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Server and ServerGamestate integration. #58
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Looks like a good start for the Item
implementation and event queue refactoring. There are a few small things I mentioned in file comments but they're pretty negligible.
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Looks good here, though one thing regarding the vector naming - I originally used base_objects
as a name for the SmartVector<Object *>
since it should only include objects that are instances of the base Object
class. I think for all derived classes we can just use their names directly - e.g., SmartVector<Item *> items
in this case, and later SmartVector<Player *> players
, SmartVector<Wall *> walls
, etc.
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Small change: In line 88, I think object->physics.velocity = glm::vec3(0.0f, 0.0f, 0.0f);
would be cleaner, but besides that looks good
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What is the intended use of the scalar
property in ItemInfo
?
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It may be used for the strength of different potions, (e.g scalar = 100 for health, 2 for doubling speed) but it is just a filler.
…ently empty; will need to add debugger functionality to simulate incoming player events)
I just added a small fix to the debugger since the |
Moved event handling to servergamestate.
Currently have a temporary version of movement but should be changed keydown/keyup events for optimized networking.
Added basic item class.