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This is a 2.5 dimension multiplayer shooter game, actually it is incomplete
Implement structure. Update WIKI.
Change PacketRecognizer in order to unpack packed packets ( :) ). Fill a bytebuffer for every player, with every packet going to him.
change PacketRecognizer.java to resolve errors, static method should return NULL if the creation of the packet fail.
also getTCP() should retun an array of TCP_Packet instead of only one instace, purged from all NULL value.
There's a mismatch in the byte type of the login packet.
choose and implement input system for client's action.
action should be placed in a temporary entity list with "turn timestamp", in order to prepare the system for the next milestone (double physic in client)
add graphics to client that reflect actual entity state. It should be easy because everithing is actually here, just need to "activate" it.
Also issue5 as to be solved first
the create entity in the client should put all entity in a separate collision group in physic, and invisible group in graphic.
That way we can preload all entity, and paint/collide them only when are visible on radar
Space around ship has to be diveded in 8 angle, all with vertices in the ship position. every angle is a direction (nort, south etc...)
also a little circle around the ship is will be the "not move" zone.
update file
LoginPacket.java
PlayRequestPacket.java
ClientActionPacket.java
method recognizePacket() to reflect the changes of TCP_Packet.java
The title explains pretty much all.
Let's see how long it takes you to notice this issue!
If we want to implement bot, we should buy an API system like robocode. Obviusly will accept input only on from server side.
all they logic should be strictfp, or don't use float at all.
basic enemy should use linear targeting or head-on. Guess factor should be ok for stronger enemy
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