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A Simple Swing Game

Roadmap

  • Create a database with scores - mario

  • Display the top scores in the game - mario

  • Send the score to the server - mario

  • Use a cloud server to store the scores - mario

  • Single player mode:

    • Base game logic - victor
    • Refactor the way enemies work - victor
    • Use seed for enemy and coin generation - victor
    • Add levels (arenas) - TODO: pablo
  • Multiplayer mode:

    • Client:

      • Define a packet structure - victor
      • Refactor the way enemies work - victor
      • Listen for server sent packets - victor
      • Handle server sent packets - victor
      • Menu for connecting to server - victor
      • Interprete server sent packets - victor
      • Send inputs to server - ?
    • Server:

      • Define a packet structure - victor
      • Listen for packets and send them to all clients - victor
      • Send level data / enemy data to client on join - victor
      • Send initial data to player - victor
      • Workout how to start the game - ivan, victor
      • Implement admin app api - iván, victor
      • Checks fow when the match is over - ?
    • Admin app:

      • Discover and connect to server - iván, victor
      • Start game - victor
      • Turn server off - iván
      • Restart game

Communication client-server (Multiplayer)

Complete maybe?

  • The client will send an integer on join or an admin packet is gameAdmin
    • Server implementation - victor
    • Client implementation - victor
  • The server will send back a PlayerPacket with the color received as an integer in previos request
    • Server implementation - victor
    • Client implementation - victor
  • The server will wait for the admin to send a start game packet
    • Server implementation - victor
    • Admin implementation - victor
  • The server will send a start game packet to all clients
    • Server implementation - victor
    • Client implementation - victor
  • The server will start listening for player packets for every client
    • Server implementation - victor
    • Client implementation - victor
  • The server will start listening for enemy packets when a player hits and enemy sending the new enemy location
    • Server implementation - victor
    • Client implementation - victor

Outline of an abstract connection between client and server

The server can only have a limited amount of threads so the max number of players that can be connected has to be the number of threads used on the server