HiOn 20.06.2012 20:02, Szymon Wróblewski wrote:
# version 1:while True:for e in pygame.event.get()if e.type == NETWORK and isinstance(e.packet, echo):user, msg = e.packetprint '%s: %s' % (user, msg)host.send(echo('me', raw_input())
if you go with this pattern then I would suggest to avoid 'isinstance(...)'. I would suggest to do it like the key events in pygame:
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_ESCAPE:
# react
So my suggestion would be something similar for networking packets:
if e.type == pygame.NETWORK:
if e.packet_type == echo:
# do whatever needs to be done here
Maybe there is a better name for 'packet_type'
~DR0ID