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Copy pathclient.py
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executable file
·273 lines (227 loc) · 8.48 KB
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#! /usr/bin/python
import sys, pygame, time
import socket
try:
import cPickle as pickle
except:
import pickle
from math import sin, cos, pi
from operator import mod
class Heli:
def __init__(self, l):
self.heli = pygame.image.load(l[5])
self.path = l[5]
self.speed = [0.0, 0.0]
self.helirect = self.heli.get_rect()
self.helirect = self.helirect.move(l[2], l[3])
self.rots = l[4]
self.rot('left')
self.rot('right')
self.ID = l[1]
self.hits = 0
# tip, ID, x, y, rot, path
# val is used to see from what heli the move() method has beed called
# 1 means from this client's heli, 0 means the other client's heli
# Hope will fix this too.
def move(self, key_list, val = 1):
var = 0
if key_list[0]:
self.accel(MAX_SPEED)
else:
self.slow_down(MAX_SPEED)
if key_list[1]:
self.rot('left', val)
var = 1
if key_list[2]:
self.rot('right', val)
var = 1
self.check()
self.helirect = self.helirect.move(self.speed)
if val:
screen.blit(self.heli, self.helirect)
elif not var:
screen.blit(self.heli, self.helirect)
def accel(self, v):
if self.helirect.left > 0 or self.helirect.right < width:
self.speed[0] = v * cos(mod(self.rots, 36) /18 * pi)
else:
self.speed[0] = 0.0
if self.helirect.top > 0 or self.helirect.bottom < height:
self.speed[1] = -v * sin(mod(self.rots, 36) /18 * pi)
else:
self.speed[1] = 0.0
def slow_down(self, v):
self.accel(v/2)
def rot(self, direction, val = 1):
blittedRect = screen.blit(self.heli, self.helirect)
oldCenter = blittedRect.center
self.heli = pygame.image.load(self.path)
if direction == 'left':
rotHeli = pygame.transform.rotate(self.heli, ANGLE * self.rots)
self.rots += 1
else:
rotHeli = pygame.transform.rotate(self.heli, ANGLE * (self.rots
-1))
self.rots -= 1
rotRect = rotHeli.get_rect()
rotRect.center = oldCenter
if val:
screen.blit(rotHeli, rotRect)
self.heli= rotHeli
self.helirect = rotRect
def check(self):
if self.helirect.left < 0 or self.helirect.right > width:
self.speed[0] = 0.0
if self.helirect.top < 0 or self.helirect.bottom > height:
self.speed[1] = 0.0
def fire(self):
bullet = Bullet('bullet.png', self)
return bullet
class Bullet:
def __init__(self, path, heli):
self.heli = heli
self.path = path
self.bullet = pygame.image.load(path)
self.speed = [0.0, 0.0]
self.bulletrect = self.bullet.get_rect()
center = heli.helirect.center
self.bulletrect = self.bulletrect.move(center[0], center[1])
self.rots = self.heli.rots
def move(self):
self.accel(BULLET_SPEED)
value = self.check()
self.bulletrect = self.bulletrect.move(self.speed)
screen.blit(self.bullet, self.bulletrect)
return value
def accel(self, v):
if self.bulletrect.left > 0 or self.bulletrect.right < width:
self.speed[0] = v * cos(mod(self.rots, 36) / 18 * pi)
if self.bulletrect.top > 0 or self.bulletrect.bottom < height:
self.speed[1] = -v * sin(mod(self.rots, 36) / 18 * pi)
def check(self):
if self.bulletrect.left < 0 or self.bulletrect.right > width:
return 0
if self.bulletrect.top < 0 or self.bulletrect.bottom > height:
return 0
return 1
MAX_SPEED = 10
BULLET_SPEED = 15
ANGLE = 10
if len(sys.argv) != 3:
sys.exit(sys.argv[0] + ' HOST PORT')
SERVER_HOST = sys.argv[1]
SERVER_PORT = int(sys.argv[2])
MAX_SIZE = 4096
sockfd = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
sockfd.connect((SERVER_HOST, SERVER_PORT))
pygame.init()
pygame.display.set_caption('Sky Warriors@IPW2012')
background = pygame.image.load("cer.jpg")
backgroundRect = background.get_rect()
size = width, height = background.get_size()
screen = pygame.display.set_mode(size)
bullet_list = []
player_list = []
answer = sockfd.recv(MAX_SIZE)
tmp_list = pickle.loads(answer)
my_heli = Heli(tmp_list)
# This should receive the list with all players already connected to the
# server and create a Heli() object for each one of them, but it doesn't
# work quite ok so far.
#
#answer = sockfd.recv(MAX_SIZE)
#tmp_list2 = pickle.loads(answer)
#print '2 - recv', tmp_list2
#for elem in tmp_list2:
# print elem
# if elem != tmp_list:
# new_player = Heli(elem)
# player_list.append(new_player)
prev_bullet = pygame.time.get_ticks() # this is used to measure the time
# between consecutive bullets
var = 0
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sockfd.sendall('QUIT' + str(my_heli.ID))
sys.exit()
key_list = [0, 0, 0]
key_list[0] = pygame.key.get_pressed()[pygame.K_UP]
key_list[1] = pygame.key.get_pressed()[pygame.K_LEFT]
key_list[2] = pygame.key.get_pressed()[pygame.K_RIGHT]
# This is how it should work:
#if key_list != [0, 0, 0]:
my_heli.move(key_list, 1)
# sending our data
tmp_list = [1, my_heli.ID, key_list]
str_to_send = pickle.dumps(tmp_list)
sockfd.sendall(str_to_send)
heli_center = my_heli.helirect.center
if pygame.key.get_pressed()[pygame.K_SPACE]:
crt_bullet = pygame.time.get_ticks()
if crt_bullet - prev_bullet > 700:
bullet = my_heli.fire()
tmp_l = [2, my_heli.ID]
tmp = pickle.dumps(tmp_l)
sockfd.sendall(tmp)
bullet_list.append(bullet)
prev_bullet = crt_bullet
# other helis' data
answer = sockfd.recv(MAX_SIZE)
tmp_list2 = pickle.loads(answer)
screen.blit(background, backgroundRect)
if tmp_list2[0] == 0: # new player joined; this isn't working atm
new_player = Heli(tmp_list2)
player_list.append(new_player)
elif tmp_list2[0] == 1: # some player changed his rotation or speed
# (pressed some keys)
# A problem here is that we receive data from the first player, but
# not the actual first [0] message, right before the main loop. So,
# the temporary solution was to look for that player.ID and if it's
# not already in our list to add it now.
for player in player_list:
if player.ID == tmp_list2[1] and my_heli.ID != tmp_list2[1]:
player_key_list = tmp_list2[2]
player.move(player_key_list, 0)
break
else:
tmp_l = [0, tmp_list2[1], 500, 500, 10.0, 'img1.png']
new_player = Heli(tmp_l)
player_list.append(new_player)
elif tmp_list2[0] == -1: # some player disconnected
for player in player_list[:]:
if player.ID == tmp_list2[1]:
player_list.remove(player)
elif tmp_list2[0] == 2: # some player fired a bullet
for player in player_list:
if player.ID == tmp_list2[1]:
bullet = player.fire()
bullet_list.append(bullet)
for obj in bullet_list[:]:
value = obj.move()
for player in player_list:
if player.helirect.colliderect(obj.bulletrect) and obj.heli.ID != player.ID:
player.hits += 1
bullet_list.remove(obj)
if player.hits == 3:
myfont = pygame.font.SysFont("Arial", 30)
label = myfont.render("YOU WON!", 1, black)
screen.blit(label, (300, 300))
pygame.display.flip()
time.sleep(10)
if my_heli.helirect.colliderect(obj.bulletrect) and obj.heli.ID != my_heli.ID:
my_heli.hits += 1
bullet_list.remove(obj)
if my_heli.hits == 3:
myfont = pygame.font.SysFont("Arial", 30)
label = myfont.render("YOU LOST!", 1, black)
screen.blit(label, (300, 300))
pygame.display.flip()
time.sleep(10)
if value == 0: # if the bullet got beyond borders
bullet_list.remove(obj)
else:
screen.blit(obj.bullet, obj.bulletrect)
screen.blit(my_heli.heli, my_heli.helirect)
pygame.display.flip()
pygame.time.delay(20)