PodSixNet | Lightweight multiplayer network library for python games
kandi X-RAY | PodSixNet Summary
kandi X-RAY | PodSixNet Summary
PodSixNet is a lightweight network layer designed to make it easy to write multiplayer games in Python. It uses Python's built in asyncore library and rencode.py (included) to asynchronously serialise network events and arbitrary data structures, and deliver them to your high level classes through simple callback methods. Each class within your game client which wants to receive network events, subclasses the ConnectionListener class and then implements Network_* methods to catch specific user-defined events from the server. You don't have to wait for buffers to fill, or check sockets for waiting data or anything like that, just do connection.Pump() once per game loop and the library will handle everything else for you, passing off events to all classes that are listening. Sending data back to the server is just as easy, using connection.Send(mydata). Likewise on the server side, events are propagated to Network_* method callbacks and data is sent back to clients with the client.Send(mydata) method. The PodSixNet mailing list is good for getting help from other users. For users of the Construct game making environment for Windows, there is a tutorial on doing multiplayer networking with PodSixNet, here. Thanks to Dave Chabo for contributing this tutorial. Here is another tutorial by Julian Meyer.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
- Test the key pair
- Serializes x to bytes
- Deserialize a string
- Encode an integer
- Encode a dictionary
- Create a decoders for fixed - length decoding
- Create a decoder for fixed - length decoders
- Make a list of decoders
- Encode a list
- Make a decoders for fixed - length strings
- Encode a tuple
- Handle an error
- Make a decoder for fixed - length integers
- Main loop
- Event handler
- Draws linesets
- Called when the IO buffer is found
- Launches the pump
- Delete player from player
- Connect to the server
- Connect to the channel
- Delete Player
PodSixNet Key Features
PodSixNet Examples and Code Snippets
Community Discussions
Trending Discussions on PodSixNet
QUESTION
I am creating a game using Python and Pygame.
I have used this function before using JS with p5.js and Java with libwjgl, but for some reason, it does not work with Pygame.
I'm trying to hit a static target shot from a moving object. Now I'm missing the target. You can see it in the gif. Every projectile should hit the target (now everything misses, but shots in the right direction)
The bullet is fired once player clicks mouse button.
This is how I am doing this:
...ANSWER
Answered 2019-Mar-05 at 19:35self.bullet
is a pygame.Rect
object. The position of the bullet is tracked by the position of the rectangle (self.bullet.x
, self.bullet.y
). Since the rectangle position is integral this causes an inaccuracy each time when the position is updated.
Use floating point data to keep track of the position. Use c.
Store the position of the bullet and the velocity to a pygame.math.Vector2
object.
QUESTION
I'm trying to install PodSixNet on python 3 so i opened the command prompt and typed
...ANSWER
Answered 2018-May-05 at 14:33execfile
was a builtin function in Python 2, removed in Python 3. Obviously the package is intended for Python 2 only.
QUESTION
I tried to do game(actually at least to run it on my computer) that I saw in one tutorial. Unfortunately, their forum is not frequently visited, so maybe here I can found the solution.
But when I try to run it on different computers, which are connected to one Wi-fi, client on the second computer(local server is on the first) doesn't find server: I do this way:
...ANSWER
Answered 2017-May-10 at 11:31After investigationg with you in the comments, it's clear now that your server is running on the local loopback (i.e. 127.0.0.1
), therefore you can't access it from another interface (e.g. [IPv4]
).
When you run server, you should set it to 0.0.0.0:8000
(which means all interfaces, port 8000) instead of localhost:8000
.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install PodSixNet
To have a client connect to your new server, you should use the Connection module. See pydoc Connection for more details, but here's a summary:. Connection.connection is a singleton Channel which connects to the server. You'll only have one of these in your game code, and you'll use it to connect to the server and send messages to the server.
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page