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jspace2d's Issues

complete PacketRecognizer.java

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.

choose and implement input system

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

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

client create entity

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

Rotation from mouse

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.

reflect changes of TCPPacket

update file
LoginPacket.java
PlayRequestPacket.java
ClientActionPacket.java
method recognizePacket() to reflect the changes of TCP_Packet.java

TEST

Let's see how long it takes you to notice this issue!

bot artificial intelligence

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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