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CS 447 Project 2 - Final Readme Group Members: Josh Crawford Vitaliy Rolf Running (Server/Client on same computer): 1) start server with java -jar server.jar 2) start client with java -Xms128m -Xmx512m -jar client.jar 3) manually enter the 127.0.0.1 as the server ip when the client starts. 4) hit an F key as shown below to choose a spawn location Controls: w - jetpack a - left d - right space - jump mouse - aiming the cross-hair for weapons left mouse button - fire 1-3 - switches weapons: 1=rifle, 2=shotgun, 3=grenades F1-F4 - choose a spawn location when starting the game or dead Low Bar Goals Achieved: Player Movement - Completed by adding force to player objects controlled by the physics engine. The physics engine was modified so the force would continue until turned off usually by releasing the movement key. The velocity was clamped to prevent infinite speed. Combat - Completed by generating bullets controlled by the physics engine. The bullet collisions would register damage to the player objects. Deathmatch - Completed with a match class that would keep track of scores and time limits. Networking - Completed by introducing threaded network engine that broadcasts game state every few milliseconds to a list of connected clients. Clients would predict object movement and would correct the position when new packets arrived from the server. UDP was used to broadcast game state and a TCP to communicate reliable information between the client and server. 2D Physics - Completed by integrating the Catto Physics Engine into the game. Three weapon types - Completed with a rifle, shotgun and grenade. Grenades include a timer to control detonation. Player has all weapons and unlimited ammo - Completed. Other features, not stated in the initial specs: User interface - Shows health and jetpack fuel. Additional game status were also displayed such as the time remaining in the match and player stats at the end of a match. Technical Show-pieces: Networking - Demonstrated with a networked game in the lab 2D Physics - Player movement, grenades, boxes, barrels and bullet collisions. Attributions Sprites - Derick Physics Engine - Eric Catto, Scott Wallace Everything here is licensed under MIT license.
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Collaborative project for game design course -- A Multiplayer Network Game.
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