diff --git a/Game Server/Classes/Server.py b/Game Server/Classes/Server.py index 7c06f4b..f708aa7 100644 --- a/Game Server/Classes/Server.py +++ b/Game Server/Classes/Server.py @@ -5,36 +5,48 @@ import threading class Server: __address:str - __port:str - __socket:socket + __tcpPort:str + __udpPort:str + __tcpSocket:socket + __udpSocket:socket __clientThread:threading.Thread - def __init__(self, address:str, port:str): + def __init__(self, address:str, tcpPort:str, udpPort:str): self.__address = address - self.__port = port - self.__socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) + self.__tcpPort = tcpPort + self.__udpPort = tcpPort + self.__tcpSocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) + self.__udpSocket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) self.startServer() # handles starting the server and assigning socket values to the local reference def startServer(self): - self.__socket.bind(self.__address, self.__port) - self.__socket.listen() - print(f"server started on: {self.__address}:{self.__port}") + self.__tcpSocket.bind(self.__address, self.__tcpPort) + self.__tcpSocket.listen() + print(f"tcp server started on: {self.__address}:{self.__tcpPort}") + + self.__udpSocket.bind(self.__address, self.__udpPort) + self.__udpSocket.listen() + print(f"tcp server started on: {self.__address}:{self.__udpPort}") # server loop forwards connection to handleConnection while True: # accept incoming connection # TODO: validate this connection is a valid game connection - client_socket, client_address = self.__socket.accept() + client_tcpSocket, client_tcpAddress = self.__tcpSocket.accept() # create network thread for connection - self.__clientThread = threading.Thread(target=self.handleConnection, args=(client_socket, client_address)) - self.__clientThread.start() + self.__TCPclientThread = threading.Thread(target=self.handleTCPConnection, args=(client_tcpSocket, client_tcpAddress)) + self.__TCPclientThread.start() + + client_udpSocket, client_udpAddress = self.__udpSocket.accept() + self.__UDPclientThread = threading.Thread(target=self.handleUDPConnection, args=(client_udpSocket, client_udpAddress)) + self.__UDPclientThread.start() # handles ticking the game loop server side converting data and passing of to the event handler - def handleConnection(self, socket:socket, address): + def handleTCPConnection(self, socket:socket, address): # states that a connection has been established print(f"Connected with {address}") @@ -49,14 +61,36 @@ class Server: messageJson = json.loads(message) if messageJson["user"] in self.__users: - self.handleEvents(messageJson) + self.handleTCPEvents(messageJson) + else: + break + + print(f"received message from {address}: {message}") + + # handles ticking the game loop server side converting data and passing of to the event handler + def handleUDPConnection(self, socket:socket, address): + # states that a connection has been established + print(f"Connected with {address}") + + # Communication with client + while True: + data = socket.recv(1024) + if not data: + break + + # decode message for handling + message = data.decode() + messageJson = json.loads(message) + + if messageJson["user"] in self.__users: + self.handleUDPEvents(messageJson) else: break print(f"received message from {address}: {message}") # handles passing of event data to the right functions - def handleEvents(self, event): + def handleTCPEvents(self, event): # decide which event should be performed if event["event"] == "login": pass @@ -68,6 +102,8 @@ class Server: elif event["event"] == "leave_queue": # just remove player from the queue pass - elif event["event"] == "gameAction": + + def handleUDPEvents(self, event): + if event["event"] == "gameAction": # pass of to own handler function which handles game logic pass \ No newline at end of file diff --git a/Game_Client/Classes/Objects/Player.py b/Game_Client/Classes/Objects/Player.py new file mode 100644 index 0000000..a38304f --- /dev/null +++ b/Game_Client/Classes/Objects/Player.py @@ -0,0 +1,29 @@ +import pygame + +class Player: + __hp:int + __name:str + __handCards:pygame.Sprite.Group + + def __init__(self, hp:int, name:str): + self.__hp = hp + self.__name = name + + def getName(self) -> str: + return self.__name + + def getHP(self) -> int: + return self.__hp + + def adjustHP(self, hp:int) -> int: + self.__hp = self.__hp + hp + + def getHand(self) -> pygame.Sprite.Group: + return self.__handCards + + def getAddToHand(self, card) -> pygame.Sprite.Group: + return self.__handCards + + def removeFromHand(self, pos:int) -> pygame.Sprite.Group: + self.__handCards.remove(pos) + return self.__handCards \ No newline at end of file diff --git a/Game_Client/Classes/Objects/World.py b/Game_Client/Classes/Objects/World.py index cc3c662..2c1c4ff 100644 --- a/Game_Client/Classes/Objects/World.py +++ b/Game_Client/Classes/Objects/World.py @@ -25,7 +25,7 @@ class World(): def buildGameWorld(self): # construct elements arround the playerfield - # Todo add lifepoint label for player and enemy and make them scriptable + # Todo add lifepoint label for player and enemy and make them scriptable move to player class # presets the y position later passed down to the vector2 eRow1Height = 85 @@ -43,15 +43,18 @@ class World(): pNamePos = pygame.Vector2(20, pRow2Height + 195) pHPPos = pygame.Vector2(20, pRow2Height + 225) + # labeling self.__labels.append(Label("PlayerHP", self.__screen, "1000 / 1000", pHPPos)) self.__labels.append(Label("PlayerName", self.__screen, "Player", pNamePos)) self.__labels.append(Label("EnemyHP", self.__screen, "1000 / 1000", eHPPos)) self.__labels.append(Label("EnemyName", self.__screen, "Enemy", eNamePos)) + self.__boardFields.append(BoardField("EnemyDeck", "Enemy", "Deck", eDeckPos, "Assets/Cards/Arena/field.png")) self.__boardFields.append(BoardField("EnemyGraveyard", "Enemy", "Grave", eGravePos, "Assets/Cards/Arena/field.png")) self.__boardFields.append(BoardField("PlayerDeck", "Player", "Deck", pDeckPos, "Assets/Cards/Arena/field.png")) self.__boardFields.append(BoardField("PlayerGraveyard", "Player", "Grave", pGravePos, "Assets/Cards/Arena/field.png")) + # handle field creation for i in range(5): pMonsterPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow1Height) pEffectPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow2Height) @@ -80,4 +83,8 @@ class World(): return self.__cards def spawnCard(self, asset:str, pos:pygame.Vector2, inputHandler:InputHandler) -> MonsterCard: - self.__cards.add(MonsterCard(pos, asset, inputHandler)) \ No newline at end of file + self.__cards.add(MonsterCard(pos, asset, inputHandler)) + + def spawnCards(self, cards:pygame.sprite.Group): + for card in cards: + self.__cards.append(card) \ No newline at end of file diff --git a/Game_Client/Classes/System/App.py b/Game_Client/Classes/System/App.py index 3603a62..996adf2 100644 --- a/Game_Client/Classes/System/App.py +++ b/Game_Client/Classes/System/App.py @@ -92,7 +92,6 @@ class App: field.image = card.image.copy() card.setDragging(False) # card.kill() - elif event.type == pygame.MOUSEBUTTONUP: mouse_x, mouse_y = pygame.mouse.get_pos() mouse_pos = pygame.Vector2(mouse_x, mouse_y)