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Copy pathtankClientOLD.py
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401 lines (385 loc) · 12.6 KB
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from tkinter import *
import math
###############################################
#Multiplayer Server Message Handling (Taken from Rohans examples)
###############################################
import socket
import threading
from queue import Queue
HOST = "128.237.162.243"
PORT = 50003
server = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
server.connect((HOST,PORT))
print("connected to server")
def handleServerMsg(server, serverMsg): #handles msgs from server
server.setblocking(1)
msg = ""
command = ""
while True:
msg += server.recv(10).decode("UTF-8")
command = msg.split("\n")
while (len(command) > 1):
readyMsg = command[0]
print(readyMsg)
msg = "\n".join(command[1:])
serverMsg.put(readyMsg)
command = msg.split("\n")
serverMsg = Queue(100)
threading.Thread(target = handleServerMsg, args = (server, serverMsg)).start()
###############################################
#Helpers
################################################
#really stupid helper functions
def degreeToRad(deg):
degreesInCircle = 360
return deg*math.pi*2/degreesInCircle
def db(*whatever):
debug = False
if debug:
print(*whatever)
def slope(x0,y0,x1,y1):
try: return (y1-y0)/(x1-x0)
except: return 1000000000
#useful important helper functions
def createTank(data, category,x=None,y=None,ang=None):#returns tank object based on type
if category=="player":
col1 = data.playerColors[0]
col2 = data.playerColors[1]
if category=="enemy":
col1 = data.enemyColors[0]
col2 = data.enemyColors[1]
if category=="ally":
pass
if ang==None:
ang = degreeToRad(0)
if x==None:
x = data.width//2
if y==None:
y = data.height//2
return Tank(x,y,col1,col2,ang,data.width,data.height)
def rectangleVerts(x,y,sizeX,sizeY,theta=0): #returns verts of rect at ang thta
verts = []
diag = ((sizeX/2)**2+(sizeY/2)**2)**.5
theta += math.atan2(sizeY,sizeX) #calc theta for 1st point
verts.append(x+diag*math.cos(theta)) #vert1x
verts.append(y-diag*math.sin(theta)) #vert1y
theta+=2*(math.atan2(sizeX,sizeY))#add to theta for 2nd point
verts.append(x+diag*math.cos(theta)) #vert2x
verts.append(y-diag*math.sin(theta)) #vert2y
theta+=2*(math.atan2(sizeY,sizeX))#add to theta for 3rd point
verts.append(x+diag*math.cos(theta)) #vert3x
verts.append(y-diag*math.sin(theta)) #vert3y
theta+=2*(math.atan2(sizeX,sizeY))#add to theta for 4th point
verts.append(x+diag*math.cos(theta)) #vert4x
verts.append(y-diag*math.sin(theta)) #vert4y
return verts
def circleLineCollision(x0,y0,x1,y1,x2,y2,radius):
m = slope(x1,y1,x2,y2)
a = m
b = -1
c = y1-m*x1
dist = (abs(a*x0+b*y0+c))/((a**2+b**2)**.5) #perp dist from line to point
#formula derived using vector projections
db(dist)
x = (b*(b*x0-a*y0)-a*c)/(a**2+b**2) #x cord of closest perp point
db(x1,x,x2)
return (dist<radius) and min(x1,x2)<=x<=max(x1,x2)
###############################################
## Objects
###############################################
class Tank(object):
def __init__(self, x, y, color1, color2, angle,canvasWidth, canvasHeight):
self.x = x
self.y = y
self.sizeX = 50
self.sizeY = 50
self.treadSizeY = 0.15*self.sizeY
self.treadSizeX = 0.1*self.sizeX
self.nozzSizeY = 0.3*self.sizeY
self.nozzSizeX = 0.55*self.sizeX
self.tankColor = color1
self.nozzColor = color2
self.rotSpeed = 2
self.moveSpeed = 2
self.canvasWidth = canvasWidth
self.canvasHeight = canvasHeight
self.theta = angle
def draw(self, canvas):
self.tankVerts = rectangleVerts(self.x,self.y,self.sizeX,self.sizeY,self.theta)
canvas.create_polygon(self.tankVerts[0],self.tankVerts[1],self.tankVerts[2],
self.tankVerts[3],self.tankVerts[4],self.tankVerts[5],self.tankVerts[6],
self.tankVerts[7],fill = self.tankColor) #draw body of tank
nozzX = (self.tankVerts[0]+self.tankVerts[6])//2 #avg 1st & 4th tankVerts X
nozzY = (self.tankVerts[1]+self.tankVerts[7])//2 #avg 1st & 4th tankVerts Y
self.nozzVerts = rectangleVerts(nozzX, nozzY, self.nozzSizeX, self.nozzSizeY, self.theta)
canvas.create_polygon(self.nozzVerts[0],self.nozzVerts[1],self.nozzVerts[2],
self.nozzVerts[3],self.nozzVerts[4],self.nozzVerts[5],self.nozzVerts[6],
self.nozzVerts[7],fill = self.nozzColor) #draw body of tank
radius = min(self.sizeX,self.sizeY)*0.35
canvas.create_oval(self.x-radius,self.y-radius, self.x+radius, self.y+radius, fill=self.nozzColor, width = 0)
def rotateLeft(self):
self.theta += degreeToRad(self.rotSpeed)
def rotateRight(self):
self.theta -= degreeToRad(self.rotSpeed)
def moveForward(self):
self.x+=self.moveSpeed*math.cos(self.theta)
self.y-=self.moveSpeed*math.sin(self.theta)
def moveBackward(self):
self.x-=self.moveSpeed*math.cos(self.theta)
self.y+=self.moveSpeed*math.sin(self.theta)
def shoot(self,data):
cx =(self.nozzVerts[0]+self.nozzVerts[6])//2
cy = (self.nozzVerts[1]+self.nozzVerts[7])//2 #avg of 1,4 tankVerts
bullet = Bullet(cx,cy,self.nozzColor,self.nozzSizeY/2,self.theta,
self.canvasHeight,self.canvasWidth)
data.bullets.append(bullet)
def __repr__(self):
return "Tank(x=%d,y=%d,angle=%f" %(self.x,self.y,self.theta)
class Bullet(object):
def __init__(self,x,y,color,radius,angle,canvasHeight,canvasWidth):
self.x = x
self.y = y
self.color = color
self.radius = radius
self.speed = 5
self.theta = angle
self.canvasHeight = canvasHeight
self.canvasWidth = canvasWidth
self.bounces = 0
self.maxBounces = 8
self.separate = False
def draw(self,canvas):
x0,y0 = self.x-self.radius, self.y-self.radius
x1,y1 = self.x+self.radius, self.y+self.radius
canvas.create_oval(x0,y0,x1,y1,fill=self.color)
def move(self):
self.x+=self.speed*math.cos(self.theta)
self.y-=self.speed*math.sin(self.theta)
def borderCollision(self):
if (self.x+self.radius>=self.canvasWidth or self.x-self.radius<=0):
self.theta = math.pi - self.theta
self.bounces +=1
if (self.y-self.radius<=0 or self.y+self.radius>=self.canvasHeight):
self.theta = 2*math.pi - self.theta
self.bounces+=1
def killBullet(self):
if self.bounces>=self.maxBounces:
return True
def tankCollision(self, tank):
for vert in range(0,8,2): #4 points in a rectangle
if circleLineCollision(self.x,self.y,
tank.tankVerts[vert-2],tank.tankVerts[vert-1],
tank.tankVerts[vert],tank.tankVerts[vert+1],
self.radius):
return True
return False
def bulletCollision(self, bullet):
if (((self.x-bullet.x)**2+(self.y-bullet.y)**2)**.5)<2*self.radius:
return True
################################################
## Model
################################################
def init(data):
data.playerColors = ["blue","green"]
data.enemyColors = ["red", "orange"]
data.plTank = createTank(data, "player")
data.enemyTanks = []
data.allyTanks = []
data.bullets = []
data.walls = []
data.minPlayers = 4
data.gameOver = False
data.win = False
data.start = False
data.splash = True
################################################
## Control
################################################
def keyPressed(event, data):
if not data.start: return
if (event.keysym == "Left"):
data.plTank.rotateLeft()
msg = "left:\n"
db("sending:", msg)
data.server.send(msg.encode())
if (event.keysym == "Right"):
data.plTank.rotateRight()
msg = "right:\n"
db("sending:", msg)
data.server.send(msg.encode())
if (event.keysym == "Up"):
data.plTank.moveForward()
msg = "forward:\n"
db("sending:", msg)
data.server.send(msg.encode())
if (event.keysym == "Down"):
data.plTank.moveBackward()
msg = "backward:\n"
db("sending:", msg)
data.server.send(msg.encode())
if (event.keysym == "space"):
data.plTank.shoot(data)
msg = "shoot:\n"
db("sending:", msg)
data.server.send(msg.encode())
def mousePressed(event, data):
pass
def timerFired(data):
if (serverMsg.qsize() > 0):
msg = serverMsg.get(False)
# try:
db("received: ", msg)
msg = msg.split(":")
action = msg[0]
if action == "newPlayer":
plID = int(msg[1])
db("newPlayer_%d has joined" %plID)
data.enemyTanks.append([plID,createTank(data,"enemy")])
db(data.enemyTanks)
elif action == "forward":
plID = int(msg[1])
db("Player_%d moved forward" %plID)
for enemyTank in data.enemyTanks:
if enemyTank[0] == plID:
enemyTank[1].moveForward()
break
elif action == "backward":
plID = int(msg[1])
db("Player_%d moved backward" %plID)
for enemyTank in data.enemyTanks:
if enemyTank[0] == plID:
enemyTank[1].moveBackward()
break
elif action == "left":
plID = int(msg[1])
db("Player_%d rotated Left" %plID)
for enemyTank in data.enemyTanks:
if enemyTank[0] == plID:
enemyTank[1].rotateLeft()
break
elif action == "right":
plID = int(msg[1])
db("Player_%d rotated Right" %plID)
for enemyTank in data.enemyTanks:
if enemyTank[0] == plID:
enemyTank[1].rotateRight()
break
elif action == "shoot":
plID = int(msg[1])
db("Player_%d shot!" %plID)
for enemyTank in data.enemyTanks:
if enemyTank[0] == plID:
enemyTank[1].shoot(data)
break
# except:
# db("failed")
serverMsg.task_done()
if len(data.enemyTanks)>=data.minPlayers-1:
data.start = True
if not data.start: return #put game stuff below this
for bullet in data.bullets:
bullet.move()
bullet.borderCollision()
if bullet.tankCollision(data.plTank):
db("Collision: self")
data.gameOver = True
data.bullets.remove(bullet)
continue
for tank in data.enemyTanks:
if bullet.tankCollision(tank[1]):
data.enemyTanks.remove(tank)
data.bullets.remove(bullet)
break
if bullet.killBullet():
data.bullets.remove(bullet)
continue
for bullet2 in data.bullets:
if bullet==bullet2: continue
if bullet.bulletCollision(bullet2):
data.bullets.remove(bullet)
data.bullets.remove(bullet2)
break
if len(data.enemyTanks)==0:
if data.start == True:
data.win = True
data.gameOver = True
#################################################
## View
#################################################
def drawBorder(canvas, data):
canvas.create_rectangle(2,2,data.width,data.height,width=2)
def drawGameOver(canvas, data):
if data.win:
txt = "You\nWin!"
col = "green"
else:
txt = "You\nLose"
col = "red"
canvas.create_text(data.width//2,data.height//2,text=txt,
font = "Times 40 bold", fill = col)
def drawSplash(canvas, data):
canvas.create_rectangle(0,0,data.width,data.height,fill="light pink")
remPlyrs = data.minPlayers-1-len(data.enemyTanks)
canvas.create_text(data.width/2, data.height/4,
text = "Waiting for %d \n more Players" %remPlyrs,
font = "Arial 40 bold")
inst = """Up and Down to move forwards and backwards\nLeft and Right to rotate left and right\nSpace to shoot\nDestroy everyone else to win!"""
canvas.create_text(data.width/2, 3*data.height/4,
text=inst, font = "Arial 10")
def redrawAll(canvas, data):
if not data.start:
drawSplash(canvas, data)
return
drawBorder(canvas,data)
for bullet in data.bullets:
bullet.draw(canvas)
for enemyTank in data.enemyTanks:
enemyTank[1].draw(canvas)
for allyTank in data.allyTanks:
allyTank[1].draw(canvas)
if not data.gameOver or data.win:
data.plTank.draw(canvas)
if data.gameOver:
drawGameOver(canvas,data)
##################################################
##Run Function (adapted from socket example)
##################################################
def run(width, height, serverMsg=None, server=None):
def redrawAllWrapper(canvas, data):
canvas.delete(ALL)
redrawAll(canvas, data)
canvas.update()
def mousePressedWrapper(event, canvas, data):
mousePressed(event, data)
redrawAllWrapper(canvas, data)
def keyPressedWrapper(event, canvas, data):
keyPressed(event, data)
redrawAllWrapper(canvas, data)
def timerFiredWrapper(canvas, data):
timerFired(data)
redrawAllWrapper(canvas, data)
# pause, then call timerFired again
canvas.after(data.timerDelay, timerFiredWrapper, canvas, data)
# Set up data and call init
class Struct(object): pass
data = Struct()
data.server = server
data.serverMsg = serverMsg
data.width = width
data.height = height
data.timerDelay = 10 # milliseconds
init(data)
# create the root and the canvas
root = Tk()
canvas = Canvas(root, width=data.width, height=data.height)
canvas.pack()
# set up events
root.bind("<Button-1>", lambda event:
mousePressedWrapper(event, canvas, data))
root.bind("<Key>", lambda event:
keyPressedWrapper(event, canvas, data))
timerFiredWrapper(canvas, data)
# and launch the app
root.mainloop() # blocks until window is closed
print("bye!")
run(400, 400, serverMsg, server)