Hlavní menu, synchronizace jmen hráčů. Client hru spustí až ve chvíli kdy dostane správný packet. Oprava bugu v se scalováním UIElementu

This commit is contained in:
Perry 2026-03-11 22:35:30 +01:00
parent e6128dc9f5
commit 7656707177
19 changed files with 315 additions and 53 deletions

View file

@ -34,11 +34,13 @@ public class GameLogic {
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = false}, Server.P1.peer);
Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = true}, Server.P2.peer);
EnemyManager.AddEnemy(new LurkEnemy(10)).Spawn(MapManager.Get(12));
EnemyManager.AddEnemy(new LurkEnemy(0)).Spawn(MapManager.Get(12));
EnemyManager.AddEnemy(new NekoEnemy(0)).Spawn(MapManager.Get(2));
EnemyManager.AddEnemy(new SpotEnemy(0)).Spawn(MapManager.Get(12));
EnemyManager.AddEnemy(new SpotEnemy(10)).Spawn(MapManager.Get(12));
Thread.Sleep(3000);
secondCycleTimer.Start();
Server.SendUpdateToAll([GameEvent.GAME_START()]);
}
public static void Update() {
if(secondCycleTimer.Check()) NSecondUpdate = true;

View file

@ -123,8 +123,8 @@ public class Server {
SendPacket(new JoinAcceptPacket { state = newPlayer.state }, peer);
P2 = newPlayer;
SendPacket(new OpponentInitPacket{state = newPlayer.state}, P1.peer);
SendPacket(new OpponentInitPacket{state = P1.state}, P2.peer);
SendPacket(new OpponentInitPacket{state = newPlayer.state, username = newPlayer.username}, P1.peer);
SendPacket(new OpponentInitPacket{state = P1.state, username = P1.username}, P2.peer);
GameLogic.Init();
}