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game.py
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324 lines (256 loc) · 10 KB
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## =================================================================================================
## Python 3.6+
## =================================================================================================
import json
import os
import socket
import sys
import threading
import time
import tkinter
import constants
import player
import pysockets
## =================================================================================================
def main():
game = GuiGame()
game.run()
## -------------------------------------------------------------------------------------------------
class GuiGame:
def __init__(self, title=f'SOE Game ({os.getpid()})'):
'''
Game GUI class
:param title: window title
'''
## To be initialized when game is started
self.in_game = False
self.player = None
self.canvas = None
## Create window
self.root = tkinter.Tk()
self.root.title(title)
self.root.geometry(constants.WINDOW_SIZE_XY)
self.label = tkinter.Label(self.root, text='Press enter to start', font=('Helvetica', 12))
## Create entry box for server address
self.entry_label = tkinter.Label(self.root, text='Enter server address:',
font=('Helvetica', 12))
self.server_addr = tkinter.StringVar()
self.server_addr.set(f'{pysockets.get_ip()}:{pysockets.PORT}')
self.entry_addr = tkinter.Entry(self.root, textvariable=self.server_addr,
font=('Helvetica', 12), justify=tkinter.CENTER)
self.entry_label.pack()
self.entry_addr.pack()
self.label.pack()
## Bind movement keys
self.root.bind('<Return>', self.start_game)
self.root.bind('<Left>', self.move_left)
self.root.bind('<Right>', self.move_right)
self.root.bind('<Up>', self.move_up)
self.root.bind('<Down>', self.move_down)
## Start online TCP service in daemon thread
self.mp_connected = False
self.mp_players = []
self.mp_player_dots = []
self.server = None
self.stop_thread = False
self.online_thread = threading.Thread(target=self.online_function, daemon=True)
def run(self):
'''
Runs the GUI process
:return: None
'''
## Bind X to function for safe shutdown
self.root.protocol("WM_DELETE_WINDOW", self.on_closing)
## Start GUI
self.root.focus_set()
self.root.mainloop()
def start_game(self, event):
'''
Starts the game
:param event:
:return: None
'''
## Start TCP connection
if self.mp_connected == False:
self.server_connect()
if self.mp_connected == True:
## Start server communication
try:
self.online_thread.start()
except RuntimeError:
pass
## Place player in game
if self.in_game == False:
## Create player
self.player = player.Player(id=int(time.time()*1000), in_game=True)
## Send player info to server
pysockets.send_msg(self.server, self.player.as_json())
## Redraw label to reflect player number and color
self.label.config(fg=self.player.color, text=f'You are player '
f'{self.player.id + 1}. Use arrow keys to move.')
self.canvas = tkinter.Canvas(self.root, bg='white', height=constants.CANVAS_SIZE_Y,
width=constants.CANVAS_SIZE_X)
self.canvas.pack()
## Draw player on canvas
n = constants.DOT_SIZE / 2
self.dot = self.canvas.create_oval((self.player.x - n), (self.player.y - n),
(self.player.x + n), (self.player.y + n),
fill=self.player.color)
self.in_game = True
self.update_game_loop()
else:
self.label.config(text='Server not found. Run server and check address, then press '
'enter to start')
def move_left(self, event):
'''
Move the player left
:param event: tkinter event
:return: None
'''
if self.in_game == True:
if self.player.x - constants.MOVE_SIZE > 0 + constants.DOT_SIZE/2:
self.player.x = self.player.x - constants.MOVE_SIZE
self.move(-constants.MOVE_SIZE, 0)
def move_right(self, event):
'''
Move the player right
:param event: tkinter event
:return: None
'''
if self.in_game == True:
if self.player.x + constants.MOVE_SIZE < constants.CANVAS_SIZE_X - constants.DOT_SIZE/2:
self.player.x = self.player.x + constants.MOVE_SIZE
self.move(constants.MOVE_SIZE, 0)
def move_up(self, event):
'''
Move the player up
:param event: tkinter event
:return: None
'''
if self.in_game == True:
if self.player.y - constants.MOVE_SIZE > constants.DOT_SIZE/2:
self.player.y = self.player.y - constants.MOVE_SIZE
self.move(0, -constants.MOVE_SIZE)
def move_down(self, event):
'''
Move the player down
:param event: tkinter event
:return: None
'''
if self.in_game == True:
if self.player.y + constants.MOVE_SIZE < constants.CANVAS_SIZE_Y - constants.DOT_SIZE/2:
self.player.y = self.player.y + constants.MOVE_SIZE
self.move(0, constants.MOVE_SIZE)
def move(self, dx, dy):
'''
Move the player dot & send updated position to server
:param dx: delta x movement
:param dy: delta y movement
:return: None
'''
## Move the player dot
self.canvas.move(self.dot, dx, dy)
## Send my player info to server
if self.mp_connected == True:
try:
pysockets.send_msg(self.server, self.player.as_json())
except OSError:
pass
if self.in_game:
self.label.config(text=f'You are player {self.player.id + 1}. Use arrow keys to '
f'move.')
def update_game_loop(self):
'''
Update the game window & positions of online players. This function calls itself.
:return: None
'''
## Delete old player dots
for p_dot in self.mp_player_dots:
self.canvas.delete(p_dot)
## Update player information from server
self.mp_player_dots = []
n = constants.DOT_SIZE / 2
for p in self.mp_players:
if p.id == self.player.id:
continue
## Draw updated player dots
if p.in_game == True:
self.mp_player_dots.append(
self.canvas.create_oval((p.x - n), (p.y - n), (p.x + n), (p.y + n),
fill=p.color)
)
self.canvas.after(50, self.update_game_loop)
def on_closing(self):
'''
Shut down the game properly when red X is clicked
:return: None
'''
## Remove player from game & update server
if self.player is not None:
self.player.in_game = False
pysockets.send_msg(self.server, self.player.as_json())
## Close TCP connection
self.stop_thread = True
## Close window
self.root.destroy()
def server_connect(self):
'''
Connect to multiplayer server
:return: None
'''
## Create socket
self.server = socket.socket()
## Connect to server
try:
if pysockets.is_valid_address(self.server_addr.get()) == True:
ip, port = self.server_addr.get().split(':')
try:
self.server.connect((ip, int(port)))
except OSError:
self.entry_label.config(text='Could not connect to server address:')
return
print(f'Connected to server: {ip}:{port}')
self.entry_label.config(text='Connected to:')
self.entry_addr.config(state=tkinter.DISABLED)
self.mp_connected = True
else:
self.entry_label.config(text='Invalid server address:')
except ConnectionRefusedError:
pass
def online_function(self):
'''
Sync player with online players (Run in its own thread)
:return: None
'''
## Receive messages
try:
while self.stop_thread == False and self.mp_connected == True:
try:
msg = json.loads(pysockets.receive_msg(self.server))
## Update player list
temp_player_list = []
for p in msg['players']:
temp_player_list.append(player.player_from_dict(p))
self.mp_players = temp_player_list
except json.JSONDecodeError:
pass
except ConnectionResetError:
self.label.config(text='Disconnected from server (ConnectionResetError)')
self.restart_online_service()
except OSError:
self.label.config(text='Disconnected from server (OSError)')
self.restart_online_service()
if self.mp_connected == False:
self.server_connect()
self.online_function()
def restart_online_service(self):
self.entry_label.config(text='Disconnected from:')
self.server.close()
self.mp_connected = False
self.mp_players = []
self.server_connect()
self.online_function()
## =================================================================================================
if __name__ == '__main__':
assert sys.version_info >= (3, 6)
main()