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https://github.com/michaelrausch/Party-Parrots-At-Sea.git
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Rather than a high frequency loop sending all packets a low frequency loop is made then destroyed on button press for sending turn packets. This means a fast response time on button press but fewer packets sent.
#implement #issue[38]
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@@ -13,7 +13,7 @@ import javafx.scene.Node;
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import javafx.scene.input.KeyEvent;
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import javafx.scene.layout.Pane;
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import seng302.gameServer.MainServerThread;
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import seng302.gameServer.server.messages.BoatActionType;
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import seng302.gameServer.server.messages.BoatAction;
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import seng302.model.RaceState;
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import seng302.model.Yacht;
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import seng302.model.stream.packets.StreamPacket;
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@@ -274,13 +274,13 @@ public class GameClient {
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private void keyPressed(KeyEvent e) {
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switch (e.getCode()) {
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case SPACE: // align with vmg
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socketThread.sendBoatEvent(BoatActionType.VMG); break;
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socketThread.sendBoatAction(BoatAction.VMG); break;
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case PAGE_UP: // upwind
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socketThread.sendBoatEvent(BoatActionType.UPWIND); break;
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socketThread.sendBoatAction(BoatAction.UPWIND); break;
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case PAGE_DOWN: // downwind
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socketThread.sendBoatEvent(BoatActionType.DOWNWIND); break;
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socketThread.sendBoatAction(BoatAction.DOWNWIND); break;
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case ENTER: // tack/gybe
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socketThread.sendBoatEvent(BoatActionType.TACK_GYBE); break;
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socketThread.sendBoatAction(BoatAction.TACK_GYBE); break;
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//TODO Allow a zoom in and zoom out methods
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case Z: // zoom in
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System.out.println("Zoom in");
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@@ -295,10 +295,10 @@ public class GameClient {
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switch (e.getCode()) {
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//TODO 12/07/17 Determine the sail state and send the appropriate packet (eg. if sails are in, send a sail out packet)
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case SHIFT: // sails in/sails out
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socketThread.sendBoatEvent(BoatActionType.SAILS_IN); break;
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socketThread.sendBoatAction(BoatAction.SAILS_IN); break;
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case PAGE_UP:
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case PAGE_DOWN:
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socketThread.sendBoatEvent(BoatActionType.MAINTAIN_HEADING); break;
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socketThread.sendBoatAction(BoatAction.MAINTAIN_HEADING); break;
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}
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}
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}
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