the_dungeon_project issueshttps://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues2018-01-24T06:58:09+01:00https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/63about my "Can't add stairs entity to the gamecontent" commit2018-01-24T06:58:09+01:00Theodore Lopezabout my "Can't add stairs entity to the gamecontent" commitHi, I ve added 2 commented lines to the project :
//stairs = SpeciesArray.create(posX, posY, 50, "Stairs", "Stairs");
//addTriggerToCheck(stairs);
when i uncomment them I have the error :
GRAVE: java.io.NotSerializableExcepti...Hi, I ve added 2 commented lines to the project :
//stairs = SpeciesArray.create(posX, posY, 50, "Stairs", "Stairs");
//addTriggerToCheck(stairs);
when i uncomment them I have the error :
GRAVE: java.io.NotSerializableException: core.gamestate.Trigger
Exception in thread "Thread-6" java.lang.AssertionError: networks: Please don't try to use unserializable objectscore.event.MapInit@751607c3
at network.innershell.LocalConnection.sendEvent(LocalConnection.java:49)
It means that MapInit is no longer Serializable. I don't understand it all. Does someone can explain me why adding an entity makes it the case, or resolve the issue ?Theodore LopezTheodore Lopezhttps://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/60Stairs generate new Map2018-01-24T06:58:09+01:00Lucas DelcrosStairs generate new MapJust have to re-call MapGeneration.mapGeneration when collision happens Just have to re-call MapGeneration.mapGeneration when collision happens Theodore LopezTheodore Lopezhttps://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/59Add a Boss and more Entities2018-01-24T06:58:09+01:00Lucas DelcrosAdd a Boss and more EntitiesHello,
There still is not a lot of different entities, can graphic group add more sprites and core make simple implementations ? Also I think It would be since too have a bigger monster in the stairs room as a Boss.
Hello,
There still is not a lot of different entities, can graphic group add more sprites and core make simple implementations ? Also I think It would be since too have a bigger monster in the stairs room as a Boss.
https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/73Make abilities work in multiplayer2018-01-24T06:58:11+01:00BogdanMake abilities work in multiplayerThis problem has been known for a while, buy maybe someone can do a quick fix for the presentation?
The problem is that when you want to attack with a fireball, the EffectBuilder wants a relayer that only exists on the client side. I th...This problem has been known for a while, buy maybe someone can do a quick fix for the presentation?
The problem is that when you want to attack with a fireball, the EffectBuilder wants a relayer that only exists on the client side. I think a quick "if" will solve this problem.https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/32Collision bug2017-06-29T12:20:24+02:00Lucas DelcrosCollision bug![bug1](https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/uploads/abb187e13d1971e2bb822ac97c9db3f3/bug1.png)
Seems like there is a way to pass through the walls with some "diagonal" moves. ![bug1](https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/uploads/abb187e13d1971e2bb822ac97c9db3f3/bug1.png)
Seems like there is a way to pass through the walls with some "diagonal" moves. Arnaud GuerquinArnaud Guerquinhttps://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/15Dummy Entities are Superfluous.2015-11-25T01:28:13+01:00BogdanDummy Entities are Superfluous.One of the main design issues (it was a nice idea in the multiplatform case) is that we are not attaching the information related to the GUI to the Entity class. This is problematic because the GUI needs this information when working wit...One of the main design issues (it was a nice idea in the multiplatform case) is that we are not attaching the information related to the GUI to the Entity class. This is problematic because the GUI needs this information when working with Entities, while using only the GameState.
More explicitly, in order to create a gamestate which is usable by the GUI we need to perform casting in a most horrible way (and this is not the only place where we do it). Another potential solution will be to create something similar to a GUI GameState, but I believe that as we will be dealing with many types of Entities this adds unnecessary complexity.
Proposal: Combine the DummyEntity class with the Entity one.
Arnaud GuerquinArnaud Guerquinhttps://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/19Entity-Being-Bearer-Character2015-12-01T21:26:02+01:00Thomas DupriezEntity-Being-Bearer-Character* Since the gameState only contains entities, how can all the other classes of the "Entity's hierarchy" (Being-Bearer-Character) be used ?
* Entity need a Species object to be instanciated. Species contains fields like baseHP and the ...* Since the gameState only contains entities, how can all the other classes of the "Entity's hierarchy" (Being-Bearer-Character) be used ?
* Entity need a Species object to be instanciated. Species contains fields like baseHP and the like. I thought pure Entities (ie. not Being, Bearer, Character) weren't, by design, supposed to have such statistics. Am I correct ?
* I'm beginning to think that the Entity's hierarchy should be collapsed. Removing Being, Bearer and Character and putting everything in the Entity class. Of course, I don't mean that Entity should get all the fields and methods from Being-Bearer-Character (the file would become messy), but instead, in the spirit of Species, I think we should create objects containing all the fields and methods linked to a given "feature" of Entities. Example: Instead of the Bearer class, we create an "Inventory" class containing the fields and methods from Bearer, and we add an field in Entity storing an object of type "Inventory". What do you think of this ?
Arnaud GuerquinArnaud Guerquinhttps://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/39Remove AI_Entities from GameContent2015-12-17T12:27:38+01:00BogdanRemove AI_Entities from GameContentSince an AI_Entity is a Thread, it makes no sense to include them into the GameContent. This is because MapInit Events actually send the GameContent from "server" to "client". Why would anyone want to send threads?Since an AI_Entity is a Thread, it makes no sense to include them into the GameContent. This is because MapInit Events actually send the GameContent from "server" to "client". Why would anyone want to send threads?https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/42Core_Task: Putting the "trigger effect" feature of the class TrigerEntity in ...2015-12-31T18:06:18+01:00Thomas DupriezCore_Task: Putting the "trigger effect" feature of the class TrigerEntity in the Entity class.Objective:
* Putting the "trigger effect" feature of the class TrigerEntity in the Entity class.
Reason:
* The Entity hierarchy won't be split anymore (it will be a single line of inheritance).
* The Characters will be able to have...Objective:
* Putting the "trigger effect" feature of the class TrigerEntity in the Entity class.
Reason:
* The Entity hierarchy won't be split anymore (it will be a single line of inheritance).
* The Characters will be able to have "effect triggers" (halo of flame...)
How:
* Defining in the Entity class a list of "Triggers" (which are couples of the form: (function that maps an Entity to a Zone<which defines the zone, with regards to the entity to which the Trigger is attached, where any other entity moving in should trigger the effect>, list of instances of the Effect class (will be defined)<what should happen when an entity enters the trigger zone>))
* Modifying the gameLoop (or elsewhere) so that these triggers are checked when the entities are moving
Questions/Remarks ?Arnaud GuerquinArnaud Guerquinhttps://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/21Delete Species Class and use an Object Factory to instantiate concrete Entities.2015-12-15T16:34:36+01:00BogdanDelete Species Class and use an Object Factory to instantiate concrete Entities.It is quite strange that we are implementing our own way of agenerating Entities when there is a pattern for that https://en.wikipedia.org/wiki/Factory_method_pattern.
It is quite strange that we are implementing our own way of agenerating Entities when there is a pattern for that https://en.wikipedia.org/wiki/Factory_method_pattern.
Arnaud GuerquinArnaud Guerquinhttps://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/43Why are all the advanced getter method of the GameState duplicated in the Ga...2016-01-07T17:38:51+01:00Thomas DupriezWhy are all the advanced getter method of the GameState duplicated in the GameContent ?For example: getEntityList(), getOnlyCharacters ...
It doesn't seem nice for extensibility and maintainability reasons. But maybe there's a reason to their existence. (I'm asking the question)For example: getEntityList(), getOnlyCharacters ...
It doesn't seem nice for extensibility and maintainability reasons. But maybe there's a reason to their existence. (I'm asking the question)Arnaud GuerquinArnaud Guerquin