name ) if self.controller: self.controller.setPlayer( self.player ) def setPlayerType( self, type ): """ Set the player by type-str """ if type == 'Robber': self.setPlayer( Robber() ) #self.player.setName( self.setsMgr.player_name ) if self.level: self.level.setTilesPerView( [15,15] ) self.player.setPos(self.level.getThiefInitPos()) self.player.scaleSizeByTileSize( self.level.getTileSize() ) elif type == 'Cop': self.setPlayer( Cop() ) #self.player.setName( self.setsMgr.player_name ) if self.level: self.level.setTilesPerView( -1 ) self.player.setPos( self.level.getCopInitPos() ) self.player.scaleSizeByTileSize( self.level.getTileSize() ) else: print type, ' is not an acceptable argument to setPlayer()' if self.controller: self.controller.setPlayer( self.player ) self.scrSpeed = ( int(self.player.moveSpeed[0]), int(self.player.moveSpeed[1]) ) self.centerScreenAroundPlayer() def getPlayer( self ): return self.player def getPlayerType( self ): if self.player: return self.player.getType() else: return None def movePlayer( self, offset=(0,0) ): """ Simply calls the position func of the player """ self.player.move( offset ) def positionPlayer( self, pos=(1,1) ): """ Place the player at some particular spot """ self.player.setPos( pos ) def ensureWithinLevel( self ): """ checks the player's position is within the level area """ mapSize = self.level.mapSize tileSize = self.level.tileScrSize playerPos = self.player.pos # check that PosX > left_edgeTileWidth if playerPos[0] < 0: self.positionPlayer([0, playerPos[1]]) # check that PosY > top_edgeTileHeight if playerPos[1] < 0: self.positionPlayer([playerPos[0], 0]) # check that PosX < right_EdgeTileWidths if playerPos[0] > mapSize[0]*tileSize[0]: self.positionPlayer( [(mapSize[0]*tileSize[0]), playerPos[1]] ) # check that PosY < bottom_EdgeTileWidth if playerPos[1] > mapSize[1]*tileSize[1]: self.positionPlayer( [playerPos[0], (mapSize[1]*tileSize[1])] ) #\\\\\\\\\\\\\\\\\\\\\\\\\\# # Controller Setup def setController( self, controller ): """ Set the controller by passing a derived Controller class """ self.controller = controller self.controller.setPlayer( self.player ) def setControllerType( self, type ): """ Sets the controller by passing either "keyboard" or "mouse" """ # determine which type of controller to create if type.lower() == "keyboard": self.controller = Keyboard() elif type.lower() == "mouse": self.controller = Mouse() else: print "Set Controller Failed with type: ", type return # set the player of the controller self.controller.setPlayer(self.player) def getController( self ): return self.controller def centerScreenAroundPlayer(self): """ As the name suggests, it centers the screen as best it can around the player. """ self.positionScreen( [self.player.pos[0]-(self.scrSize[0]/2), self.player.pos[1]-(self.scrSize[1]/2) ] ) # this will check the screen to make sure it is within the bounds # of the level self.moveScreen( [0,0] ) #\\\\\\\\\\\\\\\\\\\\\\\\\\# # Level setup def setLevelByName( self, level=None ): """ Set the level by name """ if level: self.levelName = level self.level.load( level ) if self.player: if self.player.type == 'Robber': self.level.setTilesPerView( [15,15] ) self.player.setPos( self.level.getThiefInitPos() ) self.player.scaleSizeByTileSize( self.level.getTileSize() ) elif self.player.type == 'Cop': self.level.setTilesPerView( -1 ) self.player.setPos( self.level.getCopInitPos() ) self.player.scaleSizeByTileSize( self.level.getTileSize() ) self.centerScreenAroundPlayer() else: self.level = None def setLevel( self, level=None ): """ Set the level with an instance """ self.level = level if self.player and self.level: self.levelName = self.level.lvlName if self.player.type == 'Robber': self.level.setTilesPerView( [15,15] ) self.player.setPos( self.level.getThiefInitPos() ) self.player.scaleSizeByTileSize( self.level.getTileSize() ) elif self.player.type == 'Cop': self.level.setTilesPerView( -1 ) self.player.setPos( self.level.getCopInitPos() ) self.player.scaleSizeByTileSize( self.level.getTileSize() ) self.centerScreenAroundPlayer() def getLevel( self ): return self.level def getLevelName( self ): return self.level.lvlName #\\\\\\\\\\\\\\\\\\\\\\\\\\# # Drawing def render( self ): """ Called by the screen class; this function will call render() of all entities in self.objects and return the compiled list """ renderList = [] # don't update if paused if not self.active: return renderList # render order is relevant in this function esp. wrt the level and # the player. if self.level: if self.player.type == 'Robber': renderList.extend(self.level.render(self.scrScroll)) elif self.player.type == 'Cop': quad = self.player.getQuad( self.scrScroll ) renderList.extend(self.level.render(self.scrScroll, quad)) if self.player: renderList.extend( self.player.render(self.scrScroll) ) for object in self.objects: renderList.extend( object.render(self.scrScroll) ) for peer in self.peers.values(): if self.player.type == "Cop": quad = self.player.getAreaUnder( self.scrScroll ) if peer.pos[0] > quad[0] and peer.pos[0] < quad[2] \ and peer.pos[1] > quad[1] and peer.pos[1] < quad[3]: renderList.extend( peer.render(self.scrScroll) ) else: renderList.extend( peer.render(self.scrScroll) ) for txt in self.txtObjs: #renderList.extend( txt.render(self.scrScroll) ) renderList.extend( txt.render() ) return renderList #\\\\\\\\\\\\\\\\\\\\\\\\\\# # Screen control def moveScreen( self, offset=[0,0] ): """ Moves the screen in world coords offset from its current position. """ if not self.screen: self.screen = Screen() # validate the upper and left extent self.scrScroll[0] = max( self.scrScroll[0]+offset[0], 0 ) self.scrScroll[1] = max( self.scrScroll[1]+offset[1], 0 ) tileSize = self.level.tileScrSize scrSize = self.screen.size mapSize = self.level.mapSize self.scrScroll[0] = min( self.scrScroll[0] , (mapSize[0]*tileSize[0]) - scrSize[0] ) self.scrScroll[1] = min( self.scrScroll[1] , (mapSize[1]*tileSize[1]) - scrSize[1] ) def positionScreen( self, pos=[0,0] ): """ Put the screen at a specific position """ self.scrScroll[0] = pos[0] self.scrScroll[1] = pos[1] def scrollScreen(self): dir = self.player.facingDir #playerPos = list(self.player.getCenterPos()) playerPos = list(self.player.pos) if not self.screen: self.screen = Screen() screenRes = self.screen.size # the extent from the side-buffer(above) scrExtent = ( self.scrScroll[0] + screenRes[0] , self.scrScroll[1] + screenRes[1] ) # The current screen scroll + the side buffer offset # and the size # The order of the "walls" indicated within are # West, North, East, South scrEdge = ( self.scrScroll[0] + self.sideBuf[0] , self.scrScroll[1] + self.sideBuf[1] , scrExtent[0] - self.sideBuf[0] , scrExtent[1] - self.sideBuf[1] ) # the screen movement based on its current position offset = [0,0] # Horizontal, player is within the area if playerPos[0] > scrEdge[0] and dir[0] > 0: if abs(playerPos[0] - scrEdge[0]) >= self.scrSpeed[0]: offset[0] = self.scrSpeed[0] else: offset[0] = int(playerPos[0] - scrEdge[0]) if playerPos[0] < scrEdge[2] and dir[0] < 0: if abs(playerPos[0] - scrEdge[2]) >= self.scrSpeed[0]: offset[0] = -self.scrSpeed[0] else: # ..subtracted in this order, (pos - scrEdge) is already negative.. offset[0] = int(playerPos[0] - scrEdge[2]) # Vertical if playerPos[1] > scrEdge[1] and dir[1] > 0: if abs(playerPos[1] - scrEdge[1]) >= self.scrSpeed[1]: offset[1] = self.scrSpeed[1] else: offset[1] = int(playerPos[1] - scrEdge[1]) if playerPos[1] < scrEdge[3] and dir[1] < 0: if abs(playerPos[1] - scrEdge[3]) >= self.scrSpeed[1]: offset[1] = -self.scrSpeed[1] else: offset[1] = int(playerPos[1] - scrEdge[3]) # move the screen by the ofset self.moveScreen( offset ) #\\\\\\\\\\\\\\\\\\\\\\\\\\# # World-object stuff def addObject( self, newObj ): """ Appends an object to the game world(as long as it can be rendered) """ if 'render' in dir( newObj ): self.objects.append( newObj ) else: print 'Warning : GameWorld : newObj does not have a "render" function; it was not added to the render list.' def updatePeer( self, update ): """ update (or add) a peer to the game world """ if update['name'] == self.player.getName(): # ignore this packet because it is the player packet return if update['name'] not in self.peers: # Make a player object of the type in the packet if update['pType'] == 'Robber': newPlayer = Robber() newPlayer.setPos( self.scalePos(update['position']) ) newPlayer.setSize( self.getPeerSize( "Robber") ) self.peers[ update['name'] ] = newPlayer if update['pType'] == 'Cop': newPlayer = Cop() newPlayer.setPos( self.scalePos(update['position']) ) newPlayer.setSize( self.getPeerSize( "Cop") ) self.peers[ update['name'] ] = newPlayer else: self.peers[ update['name'] ].setPos(\ self.scalePos(update['position'])) def scalePos(self, pos): """ scales the peer's map pos to tile coords """ tileSize = self.level.getTileSize() return [ pos[0]*tileSize[0], pos[1]*tileSize[1] ] def getPeerSize(self, type): """ Calculates and returns the size of a peer based on its type and the playyer's type. """ size = None tileSize = self.level.getTileSize() if self.player.type == type: pass elif self.player.type == "Robber": # then peer-type == "Cop" size = [tileSize[0]*5, tileSize[1]*5] elif self.player.type == "Cop": # then peer-type == "Robber" size = [tileSize[0]*0.5, tileSize[1]*0.5] return size def on_key_press(self, key, x, y): """On key press""" if self.active: if self.controller and isinstance( self.controller, Keyboard ): self.controller.on_key_press(key, x, y) def on_key_release(self, key, x, y): """On key release""" if self.active: if self.controller and isinstance( self.controller, Keyboard ): self.controller.on_key_release(key, x, y) def on_specialkey_press(self, key, x, y): """On special key press""" if self.active: if self.controller and isinstance( self.controller, Keyboard ): self.controller.on_specialkey_press(key, x, y) def on_specialkey_release(self, key, x, y): """On special key release""" if self.active: if self.controller and isinstance( self.controller, Keyboard ): self.controller.on_specialkey_release(key, x, y) def on_mouse_motion(self, x, y): """On mouse motion""" if self.active: if self.controller and isinstance( self.controller, Mouse ): self.controller.on_mouse_motion(x, y) def on_mouse(self, button, state, x, y): """On mouse press/release""" if self.active: if self.controller and isinstance( self.controller, Mouse ): self.controller.on_mouse(button, state, x, y)