change server to not depend on real time to calculate ball position and movements
This commit is contained in:
@ -6,7 +6,7 @@
|
||||
# By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ #
|
||||
# +#+#+#+#+#+ +#+ #
|
||||
# Created: 2024/09/13 16:20:58 by tomoron #+# #+# #
|
||||
# Updated: 2024/10/05 03:50:25 by tomoron ### ########.fr #
|
||||
# Updated: 2024/10/06 03:14:29 by tomoron ### ########.fr #
|
||||
# #
|
||||
# **************************************************************************** #
|
||||
|
||||
@ -72,6 +72,7 @@ class Game:
|
||||
self.left = None
|
||||
self.winner = None
|
||||
self.gameStart = 0
|
||||
self.gameTime = 0
|
||||
|
||||
self.ballPos = {"pos":(0, 0), "up": False}
|
||||
self.ballVel = (0, 0)
|
||||
@ -211,21 +212,18 @@ class Game:
|
||||
def sendNewBallInfo(self, reset = False):
|
||||
print("send new ball info")
|
||||
if(reset):
|
||||
gameTime = 0
|
||||
self.gameStart = time.time() * 1000
|
||||
else:
|
||||
gameTime = (time.time() * 1000) - self.gameStart
|
||||
self.gameTime = 0
|
||||
if(self.p1.socket):
|
||||
self.p1.socket.sync_send({"type":"game", "content":{"action":5,
|
||||
"pos" : [self.ballPos["pos"][0],self.ballPos["pos"][1]],
|
||||
"velocity":[self.ballVel[0], self.ballVel[1]],
|
||||
"game_time":gameTime
|
||||
"game_time":self.gameTime * 1000
|
||||
}})
|
||||
if(self.p2.socket):
|
||||
self.p2.socket.sync_send({"type":"game","content":{"action":5,
|
||||
"pos" : [-self.ballPos["pos"][0],-self.ballPos["pos"][1]],
|
||||
"velocity":[-self.ballVel[0], -self.ballVel[1]],
|
||||
"game_time":gameTime
|
||||
"game_time":self.gameTime * 1000
|
||||
}})
|
||||
|
||||
def solve_quadratic(self, a, b, c):
|
||||
@ -375,9 +373,8 @@ class Game:
|
||||
continue;
|
||||
if(self.obstacles[i]["isUp"] != self.ballPos["up"]):
|
||||
continue;
|
||||
if(abs(ballPos[1]) < (Game.wallWidth / 2) + Game.ballRadius):
|
||||
if(abs(ballPos[1]) <= (Game.wallWidth / 2) + Game.ballRadius):
|
||||
if(abs(self.obstacles[i]["pos"]["x"] - ballPos[0]) < (Game.wallLength / 2) + Game.ballRadius):
|
||||
print("not in wall 2")
|
||||
return(True)
|
||||
return(False)
|
||||
|
||||
@ -387,11 +384,8 @@ class Game:
|
||||
self.ballVel = (x, y)
|
||||
self.speed += Game.bounceSpeedIncrease
|
||||
|
||||
async def updateBall(self):
|
||||
async def updateBall(self, delta):
|
||||
print("AAAAAAAAAAAAAAAAAAAAAAA update")
|
||||
now = time.time()
|
||||
delta = now - self.lastUpdate
|
||||
print("delta :", delta)
|
||||
currentBallPos = self.ballPos["pos"]
|
||||
velX = self.ballVel[0]
|
||||
velZ = self.ballVel[1]
|
||||
@ -417,7 +411,7 @@ class Game:
|
||||
self.checkJumpersDistance(newBallPos)
|
||||
self.ballVel = (velX, velZ)
|
||||
self.increaseSpeed()
|
||||
self.lastUpdate = now
|
||||
self.lastUpdate = time.time()
|
||||
self.ballPos["pos"] = newBallPos
|
||||
self.sendNewBallInfo()
|
||||
|
||||
@ -433,6 +427,7 @@ class Game:
|
||||
velZ = -velZ
|
||||
self.ballVel = (velX, velZ)
|
||||
self.sendNewBallInfo(True)
|
||||
self.gameStart = time.time()
|
||||
self.lastUpdate = time.time()
|
||||
|
||||
async def gameLoop(self):
|
||||
@ -442,12 +437,12 @@ class Game:
|
||||
await asyncio.sleep(3)
|
||||
self.prepareGame()
|
||||
while(not self.end):
|
||||
await self.updateBall()
|
||||
if(self.end):
|
||||
break;
|
||||
sleep_time = self.getSleepTime()
|
||||
print("sleep time : " , sleep_time)
|
||||
await asyncio.sleep(sleep_time)
|
||||
if((time.time() - self.gameStart) - self.gameTime < sleep_time):
|
||||
await asyncio.sleep(sleep_time - ((time.time() - self.gameStart) - self.gameTime))
|
||||
self.gameTime += sleep_time
|
||||
await self.updateBall(sleep_time)
|
||||
print("game end")
|
||||
await self.saveResults()
|
||||
self.p1.socket.game = None
|
||||
|
Reference in New Issue
Block a user