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client.py
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client.py
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import pygame
from network import Network
import random
import rsa
from Crypto.Cipher import AES
import base64
import sys
if len(sys.argv) < 4:
print("Usage: client.py <IP> <Port> <Nickname>")
sys.exit(1)
server_ip = sys.argv[1]
server_port = int(sys.argv[2])
nickname = sys.argv[3]
pygame.init()
pygame.display.set_caption('Celestial Oddyssey - In Game')
playerID = random.randint(1, 100000)
width = 1024
height = 768
rows = 200
skins = {
"red": "assets/ghost_red.png",
"green": "assets/ghost_green.png",
"blue": "assets/ghost_blue.png",
"yellow": "assets/ghost_yellow.png",
"orange": "assets/ghost_orange.png",
"purple": "assets/ghost_purple.png",
"cyan": "assets/ghost_cyan.png",
"white": "assets/ghost_white.png",
"gray": "assets/ghost_gray.png",
"black": "assets/ghost_black.png",
}
skins_list = list(skins.values())
win = pygame.display.set_mode((width,height))
font = pygame.font.Font('freesansbold.ttf', 15)
def encrypt_message(message, symmetric_key):
cipher = AES.new(symmetric_key, AES.MODE_EAX)
nonce = cipher.nonce
ciphertext, tag = cipher.encrypt_and_digest(message.encode())
return base64.b64encode(nonce + tag + ciphertext).decode()
def decrypt_message(encrypted_message, symmetric_key):
try:
data = base64.b64decode(encrypted_message)
nonce, tag, ciphertext = data[:16], data[16:32], data[32:]
cipher = AES.new(symmetric_key, AES.MODE_EAX, nonce=nonce)
return cipher.decrypt_and_verify(ciphertext, tag).decode()
except Exception as e:
print("Error decrypting message on client side:", e)
return None
def drawBg(w, surface):
global rows
bg_dungeon = pygame.image.load("assets/dungeon.png")
bg_dungeon = pygame.transform.scale(bg_dungeon, (w, w))
surface.blit(bg_dungeon, (0, 0))
sizeBtwn = w // rows
x = 0
y = 0
line_color = (255, 255, 255, 0)
for l in range(rows):
x = x + sizeBtwn
y = y + sizeBtwn
def drawThings(surface, positions, nickname, skin):
global width, rows
dis = width // rows
sprite = pygame.image.load(skin)
text = font.render(nickname, True, 0)
textRect = text.get_rect()
for pos_id, pos in enumerate(positions):
i, j = pos
surface.blit(sprite, (i * dis + 1, j * dis + 1))
textRect.center = (i * dis + 35, j * dis - 10)
win.blit(text, textRect)
def draw(surface, players, nicknames_list):
global skins_list
surface.fill((0, 0, 0))
drawBg(width, surface)
for i, player in enumerate(players):
skin = skins_list[i % len(skins_list)]
if i < len(nicknames_list):
nickname = nicknames_list[i]
else:
nickname = ""
drawThings(surface, player, nickname, skin=skin)
def main():
print(f"Connecting to server at IP: {server_ip}, Port: {server_port}")
n = Network(server_ip, server_port) # Pass the IP and port to the Network class
# Generate RSA key pair
public_key, private_key = rsa.newkeys(1024)
# Send the public key to the server
n.send(public_key.save_pkcs1())
# Receive the server's public key
server_public_key = rsa.PublicKey.load_pkcs1(n.recv())
# Generate symmetric key
symmetric_key = AES.get_random_bytes(16)
# Encrypt the symmetric key with the server's public key and send it to the server
encrypted_symmetric_key = rsa.encrypt(symmetric_key, server_public_key)
n.send(encrypted_symmetric_key)
#Send nickname to the server
nicknames = n.send(encrypt_message(nickname, symmetric_key), receive=True)
flag = True
while flag:
events = pygame.event.get()
pos = None
ignore = False
if len(events) > 0 :
for event in events :
if event.type == pygame.QUIT:
flag = False
pos = n.send(encrypt_message("quit", symmetric_key), receive=True)
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
pos = n.send(encrypt_message("left", symmetric_key), receive=True)
if event.key == pygame.K_RIGHT:
pos = n.send(encrypt_message("right", symmetric_key), receive=True)
if event.key == pygame.K_UP:
pos = n.send(encrypt_message("up", symmetric_key), receive=True)
if event.key == pygame.K_DOWN:
pos = n.send(encrypt_message("down", symmetric_key), receive=True)
elif event.type == pygame.KEYUP:
if event.key in [pygame.K_LEFT, pygame.K_RIGHT]:
pos = n.send(encrypt_message("stop_x", symmetric_key), receive=True)
if event.key in [pygame.K_UP, pygame.K_DOWN]:
pos = n.send(encrypt_message("stop_y", symmetric_key), receive=True)
else:
if ignore == False:
pos = n.send(encrypt_message("get", symmetric_key), receive=True)
if ignore == False:
pos = n.send(encrypt_message("get", symmetric_key), receive=True)
else:
if ignore == False:
pos = n.send(encrypt_message("get", symmetric_key), receive=True)
players = []
if pos is not None:
decrypted_pos = decrypt_message(pos, symmetric_key)
split_data = decrypted_pos.split("***")
pos_str = split_data[0]
nicknames_str = split_data[1]
raw_players = pos_str.split("**")
if raw_players == '' :
pass
else :
for raw_player in raw_players :
raw_positions = raw_player.split("*")
if len(raw_positions) == 0 :
continue
positions = []
for raw_position in raw_positions :
if raw_position == "" :
continue
nums = raw_position.split(')')[0].split('(')[1].split(',')
positions.append((int(nums[0]), int(nums[1])))
players.append(positions)
else:
if pos is not None:
print(pos)
# Handle receiving updated nicknames list
if nicknames_str is not None:
nicknames_list = nicknames_str.split("**")
#print(nicknames_list)
draw(win, players, nicknames_list)
pygame.display.update()
if __name__ == "__main__":
main()