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main.py
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main.py
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import pygame
import os
from util import box2d # This is done with all files to prevent a bug
from threading import Thread
from random import randint
from time import sleep, time
import util
import Camera
import EventMan
import EscMenu
import ChangeChar
from TitleScene import TitleScene
from LobbyScene import LobbyScene
from RoomScene import RoomScene
from GameScene import GameScene
import GameClient
import Network
class main(object):
screen = None
running = False
clock = None
world = None
cam = None
eventManager = None
mainChar = None
stage = None
client = None
fps_font = None
debug_font = None
hud = None
escapeMenu = None
changeMenu = None
otherPlayers = []
status = 0
currentScene = []
charId = 3
controller = None
pickups = []
pickupsRendered = True
def __init__(self):
util.seedRandom()
""" PYGAME """
pygame.display.init()
pygame.font.init()
pygame.mixer.init(22050,-16,2,2**20)
self.fps_font = pygame.font.Font(None, 24)
self.debug_font = pygame.font.Font(None, 15)
self.screen = pygame.display.set_mode((util.CANVAS_WIDTH, util.CANVAS_HEIGHT), util.DISPLAY_FLAGS)
self.cam = Camera.Camera(self.screen)
util.IMAGECACHE.setLoadFunc(util.loadImage)
util.SOUNDCACHE.setLoadFunc(util.loadSound)
""" WORLD """
self.clock = pygame.time.Clock()
""" EVENT MANAGER """
self.eventManager = EventMan.EventMan(pygame.event)
self.eventManager.addHandler(self)
""" EVENT FUNCTIONS """
def processEvents(self, events):
for event in events:
if event.type == pygame.QUIT:
self.endProgram()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
if self.escapeMenu == None:
if self.changeMenu == None:
self.escMenu()
else:
self.escMenuClick(0)
def escMenu(self):
self.escapeMenu = EscMenu.EscMenu()
self.escapeMenu.canChangeChar(self.activeScene.canChangeChar())
self.escapeMenu.canLeaveGame(self.activeScene.canLeaveGame())
self.escapeMenu.setHandler(self.escMenuClick)
self.cam.addOverlay(self.escapeMenu)
self.eventManager.addHandler(self.escapeMenu)
def escMenuClick(self, action):
if action == self.escapeMenu.CLICK_QUIT:
self.endProgram()
elif action == self.escapeMenu.CLICK_CHANGE:
self.changeChar()
elif action == self.escapeMenu.CLICK_LEAVE:
self.client.leaveRoom()
self.cam.removeOverlay(self.escapeMenu)
self.eventManager.removeHandler(self.escapeMenu)
self.escapeMenu = None
def changeChar(self):
self.changeMenu = ChangeChar.ChangeChar(self.client.charId)
self.changeMenu.setHandler(self.changeClick)
self.cam.addOverlay(self.changeMenu)
self.eventManager.addHandler(self.changeMenu)
def changeClick(self, newCharId):
self.cam.removeOverlay(self.changeMenu)
self.eventManager.removeHandler(self.changeMenu)
self.changeMenu = None
if newCharId != None:
self.client.setCharacter(newCharId)
def changeScene(self, NewScene):
if self.escapeMenu != None:
self.escMenuClick(0)
if self.changeMenu != None:
self.changeClick(None)
self.cam.stopDrawing()
self.activeScene.destroy()
self.activeScene = NewScene(self)
self.activeScene.setUp()
self.cam.continueDrawing()
def startGame(self):
self.changeScene(GameScene)
def endGame(self):
self.changeScene(RoomScene)
""" ONLINE/NETWORKING FUNCTIONS """
def onConnect(self, result):
if result:
self.changeScene(LobbyScene)
else:
self.activeScene.setLoading(False)
self.activeScene.connectVisible(True)
self.activeScene.setErrorMessage("Error: Failed to connect to server.")
def onDisconnect(self):
self.changeScene(TitleScene)
self.activeScene.setLoading(False)
self.activeScene.connectVisible(True)
self.activeScene.setErrorMessage("Error: Disconnected.")
"GO TO HOME SCREEN"
def onRoomSwitch(self, action, result):
if result:
if action == self.client.LEAVING_ROOM:
self.changeScene(LobbyScene)
else:
if self.client.roomState == self.client.stateDict['PLAYING']:
self.changeScene(GameScene)
else:
self.changeScene(RoomScene)
else:
if type(self.activeScene) == LobbyScene:
self.activeScene.createPop = None
if action == self.client.JOINING_ROOM:
self.activeScene.doChat(("Failed to join room.", (255,0,0)))
elif action == self.client.LEAVING_ROOM:
self.activeScene.doChat(("Failed to leave room.", (255,0,0)))
def handleNetworkCall(self, call, args):
if self.activeScene != None and self.activeScene.handlesCall(call):
self.activeScene.handleCall(call, args)
""" MAIN FUNCTION """
def main(self):
self.activeScene = TitleScene(self)
self.activeScene.setUp()
self.mainLoop()
def mainLoop(self):
self.running = True
while self.running:
self.clock.tick(util.FRAMERATE)
self.eventManager.processEvents()
if self.activeScene != None:
self.activeScene.mainLoop()
self.cam.render()
fps = self.fps_font.render("%f" % self.clock.get_fps(), 1, (10, 10, 10))
self.screen.blit(fps, (0,0))
pygame.display.flip()
def endProgram(self):
if self.client:
self.client.disconnect()
self.activeScene.destroy()
self.activeScene = None
self.running = False
""" FLOW CONTROL """
def connect(self, name, server):
self.client = GameClient.GameClient(self)
if server.find(":") > 0:
server = server[:server.find(":")]
port = int(server[server.find(":")+1:])
else:
port = 62227
self.client.connect_async(name, (server, port))
self.activeScene.connectVisible(False)
self.activeScene.setLoading(True)
"""
def control(self):
self.client = GameClient.GameClient(self)
name = raw_input("Name: ")
if not self.client.connect(name, ("localhost", 62227)):
print "Connection failed"
self.running = False
return
while True:
cmd = raw_input(">>>")
if cmd == "players":
print self.client.getPlayers()
elif cmd == "rooms":
print self.client.getRooms()
elif cmd[:4] == "join":
print "Joining room..."
rid = int(cmd[5:])
if self.client.joinRoom(rid):
print "joined room"
else:
print "failed to join room"
elif cmd[:4] == "make":
name = cmd[5:]
self.client.makeRoom(name)
elif cmd[:6] == "change":
self.charId = int(cmd[7:])
self.client.setCharacter(self.charId)
elif cmd == "leave":
self.client.leaveRoom()
elif cmd == "quit":
self.client.disconnect()
self.running = False
break
elif cmd == "start":
self.client.startGame()
"""
if __name__ == "__main__":
game = main()
game.main()