learn-sql-model/learn_sql_model/game/game.py

166 lines
4.8 KiB
Python

# using pygame make a game using Hero
# it should be gamepad and mouse compatible
# it should have a server that keeps track of the game logic
# it should have a renderer that renders the game
# it should have a client that sends commands to the server
#
import atexit
import pygame
import typer
from typer import Typer
from learn_sql_model.models.hero import (
Hero,
HeroCreate,
HeroDelete,
HeroRead,
HeroUpdate,
)
speed = 10
pygame.font.init() # you have to call this at the start,
# if you want to use this module.
my_font = pygame.font.SysFont("Comic Sans MS", 30)
class Client:
def __init__(self, name, secret_name):
self.hero = Hero(name=name, secret_name=secret_name, x=400, y=300, size=50)
self.hero = HeroCreate(**self.hero.dict()).post()
self.screen = pygame.display.set_mode((800, 600))
self.clock = pygame.time.Clock()
self.running = True
self.screen.fill((0, 0, 0))
self.moving_up = False
self.moving_down = False
self.moving_left = False
self.moving_right = False
self.others = [hero for hero in HeroRead.list() if hero.id != self.hero.id]
self.ticks = 0
atexit.register(self.quit)
def run(self):
while self.running:
self.handle_events()
self.update()
self.render()
self.clock.tick(60)
self.ticks += 1
self.quit()
def quit(self):
HeroDelete(id=self.hero.id).delete()
def update(self):
if self.moving_up:
self.hero.y -= speed
if self.moving_down:
self.hero.y += speed
if self.moving_left:
self.hero.x -= speed
if self.moving_right:
self.hero.x += speed
if self.ticks % 60 == 0:
HeroUpdate(
**{k: v for k, v in self.hero.dict().items() if v is not None}
).update()
self.others = [hero for hero in HeroRead.list() if hero.id != self.hero.id]
def render(self):
# Console().print(self.hero)
self.screen.fill((0, 0, 0))
for other in self.others:
pygame.draw.circle(self.screen, (255, 0, 0), (other.x, other.y), other.size)
self.screen.blit(
my_font.render(other.name, False, (255, 255, 255), 1),
(other.x, other.y),
)
pygame.draw.circle(
self.screen, (0, 0, 255), (self.hero.x, self.hero.y), self.hero.size
)
self.screen.blit(
my_font.render(self.hero.name, False, (255, 255, 255)),
(self.hero.x, self.hero.y),
)
# update the screen
pygame.display.flip()
def handle_events(self):
self.events = pygame.event.get()
for event in self.events:
if event.type == pygame.QUIT:
self.running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.running = False
if event.key == pygame.K_LEFT:
self.moving_left = True
if event.key == pygame.K_RIGHT:
self.moving_right = True
if event.key == pygame.K_UP:
self.moving_up = True
if event.key == pygame.K_DOWN:
self.moving_down = True
# wasd
if event.key == pygame.K_w:
self.moving_up = True
if event.key == pygame.K_s:
self.moving_down = True
if event.key == pygame.K_a:
self.moving_left = True
if event.key == pygame.K_d:
self.moving_right = True
# controller left joystick
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
self.moving_left = False
if event.key == pygame.K_RIGHT:
self.moving_right = False
if event.key == pygame.K_UP:
self.moving_up = False
if event.key == pygame.K_DOWN:
self.moving_down = False
# wasd
if event.key == pygame.K_w:
self.moving_up = False
if event.key == pygame.K_s:
self.moving_down = False
if event.key == pygame.K_a:
self.moving_left = False
if event.key == pygame.K_d:
self.moving_right = False
def check_events(self):
pass
def check_collisions(self):
pass
app = Typer()
@app.command()
def run(
name: str = typer.Option(...),
secret_name: str = typer.Option(...),
):
client = Client(name, secret_name)
client.run()
if __name__ == "__main__":
app()