本文整理汇总了Python中gamestate.GameState.removePlayer方法的典型用法代码示例。如果您正苦于以下问题:Python GameState.removePlayer方法的具体用法?Python GameState.removePlayer怎么用?Python GameState.removePlayer使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类gamestate.GameState
的用法示例。
在下文中一共展示了GameState.removePlayer方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: Server
# 需要导入模块: from gamestate import GameState [as 别名]
# 或者: from gamestate.GameState import removePlayer [as 别名]
class Server(object):
"""Server object.
"""
def __init__(self):
# Maak socket aan en luister.
self.sock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
self.sock.setblocking(0)
self.sock.bind((HOSTNAME, PORT))
print "Server listening at '%s:%i'" % (HOSTNAME, PORT)
# Game state.
self.gameState = GameState()
# Lijst met alle connections.
self.connections = {}
def handleRequest(self, data, address):
"""Handel een request af.
"""
id = int(data.split(" ")[0])
command = data.split(" ")[1]
args = " ".join(data.split(" ")[2:])
# Connecten.
if command == "connect":
# Informatie ophalen uit packet.
name = args
id = getNextId()
# Check of de speler met die naam al bestaat.
if self.gameState.containsPlayerWithName(name) == False:
# Hij bestaat nog niet - toevoegen.
# Connectie opslaan.
self.connections[id] = address
print "Player connected: %s (ID:%i)" % (name, id)
# Player toevoegen aan game.
self.gameState.addPlayer(name)
# Welcome command terugsturen naar client.
welcomeString = "0 welcome %s %i" % (name, id)
self.sock.sendto(welcomeString, address)
else:
# Hij bestaat al - niet toestaan.
# Stuur denied command terug naar de client.
print "Player denied: %s (name in use)" % name
deniedString = "0 denied %s player name in use" % name
self.sock.sendto(deniedString, address)
# Disconnecten.
elif command == "disconnect":
name = args
print "Player disconnected: %s (ID:%i)" % (name, id)
self.gameState.removePlayer(name)
del(self.connections[id])
# Moven.
elif command == "move":
name = args.split(" ")[0]
velX = int(args.split(" ")[1])
velY = int(args.split(" ")[2])
#print "Moving player %s to %i %i" % (name, velX, velY)
self.gameState.movePlayer(name, velX, velY)
# Onbekend request.
else:
print "Unknown network command: %s" % data
def run(self):
"""Run de main loop van de server.
"""
# Eeuwig blijven draaien.
while True:
# Lees de socket uit tot er niks meer beschikbaar is deze tick.
empty = False
while not empty:
# Haal gegevens op.
try:
data, address = self.sock.recvfrom( 1024 )
# Except voor als er niks meer is.
except socket.error:
empty = True
# Else voor als er wel wat is.
else:
#print "Received message:", data
self.handleRequest(data, address)
# Verstuur naar iedereen de nieuwe posities.
#.........这里部分代码省略.........
示例2: Client
# 需要导入模块: from gamestate import GameState [as 别名]
# 或者: from gamestate.GameState import removePlayer [as 别名]
#.........这里部分代码省略.........
QApplication.setQuitOnLastWindowClosed(True)
self.send(Message.RequestChatHistory)
elif msg == Message.CurrentState:
self.handleStateChange(State.Lobby, args[0])
elif msg == Message.BeginOwnershipList:
self.mainWindow.boardWidget.setUpdatesEnabled(False)
elif msg == Message.Ownership:
(t, player, count) = args
t = self.game.board.getTerritory(t)
t.owner = self.game.getPlayer(player)
t.troopCount = count
if t.owner:
self.mainWindow.boardWidget.updateTerritoryOwner(t.name, t.owner.name)
self.mainWindow.boardWidget.updateTerritoryTroopCount(t.name, count)
elif msg == Message.EndOwnershipList:
self.mainWindow.boardWidget.setUpdatesEnabled(True)
self.mainWindow.playerInfo.updateStatistics()
elif msg == Message.BeginCardList:
pass
elif msg == Message.Card:
self.game.clientPlayer.cards.append(Card(*args))
elif msg == Message.EndCardList:
self.mainWindow.updateStatistics()
elif msg == Message.PlayerLeft:
name = args[0]
self.game.removePlayer(name)
self.mainWindow.chat.addLine(Line(Line.PlayerLeft, target=name))
self.mainWindow.playerInfo.removePlayer(name)
elif msg == Message.PlayerLeftDuringGame:
name = args[0]
self.mainWindow.chat.addLine(Line(Line.PlayerLeft, target=name))
elif msg == Message.ColorChanged:
name = args[0]
color = args[1:]
self.game.setPlayerColor(name, color)
self.mainWindow.chat.changePlayerColor(name, color)
self.mainWindow.chat.addLine("%s has changed their color." % (name))
self.mainWindow.playerInfo.changePlayerColor(name, color)
elif msg == Message.NameChangeTaken:
self.mainWindow.chat.addLine("That name is already taken.")
elif msg == Message.NameChangeSuccess:
name = args[0]
self.game.setPlayerName(self.game.clientPlayer.name, name)
elif msg == Message.NameChanged:
before = args[0]
after = args[1]
self.game.setPlayerName(before, after)
self.mainWindow.chat.changePlayerName(before, after)
self.mainWindow.chat.addLine("%s changed their name to %s" % (before, after))
self.mainWindow.playerInfo.changePlayerName(before, after)
elif msg == Message.TurnChanged or msg == Message.CurrentPlayer:
name = args[0]