def main(): if len(sys.argv) > 1: print(sys.argv[1]) client = Client(Engine(), sys.argv[1], constants.SERVER_PORT) else: client = Client(Engine(), constants.SERVER_ADDR, constants.SERVER_PORT) gd = client.get_game_start_data() field = Gui(gd.width, gd.height, 1.0) engine = client.update_engine() players = engine.get_players() printd("CLIENT: players = {0}".format(players)) game = Game(players) # TODO: figure out if we want to bother passing this # up, down, left, right dirs = (0, 0, 0, 0) while True: start_time = time.time() #get input dirs = game.get_input(dirs) #talk to server client.update_player(PlayerUpdate(dirs)) #send my velocity to the server engine = client.update_engine() game.players = engine.get_players() #draw field.fill_black() for p in game.players: field.draw_player(p.get_pos(), p.get_color(), gd.radius, p.is_it()) pygame.display.flip() sleep_time = constants.LOOP_TIME - (time.time() - start_time) if sleep_time > 0: time.sleep(sleep_time)