版权声明:本文可能为博主原创文章,若标明出处可随便转载。 https://blog.csdn.net/Jailman/article/details/79005394
此示例为简单的实现游戏服务器端和客户端的消息同步,使用自定定义协议,引入了twisted网络框架,还有诸多不足(其实就是半成品)。
资源下载地址:
http://download.csdn.net/download/jailman/10194853
截图
服务器端:
# coding=utf8
'''
Game server
'''
import threading
from random import randint as rint
import pygame
import queue
from pygame.locals import *
from twisted.internet import reactor
from twisted.internet.protocol import Protocol, Factory
ctrl_q = queue.Queue()
enemy_q = queue.Queue()
player_pos_q = queue.LifoQueue()
'''
The game
'''
class MySprite(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
self.direction = 0
self.velocity = Point(0.0, 0.0)
# X property
def _getx(self):
return self.rect.x
def _setx(self, value):
self.rect.x = value
X = property(_getx, _setx)
# Y property
def _gety(self):
return self.rect.y
def _sety(self, value):
self.rect.y = value
Y = property(_gety, _sety)
# position property
def _getpos(self):
return self.rect.topleft
def _setpos(self, pos):
self.rect.topleft = pos
position = property(_getpos, _setpos)
def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = Rect(0, 0, width, height)
self.columns = columns
# try to auto-calculate total frames
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=30):
# update animation frame number
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
# build current frame only if it changed
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns) + \
"," + str(self.rect)
# Point class
class Point(object):
def __init__(self, x, y):
self.__x = x
self.__y = y
# X property
def getx(self): return self.__x
def setx(self, x): self.__x = x
x = property(getx, setx)
# Y property
def gety(self): return self.__y
def sety(self, y): self.__y = y
y = property(gety, sety)
def __str__(self):
return "{X:" + "{:.0f}".format(self.__x) + \
",Y:" + "{:.0f}".format(self.__y) + "}"
def rungame():
pygame.init()
playerHealth = 100
keys = [False, False, False, False]
skybg = pygame.image.load("resources/images/skybg.png")
missile = pygame.image.load("resources/images/bullet2.png")
screen = pygame.display.set_mode((1024, 600))
pygame.display.set_caption("ChopperGun Server")
timer = pygame.time.Clock()
# warship sprite
warship_group = pygame.sprite.Group()
# enemy sprite
chopper_group = pygame.sprite.Group()
# player sprite
player_group = pygame.sprite.Group()
player = MySprite()
player.load("resources/images/playerchopper.png", 173, 58, 4)
player.position = 0, 350
player_group.add(player)
# player missile sprite
missile_group = pygame.sprite.Group()
# enemy missile sprite
enemy_missile_group = pygame.sprite.Group()
# warship missile group
warship_missile_group = pygame.sprite.Group()
# flame sprite
flame_group = pygame.sprite.Group()
def addNewFlame(position):
flame = MySprite()
flame.load("resources/images/flame.png", 64, 64, 4)
flame.position = position
flame_group.add(flame)
# warship flame
warship_flame_group = pygame.sprite.Group()
def addNewWarshipFlame(position):
warship_flame = MySprite()
warship_flame.load("resources/images/warship_flame.png", 64, 64, 4)
warship_flame.position = position
warship_flame_group.add(warship_flame)
badtimer = 100
badtimer1 = 0
missile_launched = 0
missile_hit = 0
missile_hit_warship = 0
total_enemy_showedup = 0
enemy_missile_launched = 0
warship_health = 10
# to make autopilot missile launch interval
tickstart = []
tickstart.append(pygame.time.get_ticks())
# player move speed
player_move_speed = 5
while True:
# start game ticks
timer.tick(60)
ticks = pygame.time.get_ticks()
screen.fill(0)
# draw background sky
screen.blit(skybg, (0, 0))
# add warship sprite (only one warship on the screen)
if len(warship_group) == 0:
warship = MySprite()
warship.load("resources/images/warship.png", 350, 70, 1)
warship.position = 1024, 500
warship_group.add(warship)
# adjust warship to come close to player
if warship.X < player.X + 200:
warship.X += 1
elif warship.X > player.X + 200:
warship.X -= 1
# draw warship
warship_group.update(ticks)
warship_group.draw(screen)
# warship launch missile
for warship in warship_group:
if len(warship_missile_group) == 0:
if warship.X < 800:
warship_missile = MySprite()
warship_missile.load(
"resources/images/warship_missile.png", 32, 121, 1)
warship_missile.position = warship.X + 160, warship.Y - 60
warship_missile_group.add(warship_missile)
# guide missile & change missile position
for warship_missilex in warship_missile_group:
warship_missilex.Y -= 1
if warship_missilex.Y < -121:
warship_missile_group.remove(warship_missilex)
# warship missile & enemy collision detect
collision = None
collision = pygame.sprite.spritecollideany(
warship_missilex, chopper_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
chopper_group.remove(collision)
flameposition = warship_missilex.position
addNewFlame(flameposition)
# warship missile & enemy missile collision detect
collision = None
collision = pygame.sprite.spritecollideany(
warship_missilex, enemy_missile_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
enemy_missile_group.remove(collision)
flameposition = warship_missilex.position
addNewFlame(flameposition)
# warship missile & player missile collision detect
collision = None
collision = pygame.sprite.spritecollideany(
warship_missilex, missile_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
missile_group.remove(collision)
flameposition = warship_missilex.position
addNewFlame(flameposition)
# warship missile & player collision detect
collision = None
collision = pygame.sprite.spritecollideany(
warship_missilex, player_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
playerHealth -= 10
warship_missile_group.remove(warship_missilex)
flameposition = warship_missilex.position
addNewFlame(flameposition)
# add random enenmy chopper
badtimer -= 1
if badtimer == 0:
chopper = MySprite()
chopper.load("resources/images/enemychopper.png", 173, 60, 4)
chopper.position = 1024, rint(0, 400)
# add enemy position to queue
enemy_q.put(str([chopper.X, chopper.Y]))
chopper_group.add(chopper)
total_enemy_showedup += 1
badtimer = 150 - (badtimer1 * 2)
if badtimer1 >= 35:
badtimer1 = 35
else:
badtimer1 += 5
# change enemy chopper position
for chopper in chopper_group:
chopper.X -= 2
if chopper.X < -173:
chopper_group.remove(chopper)
# enemy chopper launch missile
if chopper.X % 500 == 0:
enemy_missile_launched += 1
enemy_missile = MySprite()
enemy_missile.load("resources/images/missile.png", 64, 16, 1)
enemy_missile.position = chopper.X, chopper.Y + 25
enemy_missile_group.add(enemy_missile)
# change enemy missile position
for enemy_missilex in enemy_missile_group:
enemy_missilex.X -= 4
if enemy_missilex.X < -64:
enemy_missile_group.remove(enemy_missilex)
# enemy missile & player collision detect
collision = None
collision = pygame.sprite.spritecollideany(
enemy_missilex, player_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(enemy_missilex, collision):
enemy_missile_group.remove(enemy_missilex)
playerHealth -= 1
flameposition = player.X + 70, player.Y
addNewFlame(flameposition)
# enemy missile & player missile collision detect (to remove enemy/player missile & add flame)
collision = None
collision = pygame.sprite.spritecollideany(
enemy_missilex, missile_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(enemy_missilex, collision):
missile_group.remove(collision)
enemy_missile_group.remove(enemy_missilex)
flameposition = enemy_missilex.X, enemy_missilex.Y - 30
addNewFlame(flameposition)
# draw enemy chopper spritew
chopper_group.update(ticks)
chopper_group.draw(screen)
# draw player
player_group.update(ticks)
player_group.draw(screen)
# change player missile position
for missilex in missile_group:
missilex.velocity.x += 0.5
missilex.X += missilex.velocity.x
if missilex.X > 1056:
missile_group.remove(missilex)
# player missile & enemy chopper collision detect
collision = None
collision = pygame.sprite.spritecollideany(missilex, chopper_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(1)(missilex, collision):
missile_hit += 1
chopper_group.remove(collision)
missile_group.remove(missilex)
flameposition = missilex.X + \
80, missilex.Y - 30
addNewFlame(flameposition)
# player missile & enemy warship collision detect
collision = None
collision = pygame.sprite.spritecollideany(missilex, warship_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(missilex, collision):
missile_hit_warship += 1
warship_health -= 1
missile_group.remove(missilex)
warshipflameposition = missilex.X + \
rint(1, 100), missilex.Y - 20
addNewWarshipFlame(warshipflameposition)
# random flame after warship is destroyed
if warship_health == 0:
for i in xrange(20):
position = warship.X + \
rint(-10, 300), warship.Y + \
rint(-20, 100)
addNewFlame(position)
warship_health = 10
warship_group.remove(collision)
# enemy collision with player
collision = None
collision = pygame.sprite.spritecollideany(player, chopper_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(player, collision):
chopper_group.remove(collision)
playerHealth -= 1
flameposition = player.X + 70, player.Y
addNewFlame(flameposition)
# draw player missiles
missile_group.update(ticks)
missile_group.draw(screen)
# draw enemy missiles
enemy_missile_group.update(ticks)
enemy_missile_group.draw(screen)
# draw warship missile
warship_missile_group.update(ticks)
warship_missile_group.draw(screen)
# draw flame
for x in flame_group:
if x.frame == x.last_frame:
flame_group.remove(x)
flame_group.update(ticks)
flame_group.draw(screen)
# draw warship flame
for x in warship_flame_group:
if x.frame == x.last_frame:
warship_flame_group.remove(x)
warship_flame_group.update(ticks)
warship_flame_group.draw(screen)
# game statistics
font = pygame.font.SysFont(None, 25)
text1 = font.render("Player Health: " +
str(playerHealth), True, (255, 0, 0))
screen.blit(text1, (0, 480))
text2 = font.render("Missile Launched: " +
str(missile_launched), True, (255, 0, 0))
screen.blit(text2, (0, 500))
text3 = font.render("Missile Hit: " +
str(missile_hit), True, (255, 0, 0))
screen.blit(text3, (0, 520))
if not missile_launched == 0:
hitrate = float(missile_hit) / float(missile_launched) * 100
text4 = font.render("Hit Rate: " +
str(hitrate) + "%", True, (255, 0, 0))
else:
text4 = font.render("Hit Rate: " +
"0%", True, (255, 0, 0))
screen.blit(text4, (0, 540))
text5 = font.render("Total Enemies: " +
str(total_enemy_showedup), True, (255, 0, 0))
screen.blit(text5, (0, 560))
text6 = font.render("Enemy Missile Launched: " +
str(enemy_missile_launched), True, (255, 0, 0))
screen.blit(text6, (0, 580))
pygame.display.update()
key = pygame.key.get_pressed()
if key[pygame.K_ESCAPE]:
exit()
for event in pygame.event.get():
# if event.type == pygame.KEYDOWN:
# if event.key == K_w:
# keys[0] = True
# elif event.key == K_a:
# keys[1] = True
# elif event.key == K_s:
# keys[2] = True
# elif event.key == K_d:
# keys[3] = True
# if event.type == pygame.KEYUP:
# if event.key == pygame.K_w:
# keys[0] = False
# elif event.key == pygame.K_a:
# keys[1] = False
# elif event.key == pygame.K_s:
# keys[2] = False
# elif event.key == pygame.K_d:
# keys[3] = False
# # add missile sprite
# if event.type == pygame.MOUSEBUTTONDOWN:
# pressed_array = pygame.mouse.get_pressed()
# for index in range(len(pressed_array)):
# if pressed_array[index]:
# if index == 0:
# missile_launched += 1
# missile = MySprite()
# missile.load("resources/images/bullet2.png", 32, 16, 1)
# missile.position = player.X + \
# 120, player.Y + 35
# missile_group.add(missile)
if event.type == pygame.QUIT:
pygame.quit()
exit()
# move player sprite
if keys[0]:
if not player.Y < 0:
player.Y -= player_move_speed
elif keys[1]:
if not player.X < 0:
player.X -= player_move_speed
if keys[2]:
if not player.Y > 500:
player.Y += player_move_speed
elif keys[3]:
if not player.X > 1024:
player.X += player_move_speed
# print player.position
'''
Auto pilot
The codes below will drive the player chopper automaticly
The player vs enemy loss ratio is around 10:1
'''
# if not len(chopper_group) == 0:
# enemy = chopper_group.sprites()[0]
# posdiffy = enemy.Y - player.Y
# # print posdiffy
# if posdiffy < -10:
# for em in enemy_missile_group:
# if abs(em.X - player.X) < 100 and -100 < (em.Y - player.Y) < 0:
# keys[0] = False
# keys[2] = False
# break
# else:
# keys[0] = True
# keys[2] = False
# elif posdiffy > 10:
# for em in enemy_missile_group:
# if abs(em.X - player.X) < 100 and 0 < (em.Y - player.Y) < 100:
# keys[0] = False
# keys[2] = False
# break
# else:
# keys[0] = False
# keys[2] = True
# elif -10 <= posdiffy <= 10:
# keys[0] = False
# keys[2] = False
# missile_launched += 1
# if len(missile_group) < 2:
# if ticks - tickstart[0] > 200:
# tickstart.pop(0)
# tickstart.append(ticks)
# missile = MySprite()
# missile.load("resources/images/bullet2.png", 32, 16, 1)
# missile.position = player.X + \
# 120, player.Y + 35
# missile_group.add(missile)
'''
Remote pilot
The codes below will receive control orders from remote server
'''
if not ctrl_q.empty():
ctrl = ctrl_q.get()
if ctrl == "w":
keys[0] = True
if ctrl == "a":
keys[1] = True
if ctrl == "s":
keys[2] = True
if ctrl == "d":
keys[3] = True
if ctrl == "wq":
keys[0] = False
if ctrl == "aq":
keys[1] = False
if ctrl == "sq":
keys[2] = False
if ctrl == "dq":
keys[3] = False
if ctrl == "j":
missile = MySprite()
missile.load("resources/images/bullet2.png", 32, 16, 1)
missile.position = player.X + \
120, player.Y + 35
missile_group.add(missile)
if not player_pos_q.empty():
pos = eval(player_pos_q.get())
player.X = pos[0]
player.Y = pos[1]
# run game in thread
class Server_Thread(threading.Thread):
def __init__(self):
super(Server_Thread, self).__init__()
def run(self):
rungame()
# twisted socket communication
class TSServProtocol(Protocol):
def connectionMade(self):
clnt = self.clnt = self.transport.getPeer().host
print '...connected from :', clnt
# start server game thread when client connects
st = Server_Thread()
st.start()
def dataReceived(self, data):
# message = "Server roger!"
# self.transport.write('[%s] %s' % (ctime(), message))
send_message = {"alive": "ok"}
try:
send_message["enemypos"] = enemy_q.get(False)
except:
pass
self.transport.write(str(send_message))
if data:
print "Received from client: " + data
try:
ctrl = eval(data)["ctrl"]
ctrl_q.put(ctrl)
pos = eval(data)["pos"]
player_pos_q.put(pos)
except:
pass
def run_socketserver(Port):
factory = Factory()
factory.protocol = TSServProtocol
print 'waiting for connection...'
reactor.listenTCP(Port, factory)
reactor.run()
Port = 9999
run_socketserver(Port)
客户端:
# coding=utf8
'''
Game client
'''
import threading
import time
from random import randint as rint
import pygame
import queue
from pygame.locals import *
from twisted.internet import reactor
from twisted.internet.protocol import Protocol, ClientFactory
ctrl_q = queue.Queue()
pos_q = queue.LifoQueue()
enemy_q = queue.Queue()
'''
The game
'''
class MySprite(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
self.direction = 0
self.velocity = Point(0.0, 0.0)
# X property
def _getx(self):
return self.rect.x
def _setx(self, value):
self.rect.x = value
X = property(_getx, _setx)
# Y property
def _gety(self):
return self.rect.y
def _sety(self, value):
self.rect.y = value
Y = property(_gety, _sety)
# position property
def _getpos(self):
return self.rect.topleft
def _setpos(self, pos):
self.rect.topleft = pos
position = property(_getpos, _setpos)
def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = Rect(0, 0, width, height)
self.columns = columns
# try to auto-calculate total frames
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=30):
# update animation frame number
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
# build current frame only if it changed
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns) + \
"," + str(self.rect)
# Point class
class Point(object):
def __init__(self, x, y):
self.__x = x
self.__y = y
# X property
def getx(self): return self.__x
def setx(self, x): self.__x = x
x = property(getx, setx)
# Y property
def gety(self): return self.__y
def sety(self, y): self.__y = y
y = property(gety, sety)
def __str__(self):
return "{X:" + "{:.0f}".format(self.__x) + \
",Y:" + "{:.0f}".format(self.__y) + "}"
def rungame():
pygame.init()
playerHealth = 100
keys = [False, False, False, False]
skybg = pygame.image.load("resources/images/skybg.png")
missile = pygame.image.load("resources/images/bullet2.png")
screen = pygame.display.set_mode((1024, 600))
pygame.display.set_caption("ChopperGun Client")
timer = pygame.time.Clock()
# warship sprite
warship_group = pygame.sprite.Group()
# enemy sprite
chopper_group = pygame.sprite.Group()
# player sprite
player_group = pygame.sprite.Group()
player = MySprite()
player.load("resources/images/playerchopper.png", 173, 58, 4)
player.position = 0, 350
player_group.add(player)
# player missile sprite
missile_group = pygame.sprite.Group()
# enemy missile sprite
enemy_missile_group = pygame.sprite.Group()
# warship missile group
warship_missile_group = pygame.sprite.Group()
# flame sprite
flame_group = pygame.sprite.Group()
def addNewFlame(position):
flame = MySprite()
flame.load("resources/images/flame.png", 64, 64, 4)
flame.position = position
flame_group.add(flame)
# warship flame
warship_flame_group = pygame.sprite.Group()
def addNewWarshipFlame(position):
warship_flame = MySprite()
warship_flame.load("resources/images/warship_flame.png", 64, 64, 4)
warship_flame.position = position
warship_flame_group.add(warship_flame)
missile_launched = 0
missile_hit = 0
missile_hit_warship = 0
total_enemy_showedup = 0
enemy_missile_launched = 0
warship_health = 10
# to make autopilot missile launch interval
tickstart = []
tickstart.append(pygame.time.get_ticks())
# to calc time
timestart = []
timestart.append(int(time.time()))
# player move speed
player_move_speed = 5
while True:
# start game ticks
timer.tick(60)
ticks = pygame.time.get_ticks()
screen.fill(0)
# draw background sky
screen.blit(skybg, (0, 0))
# add warship sprite (only one warship on the screen)
if len(warship_group) == 0:
warship = MySprite()
warship.load("resources/images/warship.png", 350, 70, 1)
warship.position = 1024, 500
warship_group.add(warship)
# adjust warship to come close to player
if warship.X < player.X + 200:
warship.X += 1
elif warship.X > player.X + 200:
warship.X -= 1
# draw warship
warship_group.update(ticks)
warship_group.draw(screen)
# warship launch missile
for warship in warship_group:
if len(warship_missile_group) == 0:
if warship.X < 800:
warship_missile = MySprite()
warship_missile.load(
"resources/images/warship_missile.png", 32, 121, 1)
warship_missile.position = warship.X + 160, warship.Y - 60
warship_missile_group.add(warship_missile)
# guide missile & change missile position
for warship_missilex in warship_missile_group:
warship_missilex.Y -= 1
if warship_missilex.Y < -121:
warship_missile_group.remove(warship_missilex)
# warship missile & enemy collision detect
collision = None
collision = pygame.sprite.spritecollideany(
warship_missilex, chopper_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
chopper_group.remove(collision)
flameposition = warship_missilex.position
addNewFlame(flameposition)
# warship missile & enemy missile collision detect
collision = None
collision = pygame.sprite.spritecollideany(
warship_missilex, enemy_missile_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
enemy_missile_group.remove(collision)
flameposition = warship_missilex.position
addNewFlame(flameposition)
# warship missile & player missile collision detect
collision = None
collision = pygame.sprite.spritecollideany(
warship_missilex, missile_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
missile_group.remove(collision)
flameposition = warship_missilex.position
addNewFlame(flameposition)
# warship missile & player collision detect
collision = None
collision = pygame.sprite.spritecollideany(
warship_missilex, player_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
playerHealth -= 10
warship_missile_group.remove(warship_missilex)
flameposition = warship_missilex.position
addNewFlame(flameposition)
# add random enenmy chopper
chopper = MySprite()
chopper.load("resources/images/enemychopper.png", 173, 60, 4)
# chopper.position = 1024, rint(0, 400)
# add enemy from server
try:
enemy_pos = eval(enemy_q.get(False))
chopper.position = enemy_pos[0], enemy_pos[1]
chopper_group.add(chopper)
total_enemy_showedup += 1
except:
pass
# change enemy chopper position
for chopper in chopper_group:
chopper.X -= 2
if chopper.X < -173:
chopper_group.remove(chopper)
# enemy chopper launch missile
if chopper.X % 500 == 0:
enemy_missile_launched += 1
enemy_missile = MySprite()
enemy_missile.load("resources/images/missile.png", 64, 16, 1)
enemy_missile.position = chopper.X, chopper.Y + 25
enemy_missile_group.add(enemy_missile)
# change enemy missile position
for enemy_missilex in enemy_missile_group:
enemy_missilex.X -= 4
if enemy_missilex.X < -64:
enemy_missile_group.remove(enemy_missilex)
# enemy missile & player collision detect
collision = None
collision = pygame.sprite.spritecollideany(
enemy_missilex, player_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(enemy_missilex, collision):
enemy_missile_group.remove(enemy_missilex)
playerHealth -= 1
flameposition = player.X + 70, player.Y
addNewFlame(flameposition)
# enemy missile & player missile collision detect (to remove enemy/player missile & add flame)
collision = None
collision = pygame.sprite.spritecollideany(
enemy_missilex, missile_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(enemy_missilex, collision):
missile_group.remove(collision)
enemy_missile_group.remove(enemy_missilex)
flameposition = enemy_missilex.X, enemy_missilex.Y - 30
addNewFlame(flameposition)
# draw enemy chopper spritew
chopper_group.update(ticks)
chopper_group.draw(screen)
# draw player
player_group.update(ticks)
player_group.draw(screen)
# change player missile position
for missilex in missile_group:
missilex.velocity.x += 0.5
missilex.X += missilex.velocity.x
if missilex.X > 1056:
missile_group.remove(missilex)
# player missile & enemy chopper collision detect
collision = None
collision = pygame.sprite.spritecollideany(missilex, chopper_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(1)(missilex, collision):
missile_hit += 1
chopper_group.remove(collision)
missile_group.remove(missilex)
flameposition = missilex.X + \
80, missilex.Y - 30
addNewFlame(flameposition)
# player missile & enemy warship collision detect
collision = None
collision = pygame.sprite.spritecollideany(missilex, warship_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(missilex, collision):
missile_hit_warship += 1
warship_health -= 1
missile_group.remove(missilex)
warshipflameposition = missilex.X + \
rint(1, 100), missilex.Y - 20
addNewWarshipFlame(warshipflameposition)
# random flame after warship is destroyed
if warship_health == 0:
for i in xrange(20):
position = warship.X + \
rint(-10, 300), warship.Y + \
rint(-20, 100)
addNewFlame(position)
warship_health = 10
warship_group.remove(collision)
# enemy collision with player
collision = None
collision = pygame.sprite.spritecollideany(player, chopper_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(player, collision):
chopper_group.remove(collision)
playerHealth -= 1
flameposition = player.X + 70, player.Y
addNewFlame(flameposition)
# draw player missiles
missile_group.update(ticks)
missile_group.draw(screen)
# draw enemy missiles
enemy_missile_group.update(ticks)
enemy_missile_group.draw(screen)
# draw warship missile
warship_missile_group.update(ticks)
warship_missile_group.draw(screen)
# draw flame
for x in flame_group:
if x.frame == x.last_frame:
flame_group.remove(x)
flame_group.update(ticks)
flame_group.draw(screen)
# draw warship flame
for x in warship_flame_group:
if x.frame == x.last_frame:
warship_flame_group.remove(x)
warship_flame_group.update(ticks)
warship_flame_group.draw(screen)
# game statistics
font = pygame.font.SysFont(None, 25)
text1 = font.render("Player Health: " +
str(playerHealth), True, (255, 0, 0))
screen.blit(text1, (0, 480))
text2 = font.render("Missile Launched: " +
str(missile_launched), True, (255, 0, 0))
screen.blit(text2, (0, 500))
text3 = font.render("Missile Hit: " +
str(missile_hit), True, (255, 0, 0))
screen.blit(text3, (0, 520))
if not missile_launched == 0:
hitrate = float(missile_hit) / float(missile_launched) * 100
text4 = font.render("Hit Rate: " +
str(hitrate) + "%", True, (255, 0, 0))
else:
text4 = font.render("Hit Rate: " +
"0%", True, (255, 0, 0))
screen.blit(text4, (0, 540))
text5 = font.render("Total Enemies: " +
str(total_enemy_showedup), True, (255, 0, 0))
screen.blit(text5, (0, 560))
text6 = font.render("Enemy Missile Launched: " +
str(enemy_missile_launched), True, (255, 0, 0))
screen.blit(text6, (0, 580))
pygame.display.update()
'''
Local human pilot
The codes below will drive the player chopper with local control
'''
# key = pygame.key.get_pressed()
# if key[pygame.K_ESCAPE]:
# exit()
# for event in pygame.event.get():
# if event.type == pygame.KEYDOWN:
# if event.key == K_w:
# keys[0] = True
# elif event.key == K_a:
# keys[1] = True
# elif event.key == K_s:
# keys[2] = True
# elif event.key == K_d:
# keys[3] = True
# if event.type == pygame.KEYUP:
# if event.key == pygame.K_w:
# keys[0] = False
# elif event.key == pygame.K_a:
# keys[1] = False
# elif event.key == pygame.K_s:
# keys[2] = False
# elif event.key == pygame.K_d:
# keys[3] = False
# # add missile sprite
# if event.type == pygame.MOUSEBUTTONDOWN:
# pressed_array = pygame.mouse.get_pressed()
# for index in range(len(pressed_array)):
# if pressed_array[index]:
# if index == 0:
# missile_launched += 1
# missile = MySprite()
# missile.load("resources/images/bullet2.png", 32, 16, 1)
# missile.position = player.X + \
# 120, player.Y + 35
# missile_group.add(missile)
# if event.type == pygame.QUIT:
# pygame.quit()
# exit()
# move player sprite
if keys[0]:
if not player.Y < 0:
player.Y -= player_move_speed
elif keys[1]:
if not player.X < 0:
player.X -= player_move_speed
if keys[2]:
if not player.Y > 500:
player.Y += player_move_speed
elif keys[3]:
if not player.X > 1024:
player.X += player_move_speed
# print player.position
'''
Auto pilot
The codes below will drive the player chopper automaticly
The player vs enemy loss ratio is around 10:1
'''
# if not len(chopper_group) == 0:
# enemy = chopper_group.sprites()[0]
# posdiffy = enemy.Y - player.Y
# # print posdiffy
# if posdiffy < -10:
# for em in enemy_missile_group:
# if abs(em.X - player.X) < 100 and -100 < (em.Y - player.Y) < 0:
# keys[0] = False
# keys[2] = False
# break
# else:
# keys[0] = True
# keys[2] = False
# elif posdiffy > 10:
# for em in enemy_missile_group:
# if abs(em.X - player.X) < 100 and 0 < (em.Y - player.Y) < 100:
# keys[0] = False
# keys[2] = False
# break
# else:
# keys[0] = False
# keys[2] = True
# elif -10 <= posdiffy <= 10:
# keys[0] = False
# keys[2] = False
# missile_launched += 1
# if len(missile_group) < 2:
# if ticks - tickstart[0] > 200:
# tickstart.pop(0)
# tickstart.append(ticks)
# missile = MySprite()
# missile.load("resources/images/bullet2.png", 32, 16, 1)
# missile.position = player.X + \
# 120, player.Y + 35
# missile_group.add(missile)
'''
Remote pilot
The codes below will send control orders to remote server
'''
key = pygame.key.get_pressed()
if key[pygame.K_ESCAPE]:
exit()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == K_w:
keys[0] = True
ctrl_q.put("w")
elif event.key == K_a:
keys[1] = True
ctrl_q.put("a")
elif event.key == K_s:
keys[2] = True
ctrl_q.put("s")
elif event.key == K_d:
keys[3] = True
ctrl_q.put("d")
if event.type == pygame.KEYUP:
if event.key == pygame.K_w:
keys[0] = False
ctrl_q.put("wq")
elif event.key == pygame.K_a:
keys[1] = False
ctrl_q.put("aq")
elif event.key == pygame.K_s:
keys[2] = False
ctrl_q.put("sq")
elif event.key == pygame.K_d:
keys[3] = False
ctrl_q.put("dq")
if event.type == pygame.QUIT:
pygame.quit()
exit()
# add missile sprite
if event.type == pygame.MOUSEBUTTONDOWN:
pressed_array = pygame.mouse.get_pressed()
for index in range(len(pressed_array)):
if pressed_array[index]:
if index == 0:
ctrl_q.put("j")
missile_launched += 1
missile = MySprite()
missile.load("resources/images/bullet2.png", 32, 16, 1)
missile.position = player.X + \
120, player.Y + 35
missile_group.add(missile)
# player position
# timenow = time.time()
# if timenow - timestart[0] > 1:
# timestart.pop()
# timestart.append(timenow)
# print "ingame:" + str(player.position)
pos_q.put(str([player.X, player.Y]))
# run game in thread
class Client_Thread(threading.Thread):
def __init__(self):
super(Client_Thread, self).__init__()
def run(self):
rungame()
ct = Client_Thread()
ct.start()
# twisted socket communication
class TSClntProtocol(Protocol):
def sendData(self):
send_message = {"alive": "ok"}
try:
ctrl = ctrl_q.get(False)
send_message["ctrl"] = ctrl
pos = pos_q.get(False)
send_message["pos"] = pos
except:
pass
# print send_message
self.transport.write(str(send_message))
def connectionMade(self):
self.sendData()
def dataReceived(self, data):
if data:
print data
try:
enemypos = eval(data)["enemypos"]
enemy_q.put(enemypos)
except:
pass
self.sendData()
else:
self.transport.loseConnection()
class TSClntFactory(ClientFactory):
protocol = TSClntProtocol
clientConnectionLost = clientConnectionFailed = \
lambda self, connector, reason: reactor.stop()
def run_socketclient(Host, Port):
reactor.connectTCP(Host, Port, TSClntFactory())
reactor.run()
Host = "127.0.0.1"
Port = 9999
run_socketclient(Host, Port)