STENCYL HTML5 INSTALL
Install npm : curl -sL | sudo -E bash.Thanks to Serjek and Endel for their contributions, I was able to get a HaXe combination running with the Nyan Cat example.
STENCYL HTML5 ANDROID
I was asked to create a MicroPhone HaXe extension for iOS and Android so that did take some time.Īlso, I wanted to wait a bit till the version 0.10 was done on both of the client and server side. Took a break from the Colyseus Extension, but I'm back. Subject: Colyseus HaXe Externs & Colyseus version 0.10 I want all the room types to share code that are common in all rooms.įor instance I need PlayerInSeat, PingTime, getPlayersInRoom etc.
STENCYL HTML5 HOW TO
Next I will need to figure out how to do classes with overloading / inheritence in TypeScript. when it finds one it will reset the lock.Ī room with four player-bots ran for over 4 hours and still they were in sync. When server receives the griddata it will set the new grid values and afterwards set the lockpositions to 0-time.Īfter each request the server checks the gridlock table if the currenttime - locktime > 2 seconds. The client will send the changed data to the server when it was success, otherwise it will not do the move as there was/is a lock. The client will do a grid request if the return state was an error. When the server was able to lock all gridpositions it will send a success to the client If the server grid position matches the requested lock positions a lock will be attempted: (pseudo-code) attemptposition=new Array() įor(each attemptpositon p) gridlock=0
The client will then request a complete grid from the server as it is apparently behind. If the grids are out of sync it will send an error back. It checks his own grid if the positions match the client request lock. The lock mechanism was flawed by not release locks and to not compare clientside grid with serverside grid.įor example when the client pushes a block from position 25 to 15 it will need to send 15=0,25=2,35=1000 to the server and request a lock on them: grid=0 // free space MasterPlayerID for Client Side logic Room Type.will need to double check system because running for over an hour it created another block :(Īt least the player positions (the colorblocks) are in sync! Made a prototype so that moves are done automatically. I probably need to use a 'previous' data mechanism as well so that data can be reversed when it only partially has been changed. That will be altered by a time-exceeded-system so that the server will unlock the set of grid positions When there is a lockstate it will not be unlocked. What I have is still flawed by leaving/killing or anyother type of disconnection. Once data has been modified an unlock is send. When a lock is granted the player can alter the grid (move/push/pull/alter state). The idea is that you have a grid-based game where the players 'lock' the part of the grid that will be changed. I have wanted a lock-mechanism behavior for a long time. This is one of the main goals of the Stencyl Extension. Player in Seat : This has to be changed to server-side, since it now apparently goes wrong sometimes (see pictures).