-
Notifications
You must be signed in to change notification settings - Fork 13
Expand file tree
/
Copy pathgame.py
More file actions
763 lines (631 loc) · 33.2 KB
/
Copy pathgame.py
File metadata and controls
763 lines (631 loc) · 33.2 KB
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
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
import pygame
import threading
import importlib
import numpy as np
import os
from client import Network
import time
from engine.weapons.weapons import WEAPONS, get_grenade
from engine.weapons.weapon_renderer import WeaponRenderer
from engine.weapons.weapon_effects import WeaponEffectsManager
import config
from scripts.core.bot import Bot
from engine.audio.audio_manager import AudioManager
import random
class PlayerClient:
def __init__(self, script_name=None, render=True, W=800, H=600):
self.render_enabled = render
# ---- Only initialize pygame window in main thread ----
if self.render_enabled:
self.screen = pygame.display.set_mode((W, H), pygame.RESIZABLE)
pygame.display.set_caption("PyTanks")
self.font = pygame.font.SysFont(None, 24)
self.hud_font = pygame.font.SysFont(None, 38)
self.leaderboard_font = pygame.font.SysFont(None, 28)
self.name = script_name if script_name is not None else "Keyboard"
self.kneel_active = False
self.leaderboard_data = np.zeros((0, 4), dtype=np.int32)
self.join_server()
# ---- Input provider ----
if script_name is not None:
self.input_provider = Bot(self.ID, script_name)
else:
self.input_provider = None
# ---- Rendering-only resources ----
if self.render_enabled:
self.map_width = self.grid_w * self.grid_size
self.map_height = self.grid_h * self.grid_size
self.world_surface = pygame.Surface((self.map_width, self.map_height)).convert()
self.map_background = self._load_map_background()
self.gas_cloud_sprite = self._create_gas_cloud_sprite(256)
initial_w, initial_h = self._compute_initial_window_size()
self.screen = pygame.display.set_mode((initial_w, initial_h), pygame.RESIZABLE)
# Load player sprite frames for animation
self.player_frames = [
pygame.image.load("assets/character/character1.png").convert_alpha(),
pygame.image.load("assets/character/character2.png").convert_alpha(),
pygame.image.load("assets/character/character3.png").convert_alpha(),
pygame.image.load("assets/character/character4.png").convert_alpha(),
]
# Scale all frames
self.player_frames = [
pygame.transform.scale(frame, (40, 40))
for frame in self.player_frames
]
# Animation tracking
self.player_anim_timers = [0] * 8
self.prev_positions = [(0, 0)] * 8
self.animation_speed = 6
self.weapon_renderer = WeaponRenderer()
self.effects_manager = WeaponEffectsManager()
# Remove single bullet_sprite - will load dynamically per weapon
self.player_weapons = [WEAPONS[1] for _ in range(8)]
# Track previous state for effect detection
self.prev_shooting = np.zeros(8, dtype=bool)
self.prev_bullets = {}
self.prev_ammo = {}
self.prev_grenades = {}
self.prev_alive = np.ones(8, dtype=bool) # Track previous alive states
# Initialize audio system
self.audio = AudioManager()
# Load weapon sounds using weapon IDs
weapon_sound_ids = [0,1,2,3,4,5,7,8,9,10,11,12,13,14]
# Load grenade sounds
self.audio.load_sound("grenade_throw", "grenade_throw.wav", volume=0.7)
self.audio.load_sound("grenade_explode", "grenade_explode.wav", volume=0.8)
# Load death sounds
for i in range(1, 10):
self.audio.load_sound(f"death{i}", f"death{i}.wav", volume=0.7)
for wid in weapon_sound_ids:
self.audio.load_sound(wid, f"{wid}.wav", volume=0.6)
self.audio.play_music("bgm.mp3", volume=0.3, loop=True)
self.run_game()
if self.render_enabled:
self.quit_game()
def get_player_name(self):
self.name = ""
while not (0 < len(self.name) < 20):
self.name = input("Please enter your name: ")
def join_server(self):
self.server = Network()
self.ID = self.server.connect(self.name)
self.collision_map, self.grid_w, self.grid_h, self.grid_size = self.server.get_collision_map()
self.running = True
print("Connected to server, player ID:", self.ID)
def _get_barrel_distance(self, weapon_id):
"""Get distance from player center to gun barrel tip for muzzle flash positioning"""
barrel_distances = {
1: 35, 2: 35, 6: 36, # Pistols
7: 34, 8: 33, 9: 34, # SMGs
0: 38, 4: 39, 12: 38, 13: 39, # Assault Rifles
3: 42, 5: 45, # Snipers
10: 37, 11: 41, 14: 40, # Special weapons
}
return barrel_distances.get(weapon_id, 37)
def _get_barrel_offset(self, weapon_id):
"""Get x,y offset adjustments for specific weapons (in pixels)"""
offsets = {
8: (6, 4), # UZI: offset for better positioning
}
return offsets.get(weapon_id, (0, 0))
def _load_map_background(self):
"""Load and scale the map background image to match world dimensions."""
map_name = str(config.DEFAULT_MAP).strip().lower()
alias_candidates = {
"catacombs": ["catacomb", "catacombs"],
"outpost": ["outpost"],
}
name_candidates = [map_name] + alias_candidates.get(map_name, [])
bg_candidates = [
os.path.join("assets", f"{name}_final.png") for name in name_candidates
]
bg_candidates += [
os.path.join("assets", f"{name} final.png") for name in name_candidates
]
for bg_path in bg_candidates:
if os.path.exists(bg_path):
try:
bg = pygame.image.load(bg_path).convert()
return pygame.transform.smoothscale(bg, (self.map_width, self.map_height))
except pygame.error:
continue
return None
def _create_gas_cloud_sprite(self, size=256):
"""Create a soft, foggy gas cloud sprite procedurally (no PNG dependency)."""
sprite = pygame.Surface((size, size), pygame.SRCALPHA)
center = size // 2
# Layer many translucent circles to create a blurred cloud look.
for _ in range(180):
angle = np.random.uniform(0, 2 * np.pi)
distance = np.random.uniform(0, size * 0.28)
cx = int(center + np.cos(angle) * distance)
cy = int(center + np.sin(angle) * distance)
r = int(np.random.uniform(size * 0.07, size * 0.18))
# Slight color variation gives a natural toxic cloud feel.
g = int(np.random.uniform(175, 235))
color = (
int(np.random.uniform(70, 120)),
g,
int(np.random.uniform(50, 95)),
int(np.random.uniform(40, 95)),
)
pygame.draw.circle(sprite, color, (cx, cy), max(2, r))
# Green center glow (avoid white-looking core).
pygame.draw.circle(sprite, (70, 220, 95, 120), (center, center), int(size * 0.23))
pygame.draw.circle(sprite, (40, 180, 70, 90), (center, center), int(size * 0.16))
return sprite
def _draw_gas_cloud(self, ex, ey, radius, time_factor):
"""Draw animated layered gas cloud from the procedural sprite."""
if self.gas_cloud_sprite is None:
return
diameter = max(4, int(radius * 2))
main = pygame.transform.smoothscale(self.gas_cloud_sprite, (diameter, diameter))
pulse = 0.92 + 0.08 * np.sin(time_factor * 0.004)
pulse_d = max(4, int(diameter * pulse))
pulse_layer = pygame.transform.smoothscale(self.gas_cloud_sprite, (pulse_d, pulse_d))
drift = max(1, int(radius * 0.08))
ox = int(np.cos(time_factor * 0.002) * drift)
oy = int(np.sin(time_factor * 0.0027) * drift)
main.set_alpha(185)
pulse_layer.set_alpha(145)
main_rect = main.get_rect(center=(int(ex), int(ey)))
pulse_rect = pulse_layer.get_rect(center=(int(ex + ox), int(ey + oy)))
self.screen.blit(main, main_rect.topleft)
self.screen.blit(pulse_layer, pulse_rect.topleft)
# Intentionally no ring/outline; cloud-only visual.
def run_game(self):
if self.render_enabled:
clock = pygame.time.Clock()
else:
clock = None
keyboard_input = np.zeros(14, dtype=bool)
while self.running:
if self.render_enabled:
dt = clock.tick(config.GAME_FPS) / 1000.0 # Delta time in seconds
else:
time.sleep(1 / config.GAME_FPS)
dt = 1.0 / config.GAME_FPS
if self.render_enabled:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
elif event.type == pygame.VIDEORESIZE:
self.screen = pygame.display.set_mode((event.w, event.h), pygame.RESIZABLE)
elif event.type == pygame.KEYDOWN and event.key == pygame.K_k:
self.kneel_active = not self.kneel_active
result = self.server.send(keyboard_input)
if result is None:
continue
# Unpack result (includes player names and leaderboard data)
if len(result) == 9:
game_world, gun_spawns, medkit_spawns, inventory_data, gas_data, grenade_data, player_names, leaderboard_data, time_remaining = result
self.player_names = player_names
self.leaderboard_data = leaderboard_data
self.player_names = player_names
self.leaderboard_data = leaderboard_data
self.time_remaining = time_remaining
elif len(result) == 8:
game_world, gun_spawns, medkit_spawns, inventory_data, gas_data, grenade_data, player_names, leaderboard_data = result
self.player_names = player_names
self.leaderboard_data = leaderboard_data
self.player_names = player_names
self.leaderboard_data = leaderboard_data
elif len(result) == 7:
game_world, gun_spawns, medkit_spawns, inventory_data, gas_data, grenade_data, player_names = result
self.player_names = player_names
self.leaderboard_data = np.zeros((0, 4), dtype=np.int32)
elif len(result) == 6:
game_world, gun_spawns, inventory_data, gas_data, grenade_data = result
medkit_spawns = []
self.player_names = [""] * 8
self.leaderboard_data = np.zeros((0, 4), dtype=np.int32)
elif len(result) == 3:
game_world, gun_spawns, inventory_data = result
medkit_spawns = []
gas_data = np.zeros((0, 4), dtype=np.float64)
grenade_data = np.zeros((8, 4), dtype=np.float64)
self.player_names = [""] * 8
self.leaderboard_data = np.zeros((0, 4), dtype=np.int32)
else:
self.running = False
break
if self.input_provider is not None:
self.input_provider.update_state(
game_world,
gun_spawns,
medkit_spawns,
grenade_data,
inventory_data,
self.collision_map,
self.grid_size,
gas_data,
leaderboard_data=self.leaderboard_data,
time_remaining=getattr(self, 'time_remaining', None)
)
keyboard_input = np.asarray(self.input_provider.get_action(), dtype=bool)
if len(keyboard_input) < 14:
padded_input = np.zeros(14, dtype=bool)
padded_input[:len(keyboard_input)] = keyboard_input
keyboard_input = padded_input
elif len(keyboard_input) > 14:
keyboard_input = keyboard_input[:14]
else:
keyboard_input = np.zeros(14, dtype=bool)
keys = pygame.key.get_pressed()
# [W=jetpack, A=left, D=right, UP=aim up, DOWN=aim down, LEFT=aim left, RIGHT=aim right, SPACE=shoot, R=reload, S=switch gun, G=grenade, C=change grenade type, P=pickup, K=kneel toggle state]
if keys[pygame.K_w]: keyboard_input[0] = 1
if keys[pygame.K_a]: keyboard_input[1] = 1
if keys[pygame.K_d]: keyboard_input[2] = 1
if keys[pygame.K_UP]: keyboard_input[3] = 1
if keys[pygame.K_DOWN]: keyboard_input[4] = 1
if keys[pygame.K_LEFT]: keyboard_input[5] = 1
if keys[pygame.K_RIGHT]: keyboard_input[6] = 1
if keys[pygame.K_SPACE]: keyboard_input[7] = 1
if keys[pygame.K_r]: keyboard_input[8] = 1
if keys[pygame.K_s]: keyboard_input[9] = 1
if keys[pygame.K_g]: keyboard_input[10] = 1
if keys[pygame.K_c]: keyboard_input[11] = 1
if keys[pygame.K_p]: keyboard_input[12] = 1
if self.kneel_active: keyboard_input[13] = 1
# Update player weapons from inventory data
if self.render_enabled and inventory_data is not None:
for i in range(8):
gun1_id, gun2_id, current_slot = inventory_data[i]
# For now, just track current gun (client-side full inventory tracking can be added later)
if gun1_id >= 0:
if current_slot == 0:
current_gun_id = gun1_id
elif gun2_id >= 0:
current_gun_id = gun2_id
else:
current_gun_id = gun1_id
# Update player's displayed weapon
from engine.weapons.weapons import WEAPONS
if current_gun_id in WEAPONS:
self.player_weapons[i] = WEAPONS[current_gun_id]
# Update player weapon ammo from server (synced via world_data columns 9 and 10)
if self.render_enabled:
for i in range(8):
if game_world[i, 0] == 1: # if player is active
self.player_weapons[i].current_ammo = int(game_world[i, 9])
self.player_weapons[i].total_ammo = int(game_world[i, 10])
# Update visual effects
self.effects_manager.update(dt)
# Detect muzzle flashes (when ammo decreases = shot fired)
for i in range(8):
if game_world[i, 0] == 1:
current_ammo = int(game_world[i, 9])
if i in self.prev_ammo and current_ammo < self.prev_ammo[i]:
# Shot fired! Add muzzle flash
x, y, angle = game_world[i, 1], game_world[i, 2], game_world[i, 3]
weapon_id = self.player_weapons[i].gun_id
# Calculate muzzle flash position at gun barrel
barrel_dist = self._get_barrel_distance(weapon_id)
offset_x, offset_y = self._get_barrel_offset(weapon_id)
flash_x = x + barrel_dist * np.cos(angle) + offset_x * np.cos(angle + np.pi/2)
flash_y = y + barrel_dist * np.sin(angle) + offset_y * np.sin(angle + np.pi/2)
self.effects_manager.add_muzzle_flash(flash_x, flash_y, angle, weapon_id)
#Play sound
self.audio.play(weapon_id)
self.prev_ammo[i] = current_ammo
# Detect bullet impacts (when bullets disappear)
active_bullets = {}
for b in range(8, 48):
if game_world[b, 0] == 1:
active_bullets[b] = (game_world[b, 1], game_world[b, 2], game_world[b, 9])
# Check for bullets that disappeared (impact)
for b_id, (prev_x, prev_y, owner_id) in self.prev_bullets.items():
if b_id not in active_bullets:
# Bullet disappeared - add impact effect
if 0 <= owner_id < 8:
weapon_id = self.player_weapons[int(owner_id)].gun_id
self.effects_manager.add_impact_effect(prev_x, prev_y, weapon_id)
self.prev_bullets = active_bullets
# Detect grenade explosions (grenade slot disappeared this frame)
active_grenades = {}
for g in range(48, 55):
if game_world[g, 0] == 1:
active_grenades[g] = (game_world[g, 1], game_world[g, 2], int(game_world[g, 10]))
# Detect grenade throws
for g_id in active_grenades:
if g_id not in self.prev_grenades:
self.audio.play("grenade_throw")
# Detect player deaths and play random death sound
for i in range(8):
is_alive = game_world[i, 0] == 1
if self.prev_alive[i] and not is_alive:
# Player just died - play random death sound
death_sound = f"death{random.randint(1, 9)}"
self.audio.play(death_sound)
self.prev_alive[i] = is_alive
for g_id, (prev_x, prev_y, grenade_type) in self.prev_grenades.items():
if g_id not in active_grenades:
self.effects_manager.add_grenade_explosion(prev_x, prev_y, grenade_type)
self.audio.play("grenade_explode")
self.prev_grenades = active_grenades
if self.render_enabled:
self.render(game_world, gun_spawns, medkit_spawns, gas_data, grenade_data)
def render(self, game_world, gun_spawns, medkit_spawns, gas_data, grenade_data):
display_surface = self.screen
self.screen = self.world_surface
# Draw map art as background; collisions still come from collision_map on server.
if self.map_background is not None:
self.screen.blit(self.map_background, (0, 0))
else:
self.screen.fill(config.BACKGROUND_COLOR)
# Draw gun spawns with actual gun images
for spawn in gun_spawns:
x, y, weapon_id, is_active = spawn
if is_active == 1:
weapon_id_int = int(weapon_id)
if weapon_id_int in WEAPONS:
weapon = WEAPONS[weapon_id_int]
gun_sprite = self.weapon_renderer.load_gun_sprite(weapon.sprite_file)
if gun_sprite:
gun_width = gun_sprite.get_width()
gun_height = gun_sprite.get_height()
target_size = config.GUN_SPAWN_SCALE
scale_factor = target_size / max(gun_width, gun_height)
scaled_sprite = pygame.transform.scale(
gun_sprite,
(int(gun_width * scale_factor), int(gun_height * scale_factor))
)
sprite_x = int(x) - scaled_sprite.get_width() // 2
sprite_y = int(y) - scaled_sprite.get_height() // 2
self.screen.blit(scaled_sprite, (sprite_x, sprite_y))
# pickup prompt
player_x = game_world[self.ID, 1]
player_y = game_world[self.ID, 2]
dist = np.sqrt((player_x - x)**2 + (player_y - y)**2)
if dist <= config.GUN_PICKUP_RADIUS:
prompt = self.font.render("[P] Pick up", True, (255, 255, 255))
self.screen.blit(prompt, (int(x) - 40, int(y) - 35))
# Draw medkit spawns
for medkit in medkit_spawns:
x, y, is_active = medkit
if is_active == 1:
# Draw glow effect behind medkit
pygame.draw.circle(self.screen, (0, 255, 0), (int(x), int(y)), 18) # Green glow for health
# Try to load medkit sprite
try:
medkit_sprite = pygame.image.load("assets/medkit/medkit.png").convert_alpha()
# Scale the medkit sprite
medkit_width = medkit_sprite.get_width()
medkit_height = medkit_sprite.get_height()
target_size = 25 # Slightly smaller than gun spawns
scale_factor = target_size / max(medkit_width, medkit_height)
scaled_sprite = pygame.transform.scale(medkit_sprite,
(int(medkit_width * scale_factor), int(medkit_height * scale_factor)))
# Center the medkit sprite at spawn location
sprite_x = int(x) - scaled_sprite.get_width() // 2
sprite_y = int(y) - scaled_sprite.get_height() // 2
self.screen.blit(scaled_sprite, (sprite_x, sprite_y))
except:
# Fallback: draw red cross for medkit
pygame.draw.circle(self.screen, (255, 0, 0), (int(x), int(y)), 8)
pygame.draw.line(self.screen, (255, 255, 255), (int(x) - 5, int(y)), (int(x) + 5, int(y)), 2)
pygame.draw.line(self.screen, (255, 255, 255), (int(x), int(y) - 5), (int(x), int(y) + 5), 2)
for i in range(8):
if game_world[i, 0] == 0:
continue
color = config.PLAYER_COLOR
if i == self.ID:
color = config.SELF_COLOR
# Get player position and state
px = int(game_world[i, 1])
py = int(game_world[i, 2])
theta = game_world[i, 3]
fuel = game_world[i, 6]
# Detect movement and jetpack usage
prev_x, prev_y = self.prev_positions[i]
using_jet = fuel < 99.9 # jetpack active
moving = abs(px - prev_x) > 1
# Walking animation only if moving AND not jetpacking
if moving and not using_jet:
self.player_anim_timers[i] += 1
frame_index = 1 + (self.player_anim_timers[i] // self.animation_speed) % 2
else:
frame_index = 0
# Update previous position
self.prev_positions[i] = (px, py)
# Draw character sprite
sprite = self.player_frames[frame_index]
# Flip based on facing direction
if np.cos(theta) < 0:
sprite = pygame.transform.flip(sprite, True, False)
rect = sprite.get_rect(center=(px, py))
self.screen.blit(sprite, rect.topleft)
if getattr(config, 'SHOW_DEBUG_HITBOX', False):
hitbox_w = int(getattr(config, 'PLAYER_HITBOX_WIDTH', 30.0))
hitbox_h = float(getattr(config, 'PLAYER_HITBOX_HEIGHT', 40.0))
kneel_delta = float(getattr(config, 'KNEEL_HEIGHT_DELTA', 5.0))
# Show local player's crouch hitbox height while toggled.
if i == self.ID and getattr(self, 'kneel_active', False):
hitbox_h = max(4.0, hitbox_h - kneel_delta)
hitbox_h = int(hitbox_h)
overlay = pygame.Surface((hitbox_w, hitbox_h), pygame.SRCALPHA)
if i == self.ID:
fill_color = (80, 180, 255, int(getattr(config, 'DEBUG_HITBOX_ALPHA', 90)))
border_color = (80, 180, 255, 220)
else:
fill_color = (255, 90, 90, int(getattr(config, 'DEBUG_HITBOX_ALPHA', 90)))
border_color = (255, 120, 120, 220)
overlay.fill(fill_color)
pygame.draw.rect(overlay, border_color, overlay.get_rect(), 1)
self.screen.blit(overlay, (px - hitbox_w // 2, py - hitbox_h // 2))
# draw player name
if hasattr(self, "player_names"):
name = self.player_names[i]
if name:
name_surface = self.font.render(name, True, (255,255,255))
name_rect = name_surface.get_rect(center=(px, py - 50))
self.screen.blit(name_surface, name_rect)
# Draw weapon instead of aim line
self.weapon_renderer.draw_gun(
self.screen,
px,
py,
theta, # angle
self.player_weapons[i],
tank_radius=12.5
)
# Draw jetpack indicator (orange dot below player when fuel is being used)
# If fuel is decreasing (not at max), show jetpack is active
fuel = game_world[i, 6]
if fuel < 99.9: # jetpack was used recently
pygame.draw.circle(self.screen, (255, 165, 0), (int(game_world[i, 1]), int(game_world[i, 2] + 17.5)), 5)
# Draw small health bar above each player
health = game_world[i, 7]
if health is not None:
# clamp and compute percent
health_percent = max(0.0, min(1.0, health / 200.0))
hb_x = int(game_world[i, 1]) - 20
hb_y = int(game_world[i, 2]) - 40
hb_w, hb_h = 40, 6
pygame.draw.rect(self.screen, (50, 50, 50), (hb_x, hb_y, hb_w, hb_h))
pygame.draw.rect(self.screen, (255, 0, 0), (hb_x, hb_y, int(hb_w * health_percent), hb_h))
pygame.draw.rect(self.screen, (255, 255, 255), (hb_x, hb_y, hb_w, hb_h), 1)
# Draw bullets with trails (Mini Militia style)
for i in range(8, 48):
if game_world[i, 0] == 0:
continue
bx, by = int(game_world[i, 1]), int(game_world[i, 2])
bullet_angle = game_world[i, 3]
weapon_id = int(game_world[i, 10]) # Get weapon ID for this bullet
# Draw bullet trail (line behind bullet)
trail_length = 15 # Trail length in pixels
trail_start_x = bx - int(np.cos(bullet_angle) * trail_length)
trail_start_y = by - int(np.sin(bullet_angle) * trail_length)
pygame.draw.line(self.screen, (255, 255, 100), (trail_start_x, trail_start_y), (bx, by), 2)
# Get weapon-specific bullet sprite
bullet_sprite = self.weapon_renderer.get_bullet_sprite(weapon_id)
# Draw bullet sprite if available
if bullet_sprite:
# Make SAW projectile intentionally larger for readability.
bullet_size = config.SAW_BULLET_VISUAL_SIZE if weapon_id == config.SAW_WEAPON_ID else config.BULLET_VISUAL_SIZE
scaled_bullet = pygame.transform.scale(bullet_sprite, (bullet_size, bullet_size))
# Rotate bullet to match trajectory
angle_degrees = np.degrees(bullet_angle)
rotated_bullet = pygame.transform.rotate(scaled_bullet, -angle_degrees)
# Center the sprite
rect = rotated_bullet.get_rect(center=(bx, by))
self.screen.blit(rotated_bullet, rect.topleft)
else:
# Fallback: draw circle with glow
pygame.draw.circle(self.screen, (255, 255, 150), (bx, by), 3)
pygame.draw.circle(self.screen, (255, 255, 255), (bx, by), 2)
# Draw grenades (rows 48-54 in world_data)
for i in range(48, 55):
if game_world[i, 0] == 1:
gx = int(game_world[i, 1]) # x position
gy = int(game_world[i, 2]) # y position
grenade_id = int(game_world[i, 10]) # grenade type ID
# Get grenade definition to access sprite file
grenade = get_grenade(grenade_id)
sprite_file = grenade.sprite_file if grenade else None
self.weapon_renderer.draw_grenade(
self.screen,
gx,
gy,
grenade_type=grenade_id,
sprite_file=sprite_file,
is_armed=False # Armed state not transmitted to client yet
)
# Draw gas effects (visual indicator for gas zones)
for effect in gas_data:
if len(effect) >= 4:
ex, ey, radius, duration = effect
if duration > 0:
time_factor = time.time() * 1000
self._draw_gas_cloud(ex, ey, radius, time_factor)
# Draw visual effects (muzzle flashes and impacts)
self.effects_manager.draw(self.screen)
self._draw_leaderboard()
if hasattr(self, "time_remaining"):
minutes = int(self.time_remaining // 60)
seconds = int(self.time_remaining % 60)
timer_text = f"{minutes:02}:{seconds:02}"
timer_surface = self.hud_font.render(timer_text, True, (255,255,255))
rect = timer_surface.get_rect(center=(self.map_width // 2, 30))
self.screen.blit(timer_surface, rect)
self._present_frame(display_surface)
self.screen = display_surface
def _compute_initial_window_size(self):
display_info = pygame.display.Info()
desktop_w = max(800, display_info.current_w)
desktop_h = max(600, display_info.current_h - 80)
return min(self.map_width, desktop_w), min(self.map_height, desktop_h)
def _present_frame(self, display_surface):
window_w, window_h = display_surface.get_size()
if window_w <= 0 or window_h <= 0:
return
scale = min(window_w / self.map_width, window_h / self.map_height)
scaled_w = max(1, int(self.map_width * scale))
scaled_h = max(1, int(self.map_height * scale))
# Letterbox the full map so it always fits inside the window.
viewport = pygame.transform.smoothscale(self.world_surface, (scaled_w, scaled_h))
offset_x = (window_w - scaled_w) // 2
offset_y = (window_h - scaled_h) // 2
display_surface.fill((0, 0, 0))
display_surface.blit(viewport, (offset_x, offset_y))
pygame.display.update()
def _draw_leaderboard(self):
board = getattr(self, 'leaderboard_data', None)
if board is None or len(board) == 0:
return
rows = []
for row in board:
if len(row) < 4:
continue
player_idx, kills, deaths, kd_delta = [int(v) for v in row]
if player_idx < 0:
continue
if hasattr(self, 'player_names') and 0 <= player_idx < len(self.player_names):
name = self.player_names[player_idx].strip() or f"P{player_idx}"
else:
name = f"P{player_idx}"
rows.append((name, kills, deaths, kd_delta))
if not rows:
return
padding = 12
line_h = 28
panel_w = 430
panel_h = 52 + (line_h * min(8, len(rows)))
panel_x = self.map_width - panel_w - padding
panel_y = padding
panel = pygame.Surface((panel_w, panel_h), pygame.SRCALPHA)
panel.fill((0, 0, 0, 220))
pygame.draw.rect(panel, (255, 255, 255, 230), panel.get_rect(), 2)
title = self.hud_font.render("Leaderboard (Top 8)", True, (255, 255, 255))
panel.blit(title, (12, 8))
for i, (name, kills, deaths, kd_delta) in enumerate(rows[:8]):
row_text = f"{i + 1}. {name[:14]:14} K:{kills:2d} D:{deaths:2d} K-D:{kd_delta:3d}"
txt = self.leaderboard_font.render(row_text, True, (245, 245, 245))
panel.blit(txt, (12, 18 + ((i + 1) * line_h)))
self.screen.blit(panel, (panel_x, panel_y))
def quit_game(self):
self.audio.stop_music()
self.server.disconnect()
pygame.quit()
quit()
def launch_bot(script_name):
PlayerClient(script_name=script_name, render=False)
if __name__ == "__main__":
pygame.init()
threads = []
for idx, script in enumerate(config.BOT_SCRIPTS):
# When keyboard player is disabled, the first script bot is rendered below.
# Skip launching it as a background bot to avoid duplicate instances.
if not config.ENABLE_KEYBOARD_PLAYER and idx == 0:
continue
t = threading.Thread(
target=launch_bot,
args=(script,),
daemon=True
)
t.start()
threads.append(t)
if config.ENABLE_KEYBOARD_PLAYER:
PlayerClient(script_name=None, render=True)
else:
PlayerClient(script_name=config.BOT_SCRIPTS[0], render=True)