需要帮助解决简单的多人游戏中的延迟

时间:2019-09-24 01:38:02

标签: javascript python django networking

目前,为了解决延迟问题,在我的游戏中(本质上是tron灯周期,但是要移动,必须解决一个数学问题),每当一名玩家转身时,我都会将游戏状态发送给两名玩家。在前端,我有一个绘制函数和一个未绘制函数(以考虑存在延迟的时间)。当前,设置未执行所需的行为:玩家之间彼此不同步(两个玩家的用户转向的移动或位置都不相同)。有人可以帮我吗?这是我第一次玩游戏。这是后端代码:

def send_answer(answer, game_object, player_type, current_position, current_direction):

    creator_directions = ['p1up', 'p1right', 'p1down', 'p1left']
    opponent_directions = ['p2up', 'p2right', 'p2down', 'p2left']

    with transaction.atomic():
        # d for direction

        if player_type == 'creator':
            for d in creator_directions:

                if is_correct_answer(getattr(game_object, d), int(answer)):
                    context['move_direction'] = d
                    print(context)
                    new_problem = generate_problem_game(
                        game_object.level, game_object.operation, game_object, player_type)
                    setattr(game_object, d, new_problem)
                    game_object.save()
                    context['new_problem'] = [d, new_problem]
                    # calculate draw and undraw positions
                    p1_last_pos = game_object.p1lastposupdate
                    p1_lp_timestamp = game_object.p1lpuTimestamp
                    time_inbetween = timezone.now() - p1_lp_timestamp
                    ti_milliseconds = time_inbetween.seconds * 1000
                    p1_lp_split = p1_last_pos.split(',')
                    p1_lp_x = int(p1_lp_split[0])
                    p1_lp_y = int(p1_lp_split[1])

                    draw_positions = []
                    if current_direction == 'up' or current_direction == 'down':
                        # works with 100ms loop on front end
                        # cycles move 4 pixels every 100ms
                        space_inbetween_x = int(
                            (ti_milliseconds / 100) * 4)
                        for i in range(0, space_inbetween_x, 4):
                            draw_positions.append(
                                '%s,%s' % (str(p1_lp_x + i), str(p1_lp_y)))
                    elif current_direction == 'left' or current_direction == 'right':
                        space_inbetween_y = int(
                            (ti_milliseconds / 100) * 4)
                        for i in range(0, space_inbetween_y, 4):
                            draw_positions.append(
                                '%s,%s' % (str(p1_lp_x), str(p1_lp_y + i)))

                    context['cdp'] = draw_positions
                    context[
                        'p1_last_pos_update'] = game_object.p1lastposupdate

        elif player_type == 'opponent':
            for d in opponent_directions:
                if is_correct_answer(getattr(game_object, d), int(answer)):
                    context['move_direction'] = d

                    # cpl = current_problem_list
                    """
                    cpl_base = [
                        cpld for cpld in opponent_problems if cpld != d]
                    cpl = []
                    for cpld in cpl_base:
                        cpl.append(getattr(game_object, cpld))

                    """
                    new_problem = generate_problem_game(
                        game_object.level, game_object.operation, game_object, player_type)

                    setattr(game_object, d, new_problem)
                    game_object.save()

                    context['new_problem'] = [d, new_problem]

                    # calculate draw and undraw positions
                    p2_last_pos = game_object.p2lastposupdate
                    p2_lp_timestamp = game_object.p2lpuTimestamp
                    time_inbetween = timezone.now() - p2_lp_timestamp
                    ti_milliseconds = time_inbetween.seconds * 1000
                    p2_lp_split = p2_last_pos.split(',')
                    p2_lp_x = int(p2_lp_split[0])
                    p2_lp_y = int(p2_lp_split[1])

                    draw_positions = []
                    if current_direction == 'up' or current_direction == 'down':
                        # works with 100ms loop on front end
                        # cycles move 4 pixels every 100ms
                        space_inbetween_x = int(
                            (ti_milliseconds / 100) * 4)
                        for i in range(0, space_inbetween_x, 4):
                            draw_positions.append(
                                '%s,%s' % (str(p2_lp_x + i), str(p2_lp_y)))
                    elif current_direction == 'left' or current_direction == 'right':
                        space_inbetween_y = int(
                            (ti_milliseconds / 100) * 4)
                        for i in range(0, space_inbetween_y, 4):
                            draw_positions.append(
                                '%s,%s' % (str(p2_lp_x), str(p2_lp_y + i)))

                    context['odp'] = draw_positions
                    context[
                        'p2_last_pos_update'] = game_object.p2lastposupdate

我认为应该这样做,但是如果您需要前端代码,则可以在app.js的apollius.com上找到它

0 个答案:

没有答案