Comments (2)
can currently transfer data between all connected sockets
next step is to determine slowest socket and to use it as the controller of the game.
also use the speed of the slowest socket to determine the speed of the motion of players and the speed with which they get tired
A different approach may be to use the server to transmit the core game, at a fixed set of speeds
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done much of what's required; decided to run the game on a single client and then transmit results from that client to others. What's left to is to create multiple rooms for different games
from simplesoccermanager.
Related Issues (20)
- weird player movements HOT 1
- fix throwing and corner animations
- add whistle and crowd cheering sounds
- enable multiple players
- commentary
- update host when current host is disconnected
- resize game on window resized
- multiplayer mode: multiplayers need to return to kickoff positions before game can restart
- address passing/shooting/dribbling probabilities
- create socket rooms for each game
- allow users to set names of players
- fulltime animation needed HOT 1
- send data to the database about the status of a game, and pull data too on home page HOT 1
- dribbling
- keeper movement
- enabling user input and control HOT 1
- prevent player morale from falling below zero
- enable human controlled players to call for the ball
- replace with sentiment analysis library with Alchemy API HOT 1
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