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Multiplayer websocket messaging protocol #37

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ignacioxd opened this issue Mar 14, 2018 · 3 comments
Closed

Multiplayer websocket messaging protocol #37

ignacioxd opened this issue Mar 14, 2018 · 3 comments
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@ignacioxd
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We need to define the messages the game will send via websockets, including the payloads sent by each one, if applicable. The basic features that must be supported for the first milestone are:

  • Player connection/disconnection
  • Player joining the game with a specific character/player name/etc.
  • Player movement
  • Player shooting
  • Player health change
  • Player killed
  • Player respawn

Later versions of the game will support other features, such as collecting power-ups or healing.

@ignacioxd ignacioxd self-assigned this Mar 14, 2018
@ignacioxd ignacioxd added this to To do in v1 via automation Mar 14, 2018
@ignacioxd ignacioxd added this to the Milestone 1 milestone Mar 14, 2018
@ignacioxd ignacioxd moved this from To do to In progress in v1 Mar 16, 2018
@ignacioxd
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Here's a first pass at this protocol. Changes in health (hits), getting killed, and respawning are not yet covered.

image

Would love to hear your thoughts.

ignacioxd added a commit that referenced this issue Mar 17, 2018
This implements a part of the protocol described in #37 and partially addresses #38.
@ignacioxd
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The first working implementation of the protocol has the following flow:

image

Pending items are

  • Hitting an enemy and getting hit / health change
  • Killing
  • Respawning

@ignacioxd
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I'm closing this since 52137b5 and b596361 now provide the option to fire, hit an enemy to kill it (can be extended to affect health), and respawning can be implemented via another call to joinGame.

v1 automation moved this from In progress to Done Mar 23, 2018
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