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from twisted.internet import reactor, protocol
import sys
from stats import Stats
import pickle
from netclient import TrotterSubFactory
from twisted.internet.task import LoopingCall
import random
from random import choice
import pygame
import colors
import map
import entity
from entity import Entity
from entity import is_boss, is_living, is_player, is_item, is_terrain, is_solid_terrain
import font
import sound
import viewport
import scores
import hud
import sprite
class Handler:
def __init__(self, screen):
self.title = pygame.image.load("images/titleScreen.png")
self.titlerect = self.title.get_rect()
self.screen = screen
self.f = TrotterSubFactory(self)
self.fontDrawer = font.Font("font/youmurdererbb_reg.ttf", 100, colors.RED)
self.counter = 5
self.drawText = False
pygame.mixer.init()
pygame.mixer.pre_init(44100, -16, 2, 2048)
self.titleMusic = sound.Sound("music/severedfifth_endofdays.ogg")
self.titleMusic.play()
musics = [
"severedfifth_drilldown.ogg",
"severedfifth_fightphilosophy.ogg",
"severedfifth_machinesofwar.ogg",
"severedfifth_repent.ogg",
"severedfifth_endofdays.ogg",
"severedfifth_foretoldrevelation.ogg",
"severedfifth_theblackening.ogg",
"severedfifth_fallout.ogg",
"severedfifth_forgottenheroes.ogg",
"severedfifth_politicold.ogg",
"severedfifth_theyprey.ogg"
]
self.gameMusic = pygame.mixer.Sound("music/"+choice(musics))
self.attackSound = pygame.mixer.Sound("sounds/erdie__sword01.wav")
self.ghastlySound = pygame.mixer.Sound("sounds/johnc__moan.wav")
self.hurtSound = pygame.mixer.Sound("sounds/wolfsinger__weirdbreath.wav")
self.lc = LoopingCall(self.titleevent)
self.lc.start(0.1)
self.hud = None
# create an empty map for the server to fill in at the lobby
self.map = map.Map(map.map_width, map.map_height)
self.player = None
def titleevent(self):
global counter
for event in pygame.event.get():
if event.type == pygame.QUIT:
reactor.stop()
elif event.type == pygame.KEYDOWN:
# --- KEY handlers go HERE ---
if event.key == pygame.K_m:
print "c"
elif event.key == pygame.K_RETURN:
self.titleMusic.stop()
self.gameMusic.play(-1)
print "DO A THING"
self.lc.stop()
self.lc = LoopingCall(self.lobbyevent)
self.lc.start(0.1)
elif event.key == pygame.K_x:
pygame.event.post(pygame.event.Event(pygame.QUIT))
self.screen.fill(colors.BLACK)
self.screen.blit(self.title, self.titlerect)
if self.counter == 0:
self.drawText = not self.drawText
self.counter = 5
self.counter -= 1
if self.drawText:
self.fontDrawer.draw(400,450, "PRESS ENTER TO START")
pygame.display.flip()
def lobbyevent(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
reactor.stop()
elif event.type == pygame.KEYDOWN:
# --- KEY handlers go HERE ---
if event.key == pygame.K_RETURN:
self.lc.stop()
self.lc = LoopingCall(self.gameevent)
self.lc.start(0.1)
elif event.key == pygame.K_x:
pygame.event.post(pygame.event.Event(pygame.QUIT))
self.screen.fill(colors.BLACK)
self.screen.blit(self.title, self.titlerect)
if self.counter == 0:
self.drawText = not self.drawText
self.counter = 5
self.counter -= 1
if self.drawText:
self.fontDrawer.draw(400,450, "PRESS ENTER TO START")
pygame.display.flip()
def gameevent(self):
# get user input and send to server
moved = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.player_quit_game()
reactor.stop()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_w or event.key == pygame.K_k:
moved = self.player_move_up()
elif event.key == pygame.K_a or event.key == pygame.K_h:
moved = self.player_move_left()
elif event.key == pygame.K_s or event.key == pygame.K_j:
moved = self.player_move_down()
elif event.key == pygame.K_d or event.key == pygame.K_l:
moved = self.player_move_right()
elif event.key == pygame.K_SPACE:
self.player_attack()
elif event.key == pygame.K_ESCAPE:
pygame.event.post(pygame.event.Event(pygame.QUIT))
if moved:
self.viewport.update_view()
self.pickup_item()
self.map.update(self.viewport)
if self.map.is_cleared() or self.player.stats.hp <= 0:
self.lc.stop()
self.map = None
self.lc = LoopingCall(self.gameoverevent)
self.lc.start(0.1)
else:
# draw updated
self.screen.fill(colors.BLACK)
self.map.draw_within(self.viewport)
self.hud.draw()
pygame.display.flip()
def gameoverevent(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
reactor.stop()
self.screen.fill(colors.BLACK)
self.fontDrawer.draw(400, 280, "GAME OVER")
self.hud.draw()
pygame.display.flip()
# called when we receive Updates from the server
def handleUpdate(self, update):
if update.idnum == 0 or (self.map is None and self.player.stats.hp <= 0):
return
entity = None
if is_living(update.enttype):
entity = self.map.layers[2].getById(update.idnum)
if entity is None:
entity = Entity(update.stats, update.enttype,
True, update.name, update.idnum)
self.map.layers[2].add(entity)
# the monster's not dead, so it's attacking. arrrgh
if update.stats.hp > 0 and self.player:
self.monster_attack(entity)
elif is_player(update.enttype):
entity = self.map.layers[2].getById(update.idnum)
if entity is None:
entity = Entity(update.stats, update.enttype,
True, update.name, update.idnum)
if self.player is None:
self.player = entity
x = pygame.display.get_surface().get_width()
y = pygame.display.get_surface().get_height()
self.hud = hud.HUD(self.player, x, y)
self.viewport = viewport.Viewport(self.player, int(x/32), int(y/32))
self.map.layers[2].add(entity)
elif is_item(update.enttype):
entity = self.map.layers[1].getById(update.idnum)
if entity is None:
entity = Entity(update.stats, update.enttype,
False, update.name, update.idnum)
self.map.layers[1].add(entity)
elif is_terrain(update.enttype):
entity = self.map.layers[0].getById(update.idnum)
if entity is None:
entity = Entity(update.stats, update.enttype,
is_solid_terrain(update.enttype),
update.name, update.idnum)
self.map.layers[0].add(entity)
entity.stats = update.stats
def score_kill(self, entity):
if is_boss(entity):
self.player.stats.score += scores.BOSS
elif is_player(entity):
self.player.stats.score += scores.PLAYER
else:
self.player.stats.score += scores.GHOST
def monster_attack(self, entity):
entity_x = entity.stats.x
entity_y = entity.stats.y
player_x = self.player.stats.x
player_y = self.player.stats.y
dist = abs(entity_x - player_x) + abs(entity_y - player_y)
if dist < 2:
self.hurtSound.play()
self.player.stats.hp -= 10
self.f.sendUpdate(self.player.getUpdate())
elif dist < 3:
self.ghastlySound.play()
def pickup_item(self):
item = self.map.item_under_entity(self.player)
if item:
# set the hp to 0 to remove it in next map update
item.stats.hp = 0
self.player.stats.score += scores.POTION
self.f.sendUpdate(item.getUpdate())
# give the player a hitpoint boost
self.player.stats.hp += random.randint(5, 25)
self.f.sendUpdate(self.player.getUpdate())
def player_attack(self):
direction = self.player.sprite.direction
x = self.player.stats.x
y = self.player.stats.y
if direction == sprite.LEFT:
if self.map.is_entity_blocked_left(self.player):
entity = self.map.layers[2].get(x-1, y)
if entity:
self.attackSound.play()
entity.stats.hp -= 25
if entity.stats.hp <= 0:
self.score_kill(entity)
self.f.sendUpdate(entity.getUpdate())
elif direction == sprite.RIGHT:
if self.map.is_entity_blocked_right(self.player):
entity = self.map.layers[2].get(x+1, y)
if entity:
self.attackSound.play()
entity.stats.hp -= 25
if entity.stats.hp <= 0:
self.score_kill(entity)
self.f.sendUpdate(entity.getUpdate())
elif direction == sprite.UP:
if self.map.is_entity_blocked_up(self.player):
entity = self.map.layers[2].get(x, y-1)
if entity:
self.attackSound.play()
entity.stats.hp -= 25
if entity.stats.hp <= 0:
self.score_kill(entity)
self.f.sendUpdate(entity.getUpdate())
elif direction == sprite.DOWN:
if self.map.is_entity_blocked_down(self.player):
entity = self.map.layers[2].get(x, y+1)
if entity:
self.attackSound.play()
entity.stats.hp -= 25
if entity.stats.hp <= 0:
self.score_kill(entity)
self.f.sendUpdate(entity.getUpdate())
def player_quit_game(self):
# set the player's health to 0 "killing" it
# update the server
self.player.stats.hp = 0
self.f.sendUpdate(self.player.getUpdate())
def player_move_up(self):
self.player.sprite.set_direction(sprite.UP)
if not self.map.is_entity_blocked_up(self.player):
# update player, send to server
self.player.stats.y -= 1
self.f.sendUpdate(self.player.getUpdate())
return True
return False
def player_move_left(self):
self.player.sprite.set_direction(sprite.LEFT)
if not self.map.is_entity_blocked_left(self.player):
# update player, send to server
self.player.stats.x -= 1
self.f.sendUpdate(self.player.getUpdate())
return True
return False
def player_move_right(self):
self.player.sprite.set_direction(sprite.RIGHT)
if not self.map.is_entity_blocked_right(self.player):
# update player, send to server
self.player.stats.x += 1
self.f.sendUpdate(self.player.getUpdate())
return True
return False
def player_move_down(self):
self.player.sprite.set_direction(sprite.DOWN)
if not self.map.is_entity_blocked_down(self.player):
# update player, send to server
self.player.stats.y += 1
self.f.sendUpdate(self.player.getUpdate())
return True
return False