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player_red.py
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161 lines (127 loc) · 4.69 KB
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import pygame
import socket
import time
class Player():
width = height = 20
def __init__(self, startx, starty, color):
self.x = startx
self.y = starty
self.velocity = 2
self.color = color
def draw(self, g):
pygame.draw.circle(g, self.color ,(self.x, self.y),self.width, 10)
def move(self, dirn):
if dirn == 0:
self.x += self.velocity
elif dirn == 1:
self.x -= self.velocity
elif dirn == 2:
self.y -= self.velocity
else:
self.y += self.velocity
class Canvas:
def __init__(self, w, h, name="None"):
self.width = w
self.height = h
self.screen = pygame.display.set_mode((w,h))
pygame.display.set_caption(name)
@staticmethod
def update():
pygame.display.update()
def draw_text(self, text, size, x, y):
pygame.font.init()
font = pygame.font.SysFont("copperplate", size)
render = font.render(text, 1, (255,255,255))
self.screen.blit(render, (x,y))
def get_canvas(self):
return self.screen
def draw_background(self):
self.screen.fill((0,0,0))
class Network:
def __init__(self):
self.client = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.host = "192.168.0.100"
self.port = 5555
self.addr = (self.host, self.port)
self.id = self.connect()
def connect(self):
self.client.connect(self.addr)
return self.client.recv(2048).decode()
def send(self, data):
try:
self.client.send(str.encode(data))
reply = self.client.recv(2048).decode()
return reply
except socket.error as e:
return str(e)
class Game:
def __init__(self, w, h):
self.net = Network()
self.width = w
self.height = h
self.player2 = Player(50, 50,(0,255,255))
self.player = Player(450,450,(255,102,102))
self.canvas = Canvas(self.width, self.height, "TWO PLAYER GAME")
self.points = [0, 0] # Initialize points for each player
def run(self):
clock = pygame.time.Clock()
run = True
last_point_time = time.time()
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.K_ESCAPE:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]:
if self.player.x <= self.width - self.player.velocity:
self.player.move(0)
if keys[pygame.K_LEFT]:
if self.player.x >= self.player.velocity:
self.player.move(1)
if keys[pygame.K_UP]:
if self.player.y >= self.player.velocity:
self.player.move(2)
if keys[pygame.K_DOWN]:
if self.player.y <= self.height - self.player.velocity:
self.player.move(3)
# Send Network Stuff
self.player2.x, self.player2.y, points, collision = self.parse_data(self.send_data())
if abs(self.player.x-self.player2.x)<50 and abs(self.player.y-self.player2.y)<50 :
print("Collision detected! Blue player gets a point.")
self.points[1] += 1
self.player2.x=50
self.player2.y=50
self.player.x = 200
self.player.y = 200
collision = 0
if time.time() - last_point_time >= 20:
print("Red player gets a point.")
self.points[0] += 1
last_point_time = time.time()
# Update Canvas
self.canvas.draw_background()
self.player.draw(self.canvas.get_canvas())
self.player2.draw(self.canvas.get_canvas())
# Draw points
self.canvas.draw_text("Blue player points: " + str(self.points[1]), 20, 10, 10)
self.canvas.draw_text("Red player points: " + str(self.points[0]), 20, 10, 30)
self.canvas.update()
pygame.quit()
def send_data(self):
data = str(self.net.id) + ":" + str(self.player.x) + "," + str(self.player.y) + ":" + str(self.points[0]) + ":" + str(self.points[1]) + ":" + str(0)
reply = self.net.send(data)
return reply
@staticmethod
def parse_data(data):
try:
d = data.split(":")
return int(d[1].split(",")[0]), int(d[1].split(",")[1]), int(d[2]), int(d[3])
except:
return 0, 0, 0, 0
if __name__ == "__main__":
pygame.init()
g = Game(500,500)
g.run()