南宁隆安网站建设,云计算技术是学什么的,正定县建设局网站,文件错误wordpress笔记内容转载自 AcWing 的 Django 框架课讲义#xff0c;课程链接#xff1a;AcWing Django 框架课。 CONTENTS 1. 编写移动同步函数move_to2. 编写攻击同步函数shoot_fireball 1. 编写移动同步函数move_to
与上一章中的 create_player 同步函数相似#xff0c;移动函数的同…笔记内容转载自 AcWing 的 Django 框架课讲义课程链接AcWing Django 框架课。 CONTENTS 1. 编写移动同步函数move_to2. 编写攻击同步函数shoot_fireball 1. 编写移动同步函数move_to
与上一章中的 create_player 同步函数相似移动函数的同步也需要在前端实现 send_move_to 和 receive_move_to 函数。我们修改 MultiPlayerSocket 类在目录 ~/djangoapp/game/static/js/src/playground/socket/multiplayer 中
class MultiPlayerSocket {constructor(playground) {this.playground playground;// 直接将网站链接复制过来将https改成wss如果没有配置https那就改成ws然后最后加上wss的路由this.ws new WebSocket(wss://app4007.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); // 将字符串变回JSONlet uuid data.uuid;if (uuid outer.uuid) return false; // 如果是给自己发送消息就直接过滤掉let event data.event;if (event create_player) { // create_player路由outer.receive_create_player(uuid, data.username, data.avatar);} else if (event move_to) { // move_to路由outer.receive_move_to(uuid, data.tx, data.ty);}};}send_create_player(username, avatar) {...}receive_create_player(uuid, username, avatar) {...}// 根据uuid找到对应的Playerget_player(uuid) {let players this.playground.players;for (let i 0; i players.length; i) {let player players[i];if (player.uuid uuid)return player;}return null;}send_move_to(tx, ty) {let outer this;this.ws.send(JSON.stringify({event: move_to,uuid: outer.uuid,tx: tx,ty: ty,}));}receive_move_to(uuid, tx, ty) {let player this.get_player(uuid);if (player) { // 确保玩家存在再调用move_to函数player.move_to(tx, ty);}}
}然后修改一下后端通信代码~/djangoapp/game/consumers/multiplayer 目录中的 index.py 文件
from channels.generic.websocket import AsyncWebsocketConsumer
import json
from django.conf import settings
from django.core.cache import cacheclass MultiPlayer(AsyncWebsocketConsumer):async def connect(self):...async def disconnect(self, close_code):...async def create_player(self, data): # async表示异步函数...async def group_send_event(self, data): # 组内的每个连接接收到消息后直接发给前端即可await self.send(text_datajson.dumps(data))async def move_to(self, data): # 与create_player函数相似await self.channel_layer.group_send(self.room_name,{type: group_send_event,event: move_to,uuid: data[uuid],tx: data[tx],ty: data[ty],})async def receive(self, text_data):data json.loads(text_data)print(data)event data[event]if event create_player: # 做一个路由await self.create_player(data)elif event move_to: # move_to的路由await self.move_to(data)最后我们还需要调用函数首先我们需要在 AcGamePlayground 类中记录下游戏模式 mode
class AcGamePlayground {...// 显示playground界面show(mode) {...this.mode mode; // 需要将模式记录下来之后玩家在不同的模式中需要调用不同的函数this.resize(); // 界面打开后需要resize一次需要将game_map也resize...}...
}然后在 Player 类中进行修改当为多人模式时需要广播发送 move_to 信号
class Player extends AcGameObject {...add_listening_events() {let outer this;this.playground.game_map.$canvas.on(contextmenu, function() {return false;}); // 取消右键的菜单功能this.playground.game_map.$canvas.mousedown(function(e) {const rect outer.ctx.canvas.getBoundingClientRect();if (e.which 3) { // 1表示左键2表示滚轮3表示右键let tx (e.clientX - rect.left) / outer.playground.scale;let ty (e.clientY - rect.top) / outer.playground.scale;outer.move_to(tx, ty); // e.clientX/Y为鼠标点击坐标if (outer.playground.mode multi mode) {outer.playground.mps.send_move_to(tx, ty);}} else if (e.which 1) {...}});...}...
}现在即可实现多名玩家的同步移动。当 A 窗口中的玩家移动时首先该窗口Player 类的监听函数会控制该玩家自身进行移动接着判定为多人模式因此再调用 MultiPlayerSocket 类中的 send_move_to 函数向服务器发送信息通过 WebSocket 向服务器发送一个事件接着服务器端~/djangoapp/game/consumers/multiplayer/index.py 文件中的 receive 函数会接收到信息发现事件 event 为 move_to就会调用 move_to 函数该函数会向这个房间中的其他所有玩家群发消息每个窗口都会在前端MultiPlayerSocket 类中的 receive 函数接收到信息通过事件路由到 receive_move_to 函数该函数就会通过 uuid 调用每名玩家的 move_to 函数。
2. 编写攻击同步函数shoot_fireball
由于发射的火球是会消失的因此需要先将每名玩家发射的火球存下来此外我们实现一个根据火球的 uuid 删除火球的函数在 Player 类中进行修改
class Player extends AcGameObject {constructor(playground, x, y, radius, color, speed, character, username, avatar) {...this.fire_balls []; // 存下玩家发射的火球...}...// 向(tx, ty)位置发射火球shoot_fireball(tx, ty) {let x this.x, y this.y;let radius 0.01;let theta Math.atan2(ty - this.y, tx - this.x);let vx Math.cos(theta), vy Math.sin(theta);let color orange;let speed 0.5;let move_length 0.8;let fire_ball new FireBall(this.playground, this, x, y, radius, vx, vy, color, speed, move_length, 0.01);this.fire_balls.push(fire_ball);return fire_ball; // 返回fire_ball是为了获取自己创建这个火球的uuid}destroy_fireball(uuid) { // 删除火球for (let i 0; i this.fire_balls.length; i) {let fire_ball fire_balls[i];if (fire_ball.uuid uuid) {fire_ball.destroy();break;}}}...
}由于火球在 Player 中存了一份因此我们在删除火球前需要将它从 Player 的 fire_balls 中删掉。且由于 FireBall 类中的 update 函数过于臃肿可以先将其分成 update_move 以及 update_attack我们修改 FireBall 类
class FireBall extends AcGameObject {// 火球需要标记是哪个玩家发射的且射出后的速度方向与大小是固定的射程为move_lengthconstructor(playground, player, x, y, radius, vx, vy, color, speed, move_length, damage) {...}start() {}update_move() {let true_move Math.min(this.move_length, this.speed * this.timedelta / 1000);this.x this.vx * true_move;this.y this.vy * true_move;this.move_length - true_move;}update_attack() { // 攻击碰撞检测for (let i 0; i this.playground.players.length; i) {let player this.playground.players[i];if (player ! this.player this.is_collision(player)) {this.attack(player); // this攻击player}}}update() {if (this.move_length this.eps) {this.destroy();return false;}this.update_move();this.update_attack();this.render();}get_dist(x1, y1, x2, y2) {...}is_collision(player) {...}attack(player) {...}render() {...}on_destroy() {let fire_balls this.player.fire_balls;for (let i 0; i fire_balls.length; i) {if (fire_balls[i] this) {fire_balls.splice(i, 1);break;}}}
}然后我们在 MultiPlayerSocket 类中实现 send_shoot_fireball 和 receive_shoot_fireball 函数
class MultiPlayerSocket {...receive() {let outer this;this.ws.onmessage function(e) {let data JSON.parse(e.data); // 将字符串变回JSONlet uuid data.uuid;if (uuid outer.uuid) return false; // 如果是给自己发送消息就直接过滤掉let event data.event;if (event create_player) { // create_player路由outer.receive_create_player(uuid, data.username, data.avatar);} else if (event move_to) { // move_to路由outer.receive_move_to(uuid, data.tx, data.ty);} else if (event shoot_fireball) { // shoot_fireball路由outer.receive_shoot_fireball(uuid, data.tx, data.ty, data.fireball_uuid);}};}...send_shoot_fireball(tx, ty, fireball_uuid) {let outer this;this.ws.send(JSON.stringify({event: shoot_fireball,uuid: outer.uuid,tx: tx,ty: ty,fireball_uuid: fireball_uuid,}));}receive_shoot_fireball(uuid, tx, ty, fireball_uuid) {let player this.get_player(uuid);if (player) {let fire_ball player.shoot_fireball(tx, ty);fire_ball.uuid fireball_uuid; // 所有窗口同一个火球的uuid需要统一}}
}现在我们需要实现后端函数
import json
from channels.generic.websocket import AsyncWebsocketConsumer
from django.conf import settings
from django.core.cache import cacheclass MultiPlayer(AsyncWebsocketConsumer):...async def shoot_fireball(self, data):await self.channel_layer.group_send(self.room_name,{type: group_send_event,event: shoot_fireball,uuid: data[uuid],tx: data[tx],ty: data[ty],fireball_uuid: data[fireball_uuid],})async def receive(self, text_data):data json.loads(text_data)print(data)event data[event]if event create_player: # 做一个路由await self.create_player(data)elif event move_to: # move_to的路由await self.move_to(data)elif event shoot_fireball: # shoot_fireball的路由await self.shoot_fireball(data)最后是在 Player 类中调用函数
class Player extends AcGameObject {constructor(playground, x, y, radius, color, speed, character, username, avatar) {...}start() {...}add_listening_events() {let outer this;this.playground.game_map.$canvas.on(contextmenu, function() {return false;}); // 取消右键的菜单功能this.playground.game_map.$canvas.mousedown(function(e) {const rect outer.ctx.canvas.getBoundingClientRect();if (e.which 3) { // 1表示左键2表示滚轮3表示右键...} else if (e.which 1) {let tx (e.clientX - rect.left) / outer.playground.scale;let ty (e.clientY - rect.top) / outer.playground.scale;if (outer.cur_skill fireball) {let fire_ball outer.shoot_fireball(tx, ty);if (outer.playground.mode multi mode) {outer.playground.mps.send_shoot_fireball(tx, ty, fire_ball.uuid);}}outer.cur_skill null; // 释放完一次技能后还原}});$(window).keydown(function(e) {if (e.which 81) { // Q键outer.cur_skill fireball;return false;}});}// 计算两点之间的欧几里得距离get_dist(x1, y1, x2, y2) {...}// 向(tx, ty)位置发射火球shoot_fireball(tx, ty) {...}destroy_fireball(uuid) { // 删除火球...}move_to(tx, ty) {...}is_attacked(theta, damage) { // 被攻击到...}// 更新移动update_move() {...}update() {...}render() {...}on_destroy() {for (let i 0; i this.playground.players.length; i) {if (this.playground.players[i] this) {this.playground.players.splice(i, 1);break;}}}
}