- when the mode is toggled, a boat action package will be sent to notify server
to change the boat's turning mode
- turning mode toggle is now fully functional
#story[1245]
- optimised UI
- check conflicts when change key bind if the key has already been in use
- abstract keybind as a separate singleton class so all class can access it
- [WIP] turning mode is need to be finished
#story[1245]
YachtEventType: Added some new events, a generic power down event and a bumper_crash event for an affected boat
GameState: Implemented boat bumper logic
MessageFactory: Made new messages for powerdown and status effect
ClientYacht: Had to create another powerDown functional interface to inform the race view controller when to turn off the icon
RaceViewController/GameClient: Now waits for a message about powering down before turning off rather than waiting time client side
#story[1293]
Token class now has two functions: assignRandomType and realiseRandomType
The former can be used to assign any random type to the token including the random type
The latter can be used to assign a concrete random type to the token (not the random type)
#story[1245]
RaceView now has a grid pane to contain some icons to display power ups. These are just preliminary
ClientYacht now has a power up field that is set from recieveing messages in the Game Client, as well as observed by the RaceViewController to display the relevant icon when the powerup field is changed
#story[1245]
Made new preliminary models for each power up. Currently just different colour balls
Added new YachtEventTypes in the enum for each pick up to be sent out to clients
Tokens now not only randomise location but also randomise which type of token will be sent out
Added new methods to the MessageFactory class - Make collision and Make pickup Message
Game Client now checks what type of Yacht Event code has come in to respond appropriately rather than just generic collision / token.. although this has not been implemented yet
Game View loads appropriate token models depending on what is in XML
#story[1245]
- Added chat back into the game
- Fixed a bug where the timer would show "race finished" when the race hadn't started
- Fixed a bug where resources weren't being deallocated when the game was closed
Tags: #story[1246]
Refactored check for token collision to move into the generic check for collision method
Created a YachtEventType enum to differentiate between collision and pickup on client side.
Client now plays a sound when they pick up a token
#story[1250]
Refactored check for token collision to move into the generic check for collision method
Created a YachtEventType enum to differentiate between collision and pickup on client side.
Client now plays a sound when they pick up a token
#story[1250]
in to the decorator properly.
- Moved start screen view initialization logic into ViewManager.
- When go back to start screen view, a new stage within the start screen
view will be initialized.
#story[1245]
- Correct player count is shown in server list
- Servers now advertise their capacity and number of players connected
- Players can click join on the servers in the server list
- Direct connect works
- Can set max players / server name in host dialog
- Server starts correctly when host clicked
- Implemented boat customization
- Implemented 'begin race button', and disabled it for players that aren't hosts
- Added countdown timer in lobby
- Fixed bug where app wouldn't close
Tags: #story[1245]
- Server list updates when a server is added/removed
- Player can host a server
- Lobby view shows players connected
Tags: #pair[mra106, hyi25] #story[1245]
- Resolved DNS bug by updating to a newer version of JmDNS
- Added server list, this is populated with new servers as they are discovered
- Added map name and spaces remaining to server advertisement
Tags: #story[1247]