示例#1
0
class Client(asynchat.async_chat):
    def __init__(self, host, port):
        asynchat.async_chat.__init__(self)
        self.create_socket(socket.AF_INET, socket.SOCK_STREAM)
        self.host = host
        self.port = port
        self.inBuffer = ""
        self.outBuffer = ""
        self.connect((host,port))
        self.outBuffer += "Tunneler1.0;"
        self.gameStarted = False
        self.grid = False
        self.players = []
        self.bullets = []
        self.playerID = False
        self.set_terminator(";")
        self.timestep = 0
        self.shotAtStep = -10
        self.movedAtStep = -10
        
        pygame.init()
        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        self.HUDSurf = pygame.Surface((SCREEN_WIDTH, HUD_HEIGHT))
        pygame.mouse.set_visible(0)
        self.clock = pygame.time.Clock()
        pygame.font.init()
        self.font = pygame.font.Font(None, FONT_SIZE)
        self.titleFont = pygame.font.Font(None, TITLE_FONT_SIZE)
        self.displayTitleScreen()
        
    def collect_incoming_data(self, data):
        self.inBuffer += data

    def found_terminator(self):
        self.parseChange(self.inBuffer.strip())
        self.inBuffer = ""
        self.input()
        
    def handle_connect(self):
        pass
         
    def writable(self):
        return (len(self.outBuffer) > 0)

    def handle_write(self):
        sent = self.send(self.outBuffer)
        self.outBuffer = self.outBuffer[sent:]
        
    def parseInitialConditions(self, msg):
        '''
        The first thing the Server will do when the game is signaled to begin is to send 
        the initial conditions so that each client can set up, getting info about which player
        ID its been assigned, how large the grid is, and where the bases are for each player on 
        the grid.
        '''
        
        m = re.match("([0-9]*)\.([0-9]*)\.([0-9]*)\.([0-9]*)\.([0-9]*)\.([0-9]*)\.([0-9]*)\.([0-9]*)", msg)
        if m and int(m.group(1)) == GAME_START_CODE:
            # So the client knows which player it's displaying information for
            playerID = int(m.group(2))
            self.playerID = playerID
            
            numRows = int(m.group(3))
            numCols = int(m.group(4))
            aBaseRow = int(m.group(5))
            aBaseCol = int(m.group(6))
            bBaseRow = int(m.group(7))
            bBaseCol = int(m.group(8))
            
            # The player always starts off in the middle of his base
            myPlayer = False
            enemyPlayer = False
            i = 1
            while i < 3:
                playerRow = 0
                playerCol = 0
                if i == 1:
                    playerRow = aBaseRow + int(math.ceil(BASE_SIZE / 2))
                    playerCol = aBaseCol + int(math.ceil(BASE_SIZE / 2))
                else:
                    playerRow = bBaseRow + int(math.ceil(BASE_SIZE / 2))
                    playerCol = bBaseCol + int(math.ceil(BASE_SIZE / 2))
                
                self.players.append(PlayerSprite(i, playerRow, playerCol))
                if i == self.playerID: 
                    myPlayer = self.players[i-1]
                else:
                    enemyPlayer = self.players[i-1]
                i+= 1
            
            self.grid = Grid(numRows, numCols)
            self.grid.addBase(aBaseRow, aBaseCol, A_BASE_UNIT)
            self.grid.addBase(bBaseRow, bBaseCol, B_BASE_UNIT)
            self.gameStarted = True
            
            self.viewport = Viewport(self.grid, myPlayer, enemyPlayer)
        else:
            print "invalid initial conditions"
        
    def parseChange(self, msg):
        '''
        This is where the client picks apart a Change message sent from the server, and applies it
        to its own internal representation of what's going on in the game.
        
        It figures out which type of change each one is, then calls methods with the appropriate
        arguments for that particular change.
        '''
        
        if not self.gameStarted:    
            self.parseInitialConditions(msg)
            
        else:
            # The ; gets removed by the asynchat class
            msg += ";"
            tm = re.search("([0-9]*);", msg)
            changeTimestep = int(tm.group(1))
            if self.timestep == changeTimestep:
                msg = msg.rstrip(tm.group(0))
                
                m = re.match("([0-9]*\.)*[0-9]*,", msg)
                while m:
                    cmd = m.group(0)
                    i = 0
                    type = False
                    args = []
                    
                    # take the command apart and get its type and arguments
                    while cmd:
                        match = re.match("([0-9]*).", cmd)
                        if i == 0:
                            type = int(match.group(1))                              
                        else:
                            args.append(int(match.group(1)))
                                            
                        i += 1
                        cmd = cmd[len(match.group(0)):]
                    
                    if type == MOBILE_MOVE_CODE:
                        self.moveSprite(args[0], args[1], args[2])
                    elif type == MOBILE_DIRECTION_CODE:
                        self.makePlayerChangeDirection(args[0], args[1])
                    elif type == MOBILE_SPAWN_CODE:
                        self.spawnBullet(args[0], args[1], args[2])
                    elif type == MOBILE_DIE_CODE:
                        if args[0] > 2:
                            self.destroyBullet(args[0])
                    elif type == DIRT_LOSE_HEALTH_CODE:
                        self.grid.damageDirt(args[0], args[1], args[2])
                    elif type == DIRT_DIE_CODE:
                        self.grid.setObject(args[0], args[1], 0)
                    elif type == SET_HEALTH_CODE:
                        self.setPlayerHealth(args[0], args[1])
                    elif type == SET_ENERGY_CODE:
                        self.setPlayerEnergy(args[0], args[1])
                    elif type == GAME_OVER_CODE:
                        self.gameover(args[0])
                    
                    
                    msg = msg[len(m.group(0)):]
                    m = re.match("([0-9]*\.)*[0-9]*,", msg)
                
                self.timestep += 1
                
        self.displayTimestep()
        
    def spawnBullet(self, id, row, col):
        bullet = MobileSprite(id, row, col)
        bullet.setImage("bullet.png")
        self.viewport.addBullet(bullet)
        
    def destroyBullet(self, id):
        self.viewport.destroyBulletWithID(id)
        
    def setPlayerHealth(self, id, health):
        self.players[id-1].health = health
        
    def setPlayerEnergy(self, id, energy):
        self.players[id-1].energy = energy
                
    def moveSprite(self, id, row, col):
        if id < 3:
            player = self.players[id - 1]
            player.row = row
            player.col = col
        else:
            # bullets
            for bullet in self.viewport.bullets:
                if bullet.id == id:
                    bullet.row = row
                    bullet.col = col
            
    def makePlayerChangeDirection(self, id, direction):
        self.players[id-1].changeDirection(direction)
    
    def input(self):
        '''
        This is where the Client gets the player's input to send off to the server.
        It gets the keys that the player has pressed, and when the timer goes off,
        it packages those commands up and sends them off to the server.
        '''
        
        cmd = ""
        endInput = False
        noInput = False
        tick = 0
        commandHasMove = False
        while not endInput:
            movePart = False
            shootPart = False
            keydown = False
            
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    print "Exiting"
                    self.exit()
                if event.type == KEYDOWN:
                    keydown = event.key
                    if event.key == LEFT_KEY:
                        self.movedAtStep = self.timestep
                        movePart = "%d" % LEFT
                    elif event.key == RIGHT_KEY:
                        self.movedAtStep = self.timestep
                        movePart = "%d" % RIGHT
                    elif event.key == UP_KEY:
                        self.movedAtStep = self.timestep
                        movePart = "%d" % UP
                    elif event.key == DOWN_KEY:
                        self.movedAtStep = self.timestep
                        movePart = "%d" % DOWN
                    elif event.key == SHOOT_KEY:
                        if self.shotAtStep not in range(self.timestep - SHOOT_TIMESTEP_WAIT, self.timestep):
                            self.shotAtStep = self.timestep
                            shootPart = "%d" % SHOOT
                    elif event.key == K_ESCAPE:
                        print "Escape key pressed"
                        self.exit()
          
            key = pygame.key.get_pressed()
            if key[LEFT_KEY]:
                if self.movedAtStep not in range(self.timestep - MOVE_TIMESTEP_WAIT, self.timestep):
                    self.movedAtStep = self.timestep
                    movePart = "%d" % LEFT
            if key[RIGHT_KEY]:
                if self.movedAtStep not in range(self.timestep - MOVE_TIMESTEP_WAIT, self.timestep):
                    self.movedAtStep = self.timestep
                    movePart = "%d" % RIGHT
            if key[UP_KEY]:
                if self.movedAtStep not in range(self.timestep - MOVE_TIMESTEP_WAIT, self.timestep):
                    self.movedAtStep = self.timestep
                    movePart = "%d" % UP
            if key[DOWN_KEY]:
                if self.movedAtStep not in range(self.timestep - MOVE_TIMESTEP_WAIT, self.timestep):
                    self.movedAtStep = self.timestep
                    movePart = "%d" % DOWN
            if key[SHOOT_KEY]:
                if self.shotAtStep not in range(self.timestep - SHOOT_TIMESTEP_WAIT, self.timestep):
                    self.shotAtStep = self.timestep
                    shootPart = "%d" % SHOOT
          
            tick += self.clock.tick_busy_loop(FPS)         
            # So the game doesn't wait forever  
            if tick > TICK_LIMIT:
                endInput = True 
        
        cmd = ""
        if movePart:
            cmd += movePart
        else:
            cmd += "0"
        if shootPart:
            cmd += shootPart
        else:
            cmd += "0"
        
        cmd += ".%d;" % self.timestep

        self.outBuffer += cmd
        
    def updateHUD(self):
        '''
        Shows the player's health and energy at the bottom of the screen.
        '''
        
        healthFontSurf = self.font.render("Health: %d" % self.viewport.player.health, True, (255, 255, 255))
        energyFontSurf = self.font.render("Energy: %d" % self.viewport.player.energy, True, (255, 255, 255))
        self.screen.blit(healthFontSurf, (7, VP_HEIGHT + 9))
        self.screen.blit(energyFontSurf, (7, VP_HEIGHT + 5 + FONT_SIZE))
        
    def displayTimestep(self):
        '''
        Gets the viewport to update to display the latest timestep.
        '''
        
        self.screen.fill((50, 50, 50))
        self.updateHUD()
        self.viewport.updateDisplay()
        self.screen.blit(self.viewport.surf, (0, 0))
        pygame.display.flip()
        
    def displayTitleScreen(self):
        '''
        When the user first opens the Client, they are smacked in the face with this Title screen.
        '''
        titleScreenImage = imageLoad("TitleScreen.png")
        breakLoop = False
        c = 0
        while not breakLoop:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    print "Exiting"
                    self.exit()
                if event.type == KEYDOWN:
                    if event.key == K_ESCAPE:
                        print "Escape key pressed"
                        self.exit()
                    if event.key == K_RETURN:
                        self.indicateReadiness()
                        breakLoop = True
                        
            self.screen.fill((0,0,0))
            self.screen.blit(titleScreenImage, (0,0))
            if not breakLoop:
                cs = self.titleFont.render("You are connected to %s." % self.host, False, (255, 255, 255))
                es = self.titleFont.render("Press ENTER when you are ready to play.", True, (255, 255, 255))
                self.screen.blit(cs, (45, 350))
                self.screen.blit(es, (10, 375))
            else:
                rs = self.font.render("READY...", True, (255, 255, 255))
                ws = self.titleFont.render("Waiting for other player...", True, (255,255,255))
                self.screen.blit(rs, (102, 230))
                self.screen.blit(ws, (70, 270))
            pygame.display.flip()

    def gameover(self, idOfLoser):
        '''
        When the game ends, the game displays the full grid and the loser.
        '''
        
        self.screen.fill((0,0,0))
        renderedFont = False
        if idOfLoser == self.viewport.player.id:
            renderedFont = self.font.render("LOSS.", False, (255,255,255))
        else:
            renderedFont = self.font.render("VICTORY.", False, (255,255,255))
        helpfulFont = self.titleFont.render("Press ESC to quit.", False, (255,255,255))
        self.screen.blit(renderedFont, (5, 5))
        self.screen.blit(helpfulFont, (5, 40))
        pygame.display.flip()
        
        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    print "Exiting"
                    self.exit()
                elif event.type == KEYDOWN:
                    if event.key == K_ESCAPE:
                        print "Escape key pressed"
                        self.exit()

    def indicateReadiness(self):
        '''
        Tell the server that this client is ready to play a game.
        '''

        self.outBuffer += "%d;" % GAME_START_CODE
            
    def exit(self): 
        self.close()
        sys.exit(0)
示例#2
0
文件: Game.py 项目: hinsert/tunneler
class Game:
    ''' The Game encapsulates all of the information about a particular round of 
    tunneler. It knows the state of the grid, the players, which particular timestep
    we are on, etc. '''

    def __init__(self, playerHandlers, numRows, numCols, server):
        self.timestep = 0 
        self.changes = ""
        self.handlersReady = []
        self.commands = []
        self.bullets = []
        self.nextBulletID = 3
        self.server = server
        self.gameAlreadyOver = False
        
        self.grid = Grid(numRows, numCols)
        aBaseRow, aBaseCol = self.grid.createRandomBasePosition()
        bBaseRow, bBaseCol = self.grid.createRandomBasePosition()
        self.grid.addBase(aBaseRow, aBaseCol, A_BASE_UNIT)
        self.grid.addBase(bBaseRow, bBaseCol, B_BASE_UNIT)
        
        self.playerHandlers = playerHandlers
        self.createPlayers(aBaseRow, aBaseCol, bBaseRow, bBaseCol)
        self.sendInitialGameConditions()
    
    def createPlayers(self, aBaseRow, aBaseCol, bBaseRow, bBaseCol):
        '''
        The players start off in the middle of their respective bases. This 
        method creates the objects used to model them.
        '''
        
        i = 1
        while i < 3:
            playerRow = 0
            playerCol = 0
            if i == 1:
                playerRow = aBaseRow + int(math.ceil(BASE_SIZE / 2))
                playerCol = aBaseCol + int(math.ceil(BASE_SIZE / 2))
            else:
                playerRow = bBaseRow + int(math.ceil(BASE_SIZE / 2))
                playerCol = bBaseCol + int(math.ceil(BASE_SIZE / 2))

            self.playerHandlers[i-1].player = Player(i, playerRow, playerCol, self)
            self.playerHandlers[i-1].game = self
            
            i+= 1
        
    def sendInitialGameConditions(self):
        '''
        When both clients have connected and are ready to go, the server sends the initial data that
        each handler requires to create the initial gamestate. They are:
        
        Game start code - Indicates to the client that the game is starting
        Player id - These have been assigned by the server, so the client is just told if it's id 1 or id 2
        numRows, numCols - The size of the grid
        Base Coordinates - The coordinates of the top left corners of the bases
        '''
        
        print "Send init conditions"
        for playerHandler in self.playerHandlers:
            playerHandler.sendMessage("%d.%d.%d.%d.%d.%d.%d.%d;" %(GAME_START_CODE, playerHandler.player.id, self.grid.numRows, self.grid.numCols, self.grid.aBaseRow, self.grid.aBaseCol, self.grid.bBaseRow, self.grid.bBaseCol))
            
    def addChange(self, change):
        if change != "":
		    self.changes += change

    def terminateChangesForCurrentTimestep(self):
        '''
        Simply adds the timestep to the change string and the terminating semi-colon.
        '''
        
        self.changes += "%d;" % self.timestep;
        print self.changes

    def executeCommand(self, command):
        '''
        Takes a command object (which was parsed and set up by the playerHandlers), 
        and executes it.
        '''
        
        player = ""
        handler = ""
        for h in self.playerHandlers:
            if h.player.id == command.id:
                player = h.player
                handler = h
        
        if command.move != NO_CHANGE:
            change = player.move(command.move)
            if change:
                self.addChange(change)
        if command.shoot != NO_CHANGE:
            change = player.shoot()
            if change:
                self.addChange(change)
                
    def playerAt(self, row, col):
        '''
        Returns the the player at a particular row and col if there is player there,
        false if no player is at that location.
        '''
        
        result = False
        for ph in self.playerHandlers:
            if ph.player.row == row and ph.player.col == col:
                result = ph.player
                break
        
        return result
        
    def bulletAt(self, row, col):
        '''
        Returns the id of the bullet at a particular row and col if there is player there,
        false if no bullet is at that location.
        '''
        result = False
        for bullet in self.bullets:
            if bullet.row == row and bullet == col:
                result = bullet.id
                break
        
        return result
        
    def spawnBullet(self, row, col, direction):
        '''
        Spawns a new bullet in the grid, assigning it the next available bullet id.
        If the bullet is spawned on dirt, or another player, it is not actually created,
        the dirt or the player is simply damaged.
        '''
        
        change = ""
        if self.grid.coordsInGrid(row, col):
            playerHit = self.playerAt(row, col)
            if self.grid.objectIsDirt(row, col):
                change = self.grid.damageDirt(row, col, BULLET_DIRT_DAMAGE)
            
            elif playerHit:
                change = playerHit.loseHealth(BULLET_PLAYER_DAMAGE)
            else:
                self.bullets.append(Bullet(self.nextBulletID, row, col, direction, self))
                change = "%d.%d.%d.%d," %(MOBILE_SPAWN_CODE, self.nextBulletID, row, col)
                self.nextBulletID += 1
        
        return change
        
    def destroyBullet(self, bullet):
        self.bullets.remove(bullet)
        return "%d.%d," % (MOBILE_DIE_CODE, bullet.id)
    
    def addCommand(self, cmd):
        '''
        Adds a command from a PlayerHandler. There can only be one command per handler
        per timestep.
        '''
        
        if len(self.commands) > 0 and cmd.id != self.commands[0].id or len(self.commands) == 0:
            self.commands.append(cmd)
            
        if len(self.commands) == 2:
            self.nextTimestep()
            self.commands = []
        
    def nextTimestep(self):
        '''
        This is where the magic happens. All of the commands are executed, any bullets that exist are moved
        along, and the players either lose or gain energy depending where they are on the grid. All of
        these changes are documented, and sent across the network to each of hte clients.
        '''
        
        for cmd in self.commands:
            self.executeCommand(cmd)
            
        for bullet in self.bullets:
            # Bullets move twice per timestep
            firstChange = bullet.keepMoving()
            self.addChange(firstChange)
            if not re.search("%d.%d" % (MOBILE_DIE_CODE, bullet.id), firstChange):
                # The bullet should start off 1 unit away from the player when it's firt created
                if not bullet.justSpawned:
                    self.addChange(bullet.keepMoving())
                else:
                    bullet.justSpawned = False
             
        for ph in self.playerHandlers:
            self.addChange(ph.player.passTimestep())
        
        self.terminateChangesForCurrentTimestep()

        for playerHandler in self.playerHandlers:
            playerHandler.commitChanges(self.changes)

        self.changes = ""
        self.timestep += 1
        
    def gameOver(self, playerWhoLost):  
        '''
        Tells the server and the clients that the game has ended.
        '''
        
        if not self.gameAlreadyOver:
            self.addChange("%d.%d," % (GAME_OVER_CODE, playerWhoLost.id))
            self.terminateChangesForCurrentTimestep()
            for playerHandler in self.playerHandlers:
                playerHandler.commitChanges(self.changes)
            self.server.gameOver()
            self.gameAlreadyOver = True