4b3d5387a1
Changed code to support Windows libraries and functions as well
2024-02-29 16:38:36 -05:00
ba667d020d
Game is mostly finished, added a ton of code for reading and applying peer position.
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The most important addition is that the program now parses data in the
Serial_Data struct, and updates the positions accordingly. I also removed
the old implementation with strings, and fixed a bunch of bugs along the way.
2024-02-28 00:00:53 -05:00
6eb02ab2ee
Started working on implementing serialization code into the main game loop.
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Currently, I'm trying to serialize data and send it to the peer socket, and deserialize it at the receiving end.
2024-02-26 21:39:23 -05:00
6ad56fb9ef
Started working on client-server communication; so far, I can send the position of client to server, and vice-versa
2024-02-23 11:16:21 -05:00
89e1e8d45e
Worked on further implementation of the network side of things.
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Specifically, I added code to send a message from the client, after the client is launched. This message is used to try to connect to the server. Once the server receives this message, it responds back. After the client receives this response, the connection has been established, and the game can begin.
I also added code to wait (on the client side) for the server to press the spacebar.
2024-02-21 22:29:03 -05:00
acf8271126
Renamed 'math-helpers.hpp' to 'sign.hpp' and updated main.cpp to reflect the change
2024-02-15 09:46:53 -05:00
1b1dc4a3a2
Changed include paths to relative paths, and added an agnostic struct.
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The agnostic struct consists of a 'Mode' enum, and a 'Sock' type. The
'Sock' can be either a Server or Client, depending on the type of game.
This allows polymorphism, as I don't have to worry about whether the game
is being run in Server or Client mode, and I can call the same methods regardless.
2024-02-14 18:32:40 -05:00
fc041539c5
Changed Sock to Sock* in GameType struct to allow it to be set to null
2024-02-14 08:22:25 -05:00
cb0fe1af6b
Defined a 'GameType' struct that can hold both the mode, and the relevant socket, to enable polymorphism when calling socket methods
2024-02-14 08:09:34 -05:00
4c256d8800
Added call to SockQuit at the end
2024-02-11 23:22:19 -05:00
912435bfa3
Added new exception for invalid IP, used it if IP address is neither v4 nor v6
2024-02-07 21:55:05 -05:00
48739f6026
Created enum to denote if game is in client or server mode, and added error checking, to check if IP address is valid
2024-02-07 21:48:43 -05:00
05cc70412c
Added comments to better explain the code, and added code to catch more exceptions
2024-02-06 09:44:54 -05:00
2ca17a6225
Moved server / client checking above window initialization
2024-02-06 07:26:16 -05:00
cb958d2749
Added code to parse command-line flags, to determine whether the game was started in client or server mode, and call relevant functions to encode or decode address / key
2024-02-04 20:33:45 -05:00
c83b347620
Changed include paths, added a cmdline argument ('server') to indicate if the game is networkded or not
2024-01-31 21:01:11 -05:00
7557ce7cf5
Updated header file includes; Changed base speed; Started working on networking code, to send a character when the paddle is moved or stopped
2024-01-29 22:48:58 -05:00
b5a8fd599d
Added a randomly generated multiplier to the offset, when the ball collides with a paddle
2024-01-24 12:19:57 -05:00
2940c61314
Added code to wait until user presses SPACE, before starting the game. Also added code to show points
2024-01-24 12:02:45 -05:00
6e78329eb5
Updated code to use variable paddle speed and keep a constant speed (magnitude of velocity); added function to determine the x and y components of ball velocity after collision with paddle
2024-01-18 19:30:11 -05:00
6ddf6936bf
Added more comments, and fixed bug where ball would sometimes get 'stuck' inside paddle
2024-01-17 23:40:14 -05:00
9180e55c88
First commit
2024-01-17 23:25:43 -05:00