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main1.py
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import pygame, sys, math
from random import randint
from socket import AF_INET, socket, SOCK_STREAM
from threading import Thread
pygame.init()
global client_list
global master_dict
client_list=[]
master_dict={}
s = socket(AF_INET, SOCK_STREAM)
print("socket created")
port = 9999
s.bind(('192.168.250.85', port))
def accept_client_connections():
while True:
i = len(client_list)
client, client_address = s.accept()
print("%s:%s has connected" % client_address)
client_list.append([f"client{i}", client])
if i==0:
Thread(target=client1_handler, args=(client,)).start()
elif i==1:
Thread(target=client2_handler, args=(client,)).start()
#Thread(target=client_handler, args=(client,)).start()
def client1_handler(client1):
global sensor1
global data
global connect1
connect1 = pygame.image.load('Images\\connected.png').convert_alpha()
sensor1='orientation sensor'
while True:
try:
data= eval(client1.recv(1024).decode())[sensor1]
print(data)
except Exception as e:
pass
def client2_handler(client2):
global data2
global sensor2
global connect2
connect2 = pygame.image.load('Images\\connected.png').convert_alpha()
sensor2='rotation vector'
while True:
try:
data2 = eval(client2.recv(1024).decode())[sensor2]
#print("data from client 2 is" ,data)
except Exception as e:
pass
class Player (pygame.sprite.Sprite):
def __init__(self,pos):
super().__init__()
ship_list=['ship1','ship2','ship3','ship4','ship5']
self.image=pygame.image.load(f'Images\\{ship_list[randint(0,4)]}.png').convert_alpha()
self.rect=self.image.get_rect(center=pos)
self.ready = True
self.laser_time = 0
self.laser_cooldown = 1000
self.lasers = pygame.sprite.Group()
self.laser_sound = pygame.mixer.Sound('audio\\laser.mp3')
self.laser_sound.set_volume(0.1)
def player_input(self,x,y):
Keys=pygame.key.get_pressed()
self.rect.x -= x
if y<35:
if self.ready==True:
self.laser_shoot()
self.ready = False
self.laser_time = pygame.time.get_ticks()
self.laser_sound.play()
def recharge(self):
if not self.ready:
current_time = pygame.time.get_ticks()
if current_time - self.laser_time >= self.laser_cooldown:
self.ready = True
def laser_shoot(self):
self.lasers.add(Laser(self.rect.center,-8))
def mov_const(self):
if self.rect.right>=1400: self.rect.right=1400
if self.rect.left<=0: self.rect.left=0
def mov_forward(self):
global game_event
global player_event
start_val = int(pygame.time.get_ticks() / 1000)
if self.rect.top <= 0:
game_event=2
player_event = 2
self.rect.y -= math.sin(start_val)
if start_val >= 10 and start_val <= 12:
self.rect.top -= 0.6
elif start_val >= 22 and start_val <= 22.5:
self.rect.top += 0.6
elif start_val >= 34 and start_val <= 35:
self.rect.top -= 0.6
def update(self,x,y):
self.mov_forward()
self.player_input(x,y)
self.mov_const()
self.recharge()
self.lasers.update()
class EnemyPlayer(pygame.sprite.Sprite):
def __init__(self,pos):
super().__init__()
ship_list=['ship1','ship2','ship3','ship4','ship5']
self.image=pygame.image.load(f'Images\\{ship_list[randint(0,4)]}.png').convert_alpha()
self.rect=self.image.get_rect(center=pos)
self.ready = True
self.laser_time = 0
self.laser_cooldown = 1000
self.lasers = pygame.sprite.Group()
self.laser_sound = pygame.mixer.Sound('audio\\laser.mp3')
self.laser_sound.set_volume(0.1)
def player_input(self,x,y):
Keys = pygame.key.get_pressed()
self.rect.x -= x
if y<40:
if self.ready==True:
self.laser_shoot()
self.ready = False
self.laser_time = pygame.time.get_ticks()
self.laser_sound.play()
def recharge(self):
if not self.ready:
current_time = pygame.time.get_ticks()
if current_time - self.laser_time >= self.laser_cooldown:
self.ready = True
def laser_shoot(self):
self.lasers.add(Laser(self.rect.center,-12))
def mov_const(self):
if self.rect.right>=1400: self.rect.right=1400
if self.rect.left<=0: self.rect.left=0
def update(self,x,y):
self.player_input(x,y)
self.mov_const()
self.recharge()
self.lasers.update()
class Laser(pygame.sprite.Sprite):
def __init__(self,pos,speed):
super().__init__()
self.image = pygame.Surface((7,10))
self.image.fill('green')
self.rect = self.image.get_rect(center = pos)
self.speed = speed
self.height_y_constraint = 750
def destroy(self):
if self.rect.y <= -50 or self.rect.y >= self.height_y_constraint + 50:
self.kill()
def update(self):
self.rect.y += self.speed
self.destroy()
class asteroid(pygame.sprite.Sprite):
def __init__(self):
asteroid_index=randint(0,2)
aster_list=['asteroid1','asteroid2','asteroid3']
aster=aster_list[asteroid_index]
super().__init__()
self.image=pygame.image.load(f'Images\\{aster}.png')
self.rect = self.image.get_rect(midbottom = (randint(200,1400),0))
def update(self,spx,spy):
self.rect.x -= spx
self.rect.y += spy
self.destroy()
def destroy(self):
if self.rect.x <= -100:
self.kill()
if self.rect.y >= 900:
self.kill()
class Garbage(pygame.sprite.Sprite):
def __init__(self):
garbage_index=randint(0,3)
garbage_list=['banana','paper','trash','Metal']
garbage=garbage_list[garbage_index]
super().__init__()
self.image=pygame.image.load(f'Images\\{garbage}.png')
self.rect = self.image.get_rect(midbottom = (randint(200,1400),0))
def update(self,spx,spy):
self.rect.x -= spx
self.rect.y += spy
self.destroy()
def destroy(self):
if self.rect.x <= -100:
self.kill()
if self.rect.y >= 900:
self.kill()
def collide(self):
if self.rect.colliderect(Laser.rect):
print ('gg')
class Game:
def __init__(self):
global lasers_g1
global lasers_g2
global score1
global score2
self.player1_ship=Player((300,500))
self.playermp=pygame.sprite.GroupSingle(self.player1_ship)
self.player2_ship=EnemyPlayer((1000,700))
self.playerep=pygame.sprite.GroupSingle(self.player2_ship)
lasers_g1 = self.player1_ship.lasers
lasers_g2 = self.player2_ship.lasers
score1=0
score2=0
def run_ep(self,x1,x2,y1,y2):
global game_event
global player_event
global score1
global score2
self.playermp.update(x1,y1)
self.playermp.draw(Main_surf)
self.playermp.sprite.lasers.draw(Main_surf)
self.playerep.update(x2,y2)
self.playerep.draw(Main_surf)
self.playerep.sprite.lasers.draw(Main_surf)
colid_laser1=pygame.sprite.spritecollide(self.playermp.sprite, lasers_g2,dokill=False)
collided1 = pygame.sprite.spritecollide(self.playermp.sprite, asteroid2, dokill=False)
collided2 = pygame.sprite.spritecollide(self.playermp.sprite, garbage, dokill=False)
collided3 = pygame.sprite.spritecollide(self.playerep.sprite, asteroid2, dokill=False)
collided4 = pygame.sprite.spritecollide(self.playerep.sprite,garbage,dokill=False)
if collided1:
game_event=2
player_event = 2
if collided3:
game_event = 2
player_event = 1
for i in garbage.sprites():
if pygame.sprite.spritecollide(i, lasers_g1, dokill=True):
garbage.remove(i)
score1+=1
if pygame.sprite.spritecollide(i, lasers_g2,dokill=True):
garbage.remove(i)
score2+=1
if collided2:
count1 = 1
if count1 == 0.5:
game_event = 2
player_event = 1
count1 -= 0.5
if collided4:
count2 = 1
if count2 == 0.5:
game_event = 2
player_event = 2
count2 -= 0.5
if colid_laser1:
print("collison is working")
game_event=2
player_event = 2
def initFunction():
global Main_surf
global logo
global asteroid1
global asteroid2
global garbage
global connect1
global connect2
global game_event
global player_event
Main_surf = pygame.display.set_mode((1400, 750))
pygame.display.set_caption('Elysium')
logo = pygame.image.load('Images\\logo.png')
pygame.display.set_icon(logo)
font_20 = pygame.font.Font('pixel.ttf', 20)
font_40 = pygame.font.Font('pixel.ttf', 40)
font_60 = pygame.font.Font('pixel.ttf', 60)
bg_music0 = 0
bg_music1 = 0
bg_music2 = 0
clock = pygame.time.Clock()
start_time = 0
game_event = 0
player_event = 0
intro_load = 1
game = Game()
if intro_load == 1:
intro_scrn = pygame.image.load('Images\\Space Background 1.png').convert_alpha()
intro_x1 = 1400
intro_x2 = 0
intro_msg_1 = font_20.render('Dog in a Box Studio presents:', False, 'Green')
intro_msg_rect1 = intro_msg_1.get_rect(center=(700, 50))
intro_msg_2 = font_60.render('ELYSIUM', False, 'blue')
intro_msg_rect2 = intro_msg_2.get_rect(center=(700, 150))
Start_button = font_40.render('press space to begin', False, (255, 0, 100))
Start_button_rect = Start_button.get_rect(center=(700, 400))
ship_list=['ship1','ship2','ship3','ship4','ship5']
spaceship_show = pygame.image.load(f'Images\\{ship_list[randint(0,4)]}.png').convert_alpha()
connect1 = pygame.image.load('Images\\disconnect.png').convert_alpha()
connect1_rect = connect1.get_rect(center=(300, 600))
connect1_text = font_20.render('Connection 1', False, 'Green')
connect1_text_rect = connect1_text.get_rect(center=(300, 700))
connect2 = pygame.image.load('Images\\disconnect.png').convert_alpha()
connect2_rect = connect2.get_rect(center=(1100, 600))
connect2_text = font_20.render('Connection 2', False, 'Green')
connect2_text_rect = connect1_text.get_rect(center=(1100, 700))
asteroid1 = pygame.sprite.Group()
asteroid2 = pygame.sprite.Group()
garbage = pygame.sprite.Group()
astrid_timer = pygame.USEREVENT + 1
pygame.time.set_timer(astrid_timer, randint(500, 2500))
garbage_timer = pygame.USEREVENT + 1
pygame.time.set_timer(garbage_timer, randint(4000, 5000))
# playing screen1 setup
scrn1 = pygame.image.load('Images\\Space Background 2.png').convert_alpha()
intro_y1 = -750
intro_y2 = 0
#gameover screen
game_over_text=font_40.render('GAME OVER', False, 'White')
game_over_text_rect=game_over_text.get_rect(center=(700,500))
player_wins = font_60.render('PLAYER WINS', False, 'White')
player_wins_rect = player_wins.get_rect(center=(700, 400))
enemy_wins = font_60.render('ENEMY WINS', False, 'White')
enemy_wins_rect = enemy_wins.get_rect(center=(700, 400))
def timer_disp():
timer = int(pygame.time.get_ticks() / 1000) - start_time
timer_msg = font_20.render(f'Timer:{timer}', False, 'Green')
timer_msg_rect = timer_msg.get_rect(bottomleft=(100, 50))
Main_surf.blit(timer_msg, timer_msg_rect)
def score_disp():
Player_Score_msg = font_20.render(f'Player Score: {score1}', False, 'Blue')
Player_Score_msg_rect = Player_Score_msg.get_rect(bottomleft=(500, 50))
Main_surf.blit(Player_Score_msg, Player_Score_msg_rect)
Enemy_Score_msg = font_20.render(f'Enemy Score: {score2}', False, 'red')
Enemy_Score_msg_rect = Player_Score_msg.get_rect(bottomleft=(1000, 50))
Main_surf.blit(Enemy_Score_msg, Enemy_Score_msg_rect)
def final_score():
Player_Score_msg = font_20.render(f'Player Score: {score1}', False, 'Blue')
Player_Score_msg_rect = Player_Score_msg.get_rect(bottomleft=(300, 100))
Main_surf.blit(Player_Score_msg, Player_Score_msg_rect)
Enemy_Score_msg = font_20.render(f'Enemy Score: {score2}', False, 'red')
Enemy_Score_msg_rect = Player_Score_msg.get_rect(bottomleft=(850, 100))
Main_surf.blit(Enemy_Score_msg, Enemy_Score_msg_rect)
Player_instruct_msg = font_20.render('Press Space to Begin Again', False, 'Blue')
Player_instruct_msg_rect = Player_Score_msg.get_rect(center=(550, 600))
Main_surf.blit(Player_instruct_msg, Player_instruct_msg_rect)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if game_event == 0:
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
game_event = 1
start_time = int(pygame.time.get_ticks() / 1000)
if event.type == astrid_timer:
asteroid1.add(asteroid())
elif game_event == 1:
if event.type == astrid_timer:
asteroid2.add(asteroid())
if event.type == garbage_timer:
garbage.add(Garbage())
elif game_event == 2:
global score1
global score2
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
asteroid2.remove(asteroid2.sprites())
garbage.remove(garbage.sprites())
lasers_g1.remove(lasers_g1.sprites())
lasers_g2.remove(lasers_g2.sprites())
game_event = 1
start_time = int(pygame.time.get_ticks() / 1000)
score1=0
score2=0
bg_music1 = 0
bg_music2 = 0
bg_music_play2.fadeout(200)
if game_event == 0:
# background animations
Main_surf.blit(intro_scrn, (intro_x1, 0))
Main_surf.blit(intro_scrn, (intro_x2, 0))
intro_x1 -= 1
intro_x2 -= 1
if intro_x1 < 0: intro_x1 = 1400
if intro_x2 < -1400: intro_x2 = 0
asteroid1.draw(Main_surf)
asteroid1.update(2, 2)
Main_surf.blit(intro_msg_1, intro_msg_rect1)
Main_surf.blit(intro_msg_2, intro_msg_rect2)
pygame.draw.rect(Main_surf, (255, 0, 100), Start_button_rect, 2)
Main_surf.blit(Start_button, Start_button_rect)
Main_surf.blit(connect1, connect1_rect)
Main_surf.blit(connect2, connect2_rect)
Main_surf.blit(connect1_text, connect1_text_rect)
Main_surf.blit(connect2_text, connect2_text_rect)
if bg_music0 == 0:
bg_music_play0 = pygame.mixer.Sound('audio\\music.mp3')
bg_music_play0.play(loops=-1)
bg_music0 += 1
# spaceship move weird animation
x_sine = pygame.time.get_ticks() / 5 % 1400
y_sine = int(math.sin(x_sine / 50.0) * 50 + 400)
Main_surf.blit(spaceship_show, (x_sine, y_sine))
elif game_event == 1:
# background animation for level1
Main_surf.blit(scrn1, (0, intro_y1))
Main_surf.blit(scrn1, (0, intro_y2))
intro_y1 += 1
intro_y2 += 1
if intro_y1 > 750: intro_y1 = -750
if intro_y2 > 750: intro_y2 = -750
if bg_music1 == 0:
bg_music_play1 = pygame.mixer.Sound('audio\\level_1.mp3')
bg_music_play0.fadeout(200)
bg_music_play1.play(loops=-1)
bg_music1 += 1
asteroid2.draw(Main_surf)
asteroid2.update(0, 3)
garbage.draw(Main_surf)
garbage.update(0, randint(0, 3))
x1 = (data[1]+12)*0.25
x2 = (data2[1]-8)*0.3
y1=data[2]
y2=data2[2]
timer_disp()
score_disp()
game.run_ep(x1, x2,y1,y2)
elif game_event==2:
Main_surf.fill('black')
if player_event == 2:
Main_surf.blit(enemy_wins, enemy_wins_rect)
Main_surf.blit(game_over_text,game_over_text_rect)
elif player_event == 1:
Main_surf.blit(player_wins, player_wins_rect)
Main_surf.blit(game_over_text,game_over_text_rect)
if bg_music2==0:
bg_music_play2 = pygame.mixer.Sound('audio\\game_over.mp3')
bg_music_play1.fadeout(200)
bg_music_play2.play(loops = -1)
bg_music2+=1
final_score()
pygame.display.update()
clock.tick(60)
if __name__=='__main__':
s.listen(5)
print("Waiting for connection...")
game_thread = Thread(target=initFunction)
game_thread.start()
ACCEPT_THREAD = Thread(target=accept_client_connections)
ACCEPT_THREAD.start()
ACCEPT_THREAD.join()
game_thread.join()
s.close()