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client.py
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70 lines (50 loc) · 2.01 KB
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import pygame, sys
import socket
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
server_ip = input("Enter server IP: ")
server_port = int(input("Enter server port: "))
LOCAL_IP = socket.gethostbyname(socket.gethostname())
s.connect((server_ip, server_port))
username = input("Enter username: ")
s.send(f"${username}".encode())
class Client:
def __init__(self):
pygame.init()
self.display = pygame.display.set_mode((200, 200))
def run(self):
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
s.send("a;".encode())
elif event.key == pygame.K_d:
s.send("d;".encode())
elif event.key == pygame.K_w:
s.send("w;".encode())
elif event.key == pygame.K_s:
s.send("s;".encode())
if event.key == pygame.K_i:
s.send("i;".encode())
elif event.key == pygame.K_k:
s.send("k;".encode())
elif event.key == pygame.K_j:
s.send("j;".encode())
elif event.key == pygame.K_l:
s.send("l;".encode())
elif event.type == pygame.KEYUP:
if event.key == pygame.K_a:
s.send("upa;".encode())
elif event.key == pygame.K_d:
s.send("upd;".encode())
elif event.key == pygame.K_w:
s.send("upw;".encode())
elif event.key == pygame.K_s:
s.send("ups;".encode())
elif event.type == pygame.QUIT:
s.close()
pygame.quit()
sys.exit()
self.display.fill((0, 0, 0))
pygame.display.update()
client = Client()
client.run()