-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathgame.py
331 lines (302 loc) · 12 KB
/
game.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
import time
import asyncio
import requests
import pygame
import socket
from pygame.math import Vector2 as Vec2d
import math
import json
from queue import Empty
from loguru import logger
from utils import get_map_coordinates_rev, gen_randid
from gamestate import GameState
from constants import UPDATE_TICK, PLAYER_MOVEMENT_SPEED, BULLET_SPEED, BULLETDEBUG,GRAPH_HEIGHT, GRAPH_WIDTH, GRAPH_MARGIN, SCREEN_WIDTH, SCREEN_HEIGHT
from camera import Camera
from objects.player import Bomberplayer
from objects.bullets import Bullet
from debug import draw_debug_info
class Bomberdude():
def __init__(self, args):
self.title = "Bomberdude"
self.args = args
self.draw_debug = True
self.left_pressed = False
self.right_pressed = False
self.up_pressed = False
self.down_pressed = False
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
# self.screen = pygame.display.get_surface()
self.manager = None # Replace with pygame UI manager if needed
self.running = True
self.selected_bomb = 1
self.client_id = str(gen_randid())
self.client_game_state = GameState(args=self.args, client_id=self.client_id)
self._connected = False
self._show_kill_screen = False
self.show_kill_timer = 1
self.show_kill_timer_start = 1
self.timer = 0
self.mouse_pos = Vec2d(x=0, y=0)
self.background_color = (100, 149, 237)
self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.sock.setblocking(False) # Make non-blocking
self.last_position_update = 0
def __repr__(self):
return f"Bomberdude( {self.title} playerlist: {len(self.client_game_state.playerlist)} players_sprites: {len(self.client_game_state.players_sprites)} c:{self._connected} {self.connected()})"
def connected(self):
return self._connected
async def connect(self):
self.sock.setblocking(False)
logger.info(f'connecting to server... event_queue: {self.client_game_state.event_queue.qsize()} ')
await asyncio.get_event_loop().sock_connect(self.sock, (self.args.server, 9696))
if self.args.debug:
logger.debug(f'conn: {self.connected()}/{self._connected}')
try:
resp = requests.get(f"http://{self.args.server}:9699/get_tile_map").text
resp = json.loads(resp)
mapname = resp.get("mapname")
tile_x = resp.get('position').get('position')[0]
tile_y = resp.get('position').get('position')[1]
# pos = Vec2d(x=resp.get('position').get('position')[0], y=resp.get('position').get('position')[1])
# logger.debug(f"map {mapname} {pos=} {resp=}")
except Exception as e:
logger.error(f"{type(e)} {e=} {resp}")
raise e
self.client_game_state.load_tile_map(mapname)
pixel_x = tile_x * self.client_game_state.tile_map.tilewidth
pixel_y = tile_y * self.client_game_state.tile_map.tileheight
pos = Vec2d(x=pixel_x, y=pixel_y)
map_width = self.client_game_state.tile_map.width * self.client_game_state.tile_map.tilewidth
map_height = self.client_game_state.tile_map.height * self.client_game_state.tile_map.tileheight
self.camera = Camera(SCREEN_WIDTH, SCREEN_HEIGHT, map_width, map_height)
if self.args.debug:
logger.debug(f'conn: {self.connected()} - {self._connected} {pos=} event_queue: {self.client_game_state.event_queue.qsize()}')
self.setup_panels()
self.setup_labels()
connection_event = {
"event_time": 0,
"event_type": "newconnection",
"client_id": str(self.client_id),
"position": (pos.x, pos.y),
"handled": False,
"handledby": "do_connect",
"eventid": gen_randid(),
}
await self.client_game_state.event_queue.put(connection_event)
await asyncio.sleep(0.1)
self._connected = True
player_one = Bomberplayer(texture="data/playerone.png", client_id=self.client_id)
player_one.position = pos
self.client_game_state.players_sprites.add(player_one)
if self.args.debug:
logger.debug(f'conn: {self.connected()} - {self._connected} setup done event_queue: {self.client_game_state.event_queue.qsize()}')
return True
def setup_labels(self):
self.netplayer_labels = {}
def setup_panels(self):
pass # Implement if needed
def center_camera_on_player(self, speed=0.2):
player = self.client_game_state.get_playerone()
screen_center_x = player.center_x - (SCREEN_WIDTH / 2)
screen_center_y = player.center_y - (SCREEN_HEIGHT / 2)
if screen_center_x < 0:
screen_center_x = 0
if screen_center_y < 0:
screen_center_y = 0
self.camera.position = (screen_center_x, screen_center_y)
def draw_player(self, player):
if isinstance(player, dict):
player = Bomberplayer(texture="data/playerone.png", client_id=player.get('client_id'))
try:
if player.position is None:
logger.error(f'Player position is None: {player}')
return
# Get position coordinates safely
if hasattr(player.position, 'x') and hasattr(player.position, 'y'):
# Vec2d object
pos_x, pos_y = player.position.x, player.position.y
elif isinstance(player.position, (tuple, list)) and len(player.position) >= 2:
# Tuple or list
pos_x, pos_y = player.position[0], player.position[1]
else:
logger.error(f'Unknown position format: {type(player.position)}')
return
color = (0, 255, 0) if player.client_id == self.client_game_state.get_playerone().client_id else (255, 0, 0)
rect = pygame.Rect(pos_x, pos_y, 32, 32)
position = self.camera.apply(rect).topleft
pygame.draw.circle(self.screen, color, position, 10)
# Draw player image if available
if hasattr(player, 'image'):
rect = player.rect if hasattr(player, 'rect') else rect
self.screen.blit(player.image, self.camera.apply(rect))
else:
# For PlayerState objects without images
pygame.draw.rect(self.screen, color, self.camera.apply(rect))
except Exception as e:
logger.error(f'{e} {type(e)} player: {player}')
def on_draw(self):
# Clear screen
self.screen.fill((0, 0, 0))
# Draw the map
self.client_game_state.render_map(self.screen, self.camera)
# Draw local player from players_sprites
for player in self.client_game_state.players_sprites:
if player.client_id == self.client_id:
player.draw(self.screen)
# Draw remote players from playerlist
for client_id, player in self.client_game_state.playerlist.items():
if client_id != self.client_id:
self.draw_player(player)
# Draw bullets, bombs, etc.
for bullet in self.client_game_state.bullets:
# Draw bullet
pos = self.camera.apply(bullet.rect)
self.screen.blit(bullet.image, pos)
for bomb in self.client_game_state.bombs:
# Draw bomb
pos = self.camera.apply(bomb.rect)
self.screen.blit(bomb.image, pos)
if self.draw_debug:
draw_debug_info(self.screen, self.client_game_state)
def on_mouse_motion(self, x: int, y: int, dx: int, dy: int):
self.mouse_pos = Vec2d(x=x, y=y)
async def handle_on_mouse_press(self, x, y, button):
if button == 1:
player_one = self.client_game_state.get_playerone()
if player_one:
# Convert to world coordinates by subtracting camera offset
# Camera position is already negative of the world offset
mouse_world = Vec2d(
x - self.camera.position.x,
y - self.camera.position.y
)
player_world = Vec2d(player_one.rect.center)
# Calculate direction in world space
direction = (mouse_world - player_world).normalize()
bullet = player_one.shoot(direction)
# self.client_game_state.bullets.add(bullet)
event = {
"event_time": 0,
"event_type": "bulletfired",
"client_id": self.client_id,
"position": (bullet.rect.x, bullet.rect.y),
"direction": (direction.x, direction.y),
"ba": 1,
"timer": 1,
"handled": False,
"handledby": self.client_id,
"eventid": gen_randid(),
}
if self.args.debug:
# logger.debug(f'{bullet} {self.client_game_state.event_queue.qsize()}')
pass # logger.debug(f'bullet: {bullet} {direction=} {mouse_world=} {player_world=} {self.camera.position=} ')
await self.client_game_state.event_queue.put(event)
def handle_on_key_press(self, key):
try:
player_one = self.client_game_state.get_playerone()
except AttributeError as e:
logger.error(f"{e} {type(e)}")
return
if not player_one:
return
if key == pygame.K_1:
self.selected_bomb = 1
elif key == pygame.K_2:
self.selected_bomb = 2
elif key == pygame.K_F1:
self.args.debug = not self.args.debug
logger.debug(f"debug: {self.args.debug}")
elif key == pygame.K_F2:
self.draw_debug = not self.draw_debug
logger.debug(f"draw_debug: {self.draw_debug} debug: {self.args.debug}")
elif key == pygame.K_F3:
pass
elif key == pygame.K_F4:
pass
elif key == pygame.K_F5:
pass
elif key == pygame.K_F6:
pass
elif key == pygame.K_F7:
pygame.display.toggle_fullscreen()
elif key == pygame.K_ESCAPE or key == pygame.K_q or key == 27:
self._connected = False
self.running = False
logger.warning("quit")
pygame.event.post(pygame.event.Event(pygame.QUIT))
# pygame.display.quit()
# pygame.quit()
return
elif key == pygame.K_UP or key == pygame.K_w or key == 119:
player_one.change_y = -PLAYER_MOVEMENT_SPEED
self.client_game_state.keyspressed.keys[key] = True
elif key == pygame.K_DOWN or key == pygame.K_s or key == 115:
player_one.change_y = PLAYER_MOVEMENT_SPEED
self.client_game_state.keyspressed.keys[key] = True
elif key == pygame.K_LEFT or key == pygame.K_a or key == 97:
player_one.change_x = -PLAYER_MOVEMENT_SPEED
self.client_game_state.keyspressed.keys[key] = True
elif key == pygame.K_RIGHT or key == pygame.K_d or key == 100:
player_one.change_x = PLAYER_MOVEMENT_SPEED
self.client_game_state.keyspressed.keys[key] = True
async def handle_on_key_release(self, key):
# key = pygame.key.get_pressed()
# logger.info(f'{key=}')
try:
player_one = self.client_game_state.get_playerone()
except AttributeError as e:
logger.error(f"{e} {type(e)}")
return
if key == pygame.K_UP or key == pygame.K_w:
player_one.change_y = 0
self.client_game_state.keyspressed.keys[key] = False
elif key == pygame.K_DOWN or key == pygame.K_s:
player_one.change_y = 0
self.client_game_state.keyspressed.keys[key] = False
elif key == pygame.K_LEFT or key == pygame.K_a:
player_one.change_x = 0
self.client_game_state.keyspressed.keys[key] = False
elif key == pygame.K_RIGHT or key == pygame.K_d:
player_one.change_x = 0
self.client_game_state.keyspressed.keys[key] = False
if key == pygame.K_SPACE:
drop_bomb_event = player_one.drop_bomb()
await self.client_game_state.event_queue.put(drop_bomb_event)
self.client_game_state.keyspressed.keys[key] = False
async def update(self):
try:
player_one = self.client_game_state.get_playerone()
except AttributeError as e:
logger.error(f"{e} {type(e)}")
await asyncio.sleep(0.1)
return
self.timer += 1 / 60
self.client_game_state.bullets.update(self.client_game_state.collidable_tiles)
self.client_game_state.bombs.update()
map_width = self.client_game_state.tile_map.width * self.client_game_state.tile_map.tilewidth
map_height = self.client_game_state.tile_map.height * self.client_game_state.tile_map.tileheight
player_one.update(self.client_game_state.collidable_tiles)
player_one.position.x = max(0, min(player_one.position.x, map_width - player_one.rect.width))
player_one.position.y = max(0, min(player_one.position.y, map_height - player_one.rect.height))
player_one.rect.topleft = player_one.position
self.camera.update2(player_one)
playerlist = [player.to_dict() if hasattr(player, 'to_dict') else player for player in self.client_game_state.playerlist.values()]
update_event = {
"event_time": self.timer,
"msgtype": "player_update",
"event_type": "player_update",
"client_id": str(player_one.client_id),
"position": (player_one.position.x, player_one.position.y),
"angle": player_one.angle,
"health": player_one.health,
"score": player_one.score,
"bombsleft": player_one.bombsleft,
"handled": False,
"handledby": "game_update",
"playerlist": playerlist,
"eventid": gen_randid(),}
current_time = time.time()
if current_time - self.last_position_update > 0.1: # 10 updates/second
await self.client_game_state.event_queue.put(update_event)
await asyncio.sleep(1 / UPDATE_TICK)
self.last_position_update = current_time