summaryrefslogtreecommitdiff
path: root/gui.py
blob: 58040551a652e74b7d8ef343695c83272d7f7b68 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
from agarnet.agarnet import client
from agarnet.agarnet import utils
import pygame
from pygame import gfxdraw
from pygame.locals import *
import sys
import math
import time

font_fallback = False
try:
    from pygame import freetype
except:
    font_fallback = True

if font_fallback:
    pygame.font.init()
else:
    pygame.freetype.init()

logging = False
input = False
clock = pygame.time.Clock()

screensize=(1280, 720)
screen=pygame.display.set_mode(screensize,HWSURFACE|DOUBLEBUF|RESIZABLE)
    
def draw_line(p1, p2, color, global_coords=True):
    if global_coords:
        p1 = world_to_win_pt(p1, c.player.center)
        p2 = world_to_win_pt(p2, c.player.center)

    gfxdraw.line(screen, p1[0], p1[1], p2[0], p2[1], color)

def draw_box(rect, color, filled=False, global_coords=True):
    if global_coords:
        t = (
            world_to_win_pt(rect[0][0], c.player.center),
            world_to_win_pt(rect[0][1], c.player.center)
        )
        rect = (t, rect[1])
    
    if filled:
        screen.fill(color, rect)
    else:
        gfxdraw.rectangle(screen, rect, color)

def draw_circle(pos, r, color, filled=False, global_coords=True):
    if global_coords:
        pos = (
            world_to_win_pt(pos[0], c.player.center),
            world_to_win_pt(pos[1], c.player.center)
        )
    
    if filled:
        gfxdraw.filled_circle(screen, pos[0], pos[1], r, color)
    else:
        gfxdraw.circle(screen, pos[0], pos[1], r, color)
    gfxdraw.aacircle(screen, pos[0], pos[1], r, color)

def draw_polygon(polygon, color, filled=False, global_coords=True):
    if len(polygon) > 2:
        if global_coords:
            polygon = list(map(lambda x: world_to_win_pt(x, c.player.center), polygon))
        
        if filled:
            gfxdraw.filled_polygon(screen, polygon, color)
        else:
            gfxdraw.polygon(screen, polygon, color)
        gfxdraw.aapolygon(screen, polygon, color)

def draw_path(path, color, global_coords=True):
    for i in range(1, len(path)):
        draw_line(path[i-1], path[i], color, global_coords)

def update():
    pygame.display.update()

def calc_zoom():
    zoom1 = screensize[0] / 2051.
    zoom2 = screensize[1] / 1216.
    return max(zoom1,zoom2)

zoom = calc_zoom()
    
def world_to_win_length(l):
    return int(l*zoom)

def win_to_world_length(l):
    return int(l/zoom)

def world_to_win_pt(pt,center):
    return (int((pt[0]-center[0])*zoom + screensize[0]/2), int((pt[1]-center[1])*zoom + screensize[1]/2))

def win_to_world_pt(pt,center):
    return (int((pt[0]-screensize[0]/2)/zoom+center[0]), int((pt[1]-screensize[1]/2)/zoom+center[1]))

def generate_virus(spikes, spike_length, radius, global_coords):
    step = (2*math.pi) / (spikes*2)
    points = []
    
    for i in range(spikes*2):
        if i%2 == 0:
            t = (
                int(math.sin(i*step)*radius+global_coords[0]),
                int(math.cos(i*step)*radius+global_coords[1])
            )
        else:
            t = (
                int(math.sin(i*step)*(radius-spike_length)+global_coords[0]),
                int(math.cos(i*step)*(radius-spike_length)+global_coords[1])
            )
        points.append(t);
    return points

def draw_text(text, color, font_size):
    if font_fallback:
        font = pygame.font.SysFont(pygame.font.get_default_font(), font_size)
        output = font.render(text, 1, color)
        return output
    else:
        font = pygame.freetype.SysFont(pygame.freetype.get_default_font(), font_size)
        output = font.render(text, color)
        return output[0]

def draw_cell(cell):
    cx,cy = world_to_win_pt(cell.pos,c.player.center)
    radius = world_to_win_length(cell.size)

    if cell.is_virus:
            color = (0,255,0)
            color2 = (100,255,0)
            polygon = generate_virus(int(cell.size*0.3), 10*zoom, radius, (cx, cy))
            polygon2 = generate_virus(int(cell.size*0.3), 10*zoom, radius-10, (cx, cy))
            
            gfxdraw.filled_polygon(screen, polygon, color2)
            gfxdraw.polygon(screen, polygon, (0,0,0))
            gfxdraw.aapolygon(screen, polygon, (0,0,0))
            
            gfxdraw.filled_polygon(screen, polygon2, color)
            gfxdraw.aapolygon(screen, polygon2, color)
    else:
        color=(int(cell.color[0]*255), int(cell.color[1]*255), int(cell.color[2]*255))
        
        if not (cell.is_ejected_mass or cell.is_food):
            gfxdraw.filled_circle(screen, cx, cy, radius, color)
            gfxdraw.aacircle(screen, cx, cy, radius, (0,0,0))
            
            gfxdraw.aacircle(screen, cx, cy, int(radius/2), (255,255,255))
            gfxdraw.circle(screen, cx, cy, int(radius/2), (255,255,255))
            
            font_size = 16
            
            surface = draw_text(cell.name, (0, 0, 0), font_size)
            screen.blit(surface, (cx - (surface.get_width()/2), cy + radius + 5))
            
            surface = draw_text(str(int(cell.mass)), (255, 255, 255), font_size)
            screen.blit(surface, (cx - (surface.get_width()/2), cy - (surface.get_height()/2)))
        else:
            gfxdraw.aacircle(screen, cx, cy, radius, color)
            gfxdraw.filled_circle(screen, cx, cy, radius, color)

def draw_leaderboard():
    def filter(item): return item[1]
    leaderboard = list(map(filter, c.world.leaderboard_names))
    next_y = 5
    font_size = 16
    
    for i, s in zip(range(1, len(leaderboard)+1), leaderboard):
        surface = draw_text((str(i) + ": " +s), (0, 0, 0), font_size)
        screen.blit(surface, (5, next_y))
        next_y += surface.get_height()+5

def draw_world_borders():
    top = int((c.world.top_left[0] - c.player.center[1])*zoom + screensize[1]/2)
    left = int((c.world.top_left[1] - c.player.center[0])*zoom + screensize[0]/2)
    bottom = int((c.world.bottom_right[0] - c.player.center[1])*zoom + screensize[1]/2)
    right = int((c.world.bottom_right[1] - c.player.center[0])*zoom + screensize[0]/2)
    
    if (top >= 0): gfxdraw.hline(screen, 0, screensize[0], top, (0,0,0))
    if (bottom <= screensize[1]): gfxdraw.hline(screen, 0, screensize[0], bottom, (0,0,0))
    if (left >= 0): gfxdraw.vline(screen, left, 0, screensize[1], (0,0,0))
    if (right <= screensize[0]): gfxdraw.vline(screen, right, 0, screensize[1], (0,0,0))

def set_client(cl):
    global c
    c=cl

def draw_frame():
    global screen, movement, zoom, screensize, input

    pygame.event.pump()
    clock.tick()
  
    screen.fill((255,255,255))
    draw_world_borders() 
    
    for cell in c.world.cells.values():
        draw_cell(cell)
    
    draw_leaderboard()
    
    total_mass = 0
    for cell in c.player.own_cells:
        total_mass += cell.mass
    
    pygame.display.set_caption("Agar.io: " + str(c.player.nick) + " - " + str(int(total_mass)) + " Total Mass - " + str(int(clock.get_fps())) + (" FPS - INPUT LOCKED" if not input else " FPS"))
    
    events = pygame.event.get()
    for event in events:
        if event.type == VIDEORESIZE:
            screensize = event.dict['size']
            screen=pygame.display.set_mode(screensize, HWSURFACE|DOUBLEBUF|RESIZABLE)
            zoom = calc_zoom()
            pygame.display.update()
        if event.type == QUIT: 
            pygame.display.quit()
        if event.type == KEYDOWN:
            if event.key == K_s:
                input = not input
            if event.key == K_ESCAPE:
                pygame.quit()
            if event.key == K_r:
                c.send_respawn()
        if input:    
            if event.type == KEYDOWN:
                if event.key == K_w:
                    c.send_shoot()
                if event.key == K_SPACE:
                    c.send_split()
            if event.type == MOUSEBUTTONDOWN:
                if event.button == 1:
                    c.send_split()
                if event.button == 3:
                    c.send_shoot()
            if event.type == MOUSEMOTION:
                    c.send_target(*win_to_world_pt(event.pos, c.player.center))
    
    pygame.display.update()