This repository was archived by the owner on Jan 18, 2024. It is now read-only.
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Lukacms
commented
Jan 11, 2024
- have menu, pause menu
- lounge with rooms
- clients can connect to room, and then go to a game with levels
- entities are stored in a json file, and the factory create them from that
- auto-generated documentation with doxygen
instead of std::out_of_range, to not have server quitting unexpectedly also catch <Ctrl-C> in client, and corrected DEBUG macro bugs
message to server, which delete the client entity there's still a corrupted size fast on client side, don't known where does it come from
corresponding namespaces any header file should have a guard
room class is created, as well as a manager for both the classes need to implement them in the code
also add enum to see if client is in lobby, waiting in a room, or in a game
are in the lobby, waiting for game or in a game each tic, the manager send infos about lobby to players with corresponding enum status
also change headers to the one that is used by everyone else
either join room, or create one if possible
[DELETE] files from the client to put them in the server side
also run game logic for each room that is InGame mode
room will stop before timeout if the room is full (4 players)
operator coding style, and less memory consuming
didn't have differents build types
need to figure out why cpack takes too much time
ubuntu weird thing that should be patched, but deleting the line while waiting for changes
get client's menu to have scene handler and be able to make lounge scenes, and tests rooms
changes that should have been stashed
…into feature/client/solo_game
to develop solo games without fearing a big merge conflict afterward
…psulation for graphics
understand why tests aren't compiling
…mpile with justfile don't know what the CI will say tho
dlloader need to have different signature names when calling method init_class<TSignature *>(), so we need to define the differents ways for both linux and windows \#ifdef __linux / #else / #endif
A-ri-A
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Jan 12, 2024
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