Hlavní menu, synchronizace jmen hráčů. Client hru spustí až ve chvíli kdy dostane správný packet. Oprava bugu v se scalováním UIElementu
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e6128dc9f5
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19 changed files with 315 additions and 53 deletions
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@ -34,11 +34,13 @@ public class GameLogic {
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Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = false}, Server.P1.peer);
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Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = true}, Server.P2.peer);
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EnemyManager.AddEnemy(new LurkEnemy(10)).Spawn(MapManager.Get(12));
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EnemyManager.AddEnemy(new LurkEnemy(0)).Spawn(MapManager.Get(12));
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EnemyManager.AddEnemy(new NekoEnemy(0)).Spawn(MapManager.Get(2));
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EnemyManager.AddEnemy(new SpotEnemy(0)).Spawn(MapManager.Get(12));
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EnemyManager.AddEnemy(new SpotEnemy(10)).Spawn(MapManager.Get(12));
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Thread.Sleep(3000);
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secondCycleTimer.Start();
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Server.SendUpdateToAll([GameEvent.GAME_START()]);
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}
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public static void Update() {
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if(secondCycleTimer.Check()) NSecondUpdate = true;
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@ -123,8 +123,8 @@ public class Server {
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SendPacket(new JoinAcceptPacket { state = newPlayer.state }, peer);
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P2 = newPlayer;
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SendPacket(new OpponentInitPacket{state = newPlayer.state}, P1.peer);
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SendPacket(new OpponentInitPacket{state = P1.state}, P2.peer);
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SendPacket(new OpponentInitPacket{state = newPlayer.state, username = newPlayer.username}, P1.peer);
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SendPacket(new OpponentInitPacket{state = P1.state, username = P1.username}, P2.peer);
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GameLogic.Init();
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}
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