theoretically reworked packet structure for gamestart event + fixed client issue flooding the server with packets
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@ -7,10 +7,10 @@ from Classes.System.Components.InputHandler import InputHandler
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# send from the server to tell the player the game starts
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# gives the client its and the opponents stats (not cards!!)
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def GameStart(world: World, handCards:list, inputHandler:InputHandler, owner:Player, opponent:Player):
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def GameStart(world: World, handCards:list, inputHandler:InputHandler, opponent:Player):
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index:int = 0
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world.setEnemy(opponent)
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for card in handCards:
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world.AddToPlayerHand(Card(pygame.Vector2(500 + (index + 100), 1050), f"Assets/Cards/{card}/", inputHandler, owner))
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world.AddToPlayerHand(Card(pygame.Vector2(500 + (index + 100), 1050), f"Assets/Cards/{card}/", inputHandler, world.getPlayer()))
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@ -16,7 +16,9 @@ def Login(tcpClient:TCPClient):
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tcpClient.send(payload)
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# server response for login event
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def LoginResponse(message:json):
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def LoginResponse(message:dict, world:World):
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# checks if the response on the login request is successfull
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if message["status"] != "success":
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print("login failed")
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print("login failed")
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else:
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world.setPlayer(Player(0,0, message["username"], message["id"]))
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@ -3,7 +3,7 @@ from Classes.Game.World import World
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from Classes.System.Components.InputHandler import InputHandler
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# the event the client sends to the server when it places a card
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def PlaceCard(tcpClient, card):
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def PlaceCard(tcpClient, card, id):
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# todo: send card information to the server
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# todo: required info is:
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# - position
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@ -13,6 +13,7 @@ def PlaceCard(tcpClient, card):
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"event":"placecard",
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"card": card.getID(),
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"type": card.getType(),
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"user": id,
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"x": card.getPos().x,
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"y": card.getPos().y,
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}
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