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client.py
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184 lines (166 loc) · 9.33 KB
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import socket,default,json,gui,uuid,numpy,threading,objects
import pygame
import pickle
import entities
import particles
class client:
def __init__(self,path):
self.server_ip = default.decrypt(path.split("/")[-1])
PORT = 12441
# Connect to server
try:
with open(f"{path}/id.pkl","rb") as f:
self.id = pickle.load(f)
except:
self.id = str(uuid.uuid4())
with open(f"{path}/id.pkl","wb") as f:
pickle.dump(self.id,f)
self.client = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.client.connect((self.server_ip, PORT))
default.send_msg(self.client,self.id)
# Pygame setup
pygame.init()
pygame.time.set_timer(pygame.USEREVENT, 1000)
self.TIMER_EVENT = pygame.USEREVENT + 1
pygame.time.set_timer(self.TIMER_EVENT, 100)
pygame.display.set_caption("WorldSpawn")
pygame.display.set_icon(pygame.image.load(default.resource_path("assets/gui/world_icon.png")))
pygame.display.set_mode((800,400),pygame.SCALED | pygame.RESIZABLE)
self.running = True
self.camera_group = gui.CameraGroup()
self.objects = {}
self.player = None
self.players = {}
self.projectiles = {}
self.entities = {}
self.event_list = []
self.particles = {}
self.drops = {}
def get_data(self,sock):
dict_data = default.recv_msg(sock)
unused_keys = list(self.objects.keys())
for key in list(self.objects.keys()):
if dict_data["objects"].get(key, None) != None:
unused_keys.remove(key)
for key_data in list(dict_data["objects"][key].keys()):
if key_data != "image_data":
default.set_attr(self.objects[key],key_data,dict_data["objects"][key][key_data])
elif default.get_attr(self.objects[key],"image").to_dict() != dict_data["objects"][key][key_data]:
default.get_attr(self.objects[key],"image").from_dict(dict_data["objects"][key][key_data])
del dict_data["objects"][key]
for key in list(dict_data["objects"].keys()):
default.load_object(self.objects,objects.object(self,(0,0),"world",default.get_object("pumpkin"),client=True,object_data=dict_data["objects"][key]),key)
for key in unused_keys:
self.camera_group.remove(self.objects[key])
del self.objects[key]
unused_keys = list(self.entities.keys())
for key in list(self.entities.keys()):
if dict_data["entities"].get(key, None) != None:
unused_keys.remove(key)
for key_data in list(dict_data["entities"][key].keys()):
if key_data != "image_data":
default.set_attr(self.entities[key], key_data, dict_data["entities"][key][key_data])
else:
default.get_attr(self.entities[key],"image").from_dict(dict_data["entities"][key][key_data])
del dict_data["entities"][key]
for key in list(dict_data["entities"].keys()):
default.load_object(self.entities,entities.entity(self,default.get_entity("cow"),(0,0),"world",client=True,entity_dict=dict_data["entities"][key]), key)
for key in unused_keys:
self.camera_group.remove(self.entities[key])
del self.entities[key]
unused_keys = list(self.particles.keys())
for key in list(self.particles.keys()):
if dict_data["particles"].get(key, None) != None:
unused_keys.remove(key)
for key_data in list(dict_data["particles"][key].keys()):
if key_data != "image_data":
default.set_attr(self.particles[key], key_data, dict_data["particles"][key][key_data])
elif default.get_attr(self.particles[key],"image").to_dict() != dict_data["particles"][key][key_data]:
default.get_attr(self.particles[key],"image").from_dict(dict_data["particles"][key][key_data])
del dict_data["particles"][key]
for key in list(dict_data["particles"].keys()):
default.load_object(self.particles,particles.particle(default.get_particle("night_theme"),(0,0),"world",self,dict_data["particles"][key]), key)
for key in unused_keys:
self.camera_group.remove(self.particles[key])
del self.particles[key]
unused_keys = list(self.projectiles.keys())
for key in list(self.projectiles.keys()):
if dict_data["projectiles"].get(key, None) != None:
unused_keys.remove(key)
for key_data in list(dict_data["projectiles"][key].keys()):
if key_data != "image_data":
default.set_attr(self.projectiles[key], key_data, dict_data["projectiles"][key][key_data])
elif default.get_attr(self.projectiles[key],"image").to_dict() != dict_data["projectiles"][key][key_data]:
default.get_attr(self.projectiles[key],"image").from_dict(dict_data["projectiles"][key][key_data])
del dict_data["projectiles"][key]
for key in list(dict_data["projectiles"].keys()):
default.load_object(self.projectiles,gui.display_sprite(dict_data["projectiles"][key],self.camera_group), key)
for key in unused_keys:
self.camera_group.remove(self.projectiles[key])
del self.projectiles[key]
unused_keys = list(self.drops.keys())
for key in list(self.drops.keys()):
if dict_data["drops"].get(key, None) != None:
unused_keys.remove(key)
for key_data in list(dict_data["drops"][key].keys()):
if key_data != "image_data":
default.set_attr(self.drops[key], key_data, dict_data["drops"][key][key_data])
elif default.get_attr(self.drops[key],"image").to_dict() != dict_data["drops"][key][key_data]:
default.get_attr(self.drops[key],"image").from_dict(dict_data["drops"][key][key_data])
del dict_data["drops"][key]
for key in list(dict_data["drops"].keys()):
default.load_object(self.drops,gui.display_sprite(dict_data["drops"][key],self.camera_group), key)
for key in unused_keys:
self.camera_group.remove(self.drops[key])
del self.drops[key]
unused_keys = list(self.players.keys())
for key in list(self.players.keys()):
if dict_data["players"].get(key,None) != None:
unused_keys.remove(key)
for key_data in list(dict_data["players"][key].keys()):
if key_data != "image_data":
default.set_attr(self.players[key],key_data,dict_data["players"][key][key_data])
if key_data == "gui_open":
if self.players[key].gui_open and not self.players[key].inventory_display.opened:
self.players[key].inventory_display.open_inventory(self, self.players[key],self.players[key].inventory.inventory)
elif self.players[key].inventory_display.opened and not self.players[key].gui_open:
self.players[key].inventory_display.close_inventory()
elif default.get_attr(self.players[key],"image").to_dict() != dict_data["players"][key][key_data]:
default.get_attr(self.players[key],"image").from_dict(dict_data["players"][key][key_data])
del dict_data["players"][key]
for key in list(dict_data["players"].keys()):
if key != self.id:
default.load_object(self.players,gui.display_sprite(dict_data['players'][key],self.camera_group),key)
else:
default.load_object(self.players,entities.Player((0,0),"world",self,True,dict_data["players"][key]),key)
self.player = self.players[key]
del dict_data
for key in unused_keys:
self.camera_group.remove(self.players[key])
del self.players[key]
def main(self):
try:
while self.running:
self.event_list = pygame.event.get()
for event in self.event_list:
if event.type == pygame.QUIT:
raise Exception
key_states = default.get_pressed_key_names(pygame.key.get_pressed())
mouse_pos = pygame.mouse.get_pos()
data = default.serialize_pygame_inputs(self.event_list,key_states,mouse_pos)
default.send_msg(self.client,data)
self.get_data(self.client)
self.player.keys = key_states
self.player.mouse = mouse_pos
self.player.events = self.event_list
self.player.updator(self,True)
for sprite in self.camera_group.sprites():
if isinstance(sprite,gui.inventory_selector):
if self.player.inventory_display.selector != sprite:
self.camera_group.remove(sprite)
del sprite
self.camera_group.server_draw(self.player)
pygame.display.flip()
except:
pygame.quit()
self.client.close()