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This is a 2.5 dimension multiplayer shooter game, actually it is incomplete
The title explains pretty much all.
Let's see how long it takes you to notice this issue!
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)
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
Change PacketRecognizer in order to unpack packed packets ( :) ). Fill a bytebuffer for every player, with every packet going to him.
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
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.
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
update file
LoginPacket.java
PlayRequestPacket.java
ClientActionPacket.java
method recognizePacket() to reflect the changes of TCP_Packet.java
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.
Implement structure. Update WIKI.
There's a mismatch in the byte type of the login packet.
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