Compare commits
2 Commits
97d6df1896
...
4dbbf44638
| Author | SHA1 | Date | |
|---|---|---|---|
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4dbbf44638 | ||
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ce492b0dc2 |
@@ -80,8 +80,7 @@ async def main() -> None:
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web_dir = Path(args.web_dir)
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if web_dir.exists():
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# Use same host as game server for HTTP
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http_host = args.host if args.host != "0.0.0.0" else "localhost"
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http_server = HTTPServer(web_dir, args.http_port, http_host)
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http_server = HTTPServer(web_dir, args.http_port, args.host)
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await http_server.start()
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else:
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print(f"Warning: Web directory '{web_dir}' not found. HTTP server disabled.")
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@@ -11,7 +11,7 @@ from ..shared.protocol import (
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create_move_message,
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create_start_game_message,
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)
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from ..shared.models import GameState
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from ..shared.models import GameState, Position
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from ..shared.constants import (
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DEFAULT_HOST,
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DEFAULT_PORT,
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@@ -51,6 +51,10 @@ class GameClient:
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self.running = True
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self.clock = pygame.time.Clock()
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# Client-side prediction
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self.player_input_buffers: dict[str, list] = {} # player_id -> input_buffer
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self.predicted_heads: dict[str, Position] = {} # player_id -> predicted head position
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async def connect(self) -> None:
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"""Connect to the game server."""
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try:
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@@ -62,6 +66,10 @@ class GameClient:
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# Send JOIN message
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await self.send_message(create_join_message(self.player_name))
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# Automatically start the game
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await self.send_message(create_start_game_message())
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print("Starting game...")
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except Exception as e:
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print(f"Failed to connect to server: {e}")
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raise
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@@ -121,6 +129,8 @@ class GameClient:
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elif message.type == MessageType.STATE_UPDATE:
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state_dict = message.data.get("game_state")
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self.game_state = GameState.from_dict(state_dict)
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# Clear predictions on authoritative update
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self.predicted_heads.clear()
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elif message.type == MessageType.PLAYER_JOINED:
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player_id = message.data.get("player_id")
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@@ -142,6 +152,27 @@ class GameClient:
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error = message.data.get("error")
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print(f"Error from server: {error}")
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elif message.type == MessageType.PLAYER_INPUT:
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# Update input buffer and predict next position
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player_id = message.data.get("player_id")
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direction = tuple(message.data.get("direction", (1, 0)))
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input_buffer = [tuple(d) for d in message.data.get("input_buffer", [])]
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self.player_input_buffers[player_id] = input_buffer
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# Predict next head position
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if self.game_state:
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snake = next((s for s in self.game_state.snakes if s.player_id == player_id), None)
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if snake and snake.body:
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# Use first buffered input if available, otherwise current direction
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next_dir = input_buffer[0] if input_buffer else direction
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head = snake.body[0]
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predicted_head = Position(
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head.x + next_dir[0],
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head.y + next_dir[1]
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)
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self.predicted_heads[player_id] = predicted_head
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def handle_input(self) -> None:
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"""Handle pygame input events."""
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for event in pygame.event.get():
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@@ -174,8 +205,8 @@ class GameClient:
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# Handle input
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self.handle_input()
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# Render current state
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self.renderer.render(self.game_state, self.player_id)
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# Render current state with predictions
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self.renderer.render(self.game_state, self.player_id, self.predicted_heads)
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# Maintain frame rate
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self.clock.tick(FPS)
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@@ -30,13 +30,15 @@ class Renderer:
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self.font = pygame.font.Font(None, 36)
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self.small_font = pygame.font.Font(None, 24)
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def render(self, game_state: Optional[GameState], player_id: Optional[str] = None) -> None:
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def render(self, game_state: Optional[GameState], player_id: Optional[str] = None, predicted_heads: dict = None) -> None:
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"""Render the current game state.
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Args:
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game_state: Current game state to render
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player_id: ID of the current player (for highlighting)
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predicted_heads: Dict mapping player_id to predicted head Position
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"""
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predicted_heads = predicted_heads or {}
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# Clear screen
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self.screen.fill(COLOR_BACKGROUND)
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@@ -65,6 +67,13 @@ class Renderer:
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head_color = tuple(min(c + 50, 255) for c in color)
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self.draw_cell(snake.body[0], head_color)
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# Draw predicted head position (if available)
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if snake.player_id in predicted_heads:
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predicted_pos = predicted_heads[snake.player_id]
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# Draw with semi-transparent overlay (darker color)
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predicted_color = tuple(int(c * 0.6) for c in head_color)
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self.draw_cell(predicted_pos, predicted_color)
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# Draw scores
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self.draw_scores(game_state, player_id)
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@@ -105,7 +114,9 @@ class Renderer:
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player_id: Current player's ID
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"""
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y_offset = 10
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for snake in game_state.snakes:
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# Sort snakes by length descending
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sorted_snakes = sorted(game_state.snakes, key=lambda s: len(s.body), reverse=True)
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for snake in sorted_snakes:
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color = COLOR_SNAKES[snake.color_index % len(COLOR_SNAKES)]
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# Prepare length text
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@@ -104,7 +104,7 @@ class GameLogic:
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return False
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def update_snake_direction(self, player_id: str, direction: Tuple[int, int]) -> None:
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"""Update a snake's direction if valid.
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"""Update a snake's direction by adding to input buffer.
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Args:
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player_id: Player whose snake to update
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@@ -112,9 +112,19 @@ class GameLogic:
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"""
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for snake in self.state.snakes:
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if snake.player_id == player_id and snake.alive:
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# Prevent 180-degree turns
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if direction != OPPOSITE_DIRECTIONS.get(snake.direction):
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snake.direction = direction
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# Don't add duplicate inputs (same as last in buffer)
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if snake.input_buffer and snake.input_buffer[-1] == direction:
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break
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# If opposite to last in buffer, replace it
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if snake.input_buffer and direction == OPPOSITE_DIRECTIONS.get(snake.input_buffer[-1]):
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snake.input_buffer[-1] = direction
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# If buffer not full, append
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elif len(snake.input_buffer) < 3:
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snake.input_buffer.append(direction)
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# Buffer full, replace last slot
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else:
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snake.input_buffer[-1] = direction
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break
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def move_snakes(self) -> None:
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@@ -123,6 +133,18 @@ class GameLogic:
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if not snake.alive: # Skip disconnected players
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continue
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# Consume direction from input buffer if available
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while snake.input_buffer:
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buffered_direction = snake.input_buffer.pop(0)
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# Skip 180-degree turns for multi-segment snakes
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if len(snake.body) > 1 and buffered_direction == OPPOSITE_DIRECTIONS.get(snake.direction):
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continue # Skip this buffered input, try next
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# Valid direction from buffer
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snake.direction = buffered_direction
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break
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# Calculate next position based on current direction
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next_position = snake.get_head() + snake.direction
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@@ -160,6 +182,14 @@ class GameLogic:
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"""Perform one game tick: move snakes and spawn food."""
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self.move_snakes()
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# Spawn food if needed
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if len(self.state.food) < len([s for s in self.state.snakes if s.alive]):
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self.state.food.append(self.spawn_food())
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# Spawn food based on player count
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alive_snakes = [s for s in self.state.snakes if s.alive]
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if len(alive_snakes) == 0:
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# No players - populate field with 3 apples
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while len(self.state.food) < 3:
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self.state.food.append(self.spawn_food())
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else:
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# Normal game - 1 food per alive snake
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if len(self.state.food) < len(alive_snakes):
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self.state.food.append(self.spawn_food())
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@@ -14,6 +14,7 @@ from ..shared.protocol import (
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create_player_left_message,
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create_game_started_message,
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create_error_message,
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create_player_input_message,
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)
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from ..shared.constants import DEFAULT_HOST, DEFAULT_PORT, TICK_RATE, COLOR_SNAKES
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from .game_logic import GameLogic
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@@ -184,6 +185,16 @@ class GameServer:
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direction = tuple(message.data.get("direction", (1, 0)))
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self.game_logic.update_snake_direction(player_id, direction)
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# Broadcast input to all clients for prediction
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snake = next((s for s in self.game_logic.state.snakes if s.player_id == player_id), None)
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if snake:
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input_msg = create_player_input_message(
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player_id,
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snake.direction,
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snake.input_buffer
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)
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await self.broadcast(input_msg)
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async def handle_start_game(self) -> None:
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"""Start the game."""
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if self.game_logic.state.game_running:
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@@ -35,6 +35,7 @@ class Snake:
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stuck: bool = False # True when snake is blocked and shrinking
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color_index: int = 0 # Index in COLOR_SNAKES array for persistent color
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player_name: str = "" # Human-readable player name
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input_buffer: List[Tuple[int, int]] = field(default_factory=list) # Buffer for pending direction changes (max 3)
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def get_head(self) -> Position:
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"""Get the head position of the snake."""
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@@ -51,6 +52,7 @@ class Snake:
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"stuck": self.stuck,
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"color_index": self.color_index,
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"player_name": self.player_name,
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"input_buffer": self.input_buffer,
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}
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@classmethod
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@@ -64,6 +66,7 @@ class Snake:
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snake.stuck = data.get("stuck", False) # Default to False for backward compatibility
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snake.color_index = data.get("color_index", 0) # Default to 0 for backward compatibility
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snake.player_name = data.get("player_name", "") # Default to empty string for backward compatibility
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snake.input_buffer = [tuple(d) for d in data.get("input_buffer", [])] # Default to empty list for backward compatibility
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return snake
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@@ -21,6 +21,7 @@ class MessageType(Enum):
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GAME_STARTED = "GAME_STARTED"
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GAME_OVER = "GAME_OVER"
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ERROR = "ERROR"
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PLAYER_INPUT = "PLAYER_INPUT" # Broadcast player input for prediction
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class Message:
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@@ -114,3 +115,18 @@ def create_game_over_message(winner_id: str = None) -> Message:
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def create_error_message(error: str) -> Message:
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"""Create an ERROR message."""
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return Message(MessageType.ERROR, {"error": error})
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def create_player_input_message(player_id: str, direction: tuple, input_buffer: list) -> Message:
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"""Create a PLAYER_INPUT message for client-side prediction.
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Args:
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player_id: ID of the player who sent the input
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direction: Current direction tuple
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input_buffer: List of buffered direction tuples (max 3)
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"""
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return Message(MessageType.PLAYER_INPUT, {
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"player_id": player_id,
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"direction": direction,
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"input_buffer": input_buffer
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})
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@@ -29,18 +29,20 @@ class TestGameLogic:
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assert 0 <= food.position.y < GRID_HEIGHT
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def test_update_snake_direction(self) -> None:
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"""Test updating snake direction."""
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"""Test updating snake direction via input buffer."""
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logic = GameLogic()
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snake = logic.create_snake("player1")
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logic.state.snakes.append(snake)
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# Valid direction change
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# Direction changes go into buffer first
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logic.update_snake_direction("player1", UP)
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assert snake.direction == UP
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assert snake.input_buffer == [UP]
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assert snake.direction == RIGHT # Original direction unchanged
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# Invalid 180-degree turn (should be ignored)
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logic.update_snake_direction("player1", DOWN)
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assert snake.direction == UP # Should remain UP
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# Moving consumes from buffer
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logic.move_snakes()
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assert snake.direction == UP # Now changed after movement
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assert len(snake.input_buffer) == 0
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def test_move_snakes(self) -> None:
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"""Test snake movement."""
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@@ -252,3 +254,117 @@ class TestGameLogic:
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assert len(snake_a.body) == 1
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assert len(snake_b.body) == 1
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def test_input_buffer_fills_to_three(self) -> None:
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"""Test input buffer fills up to 3 directions."""
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logic = GameLogic()
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snake = logic.create_snake("player1")
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logic.state.snakes.append(snake)
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# Add 3 different directions
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logic.update_snake_direction("player1", UP)
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logic.update_snake_direction("player1", LEFT)
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logic.update_snake_direction("player1", DOWN)
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assert len(snake.input_buffer) == 3
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assert snake.input_buffer == [UP, LEFT, DOWN]
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def test_input_buffer_ignores_duplicates(self) -> None:
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"""Test input buffer ignores duplicate inputs."""
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logic = GameLogic()
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snake = logic.create_snake("player1")
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logic.state.snakes.append(snake)
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logic.update_snake_direction("player1", UP)
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logic.update_snake_direction("player1", UP) # Duplicate
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assert len(snake.input_buffer) == 1
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assert snake.input_buffer == [UP]
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def test_input_buffer_opposite_replacement(self) -> None:
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"""Test opposite direction replaces last in buffer."""
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logic = GameLogic()
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snake = logic.create_snake("player1")
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logic.state.snakes.append(snake)
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logic.update_snake_direction("player1", UP)
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logic.update_snake_direction("player1", DOWN) # Opposite to UP
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# DOWN should replace UP
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assert len(snake.input_buffer) == 1
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assert snake.input_buffer == [DOWN]
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def test_input_buffer_overflow_replacement(self) -> None:
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"""Test 4th input replaces last slot when buffer is full."""
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logic = GameLogic()
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snake = logic.create_snake("player1")
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logic.state.snakes.append(snake)
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# Fill buffer with 3 directions
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logic.update_snake_direction("player1", UP)
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logic.update_snake_direction("player1", LEFT)
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logic.update_snake_direction("player1", DOWN)
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# 4th input should replace last slot
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logic.update_snake_direction("player1", RIGHT)
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assert len(snake.input_buffer) == 3
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assert snake.input_buffer == [UP, LEFT, RIGHT] # DOWN replaced by RIGHT
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def test_input_buffer_consumption(self) -> None:
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"""Test buffer is consumed during movement."""
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logic = GameLogic()
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snake = Snake(player_id="player1", body=[
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Position(5, 5),
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Position(4, 5),
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Position(3, 5),
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], direction=RIGHT)
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logic.state.snakes.append(snake)
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# Add direction to buffer
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snake.input_buffer = [UP]
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logic.move_snakes()
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# Buffer should be consumed and direction applied
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assert len(snake.input_buffer) == 0
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assert snake.direction == UP
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assert snake.get_head().y == 4 # Moved up
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def test_input_buffer_skips_180_turn(self) -> None:
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"""Test buffer skips 180-degree turns for multi-segment snakes."""
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logic = GameLogic()
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snake = Snake(player_id="player1", body=[
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Position(5, 5),
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Position(4, 5),
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Position(3, 5),
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], direction=RIGHT)
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logic.state.snakes.append(snake)
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# Buffer has opposite direction then valid direction
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snake.input_buffer = [LEFT, UP] # LEFT is 180° from RIGHT
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logic.move_snakes()
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# LEFT should be skipped, UP should be applied
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assert len(snake.input_buffer) == 0
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assert snake.direction == UP
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assert snake.get_head().y == 4 # Moved up
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def test_zero_players_spawns_three_apples(self) -> None:
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"""Test field populates with 3 apples when no players."""
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logic = GameLogic()
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logic.state.game_running = True
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# Start with no snakes and no food
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logic.state.snakes = []
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logic.state.food = []
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# Update should populate 3 apples
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logic.update()
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assert len(logic.state.food) == 3
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# Subsequent updates should maintain 3 apples
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logic.update()
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assert len(logic.state.food) == 3
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56
web/game.js
56
web/game.js
@@ -10,6 +10,10 @@ class GameClient {
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this.canvas = document.getElementById('game-canvas');
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this.ctx = this.canvas.getContext('2d');
|
||||
|
||||
// Client-side prediction
|
||||
this.playerInputBuffers = {}; // player_id -> input_buffer array
|
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this.predictedHeads = {}; // player_id -> [x, y] predicted position
|
||||
|
||||
// Game constants (matching Python)
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this.GRID_WIDTH = 40;
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this.GRID_HEIGHT = 30;
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@@ -134,6 +138,8 @@ class GameClient {
|
||||
case MessageType.STATE_UPDATE:
|
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this.gameState = message.data.game_state;
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||||
this.updatePlayersList();
|
||||
// Clear predictions on authoritative update
|
||||
this.predictedHeads = {};
|
||||
if (this.gameState.game_running) {
|
||||
this.hideOverlay();
|
||||
}
|
||||
@@ -164,6 +170,29 @@ class GameClient {
|
||||
console.error('Server error:', message.data.error);
|
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this.showStatus('Error: ' + message.data.error, 'error');
|
||||
break;
|
||||
|
||||
case MessageType.PLAYER_INPUT:
|
||||
// Update input buffer and predict next position
|
||||
const playerId = message.data.player_id;
|
||||
const direction = message.data.direction;
|
||||
const inputBuffer = message.data.input_buffer || [];
|
||||
|
||||
this.playerInputBuffers[playerId] = inputBuffer;
|
||||
|
||||
// Predict next head position
|
||||
if (this.gameState && this.gameState.snakes) {
|
||||
const snake = this.gameState.snakes.find(s => s.player_id === playerId);
|
||||
if (snake && snake.body && snake.body.length > 0) {
|
||||
// Use first buffered input if available, otherwise current direction
|
||||
const nextDir = inputBuffer.length > 0 ? inputBuffer[0] : direction;
|
||||
const head = snake.body[0];
|
||||
this.predictedHeads[playerId] = [
|
||||
head[0] + nextDir[0],
|
||||
head[1] + nextDir[1]
|
||||
];
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -245,6 +274,15 @@ class GameClient {
|
||||
this.drawCell(x, y, color);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw predicted head position (if available)
|
||||
if (this.predictedHeads[snake.player_id]) {
|
||||
const [px, py] = this.predictedHeads[snake.player_id];
|
||||
const brightColor = this.brightenColor(color, 50);
|
||||
// Draw with reduced opacity (darker color)
|
||||
const predictedColor = this.darkenColor(brightColor, 0.6);
|
||||
this.drawCell(px, py, predictedColor);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
@@ -307,6 +345,19 @@ class GameClient {
|
||||
return `#${newR.toString(16).padStart(2, '0')}${newG.toString(16).padStart(2, '0')}${newB.toString(16).padStart(2, '0')}`;
|
||||
}
|
||||
|
||||
darkenColor(hex, factor) {
|
||||
// Convert hex to RGB and multiply by factor
|
||||
const r = parseInt(hex.slice(1, 3), 16);
|
||||
const g = parseInt(hex.slice(3, 5), 16);
|
||||
const b = parseInt(hex.slice(5, 7), 16);
|
||||
|
||||
const newR = Math.floor(r * factor);
|
||||
const newG = Math.floor(g * factor);
|
||||
const newB = Math.floor(b * factor);
|
||||
|
||||
return `#${newR.toString(16).padStart(2, '0')}${newG.toString(16).padStart(2, '0')}${newB.toString(16).padStart(2, '0')}`;
|
||||
}
|
||||
|
||||
updatePlayersList() {
|
||||
if (!this.gameState || !this.gameState.snakes) {
|
||||
return;
|
||||
@@ -314,7 +365,10 @@ class GameClient {
|
||||
|
||||
this.playersList.innerHTML = '';
|
||||
|
||||
this.gameState.snakes.forEach((snake) => {
|
||||
// Sort snakes by length descending
|
||||
const sortedSnakes = [...this.gameState.snakes].sort((a, b) => b.body.length - a.body.length);
|
||||
|
||||
sortedSnakes.forEach((snake) => {
|
||||
const playerItem = document.createElement('div');
|
||||
playerItem.className = `player-item ${snake.alive ? 'alive' : 'dead'}`;
|
||||
playerItem.style.borderLeftColor = this.COLOR_SNAKES[snake.color_index % this.COLOR_SNAKES.length];
|
||||
|
||||
@@ -59,13 +59,13 @@
|
||||
<script src="protocol.js"></script>
|
||||
<script src="game.js"></script>
|
||||
<script>
|
||||
// Auto-detect WebSocket URL
|
||||
// Auto-detect WebSocket URL based on page hostname
|
||||
const wsUrl = document.getElementById('server-url');
|
||||
if (window.location.protocol === 'file:') {
|
||||
wsUrl.value = 'ws://localhost:8889';
|
||||
} else {
|
||||
const host = window.location.hostname;
|
||||
const port = window.location.port ? parseInt(window.location.port) + 889 : 8889;
|
||||
const port = 8889; // Default WebSocket port
|
||||
wsUrl.value = `ws://${host}:${port}`;
|
||||
}
|
||||
</script>
|
||||
|
||||
@@ -17,7 +17,8 @@ const MessageType = {
|
||||
PLAYER_LEFT: 'PLAYER_LEFT',
|
||||
GAME_STARTED: 'GAME_STARTED',
|
||||
GAME_OVER: 'GAME_OVER',
|
||||
ERROR: 'ERROR'
|
||||
ERROR: 'ERROR',
|
||||
PLAYER_INPUT: 'PLAYER_INPUT' // Broadcast player input for prediction
|
||||
};
|
||||
|
||||
class Message {
|
||||
|
||||
Reference in New Issue
Block a user