此示例为简单的实现游戏服务器端和客户端的消息同步,使用自定定义协议,引入了twisted网络框架,还有诸多不足(其实就是半成品)。
资源下载地址:
http://download.csdn.net/download/jailman/10194853
截图
服务器端:
# coding=utf8
'''
Game server
'''
import threading
from random import randint as rint
import pygame
import queue
from pygame.locals import *
from twisted.internet import reactor
from twisted.internet.protocol import Protocol, Factory
ctrl_q = queue.Queue()
enemy_q = queue.Queue()
player_pos_q = queue.LifoQueue()
'''
The game
'''
class MySprite(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
self.direction = 0
self.velocity = Point(0.0, 0.0)
# X property
def _getx(self):
return self.rect.x
def _setx(self, value):
self.rect.x = value
X = property(_getx, _setx)
# Y property
def _gety(self):
return self.rect.y
def _sety(self, value):
self.rect.y = value
Y = property(_gety, _sety)
# position property
def _getpos(self):
return self.rect.topleft
def _setpos(self, pos):
self.rect.topleft = pos
position = property(_getpos, _setpos)
def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = Rect(0, 0, width, height)
self.columns = columns
# try to auto-calculate total frames
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=30):
# update animation frame number
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
# build current frame only if it changed
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns) + \
"," + str(self.rect)
# Point class
class Point(object):
def __init__(self, x, y):
self.__x = x
self.__y = y
# X property
def getx(self): return self.__x
def setx(self, x): self.__x = x
x = property(getx, setx)
# Y property
def gety(self): return self.__y
def sety(self, y): self.__y = y
y = property(gety, sety)
def __str__(self):
return "{X:" + "{:.0f}".format(self.__x) + \
",Y:" + "{:.0f}".format(self.__y) + "}"
def rungame():
pygame.init()
playerHealth = 100
keys = [False, False, False, False]
skybg = pygame.image.load("resources/images/skybg.png")
missile = pygame.image.load("resources/images/bullet2.png")
screen = pygame.display.set_mode((1024, 600))
pygame.display.set_caption("ChopperGun Server")
timer = pygame.time.Clock()
# warship sprite
warship_group = pygame.sprite.Group()
# enemy sprite
chopper_group = pygame.sprite.Group()
# player sprite
player_group = pygame.sprite.Group()
player = MySprite()
player.load("resources/images/playerchopper.png", 173, 58, 4)
player.position = 0, 350
player_group.add(player)
# player missile sprite
missile_group = pygame.sprite.Group()
# enemy missile sprite
enemy_missile_group = pygame.sprite.Group()
# warship missile group
warship_missile_group = pygame.sprite.Group()
# flame sprite
flame_group = pygame.sprite.Group()
def addNewFlame(position):
flame = MySprite()
flame.load("resources/images/flame.png", 64, 64, 4)
flame.position = position
flame_group.add(flame)
# warship flame
warship_flame_group = pygame.sprite.Group()
def addNewWarshipFlame(position):
warship_flame = MySprite()
warship_flame.load("resources/images/warship_flame.png", 64, 64, 4)
warship_flame.position = position
warship_flame_group.add(warship_flame)
badtimer = 100
badtimer1 = 0
missile_launched = 0
missile_hit = 0
missile_hit_warship = 0
total_enemy_showedup = 0
enemy_missile_launched = 0
warship_health = 10
# to make autopilot missile launch interval
tickstart = []
tickstart.append(pygame.time.get_ticks())
# player move speed
player_move_speed = 5
while True:
# start game ticks
timer.tick(60)
ticks = pygame.time.get_ticks()
screen.fill(0)
# draw background sky
screen.blit(skybg, (0, 0))
# add warship sprite (only one warship on the screen)
if len(warship_group) == 0:
warship = MySprite()
warship.load("resources/images/warship.png", 350, 70, 1)
warship.position = 1024, 500
warship_group.add(warship)
# adjust warship to come close to player
if warship.X < player.X + 200:
warship.X += 1
elif warship.X > player.X + 200:
warship.X -= 1
# draw warship
warship_group.update(ticks)
warship_group.draw(screen)
# warship launch missile
for warship in warship_group:
if len(warship_missile_group) == 0:
if warship.X < 800:
warship_missile = MySprite()
warship_missile.load(
"resources/images/warship_missile.png", 32, 121, 1)
warship_missile.position = warship.X + 160, warship.Y - 60
warship_missile_group.add(warship_missile)
# guide missile & change missile position
for warship_missilex in warship_missile_group:
warship_missilex.Y -= 1
if warship_missilex.Y < -121:
warship_missile_group.remove(warship_missilex)
# warship missile & enemy collision detect
collision = None
collision = pygame.sprite.spritecollideany(
warship_missilex, chopper_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
chopper_group.remove(collision)
flameposition = warship_missilex.position
addNewFlame(flameposition)
# warship missile & enemy missile collision detect
collision = None
collision = pygame.sprite.spritecollideany(
warship_missilex, enemy_missile_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
enemy_missile_group.remove(collision)
flameposition = warship_missilex.position
addNewFlame(flameposition)
# warship missile & player missile collision detect
collision = None
collision = pygame.sprite.spritecollideany(
warship_missilex, missile_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
missile_group.remove(collision)
flameposition = warship_missilex.position
addNewFlame(flameposition)
# warship missile & player collision detect
collision = None
collision = pygame.sprite.spritecollideany(
warship_missilex, player_group)
if collision != None:
if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
playerHealth -= 10
warship_missile_group.remove(warship_missilex)
flameposition = warship_missilex.position
addNewFlame(flameposition)
# add random enenmy chopper
badtimer -= 1
if badtimer == 0:
chopper = MySprite()
chopper.load("resources/images/enemychopper.pn