Django框架 (七)实现联机对战(上)
1.统一长度单位
acapp/game/static/js/src/playground/zbase.js
class AcGamePlayground {
constructor(root) {
this.root = root;
this.$playground = $(
);
this.hide();
this.root.$ac_game.append(this.$playground);
this.start();
}
get_random_color() {
let colors = ["blue", "red", "pink", "grey", "green"];
return colors[Math.floor(Math.random() * 5)];
}
start() {
let outer = this;
$(window).resize(function() {
outer.resize();
});
}
resize() {
this.width = this.$playground.width();
this.height = this.$playground.height();
let unit = Math.min(this.width / 16, this.height / 9);
this.width = unit * 16;
this.height = unit * 9;
this.scale = this.height;
if (this.game_map) this.game_map.resize();
}
show() {
this.$playground.show();
this.resize();
this.width = this.$playground.width();
this.height = this.$playground.height();
this.game_map = new GameMap(this);
this.players = [];
this.players.push(new Player(this, this.width / 2, this.height / 2, this.height * 0.05, "white", this.height * 0.15, true));
for (let i = 0; i < 5; i ++ ) {
this.players.push(new Player(this, this.width / 2, this.height / 2, this.height * 0.05, this.get_random_color(), this.height * 0.15, false));
}
}
hide() {
this.$playground.hide();
}
}
acapp/game/static/js/src/playground/game_map/zbase.js
class GameMap extends AcGameObject {
constructor(playground) {
super();
this.playground = playground;
this.$canvas = $(
);
this.ctx = this.$canvas[0].getContext('2d');
this.ctx.canvas.width = this.playground.width;
this.ctx.canvas.height = this.playground.height;
this.playground.$playground.append(this.$canvas);
}
start() {
}
resize() {
this.ctx.canvas.width = this.playground.width;
this.ctx.canvas.height = this.playground.height;
this.ctx.fillStyle = "rgba(0, 0, 0, 1)";
this.ctx.fillRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
}
update() {
this.render();
}
render() {
this.ctx.fillStyle = "rgba(0, 0, 0, 0.2)";
this.ctx.fillRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
}
}
改变css使背景为灰色,使canvas居中
acapp/game/static/css/game.css
.ac-game-playground{
width: 100%;
height: 100%;
user-select:none;
background-color:grey;
}
.ac-game-playground > canvas{
position:relative;
top:50%;
left:50%;
transform:translate(-50%,-50%);
}
2.元素相对位置改变
acapp/game/static/js/src/playground/zbase.js
在初始化中将绝对值全部改为相对值
class AcGamePlayground {
constructor(root) {
this.root = root;
this.$playground = $(
);
this.hide();
this.root.$ac_game.append(this.$playground);
this.start();
}
get_random_color() {
let colors = ["blue", "red", "pink", "grey", "green"];
return colors[Math.floor(Math.random() * 5)];
}
start() {
let outer = this;
$(window).resize(function() {
outer.resize();
});
}
resize() {
this.width = this.$playground.width();
this.height = this.$playground.height();
let unit = Math.min(this.width / 16, this.height / 9);
this.width = unit * 16;
this.height = unit * 9;
this.scale = this.height;
if (this.game_map) this.game_map.resize();
}
show() {
this.$playground.show();
this.resize();
this.width = this.$playground.width();
this.height = this.$playground.height();
this.game_map = new GameMap(this);
this.players = [];
this.players.push(new Player(this, this.width / 2 / this.scale, 0.5, 0.05, "white", 0.15, true));
for (let i = 0; i < 5; i ++ ) {
this.players.push(new Player(this, this.width / 2 / this.scale, 0.5, 0.05, this.get_random_color(), 0.15, false));
}
}
hide() {
this.$playground.hide();
}
}
acapp/game/static/js/src/playground/player/zbase.js
class Player extends AcGameObject {
constructor(playground, x, y, radius, color, speed, is_me) {
super();
this.playground = playground;
this.ctx = this.playground.game_map.ctx;
this.x = x;
this.y = y;
this.vx = 0;
this.vy = 0;
this.damage_x = 0;
this.damage_y = 0;
this.damage_speed = 0;
this.move_length = 0;
this.radius = radius;
this.color = color;
this.speed = speed;
this.is_me = is_me;
this.eps = 0.01;
this.friction = 0.9;
this.spent_time = 0;
console.log(color);
this.cur_skill = null;
if (this.is_me) {
this.img = new Image();
this.img.src = this.playground.root.settings.photo;
}
}
start() {
if (this.is_me) {
this.add_listening_events();
} else {
let tx = Math.random() * this.playground.width / this.playground.scale;
let ty = Math.random() * this.playground.height / this.playground.scale;
this.move_to(tx, ty);
}
}
add_listening_events() {
let outer = this;
this.playground.game_map.$canvas.on("contextmenu", function() {
return false;
});
this.playground.game_map.$canvas.mousedown(function(e) {
const rect = outer.ctx.canvas.getBoundingClientRect();
if (e.which === 3) {
outer.move_to((e.clientX - rect.left) / outer.playground.scale, (e.clientY - rect.top) / outer.playground.scale);
} else if (e.which === 1) {
if (outer.cur_skill === "fireball") {
outer.shoot_fireball((e.clientX - rect.left) / outer.playground.scale, (e.clientY - rect.top) / outer.playground.scale);
}
outer.cur_skill = null;
}
});
$(window).keydown(function(e) {
if (e.which === 81) {
outer.cur_skill = "fireball";
return false;
}
});
}
shoot_fireball(tx, ty) {
let x = this.x, y = this.y;
let radius = 0.01;
let angle = Math.atan2(ty - this.y, tx - this.x);
let vx = Math.cos(angle), vy = Math.sin(angle);
let color = "orange";
let speed = 0.5;
let move_length = 1;
new FireBall(this.playground, this, x, y, radius, vx, vy, color, speed, move_length, 0.01);
}
get_dist(x1, y1, x2, y2) {
let dx = x1 - x2;
let dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
}
move_to(tx, ty) {
this.move_length = this.get_dist(this.x, this.y, tx, ty);
let angle = Math.atan2(ty - this.y, tx - this.x);
this.vx = Math.cos(angle);
this.vy = Math.sin(angle);
}
is_attacked(angle, damage) {
for (let i = 0; i < 20 + Math.random() * 10; i ++ ) {
let x = this.x, y = this.y;
let radius = this.radius * Math.random() * 0.1;
let angle = Math.PI * 2 * Math.random();
let vx = Math.cos(angle), vy = Math.sin(angle);
let color = this.color;
let speed = this.speed * 10;
let move_length = this.radius * Math.random() * 5;
new Particle(this.playground, x, y, radius, vx, vy, color, speed, move_length);
}
this.radius -= damage;
if (this.radius < this.eps) {
this.destroy();
return false;
}
this.damage_x = Math.cos(angle);
this.damage_y = Math.sin(angle);
this.damage_speed = damage * 100;
this.speed *= 0.8;
}
update() {
this.update_move();
this.render();
}
update_move() {
this.spent_time += this.timedelta / 1000;
if (!this.is_me && this.spent_time > 4 && Math.random() < 1 / 300.0) {
let player = this.playground.players[Math.floor(Math.random() * this.playground.players.length)];
let tx = player.x + player.speed * this.vx * this.timedelta / 1000 * 0.3;
let ty = player.y + player.speed * this.vy * this.timedelta / 1000 * 0.3;
this.shoot_fireball(tx, ty);
}
if (this.damage_speed > this.eps) {
this.vx = this.vy = 0;
this.move_length = 0;
this.x += this.damage_x * this.damage_speed * this.timedelta / 1000;
this.y += this.damage_y * this.damage_speed * this.timedelta / 1000;
this.damage_speed *= this.friction;
} else {
if (this.move_length < this.eps) {
this.move_length = 0;
this.vx = this.vy = 0;
if (!this.is_me) {
let tx = Math.random() * this.playground.width / this.playground.scale;
let ty = Math.random() * this.playground.height / this.playground.scale;
this.move_to(tx, ty);
}
} else {
let moved = Math.min(this.move_length, this.speed * this.timedelta / 1000);
this.x += this.vx * moved;
this.y += this.vy * moved;
this.move_length -= moved;
}
}
}
render() {
let scale = this.playground.scale;
if (this.is_me) {
this.ctx.save();
this.ctx.beginPath();
this.ctx.arc(this.x * scale, this.y * scale, this.radius * scale, 0, Math.PI * 2, false);
this.ctx.stroke();
this.ctx.clip();
this.ctx.drawImage(this.img, (this.x - this.radius) * scale, (this.y - this.radius) * scale, this.radius * 2 * scale, this.radius * 2 * scale);
this.ctx.restore();
} else {
this.ctx.beginPath();
this.ctx.arc(this.x * scale, this.y * scale, this.radius * scale, 0, Math.PI * 2, false);
this.ctx.fillStyle = this.color;
this.ctx.fill();
}
}
on_destroy() {
for (let i = 0; i < this.playground.players.length; i ++ ) {
if (this.playground.players[i] === this) {
this.playground.players.splice(i, 1);
}
}
}
}
acapp/game/static/js/src/playground/skill/fireball/zbase.js
class FireBall extends AcGameObject {
constructor(playground, player, x, y, radius, vx, vy, color, speed, move_length, damage) {
super();
this.playground = playground;
this.player = player;
this.ctx = this.playground.game_map.ctx;
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.radius = radius;
this.color = color;
this.speed = speed;
this.move_length = move_length;
this.damage = damage;
this.eps = 0.01;
}
start() {
}
update() {
if (this.move_length < this.eps) {
this.destroy();
return false;
}
let moved = Math.min(this.move_length, this.speed * this.timedelta / 1000);
this.x += this.vx * moved;
this.y += this.vy * moved;
this.move_length -= moved;
for (let i = 0; i < this.playground.players.length; i ++ ) {
let player = this.playground.players[i];
if (this.player !== player && this.is_collision(player)) {
this.attack(player);
}
}
this.render();
}
get_dist(x1, y1, x2, y2) {
let dx = x1 - x2;
let dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
}
is_collision(player) {
let distance = this.get_dist(this.x, this.y, player.x, player.y);
if (distance < this.radius + player.radius)
return true;
return false;
}
attack(player) {
let angle = Math.atan2(player.y - this.y, player.x - this.x);
player.is_attacked(angle, this.damage);
this.destroy();
}
render() {
let scale = this.playground.scale;
this.ctx.beginPath();
this.ctx.arc(this.x * scale, this.y * scale, this.radius * scale, 0, Math.PI * 2, false);
this.ctx.fillStyle = this.color;
this.ctx.fill();
}
}
acapp/game/static/js/src/playground/particle/zbase.js
class Particle extends AcGameObject {
constructor(playground, x, y, radius, vx, vy, color, speed, move_length) {
super();
this.playground = playground;
this.ctx = this.playground.game_map.ctx;
this.x = x;
this.y = y;
this.radius = radius;
this.vx = vx;
this.vy = vy;
this.color = color;
this.speed = speed;
this.move_length = move_length;
this.friction = 0.9;
this.eps = 0.01;
}
start() {
}
update() {
if (this.move_length < this.eps || this.speed < this.eps) {
this.destroy();
return false;
}
let moved = Math.min(this.move_length, this.speed * this.timedelta / 1000);
this.x += this.vx * moved;
this.y += this.vy * moved;
this.speed *= this.friction;
this.move_length -= moved;
this.render();
}
render() {
let scale = this.playground.scale;
this.ctx.beginPath();
this.ctx.arc(this.x * scale, this.y * scale, this.radius * scale, 0, Math.PI * 2, false);
this.ctx.fillStyle = this.color;
this.ctx.fill();
}
}
3.增加联机对战模式
在menu中实现多人模式按钮逻辑:
acapp/game/static/js/src/menu/zbase.js
class AcGameMenu {
constructor(root) {
this.root = root;
this.$menu = $(
单人模式
多人模式
退出
);
this.$menu.hide();
this.root.$ac_game.append(this.$menu);
this.$single_mode = this.$menu.find('.ac-game-menu-field-item-single-mode');
this.$multi_mode = this.$menu.find('.ac-game-menu-field-item-multi-mode');
this.$settings = this.$menu.find('.ac-game-menu-field-item-settings');
this.start();
}
start() {
this.add_listening_events();
}
add_listening_events() {
let outer = this;
this.$single_mode.click(function(){
outer.hide();
outer.root.playground.show("single mode");
});
this.$multi_mode.click(function(){
outer.hide();
outer.root.playground.show("multi mode");
});
this.$settings.click(function(){
outer.root.settings.logout_on_remote();
});
}
show() {
this.$menu.show();
}
hide() {
this.$menu.hide();
}
}
更改playground:
acapp/game/static/js/src/playground/zbase.js
class AcGamePlayground {
constructor(root) {
this.root = root;
this.$playground = $(
);
this.hide();
this.root.$ac_game.append(this.$playground);
this.start();
}
get_random_color() {
let colors = ["blue", "red", "pink", "grey", "green"];
return colors[Math.floor(Math.random() * 5)];
}
start() {
let outer = this;
$(window).resize(function() {
outer.resize();
});
}
resize() {
this.width = this.$playground.width();
this.height = this.$playground.height();
let unit = Math.min(this.width / 16, this.height / 9);
this.width = unit * 16;
this.height = unit * 9;
this.scale = this.height;
if (this.game_map) this.game_map.resize();
}
show(mode) {
let outer = this;
this.$playground.show();
this.width = this.$playground.width();
this.height = this.$playground.height();
this.game_map = new GameMap(this);
this.resize();
this.players = [];
this.players.push(new Player(this, this.width / 2 / this.scale, 0.5, 0.05, "white", 0.15, "me", this.root.settings.username, this.root.settings.photo));
if (mode === "single mode") {
for (let i = 0; i < 5; i ++ ) {
this.players.push(new Player(this, this.width / 2 / this.scale, 0.5, 0.05, this.get_random_color(), 0.15, "robot"));
}
} else if (mode === "multi mode") {
this.mps = new MultiPlayerSocket(this);
this.mps.uuid = this.players[0].uuid;
this.mps.ws.onopen = function() {
outer.mps.send_create_player(outer.root.settings.username, outer.root.settings.photo);
};
}
}
hide() {
this.$playground.hide();
}
}
更改player
acapp/game/static/js/src/playground/player/zbase.js
class Player extends AcGameObject {
constructor(playground, x, y, radius, color, speed, character, username, photo) {
console.log(character, username, photo);
super();
this.playground = playground;
this.ctx = this.playground.game_map.ctx;
this.x = x;
this.y = y;
this.vx = 0;
this.vy = 0;
this.damage_x = 0;
this.damage_y = 0;
this.damage_speed = 0;
this.move_length = 0;
this.radius = radius;
this.color = color;
this.speed = speed;
this.character = character;
this.username = username;
this.photo = photo;
this.eps = 0.01;
this.friction = 0.9;
this.spent_time = 0;
this.cur_skill = null;
if (this.character !== "robot") {
this.img = new Image();
this.img.src = this.photo;
}
}
start() {
if (this.character === "me") {
this.add_listening_events();
} else if (this.character === "robot") {
let tx = Math.random() * this.playground.width / this.playground.scale;
let ty = Math.random() * this.playground.height / this.playground.scale;
this.move_to(tx, ty);
}
}
add_listening_events() {
let outer = this;
this.playground.game_map.$canvas.on("contextmenu", function() {
return false;
});
this.playground.game_map.$canvas.mousedown(function(e) {
const rect = outer.ctx.canvas.getBoundingClientRect();
if (e.which === 3) {
outer.move_to((e.clientX - rect.left) / outer.playground.scale, (e.clientY - rect.top) / outer.playground.scale);
} else if (e.which === 1) {
if (outer.cur_skill === "fireball") {
outer.shoot_fireball((e.clientX - rect.left) / outer.playground.scale, (e.clientY - rect.top) / outer.playground.scale);
}
outer.cur_skill = null;
}
});
$(window).keydown(function(e) {
if (e.which === 81) {
outer.cur_skill = "fireball";
return false;
}
});
}
shoot_fireball(tx, ty) {
let x = this.x, y = this.y;
let radius = 0.01;
let angle = Math.atan2(ty - this.y, tx - this.x);
let vx = Math.cos(angle), vy = Math.sin(angle);
let color = "orange";
let speed = 0.5;
let move_length = 1;
new FireBall(this.playground, this, x, y, radius, vx, vy, color, speed, move_length, 0.01);
}
get_dist(x1, y1, x2, y2) {
let dx = x1 - x2;
let dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
}
move_to(tx, ty) {
this.move_length = this.get_dist(this.x, this.y, tx, ty);
let angle = Math.atan2(ty - this.y, tx - this.x);
this.vx = Math.cos(angle);
this.vy = Math.sin(angle);
}
is_attacked(angle, damage) {
for (let i = 0; i < 20 + Math.random() * 10; i ++ ) {
let x = this.x, y = this.y;
let radius = this.radius * Math.random() * 0.1;
let angle = Math.PI * 2 * Math.random();
let vx = Math.cos(angle), vy = Math.sin(angle);
let color = this.color;
let speed = this.speed * 10;
let move_length = this.radius * Math.random() * 5;
new Particle(this.playground, x, y, radius, vx, vy, color, speed, move_length);
}
this.radius -= damage;
if (this.radius < this.eps) {
this.destroy();
return false;
}
this.damage_x = Math.cos(angle);
this.damage_y = Math.sin(angle);
this.damage_speed = damage * 100;
this.speed *= 0.8;
}
update() {
this.update_move();
this.render();
}
update_move() {
this.spent_time += this.timedelta / 1000;
if (this.character === "robot" && this.spent_time > 4 && Math.random() < 1 / 300.0) {
let player = this.playground.players[Math.floor(Math.random() * this.playground.players.length)];
let tx = player.x + player.speed * this.vx * this.timedelta / 1000 * 0.3;
let ty = player.y + player.speed * this.vy * this.timedelta / 1000 * 0.3;
this.shoot_fireball(tx, ty);
}
if (this.damage_speed > this.eps) {
this.vx = this.vy = 0;
this.move_length = 0;
this.x += this.damage_x * this.damage_speed * this.timedelta / 1000;
this.y += this.damage_y * this.damage_speed * this.timedelta / 1000;
this.damage_speed *= this.friction;
} else {
if (this.move_length < this.eps) {
this.move_length = 0;
this.vx = this.vy = 0;
if (this.character === "robot") {
let tx = Math.random() * this.playground.width / this.playground.scale;
let ty = Math.random() * this.playground.height / this.playground.scale;
this.move_to(tx, ty);
}
} else {
let moved = Math.min(this.move_length, this.speed * this.timedelta / 1000);
this.x += this.vx * moved;
this.y += this.vy * moved;
this.move_length -= moved;
}
}
}
render() {
let scale = this.playground.scale;
if (this.character !== "robot") {
this.ctx.save();
this.ctx.beginPath();
this.ctx.arc(this.x * scale, this.y * scale, this.radius * scale, 0, Math.PI * 2, false);
this.ctx.stroke();
this.ctx.clip();
this.ctx.drawImage(this.img, (this.x - this.radius) * scale, (this.y - this.radius) * scale, this.radius * 2 * scale, this.radius * 2 * scale);
this.ctx.restore();
} else {
this.ctx.beginPath();
this.ctx.arc(this.x * scale, this.y * scale, this.radius * scale, 0, Math.PI * 2, false);
this.ctx.fillStyle = this.color;
this.ctx.fill();
}
}
on_destroy() {
for (let i = 0; i < this.playground.players.length; i ++ ) {
if (this.playground.players[i] === this) {
this.playground.players.splice(i, 1);
}
}
}
}
4.配置channels_redis
1. 安装channels_redis:
pip install channels_redis
2. 配置acapp/asgi.py
import os
from channels.auth import AuthMiddlewareStack
from channels.routing import ProtocolTypeRouter, URLRouter
from django.core.asgi import get_asgi_application
from game.routing import websocket_urlpatterns
os.environ.setdefault('DJANGO_SETTINGS_MODULE', 'acapp.settings')
application = ProtocolTypeRouter({
"http": get_asgi_application(),
"websocket": AuthMiddlewareStack(URLRouter(websocket_urlpatterns))
})
3. 配置acapp/settings.py
在INSTALLED_APPS中添加channels,添加后如下所示:
INSTALLED_APPS = [
'channels',
'game.apps.GameConfig',
'django.contrib.admin',
'django.contrib.auth',
'django.contrib.contenttypes',
'django.contrib.sessions',
'django.contrib.messages',
'django.contrib.staticfiles',
]
然后在文件末尾添加:
ASGI_APPLICATION = 'acapp.asgi.application'
CHANNEL_LAYERS = {
"default": {
"BACKEND": "channels_redis.core.RedisChannelLayer",
"CONFIG": {
"hosts": [("127.0.0.1", 6379)],
},
},
}
4. 配置game/routing.py
这一部分的作用相当于http的urls。
内容如下:
from django.urls import path
from game.consumers.multiplayer.index import MultiPlayer
websocket_urlpatterns = [
path("wss/multiplayer/", MultiPlayer.as_asgi(), name="wss_multiplayer"),
]
5. 编写game/consumers
这一部分的作用相当于http的views。
建立consumers文件夹,在consumers文件夹中创建__init__.py和multiplayer文件夹,在multiplayer中创建__init__.py和index.py
index.py:
from channels.generic.websocket import AsyncWebsocketConsumer
import json
from django.conf import settings
from django.core.cache import cache
class MultiPlayer(AsyncWebsocketConsumer):
async def connect(self):
self.room_name = None
for i in range(1000): //枚举每个room
name = "room-%d" % (i)
if not cache.has_key(name) or len(cache.get(name)) < settings.ROOM_CAPACITY: //如果没有或小于房间人数
self.room_name = name
break
if not self.room_name: //如果没有房间
return
await self.accept()
if not cache.has_key(self.room_name):
cache.set(self.room_name, [], 3600)
for player in cache.get(self.room_name):
await self.send(text_data=json.dumps({
'event': "create_player",
'uuid': player['uuid'],
'username': player['username'],
'photo': player['photo'],
}))
await self.channel_layer.group_add(self.room_name, self.channel_name)
async def disconnect(self, close_code):
print('disconnect')
await self.channel_layer.group_discard(self.room_name, self.channel_name);
async def create_player(self, data):
players = cache.get(self.room_name)
players.append({
'uuid': data['uuid'],
'username': data['username'],
'photo': data['photo']
})
cache.set(self.room_name, players, 3600)
await self.channel_layer.group_send(
self.room_name,
{
'type': "group_create_player",
'event': "create_player",
'uuid': data['uuid'],
'username': data['username'],
'photo': data['photo'],
}
)
async def group_create_player(self, data):
await self.send(text_data=json.dumps(data))
async def receive(self, text_data):
data = json.loads(text_data)
event = data['event']
if event == "create_player":
await self.create_player(data)
6. 启动django_channels
在~/acapp目录下执行:
启动 web socket server 服务
daphne -b 0.0.0.0 -p 5015 acapp.asgi:application
7.使用socket连接前端与后端
acapp/game/static/js/src/playground/socket/multiplayer/zbase.js
class MultiPlayerSocket {
constructor(playground) {
this.playground = playground;
this.ws = new WebSocket("wss://app273.acapp.acwing.com.cn/wss/multiplayer/");
this.start();
}
start() {
this.receive();
}
receive () {
let outer = this;
this.ws.onmessage = function(e) {
let data = JSON.parse(e.data);
let uuid = data.uuid;
if (uuid === outer.uuid) return false;
let event = data.event;
if (event === "create_player") {
outer.receive_create_player(uuid, data.username, data.photo);
}
};
}
send_create_player(username, photo) {
let outer = this;
this.ws.send(JSON.stringify({
'event': "create_player",
'uuid': outer.uuid,
'username': username,
'photo': photo,
}));
}
receive_create_player(uuid, username, photo) {
let player = new Player(
this.playground,
this.playground.width / 2 / this.playground.scale,
0.5,
0.05,
"white",
0.15,
"enemy",
username,
photo,
);
player.uuid = uuid;
this.playground.players.push(player);
}
}
5.编写同步函数
acapp/game/static/js/src/playground/ac_game_object/zbase.js
let AC_GAME_OBJECTS = [];
class AcGameObject {
constructor() {
AC_GAME_OBJECTS.push(this);
this.has_called_start = false;
this.timedelta = 0;
this.uuid = this.create_uuid();
}
create_uuid() {
let res = "";
for (let i = 0; i < 8; i ++ ) {
let x = parseInt(Math.floor(Math.random() * 10));
res += x;
}
return res;
}
start() {
}
update() {
}
on_destroy() {
}
destroy() {
this.on_destroy();
for (let i = 0; i < AC_GAME_OBJECTS.length; i ++ ) {
if (AC_GAME_OBJECTS[i] === this) {
AC_GAME_OBJECTS.splice(i, 1);
break;
}
}
}
}
let last_timestamp;
let AC_GAME_ANIMATION = function(timestamp) {
for (let i = 0; i < AC_GAME_OBJECTS.length; i ++ ) {
let obj = AC_GAME_OBJECTS[i];
if (!obj.has_called_start) {
obj.start();
obj.has_called_start = true;
} else {
obj.timedelta = timestamp - last_timestamp;
obj.update();
}
}
last_timestamp = timestamp;
requestAnimationFrame(AC_GAME_ANIMATION);
}
requestAnimationFrame(AC_GAME_ANIMATION);
设置房间人数
acapp/acapp/settings.py
ROOM_CAPACITY = 3
此时打包后,重新开启两个服务后,即可看到其他玩家
6.调试方法
查看当前room情况需要查看cache
在acapp目录下输入python3 manage.py shell,打开交互式界面:
python3 manage.py shell
import cache:
from django.core.cache import cache
查看room情况:
cache.keys('*')
定义清空函数:
def clear():
for key in cache.keys('*'):
cache.delete(key)
即可实现清空room:
Original: https://blog.csdn.net/weixin_44026026/article/details/121701521
Author: 我叫辰辰啦
Title: Django框架 (七)实现联机对战(上)
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