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functional battle royale
#38
Closed
julianweise
closed
6 years ago
julianweise
commented
6 years ago
[x] [M] Consider Self-Eliminations -> Client sends '
selfEliminated
' to Server
[x] [M] Set appropriate state when receiving Elimination Notice as a client
[x] [C] Display time until match start -> ideally dont use same timer widget
[x] [M] Clear field on match start client-side
[ ] [C] Visualize eliminations on remote & own fields
[x] [C] Scoreboard: Display and Update with Names & Points (and endangered status)
[x] [C] Scoreboard: Visualize eliminations
[x] [C] Send name on JoinMatch socket (field name: '
displayName
')
[ ] [MC] Visualize wins (golden blocks)
[x] [M] Shader Background -> parametrize speed with game progress (estimate with alive players/all players)
[ ] [MC] Clarify which remote fields are displayed
[x] [C] Clear field (at match start) not when already eliminated
[x] [C] Clear points on match start
Server:
[x] [M] Process name on MatchJoin socket
[x] [M] Mark players as endangered
[x] [M] Self-Identification of Clients -> send socket id on connect to client
[x] [M] Consider self-eliminations in elimination planning (edge case: last remaining would be eliminated)
[x] [M] Smart placements: have self-eliminated & disconnected players drop to the lowest available rank
msoechting
commented
6 years ago
Done:
Send SocketID on Connect to Client (event name is 'yourSocketId' with body: { yourSocketId: abc123 })
Mark players as endangered
Self-eliminations (server-side): TODO: Client should send event 'selfEliminated' to server when this happens.
Consider self-eliminations in elimination planning (For this, I extended PlayStatus to [Playing, Eliminated,
Won
])
Process name on MatchJoin event
Also:
Stagger network updates from server, i.e. send updates every 250ms (if changes happened)
msoechting
commented
6 years ago
Done:
Consider Self-Eliminations -> Client sends 'selfEliminated' to Server
Set appropriate state when receiving Elimination Notice as a client
Clear field on match start client-side
msoechting
commented
6 years ago
fixed in #48
Server: