639 lines
23 KiB
Python
639 lines
23 KiB
Python
from s_engine import *
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from spark import *
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from ingame_funcs import *
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import pygame
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import sys
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import time
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import random
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import math
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from pygame.locals import *
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import json
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import threading
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import asyncio
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import websockets
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# basic config
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work = True
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pygame.mixer.pre_init(48000, -16, 2, 512)
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pygame.init()
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pygame.mixer.set_num_channels(16)
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font = pygame.font.SysFont('Comic Sans MS', 80)
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small_font = pygame.font.SysFont('Comic Sans MS', 40)
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tiny_font = pygame.font.SysFont('Comic Sans MS', 20)
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players_defined = 0
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connected = 0
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global Player1
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global Player2
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uri = "ws://127.0.0.1:8765"
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global websocket
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async def write_players(arrx):
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global Player1
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global Player2
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Player2.all_ids = arrx[0]
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Player2.dir_movement = arrx[1]
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Player2.direction = arrx[2]
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Player2.ids_to_remove = arrx[3]
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Player2.memory = arrx[4]
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Player2.move.angle_speed = arrx[5]
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Player2.move.backwards = arrx[6]
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Player2.move.collisions = arrx[7]
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Player2.move.degree = arrx[8]
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Player2.move.force = arrx[9]
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Player2.move.forward = arrx[10]
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Player2.move.half_pi = arrx[11]
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Player2.move.left = arrx[12]
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Player2.move.offset = arrx[13]
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Player2.move.pi = arrx[14]
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Player2.move.right = arrx[15]
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Player2.move.speed = arrx[16]
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Player2.move.three_halves_pi = arrx[17]
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Player2.move.two_pi = arrx[18]
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Player2.move.vectors = arrx[19]
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Player2.movement = arrx[20]
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Player2.moving = arrx[21]
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Player2.object_id = arrx[22]
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Player2.object_pos = arrx[23]
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Player2.rect.bottom = arrx[24]
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Player2.rect.bottomleft = arrx[25]
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Player2.rect.bottomright = arrx[26]
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Player2.rect.center = arrx[27]
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Player2.rect.centerx = arrx[28]
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Player2.rect.centery = arrx[29]
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Player2.rect.h = arrx[30]
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Player2.rect.height = arrx[31]
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Player2.rect.left = arrx[32]
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Player2.rect.midbottom = arrx[33]
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Player2.rect.midleft = arrx[34]
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Player2.rect.midright = arrx[35]
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Player2.rect.midtop = arrx[36]
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Player2.rect.right = arrx[37]
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Player2.rect.size = arrx[38]
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Player2.rect.top = arrx[39]
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Player2.rect.topleft = arrx[40]
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Player2.rect.topright = arrx[41]
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Player2.rect.w = arrx[42]
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Player2.rect.width = arrx[43]
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Player2.rect.x = arrx[44]
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Player2.rect.y = arrx[45]
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Player2.size = arrx[46]
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Player2.special = arrx[47]
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Player2.specific.attribute = arrx[48]
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Player2.specific.attribute_0 = arrx[49]
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Player2.specific.attribute_1 = arrx[50]
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Player2.specific.attribute_2 = arrx[51]
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Player2.specific.boolean_attribute = arrx[52]
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Player2.specific.color_r = arrx[53]
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Player2.specific.fixed = arrx[54]
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Player2.specific.flip = arrx[55]
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Player2.specific.height = arrx[56]
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Player2.specific.object_id = arrx[57]
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Player2.specific.power = arrx[58]
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Player2.specific.scroll = arrx[59]
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Player2.specific.stage = arrx[60]
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Player2.type = arrx[61]
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async def hello():
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global websocket
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global connected
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websocket = await websockets.connect(uri)
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connected = 1
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while True:
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greeting = await websocket.recv()
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try:
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if players_defined == 1:
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data = json.loads(greeting)[1]["data"]
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if len(data) == 62:
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await write_players(data)
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except Exception as e:
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print(str(e))
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loop = asyncio.get_event_loop()
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def helloa():
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loop.run_until_complete(hello())
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loop.run_forever()
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t = threading.Thread(target=helloa, args=tuple())
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t.start()
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while connected == 0:
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pass
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Window_size = [900, 600]
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screen = pygame.display.set_mode(Window_size)
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display = pygame.Surface((1350, 900))
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pygame.display.set_caption("Epic_sumo")
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pygame.display.set_icon(pygame.image.load("assets/textures/icon.png").convert())
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clock = pygame.time.Clock()
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class Bg:
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active = []
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timer = 0
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bgs = {
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"first": pygame.image.load("assets/textures/backround/bg.png").convert(),
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"second": pygame.image.load("assets/textures/backround/bg-blue.png").convert()
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}
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bgs["first"].set_colorkey((255, 255, 255))
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bgs["second"].set_colorkey((255, 255, 255))
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def __init__(self, pos, speed, typeX):
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self.object_pos = pos
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self.speed = speed
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self.type = typeX
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@classmethod
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def generate(cls, amount, cord_lim=None):
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if cord_lim is None:
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cord_lim = [0, 1350]
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for i in range(amount):
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cls.active.append(Bg([random.randint(cord_lim[0], cord_lim[1]), random.randint(0, 860)],
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random.randint(2, 10), random.choice(("first", "second"))))
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@classmethod
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def blit_them(cls, display):
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for circle in cls.active:
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display.blit(cls.bgs[circle.type], circle.object_pos)
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@classmethod
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def remove_circle(cls, which):
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cls.active.remove(which)
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@classmethod
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def central(cls, display):
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for circle in cls.active:
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circle.move()
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cls.blit_them(display)
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if cls.timer == 0:
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cls.generate(12, [1350, 1500])
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cls.timer += 60
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else:
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cls.timer -= 1
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def move(self):
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self.object_pos[0] -= self.speed
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if self.object_pos[0] < -80:
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self.remove_circle(self)
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class Solids:
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def __init__(self):
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self.stage = 0
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self.colors = [
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(73, 122, 67),
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(127, 182, 120),
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(181, 230, 29)
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]
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def draw(self, solid, display, scroll):
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cc = (self.stage // 40) % 3
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current_stage = self.stage % 40
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mid_point = [
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solid.object_pos[0] + (solid.size[0] / 2),
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solid.object_pos[1] + (solid.size[1] / 2)
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]
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pygame.draw.rect(display, self.colors[cc], pygame.Rect(mid_point[0] - current_stage - scroll.scroll[0],
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mid_point[1] - current_stage - scroll.scroll[1],
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current_stage * 2, current_stage * 2))
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def draw_solids(self, objects, display, scroll):
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for obj in objects.game_objects:
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if obj.type == "solid":
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self.draw(obj, display, scroll)
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self.stage += 1
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def menu(screenX, fs):
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def mouse_check(mouse_pos, menu_flow):
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new_list = [0, 0, menu_flow[2], menu_flow[3], 0, 0]
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# settings
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if 800 < mouse_pos[0] < 872:
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if 500 < mouse_pos[1] < 572:
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new_list[0] = 1
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# play
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if 300 < mouse_pos[0] < 591:
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if 300 < mouse_pos[1] < 396:
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new_list[1] = 1
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# change player 1
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if 250 < mouse_pos[0] < 359:
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if 500 < mouse_pos[1] < 548:
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new_list[4] = 1
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# change player 2
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if 400 < mouse_pos[0] < 509:
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if 500 < mouse_pos[1] < 548:
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new_list[5] = 1
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return new_list
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# preparations
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game = Game()
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game.game_flow["menu"] = [0, 0, 0, 0, 0, 0]
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game.game_flow["sounds"] = get_sounds()
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settings_on_top = False
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display = pygame.Surface((900, 600))
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abilities = {
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"1.player": "dash",
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"2.player": "dash",
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"1.storage": 5,
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"2.storage": 5
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}
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menu_textures = {
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"bg": pygame.image.load("assets/textures/menu/main_menu.png").convert(),
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"play": pygame.image.load("assets/textures/menu/play_button.png").convert(),
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"play_pressed": pygame.image.load("assets/textures/menu/play_button_pressed.png").convert(),
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"settings": pygame.image.load("assets/textures/menu/settings_btn.png").convert(),
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"settings_pressed": pygame.image.load("assets/textures/menu/settings_btn_pressed.png").convert(),
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"change": pygame.image.load("assets/textures/menu/change_btn.png").convert(),
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"change_pressed": pygame.image.load("assets/textures/menu/change_btn_pressed.png").convert(),
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"dash": pygame.image.load("assets/textures/menu/dash.png").convert(),
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"shockwave": pygame.image.load("assets/textures/menu/wave.png").convert(),
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"ice": pygame.image.load("assets/textures/menu/ice.png").convert(),
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"settings_menu": pygame.image.load("assets/textures/menu/settings.png").convert()
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}
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# game loop
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while game.alive:
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display.blit(menu_textures["bg"], [0, 0])
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# event loop
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for event in pygame.event.get():
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if event.type == QUIT:
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pygame.quit()
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sys.exit()
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if event.type == pygame.MOUSEBUTTONDOWN:
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mousepos = pygame.mouse.get_pos()
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game.game_flow["menu"] = mouse_check(mousepos, game.game_flow["menu"])
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# setting actions for buttons
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if settings_on_top is False:
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if game.game_flow["menu"][1]:
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game.game_flow["sounds"]["click"].play(0)
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arena(screenX, fs, abilities)
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elif game.game_flow["menu"][4]:
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game.game_flow["menu"][2] += 1
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if game.game_flow["menu"][2] > 2:
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game.game_flow["menu"][2] = 0
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game.game_flow["sounds"]["click"].play(0)
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elif game.game_flow["menu"][5]:
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game.game_flow["menu"][3] += 1
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if game.game_flow["menu"][3] > 2:
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game.game_flow["menu"][3] = 0
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game.game_flow["sounds"]["click"].play(0)
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# settings menu
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if game.game_flow["menu"][0]:
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settings_on_top = not settings_on_top
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game.game_flow["sounds"]["click"].play(0)
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if event.type == pygame.MOUSEMOTION:
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# if mouse moving get mouse pos
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mousepos = pygame.mouse.get_pos()
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# function that checks if mouse is above any button and changes image, color of that image
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game.game_flow["menu"] = mouse_check(mousepos, game.game_flow["menu"])
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if event.type == KEYDOWN:
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if event.key == K_f:
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fs = not fs
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if fs is False:
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screenX = pygame.display.set_mode(Window_size)
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else:
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screenX = pygame.display.set_mode(Window_size, pygame.FULLSCREEN)
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elif event.key == K_ESCAPE:
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if settings_on_top is False:
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pygame.quit()
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sys.exit()
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else:
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settings_on_top = not settings_on_top
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# making menu
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if game.game_flow["menu"][1]:
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display.blit(menu_textures["play_pressed"], [300, 300])
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else:
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display.blit(menu_textures["play"], [300, 300])
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# showing ability of 1.player
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if game.game_flow["menu"][2] == 0:
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display.blit(menu_textures["dash"], [100, 400])
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abilities["1.player"] = "dash"
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abilities["1.storage"] = 10
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elif game.game_flow["menu"][2] == 1:
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display.blit(menu_textures["shockwave"], [100, 400])
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abilities["1.player"] = "wave"
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abilities["1.storage"] = 8
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elif game.game_flow["menu"][2] == 2:
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display.blit(menu_textures["ice"], [100, 400])
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abilities["1.player"] = "ice"
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abilities["1.storage"] = 10
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# showing ability of 2.player
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if game.game_flow["menu"][3] == 0:
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display.blit(menu_textures["dash"], [500, 400])
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abilities["2.player"] = "dash"
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abilities["2.storage"] = 10
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elif game.game_flow["menu"][3] == 1:
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display.blit(menu_textures["shockwave"], [500, 400])
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abilities["2.player"] = "wave"
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abilities["2.storage"] = 8
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elif game.game_flow["menu"][3] == 2:
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display.blit(menu_textures["ice"], [500, 400])
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abilities["2.player"] = "ice"
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abilities["2.storage"] = 10
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if game.game_flow["menu"][4] == 0:
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display.blit(menu_textures["change"], [250, 500])
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elif game.game_flow["menu"][4] == 1:
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display.blit(menu_textures["change_pressed"], [250, 500])
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if game.game_flow["menu"][5] == 0:
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display.blit(menu_textures["change"], [400, 500])
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elif game.game_flow["menu"][5] == 1:
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display.blit(menu_textures["change_pressed"], [400, 500])
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if settings_on_top:
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display.blit(menu_textures["settings_menu"], [0, 0])
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if game.game_flow["menu"][0]:
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display.blit(menu_textures["settings_pressed"], [800, 500])
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else:
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display.blit(menu_textures["settings"], [800, 500])
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# basic loop config
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screenX.blit(display, (0, 0))
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pygame.display.update()
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clock.tick(60)
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def arena(screenX, fs, abilities):
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global Player1
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global Player2
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global players_defined
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ids = Id()
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images_dictionary = {"solid": pygame.image.load("assets/textures/game/solid.png").convert(),
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"circle": pygame.image.load("assets/textures/backround/circle_arena.png").convert()}
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images_dictionary["circle"].set_colorkey((0, 0, 0))
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images_dictionary["solid"].set_colorkey((0, 0, 0))
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game = Game()
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game.game_flow["collision_timer"] = 0
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game.game_flow["boost"] = 0.9
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game.game_flow["speed_timer"] = 0
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game.game_flow["winner"] = "na"
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game.game_flow["inputs"] = True
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game.game_flow["sounds"] = get_sounds()
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new_parameters = [1350, 900]
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display = pygame.Surface((1350, 900))
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# background
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bg = Bg
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bg.generate(100)
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# solids
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solids = Solids()
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# loading map
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mapX = load_map("assets/maps/map0")
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# loading objects
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objects = Objects()
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# loading bg circle
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midpoint = [816, 672]
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circle = Object("circle", game.custom_id_giver, [192, 0], [0, 0], 0, False, [1248, 1344])
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sort(circle, objects)
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game.custom_id_giver += 1
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# loading from map
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load_objects(mapX, 96, 96, objects, game)
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# players
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# never set direction to 0
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Player1 = Object("player", game.custom_id_giver, [800, 800], [0, 0],
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round(math.tau * 0.75, 2), True, [10, 10], True)
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Player1.specific.images.append(pygame.image.load("assets/textures/game/player.png").convert())
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Player1.specific.images[0].set_colorkey((0, 0, 0))
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Player1.move.collisions = True # enables collisions for player
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Player1.move.speed = 0.5 # increasing speed so ur not super slow
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Player1.move.angle_speed = 0.1
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# simulating movement so u dont start at speed 0
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Player1.dir_movement = Player1.move.set_start_dir_movement(Player1.direction, Player1.dir_movement)
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# sorts player
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sort(Player1, objects)
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# moves to next id
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game.custom_id_giver += 1
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# player 2
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# never set direction to 0
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Player2 = Object("player", game.custom_id_giver, [800, 400], [0, 0], round(math.pi/2, 2), True, [10, 10], True)
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Player2.specific.images.append(pygame.image.load("assets/textures/game/player.png").convert())
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Player2.specific.images[0].set_colorkey((0, 0, 0))
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Player2.move.collisions = True # enables collisions for player
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Player2.move.speed = 0.5 # increasing speed so ur not super slow
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Player2.move.angle_speed = 0.1
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# simulating movement so u dont start at speed 0
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Player2.dir_movement = Player2.move.set_start_dir_movement(Player2.direction, Player2.dir_movement)
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# sorts player
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sort(Player2, objects)
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# moves to next id
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game.custom_id_giver += 1
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players_defined = 1
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# sparks
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sparks = Spark
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sparks.sparks["a"] = []
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sparks.sparks["b"] = []
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pointers = [pygame.image.load("assets/textures/game/p1_pointer.png").convert(),
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pygame.image.load("assets/textures/game/p2_pointer.png").convert()]
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for point in pointers:
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point.set_colorkey((0, 0, 0))
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# scroll
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scroll = Scroll([0, 0])
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|
|
|
# ending
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|
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|
winner_text = pygame.image.load("assets/textures/menu/template_for_text.png").convert()
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esc = pygame.image.load("assets/textures/menu/esc.png").convert()
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|
|
|
# game loop
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|
|
|
while game.alive:
|
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# checking if end
|
|
|
|
check_loser(midpoint, [Player1, Player2], game)
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|
|
|
# setting up bg
|
|
|
|
display.fill((20, 20, 20))
|
|
bg.central(display)
|
|
|
|
# checking for removed objects
|
|
|
|
objects.destroy_trash(ids)
|
|
|
|
ids.remove_by_id(objects)
|
|
|
|
# doing player movement
|
|
|
|
Player1.movement = Player1.move.move(Player1.dir_movement)
|
|
Player1.direction, Player1.dir_movement = Player1.move.change_dir(Player1.direction,
|
|
Player1.move.angle_speed)
|
|
Player2.movement = Player2.move.move(Player2.dir_movement)
|
|
Player2.direction, Player2.dir_movement = Player2.move.change_dir(Player2.direction,
|
|
Player2.move.angle_speed)
|
|
|
|
# second parameter is speed of rotation
|
|
|
|
# collisions
|
|
|
|
objects.do_collisions(objects)
|
|
|
|
players_collisions(Player1, Player2, game)
|
|
|
|
# new sparks
|
|
sparks.scroll = scroll.scroll
|
|
|
|
sparks.create("a", Player1.object_pos, [3, 5], [[10, 255], [0, 200], [0, 0]], 3, 1)
|
|
sparks.create("b", Player2.object_pos, [3, 5], [[0, 0], [0, 200], [10, 255]], 3, 1)
|
|
|
|
# sounds
|
|
|
|
# displaying objects
|
|
|
|
scroll.move_scroll(Player1, [900, 600], "both", 30)
|
|
scroll.move_scroll(Player2, [900, 600], "both", 30)
|
|
|
|
load_textures(objects, images_dictionary, display, scroll)
|
|
|
|
solids.draw_solids(objects, display, scroll)
|
|
|
|
display_pointers(display, [Player1, Player2], pointers, scroll)
|
|
|
|
sparks.central("a", display)
|
|
sparks.central("b", display)
|
|
|
|
# event loop
|
|
|
|
if game.game_flow["inputs"]:
|
|
for event in pygame.event.get():
|
|
if event.type == QUIT:
|
|
pygame.quit()
|
|
sys.exit()
|
|
|
|
if event.type == KEYDOWN:
|
|
if event.key == K_f:
|
|
fs = not fs
|
|
if fs is False:
|
|
screenX = pygame.display.set_mode(Window_size)
|
|
else:
|
|
screenX = pygame.display.set_mode(new_parameters, pygame.FULLSCREEN)
|
|
|
|
elif event.key == K_ESCAPE:
|
|
game.game_flow["sounds"]["click"].play(0)
|
|
game.alive = False
|
|
|
|
elif event.key == K_d:
|
|
Player1.move.right = True
|
|
elif event.key == K_a:
|
|
Player1.move.left = True
|
|
elif event.key == K_w:
|
|
Player1.move.forward = True
|
|
elif event.key == K_e:
|
|
if abilities["1.storage"] > 1:
|
|
if abilities["1.player"] == "ice":
|
|
Player1.move.vectors = []
|
|
elif abilities["1.player"] == "dash":
|
|
Player1.move.vectors.append([Player1.dir_movement[0] * game.game_flow["boost"],
|
|
Player1.dir_movement[1] * game.game_flow["boost"]])
|
|
elif abilities["1.player"] == "wave":
|
|
Player2.move.vectors.append(
|
|
get_shockwave_vector(Player1.object_pos, Player2.object_pos))
|
|
abilities["1.storage"] -= 1
|
|
|
|
|
|
# key_up
|
|
|
|
elif event.type == KEYUP:
|
|
if event.key == K_d:
|
|
Player1.move.right = False
|
|
elif event.key == K_a:
|
|
Player1.move.left = False
|
|
elif event.key == K_w:
|
|
Player1.move.forward = False
|
|
|
|
else:
|
|
stop_inputs([Player1, Player2])
|
|
winner = font.render(f"Winner is : {game.game_flow['winner']}",
|
|
False, (255, 255, 255))
|
|
display.blit(winner_text, [50, 50])
|
|
display.blit(winner, [90, 80])
|
|
display.blit(esc, [500, 450])
|
|
|
|
for event in pygame.event.get():
|
|
if event.type == QUIT:
|
|
pygame.quit()
|
|
sys.exit()
|
|
|
|
if event.type == KEYDOWN:
|
|
if event.key == K_f:
|
|
fs = not fs
|
|
if fs is False:
|
|
screenX = pygame.display.set_mode(Window_size)
|
|
else:
|
|
screenX = pygame.display.set_mode(new_parameters, pygame.FULLSCREEN)
|
|
|
|
elif event.key == K_ESCAPE:
|
|
game.game_flow["sounds"]["click"].play(0)
|
|
game.alive = False
|
|
# basic loop config
|
|
outarr = [Player1.all_ids, Player1.dir_movement, Player1.direction, Player1.ids_to_remove, Player1.memory, Player1.move.angle_speed, Player1.move.backwards, Player1.move.collisions, Player1.move.degree, Player1.move.force, Player1.move.forward, Player1.move.half_pi, Player1.move.left, Player1.move.offset, Player1.move.pi, Player1.move.right, Player1.move.speed, Player1.move.three_halves_pi, Player1.move.two_pi, Player1.move.vectors, Player1.movement, Player1.moving, Player1.object_id, Player1.object_pos, Player1.rect.bottom, Player1.rect.bottomleft, Player1.rect.bottomright, Player1.rect.center, Player1.rect.centerx, Player1.rect.centery, Player1.rect.h, Player1.rect.height, Player1.rect.left, Player1.rect.midbottom, Player1.rect.midleft, Player1.rect.midright, Player1.rect.midtop, Player1.rect.right, Player1.rect.size, Player1.rect.top, Player1.rect.topleft, Player1.rect.topright, Player1.rect.w, Player1.rect.width, Player1.rect.x, Player1.rect.y, Player1.size, Player1.special, Player1.specific.attribute, Player1.specific.attribute_0, Player1.specific.attribute_1, Player1.specific.attribute_2, Player1.specific.boolean_attribute, Player1.specific.color_r, Player1.specific.fixed, Player1.specific.flip, Player1.specific.height, Player1.specific.object_id, Player1.specific.power, Player1.specific.scroll, Player1.specific.stage, Player1.type]
|
|
datasend = json.dumps({"player": 1, "data": outarr})
|
|
asyncio.run(websocket.send(datasend))
|
|
screenX.blit(pygame.transform.scale(display, new_parameters), (0, 0))
|
|
pygame.display.update()
|
|
clock.tick(60)
|
|
|
|
|
|
menu(screen, False)
|