the_dungeon_project issues
https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues
2018-01-24T06:58:11+01:00
https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/73
Make abilities work in multiplayer
2018-01-24T06:58:11+01:00
Bogdan
Make abilities work in multiplayer
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 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/70
For IA not really issue
2018-01-24T06:58:11+01:00
Etienne Toussaint
For IA not really issue
As requested, a new ability which prevent same faction entity to hurt themself as been added.
As requested, a new ability which prevent same faction entity to hurt themself as been added.
https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/69
Break term_app
2018-01-24T06:58:11+01:00
Etienne Toussaint
Break term_app
Since last update on entity_displayer you called swing api (Buffered_Image) within terminal used fonction causing a java app to open.
Since last update on entity_displayer you called swing api (Buffered_Image) within terminal used fonction causing a java app to open.
https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/66
Map change
2018-01-24T06:58:11+01:00
Arnaud Guerquin
Map change
When stairs are used, the displayed map is wrong.
(remercie thomas pour que cela te soit attribué)
When stairs are used, the displayed map is wrong.
(remercie thomas pour que cela te soit attribué)
Colin Thomas
Colin Thomas
https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/54
Test File
2018-01-24T06:58:11+01:00
Fardale
Test File
Does this 2 files are used ?
```
./src/artificial_intelligence/test/AI_Main_Test.java.
./src/map_generation/map/MapGeneratorTest.java
```
Does this 2 files are used ?
```
./src/artificial_intelligence/test/AI_Main_Test.java.
./src/map_generation/map/MapGeneratorTest.java
```
https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/53
AI type
2018-01-24T06:58:11+01:00
Arnaud Guerquin
AI type
Yann added a way to have different parametrized IA.
To choose an AI for an entity, I see three choice :
* random choice at the entity's generation between all possibility.
* select the AI specified by the species
* select on...
Yann added a way to have different parametrized IA.
To choose an AI for an entity, I see three choice :
* random choice at the entity's generation between all possibility.
* select the AI specified by the species
* select one choice between all AI specified by the species.
If the first or third choice is given, should this impact the character's statistic ?
https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/52
Filling empty rooms
2018-01-24T06:58:11+01:00
Lucas Delcros
Filling empty rooms
In a mail recently received :
"And we may also consider filling a bit all these empty rooms with some furniture (I'm thinking of Tiles, whose sprites would be furnitures and who would be unpassable)."
Any ideas game design or othe...
In a mail recently received :
"And we may also consider filling a bit all these empty rooms with some furniture (I'm thinking of Tiles, whose sprites would be furnitures and who would be unpassable)."
Any ideas game design or others ?
https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/51
Split Event between Server and Client type
2018-01-24T06:58:11+01:00
Arnaud Guerquin
Split Event between Server and Client type
We could do this to insure that some "harmful" event can't be send by the client to the server (like a MapInit Event, for exemple).
We could do this to insure that some "harmful" event can't be send by the client to the server (like a MapInit Event, for exemple).
https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/47
junit bug (again)
2018-01-24T06:58:11+01:00
Chouasne
junit bug (again)
Hello,
I can't compile the project because of the error "package org.junit does not exist".
I've followed the steps Thomas gave in his mail, but it still doesn't work =(
I mailed Thomas but he didn't answer back.
I have no idea for ...
Hello,
I can't compile the project because of the error "package org.junit does not exist".
I've followed the steps Thomas gave in his mail, but it still doesn't work =(
I mailed Thomas but he didn't answer back.
I have no idea for what I can do to make it work
Please help meee
Thomas Dupriez
Thomas Dupriez
https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/41
Single instance of GameContent instead of two
2018-01-24T06:58:11+01:00
Arnaud Guerquin
Single instance of GameContent instead of two
As of now in single player, the same GameContent is shared between the "Client" and the "Server". It means that only ONE GameContent is created and that each event is executed twice on this GameContent.
This explains why instead of remo...
As of now in single player, the same GameContent is shared between the "Client" and the "Server". It means that only ONE GameContent is created and that each event is executed twice on this GameContent.
This explains why instead of removing 4 damages, an attack removes 8.
https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/34
IA Wall
2018-01-24T06:58:11+01:00
Remy Garnier
IA Wall
TODO:The IA doesn't recognize a wall
TODO:The IA doesn't recognize a wall
Remy Garnier
Remy Garnier
https://gitlab.crans.org/genie_logiciel_2015/the_dungeon_project/-/issues/18
GameLoop Ideas
2018-01-24T06:58:11+01:00
Thomas Dupriez
GameLoop Ideas
Let's discuss here!
Thomas' original proposal: "It is not really an issue, it's more an idea that popped in my head. Feel free (not?) to use it.
The gameLoop maintains, for each entity, their "intentions" (eg. I want to move in thi...
Let's discuss here!
Thomas' original proposal: "It is not really an issue, it's more an idea that popped in my head. Feel free (not?) to use it.
The gameLoop maintains, for each entity, their "intentions" (eg. I want to move in this direction, I want to attack left, ...). All incoming events are processed as soon as they are received, but they don't modify the actual gameContent. Instead, they modify these intentions.
And then, at each game frame, the gameLoop goes through all the entities of the gameState, get their intentions and try to apply them to the gameContent. It then send Events to the clients, so that they can update their gameContent.
I think it is simple, but enforces the game frame constraints you wanted.
To add an example, imagine that, between 2 gameFrames, the gameLoop receives 2 move events from the same entities. With this system of intentions, the second event overwrite the intention the first one set, and the next gameFrame will only consider the intention generated by the second event. Of course, the time between 2 gameFrames must be short enough not to make the game unplayable."
Theodore Lopez
Theodore Lopez