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Online Rock Paper Scissors p.4

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Direct: download_now_3f2f58a063.png

client.py

import pygame
from network import Network
import pickle
pygame.font.init()

width = 700
height = 700
win = pygame.display.set_mode((width, height))
pygame.display.set_caption("Client")


class Button:
    def __init__(self, text, x, y, color):
        self.text = text
        self.x = x
        self.y = y
        self.color = color
        self.width = 150
        self.height = 100

    def draw(self, win):
        pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height))
        font = pygame.font.SysFont("comicsans", 40)
        text = font.render(self.text, 1, (255,255,255))
        win.blit(text, (self.x + round(self.width/2) - round(text.get_width()/2), self.y + round(self.height/2) - round(text.get_height()/2)))

    def click(self, pos):
        x1 = pos[0]
        y1 = pos[1]
        if self.x <= x1 <= self.x + self.width and self.y <= y1 <= self.y + self.height:
            return True
        else:
            return False


def redrawWindow(win, game, p):
    win.fill((128,128,128))

    if not(game.connected()):
        font = pygame.font.SysFont("comicsans", 80)
        text = font.render("Waiting for Player...", 1, (255,0,0), True)
        win.blit(text, (width/2 - text.get_width()/2, height/2 - text.get_height()/2))
    else:
        font = pygame.font.SysFont("comicsans", 60)
        text = font.render("Your Move", 1, (0, 255,255))
        win.blit(text, (80, 200))

        text = font.render("Opponents", 1, (0, 255, 255))
        win.blit(text, (380, 200))

        move1 = game.get_player_move(0)
        move2 = game.get_player_move(1)
        if game.bothWent():
            text1 = font.render(move1, 1, (0,0,0))
            text2 = font.render(move2, 1, (0, 0, 0))
        else:
            if game.p1Went and p == 0:
                text1 = font.render(move1, 1, (0,0,0))
            elif game.p1Went:
                text1 = font.render("Locked In", 1, (0, 0, 0))
            else:
                text1 = font.render("Waiting...", 1, (0, 0, 0))

            if game.p2Went and p == 1:
                text2 = font.render(move2, 1, (0,0,0))
            elif game.p2Went:
                text2 = font.render("Locked In", 1, (0, 0, 0))
            else:
                text2 = font.render("Waiting...", 1, (0, 0, 0))

        if p == 1:
            win.blit(text2, (100, 350))
            win.blit(text1, (400, 350))
        else:
            win.blit(text1, (100, 350))
            win.blit(text2, (400, 350))

        for btn in btns:
            btn.draw(win)

    pygame.display.update()


btns = [Button("Rock", 50, 500, (0,0,0)), Button("Scissors", 250, 500, (255,0,0)), Button("Paper", 450, 500, (0,255,0))]
def main():
    run = True
    clock = pygame.time.Clock()
    n = Network()
    player = int(n.getP())
    print("You are player", player)

    while run:
        clock.tick(60)
        try:
            game = n.send("get")
        except:
            run = False
            print("Couldn't get game")
            break

        if game.bothWent():
            redrawWindow(win, game, player)
            pygame.time.delay(500)
            try:
                game = n.send("reset")
            except:
                run = False
                print("Couldn't get game")
                break

            font = pygame.font.SysFont("comicsans", 90)
            if (game.winner() == 1 and player == 1) or (game.winner() == 0 and player == 0):
                text = font.render("You Won!", 1, (255,0,0))
            elif game.winner() == -1:
                text = font.render("Tie Game!", 1, (255,0,0))
            else:
                text = font.render("You Lost...", 1, (255, 0, 0))

            win.blit(text, (width/2 - text.get_width()/2, height/2 - text.get_height()/2))
            pygame.display.update()
            pygame.time.delay(2000)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
                pygame.quit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                pos = pygame.mouse.get_pos()
                for btn in btns:
                    if btn.click(pos) and game.connected():
                        if player == 0:
                            if not game.p1Went:
                                n.send(btn.text)
                        else:
                            if not game.p2Went:
                                n.send(btn.text)

        redrawWindow(win, game, player)

def menu_screen():
    run = True
    clock = pygame.time.Clock()

    while run:
        clock.tick(60)
        win.fill((128, 128, 128))
        font = pygame.font.SysFont("comicsans", 60)
        text = font.render("Click to Play!", 1, (255,0,0))
        win.blit(text, (100,200))
        pygame.display.update()

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                run = False
            if event.type == pygame.MOUSEBUTTONDOWN:
                run = False

    main()

while True:
    menu_screen()

server.py

import socket
from _thread import *
import pickle
from game import Game

server = "10.11.250.207"
port = 5555

s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

try:
    s.bind((server, port))
except socket.error as e:
    str(e)

s.listen(2)
print("Waiting for a connection, Server Started")

connected = set()
games = {}
idCount = 0


def threaded_client(conn, p, gameId):
    global idCount
    conn.send(str.encode(str(p)))

    reply = ""
    while True:
        try:
            data = conn.recv(4096).decode()

            if gameId in games:
                game = games[gameId]

                if not data:
                    break
                else:
                    if data == "reset":
                        game.resetWent()
                    elif data != "get":
                        game.play(p, data)

                    conn.sendall(pickle.dumps(game))
            else:
                break
        except:
            break

    print("Lost connection")
    try:
        del games[gameId]
        print("Closing Game", gameId)
    except:
        pass
    idCount -= 1
    conn.close()



while True:
    conn, addr = s.accept()
    print("Connected to:", addr)

    idCount += 1
    p = 0
    gameId = (idCount - 1)//2
    if idCount % 2 == 1:
        games[gameId] = Game(gameId)
        print("Creating a new game...")
    else:
        games[gameId].ready = True
        p = 1


    start_new_thread(threaded_client, (conn, p, gameId))

game.py

class Game:
    def __init__(self, id):
        self.p1Went = False
        self.p2Went = False
        self.ready = False
        self.id = id
        self.moves = [None, None]
        self.wins = [0,0]
        self.ties = 0

    def get_player_move(self, p):
        """
        :param p: [0,1]
        :return: Move
        """
        return self.moves[p]

    def play(self, player, move):
        self.moves[player] = move
        if player == 0:
            self.p1Went = True
        else:
            self.p2Went = True

    def connected(self):
        return self.ready

    def bothWent(self):
        return self.p1Went and self.p2Went

    def winner(self):

        p1 = self.moves[0].upper()[0]
        p2 = self.moves[1].upper()[0]

        winner = -1
        if p1 == "R" and p2 == "S":
            winner = 0
        elif p1 == "S" and p2 == "R":
            winner = 1
        elif p1 == "P" and p2 == "R":
            winner = 0
        elif p1 == "R" and p2 == "P":
            winner = 1
        elif p1 == "S" and p2 == "P":
            winner = 0
        elif p1 == "P" and p2 == "S":
            winner = 1

        return winner

    def resetWent(self):
        self.p1Went = False
        self.p2Went = False

network.py

import socket
import pickle


class Network:
    def __init__(self):
        self.client = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
        self.server = "10.11.250.207"
        self.port = 5555
        self.addr = (self.server, self.port)
        self.p = self.connect()

    def getP(self):
        return self.p

    def connect(self):
        try:
            self.client.connect(self.addr)
            return self.client.recv(2048).decode()
        except:
            pass

    def send(self, data):
        try:
            self.client.send(str.encode(data))
            return pickle.loads(self.client.recv(2048*2))
        except socket.error as e:
            print(e)
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