pygame mainloop中的扭曲客户端?

tij*_*jko 6 python program-entry-point pygame twisted

我正在尝试使用pygame-clients运行一个扭曲的服务器:

class ChatClientProtocol(LineReceiver):
    def lineReceived(self,line):
        print (line)

class ChatClient(ClientFactory):
    def __init__(self):
        self.protocol = ChatClientProtocol

def main():
    flag = 0
    default_screen()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
               return
            elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                pos = pygame.mouse.get_pos()
                # some rect.collidepoint(pos) rest of loop... 
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这是服务器:

from twisted.internet.protocol import Factory
from twisted.protocols.basic import LineReceiver
from twisted.internet import reactor

class Chat(LineReceiver):
    def __init__(self, users, players):
        self.users = users
        self.name = None
        self.players = players

    def connectionMade(self):
        new = 'player_' + str(len(self.players) + 1)
        self.players.append(new)
        self.sendLine(str(self.players,))

class ChatFactory(Factory):
    def __init__(self):
        self.users = {} #maps instances to clients 
        self.players = []

    def buildProtocol(self, addr):
        return Chat(self.users,self.players)


reactor.listenTCP(6000, ChatFactory())
reactor.run()
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我正在使用客户端代码运行此服务器而没有reactor.CallLater()方法和pygames代码,客户端连接正常.我使用reactor方法是错误的还是pygames代码存在结构上的错误?任何帮助,将不胜感激.

所以我不知道pygames中的循环是否会中断以再次调用reactor?

slo*_*oth 8

你应该不会写自己的主循环(含while)使用扭曲时.twisted必须控制主循环,pygame足够灵活,不需要关心(它不需要自己的循环).

您应该将主循环内的所有内容放入一个函数中,并通过调用将其与扭曲的反应器一起进行处理 reactor.CallLater()

def main():
    flag = 0
    default_screen()
    reactor.callLater(0.1, tick)

def tick():
   for event in pygame.event.get():
        if event.type == pygame.QUIT:
            reactor.stop() # just stop somehow
        elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
            reactor.stop() # just stop somehow
        elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            pos = pygame.mouse.get_pos()
            # some stuff
   reactor.callLater(0.1, tick)
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这样,您可以确保reactor运行并可以处理网络事件.


这是一个客户端的一个小工作示例,它只会呈现收到的最后一行:

from twisted.internet import reactor
from twisted.internet.protocol import ClientFactory
from twisted.protocols.basic import LineReceiver

import pygame

class ChatClientProtocol(LineReceiver):

    def __init__(self, recv):
        self.recv = recv

    def lineReceived(self,line):
        self.recv(line)

class ChatClient(ClientFactory):
    def __init__(self, recv):
        self.protocol = ChatClientProtocol
        self.recv = recv

    def buildProtocol(self, addr):
        return ChatClientProtocol(self.recv)

class Client(object):

    def __init__(self):
        self.line = 'no message'
        pygame.init()
        self.screen = pygame.display.set_mode((200, 200))
        reactor.callLater(0.1, self.tick)

    def new_line(self, line):
        self.line = line

    def tick(self):
        self.screen.fill((0,0,0))
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                reactor.stop() # just stop somehow
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                reactor.stop() # just stop somehow
        self.screen.blit(pygame.font.SysFont('mono', 12, bold=True).render(self.line, True, (0, 255, 0)), (20,20))
        pygame.display.flip()
        reactor.callLater(0.1, self.tick)

if __name__ == '__main__':
    c = Client()
    reactor.connectTCP('127.0.0.1',6000, ChatClient(c.new_line))    
    reactor.run()
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这是一个使用的简单示例LoopingCall,正如Glyph建议的那样(我省略了protocoll/factory类,因为它们与上面相同):

from twisted.internet.task import LoopingCall

class Client(object):

    def __init__(self):
        self.line = 'no message'
        pygame.init()
        self.screen = pygame.display.set_mode((200, 200))

    def new_line(self, line):
        self.line = line

    def tick(self):
        self.screen.fill((0,0,0))
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                reactor.stop() # just stop somehow
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                reactor.stop() # just stop somehow
        self.screen.blit(pygame.font.SysFont('mono', 12, bold=True).render(self.line, True, (0, 255, 0)), (20,20))
        pygame.display.flip()

if __name__ == '__main__':
    c = Client()

    lc = LoopingCall(c.tick)
    lc.start(0.1)
    reactor.connectTCP('127.0.0.1',6000, ChatClient(c.new_line))    
    reactor.run()
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  • `twisted.internet.task.LoopingCall`比`Cooperator`更接近你想要的东西.你想在帧之间放一些实际的时间 - "合作者"假设如果你没有返回"延期"并且速度非常快,那么总会有更多工作要做.此外,`LoopingCall`有`withCount`,它允许你缩放输入的幅度(比如,如果用户按住'向上'4帧,也许你想移动它们4像素). (3认同)