Rework on socket server to make it really works (#7)
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3e85f0c3a1
commit
b4c8f32700
2 changed files with 93 additions and 65 deletions
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@ -27,10 +27,11 @@ try: # Python 3
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except ImportError: # Python 2
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from ConfigParser import ConfigParser
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from itertools import repeat
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from math import atan2, degrees
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from math import atan2, degrees, radians
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from os.path import join, pathsep
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from socket import socket
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from socket import socket, SOL_SOCKET, SO_REUSEADDR
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from sys import stdout
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from threading import Thread
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import pygame
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@ -115,14 +116,18 @@ class Game:
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pygame.mixer.music.play(-1)
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pygame.display.set_icon(ICON)
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if config.server:
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self.socket = socket()
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self.socket.bind((config.host, config.port))
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self.socket.listen()
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else:
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pygame.fastevent.init()
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if config.server:
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self.server = socket()
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self.server.setsockopt(SOL_SOCKET, SO_REUSEADDR, 1)
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self.server.bind((config.host, config.port))
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self.server.listen(1)
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print('Socket server is listening on {}:{}'.format(config.host,
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config.port))
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else:
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self.server = None
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self.server, self.headless = config.server, config.headless
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self.headless = config.headless
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# self.fps is a float to make sure floordiv won't be used in Python 2
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self.max_fps, self.fps = config.max_fps, float(config.max_fps)
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self.musicvol = config.musicvol
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@ -142,17 +147,13 @@ class Game:
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def export(self):
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"""Export maze data to a bytes object."""
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maze, hero, tick, ne = self.maze, self.hero, get_ticks(), 0
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maze, hero, tick = self.maze, self.hero, get_ticks()
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walls = [[1 if maze.map[x][y] == WALL else 0 for x in maze.rangex]
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for y in maze.rangey]
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x, y = self.expos(maze.x, maze.y)
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lines = deque(['{} {} {:.0f} {:d} {:d} {:d}'.format(
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x, y, hero.wound * 100, hero.next_strike <= tick,
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hero.next_heal <= tick, maze.next_move <= tick)])
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for y in maze.rangey] if maze.next_move <= tick else []
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lines, ne, nb = deque(), 0, 0
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for enemy in maze.enemies:
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if not enemy.awake:
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if not enemy.awake and walls:
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walls[enemy.y-maze.rangey[0]][enemy.x-maze.rangex[0]] = WALL
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continue
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elif enemy.color == 'Chameleon' and maze.next_move <= tick:
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@ -162,25 +163,35 @@ class Game:
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x, y, degrees(enemy.angle)))
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ne += 1
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if maze.next_move <= tick:
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rows = (''.join(str(cell) for cell in row) for row in walls)
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else:
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rows = repeat('0' * len(maze.rangex), len(maze.rangey))
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lines.appendleft('\n'.join(rows))
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for bullet in maze.bullets:
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x, y = self.expos(bullet.x, bullet.y)
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lines.append('{} {} {} {:.0f}'.format(COLORS[bullet.get_color()],
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x, y, degrees(bullet.angle)))
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color, angle = COLORS[bullet.get_color()], degrees(bullet.angle)
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if color != '0':
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lines.append('{} {} {} {:.0f}'.format(color, x, y, angle))
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nb += 1
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lines.appendleft('{} {} {}'.format(len(walls), ne, len(maze.bullets)))
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if walls: lines.appendleft('\n'.join(''.join(str(cell) for cell in row)
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for row in walls))
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x, y = self.expos(maze.x, maze.y)
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lines.appendleft('{} {} {} {} {} {} {:.0f} {:d} {:d}'.format(
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len(walls), ne, nb, maze.get_score(), x, y, hero.wound * 100,
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hero.next_strike <= tick, hero.next_heal <= tick))
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return '\n'.join(lines).encode()
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def meta(self):
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"""Handle meta events on Pygame window.
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def update(self):
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"""Draw and handle meta events on Pygame window.
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Return False if QUIT event is captured, True otherwise.
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"""
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# Compare current FPS with the average of the last 10 frames
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new_fps = self.clock.get_fps()
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if new_fps < self.fps:
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self.fps -= 1
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elif self.fps < self.max_fps and not self.paused:
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self.fps += 5
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if not self.paused: self.maze.update(self.fps)
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self.clock.tick(self.fps)
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events = pygame.fastevent.get()
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for event in events:
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if event.type == QUIT:
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@ -189,7 +200,7 @@ class Game:
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self.maze.resize((event.w, event.h))
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elif event.type == KEYDOWN and not self.server:
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if event.key == self.key['new']:
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self.maze.__init__(self.fps)
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self.maze.reinit()
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elif event.key == self.key['pause'] and not self.hero.dead:
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self.paused ^= True
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elif event.key == self.key['mute']:
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@ -235,18 +246,28 @@ class Game:
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self.hero.firing = firing
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self.hero.slashing = slashing
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def remote_control(self, connection):
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def remote_control(self):
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"""Handle remote control though socket server.
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Return False if client disconnect, True otherwise.
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This function is supposed to be run in a Thread.
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"""
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while True:
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connection, address = self.server.accept()
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print('Connected to {}:{}'.format(*address))
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self.maze.reinit()
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while not self.hero.dead:
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data = self.export()
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connection.send('{:06}'.format(len(data)))
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connection.send('{:06}'.format(len(data)).encode())
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connection.send(data)
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buf = connection.recv(8)
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if not buf: return False
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x, y, angle, attack = (int(i) for i in buf.decode().split())
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self.control(x, y, angle, attack & 1, attack >> 1)
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if not buf: break
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move, angle, attack = (int(i) for i in buf.decode().split())
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y, x = (i - 1 for i in divmod(move, 3))
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self.control(x, y, radians(angle), attack & 1, attack >> 1)
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self.maze.lose()
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print('{1}:{2} scored {0} points'.format(
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self.maze.get_score(), *address))
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connection.close()
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def user_control(self):
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"""Handle direct control from user's mouse and keyboard."""
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@ -271,18 +292,9 @@ class Game:
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self.control(right, down, angle, firing, slashing)
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def update(self):
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"""Update fps and the maze."""
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# Compare current FPS with the average of the last 10 frames
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new_fps = self.clock.get_fps()
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if new_fps < self.fps:
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self.fps -= 1
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elif self.fps < self.max_fps and not self.paused:
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self.fps += 5
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if not self.paused: self.maze.update(self.fps)
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self.clock.tick(self.fps)
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def __exit__(self, exc_type, exc_value, traceback): pygame.quit()
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def __exit__(self, exc_type, exc_value, traceback):
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if self.server is not None: self.server.close()
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pygame.quit()
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def main():
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@ -340,10 +352,9 @@ def main():
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# Main loop
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with Game(config) as game:
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if config.server:
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while game.meta():
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game.remote_control()
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game.update()
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socket_thread = Thread(target=game.remote_control)
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socket_thread.daemon = True # make it disposable
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socket_thread.start()
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while game.update(): pass
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else:
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while game.meta():
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game.user_control()
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game.update()
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while game.update(): game.user_control()
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@ -78,14 +78,11 @@ class Maze:
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sfx_slash (pygame.mixer.Sound): sound effect of slashed enemy
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sfx_lose (pygame.mixer.Sound): sound effect to be played when you lose
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"""
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def __init__(self, fps, size=None, scrtype=None, headless=False):
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def __init__(self, fps, size, scrtype, headless=False):
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self.fps = fps
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if not headless:
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if size is not None:
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self.w, self.h = size
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else:
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size = self.w, self.h
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if scrtype is not None: self.scrtype = scrtype
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self.scrtype = scrtype
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self.surface = pygame.display.set_mode(size, self.scrtype)
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self.distance = (self.w * self.h / 416) ** 0.5
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@ -135,6 +132,10 @@ class Maze:
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return (self.centerx + (x - MIDDLE)*self.distance,
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self.centery + (y - MIDDLE)*self.distance)
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def get_score(self):
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"""Return the current score."""
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return int(self.score - INIT_SCORE)
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def draw(self):
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"""Draw the maze."""
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self.surface.fill(BG_COLOR)
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@ -151,8 +152,8 @@ class Maze:
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bullet_radius = self.distance / 4
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for bullet in self.bullets: bullet.draw(bullet_radius)
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pygame.display.flip()
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pygame.display.set_caption('Brutal Maze - Score: {}'.format(
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int(self.score - INIT_SCORE)))
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pygame.display.set_caption(
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'Brutal Maze - Score: {}'.format(self.get_score()))
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def rotate(self):
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"""Rotate the maze if needed."""
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@ -335,8 +336,8 @@ class Maze:
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self.centerx = self.x + offsetx*self.distance
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self.centery = self.y + offsety*self.distance
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w, h = int(self.w/self.distance/2 + 2), int(self.h/self.distance/2 + 2)
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self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
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self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
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self.rangex = list(range(MIDDLE - w, MIDDLE + w + 1))
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self.rangey = list(range(MIDDLE - h, MIDDLE + h + 1))
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self.slashd = self.hero.R + self.distance/SQRT2
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def isfast(self):
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@ -349,4 +350,20 @@ class Maze:
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self.hero.slashing = self.hero.firing = False
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self.vx = self.vy = 0.0
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play(self.sfx_lose)
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print('Game over. Your score: {}'.format(int(self.score - INIT_SCORE)))
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def reinit(self):
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"""Open new game."""
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self.centerx, self.centery = self.w / 2.0, self.h / 2.0
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self.score = INIT_SCORE
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self.map = deque()
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for _ in range(MAZE_SIZE): self.map.extend(new_column())
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self.vx = self.vy = 0.0
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self.rotatex = self.rotatey = 0
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self.bullets, self.enemies = [], []
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self.enemy_weights = {color: MINW for color in ENEMIES}
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self.add_enemy()
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self.next_move = self.next_slashfx = 0
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self.hero.next_heal = self.hero.next_beat = self.hero.next_strike = 0
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self.hero.slashing = self.hero.firing = self.hero.dead = False
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self.hero.spin_queue = self.hero.wound = 0.0
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