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Server-Side game dimensions, mass rebalancing, SAT player collision, etc. #186

Merged
merged 15 commits into from
Jun 9, 2015
Merged

Server-Side game dimensions, mass rebalancing, SAT player collision, etc. #186

merged 15 commits into from
Jun 9, 2015

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JoeMattie
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See commit notes for specifics on changes. This is a resubmission of my earlier pull request with more commit notes and has been brought up to date with upstream/master.

Sorry, I'm pretty new to git :/ Trying to get in the habit of committing more often

@JoeMattie
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Update: removed strict so Travis build would succeed

@neslinesli93
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Thanks for making commits more readable!
I think i've found a very weird bug in your code: when two players collide, the one who collided first immediately disconnects. I made these tests locally so I could easily say which of the players collided first since it was the only one on which I had control

EDIT: This is the stack trace:

Missing error handler on socket.
TypeError: undefined is not a function
at Socket. (agar.io-clone\server\server.js:241:34)
at Socket.emit (events.js:107:17)
at Socket.onevent (agar.io-clone\node_modules\socket.io\lib\socket.js:330:8)
at Socket.onpacket (agar.io-clone\node_modules\socket.io\lib\socket.js:290:12)
at Client.ondecoded (agar.io-clone\node_modules\socket.io\lib\client.js:193:14)
at Decoder.Emitter.emit (agar.io-clone\node_modules\socket.io\node_modules\socket.io-parser\node_modules\component-emitter\index.js:134:20)
at Decoder.add (agar.io-clone\node_modules\socket.io\node_modules\socket.io-parser\index.js:247:12)
at Client.ondata (agar.io-clone\node_modules\socket.io\lib\client.js:175:18)
at Socket.emit (events.js:107:17)
at Socket.onPacket (agar.io-clone\node_modules\socket.io\node_modules\engine.io\lib\socket.js:99:14)
User #f9fNWijUb40oF_U2AAAC disconnected

@JoeMattie
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Fixed. Was removing the user from the users array incorrectly

@JoeMattie JoeMattie closed this Jun 6, 2015
@JoeMattie JoeMattie reopened this Jun 6, 2015
@JoeMattie
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Whups, closed by accident

@keithagroves
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It seems too slow for me. I changed the log to base 10 (on slowDown )and it's a lot more playable. I don't like the static background but it might be nice if you could toggle it. Check out my pr #178. With food generating around the player will the enemy players see more food around them as player aproaches?

@igorantun
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Thank you so much for that PR!
It seems like it has some merge conflicts though, would you be willing to fix those so I can merge it, please? :)

@JoeMattie
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Merge conflicts resolved

foods.forEach(function(f){ drawFood(f); });

if(borderDraw){
drawborder();

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Why you drawborder twice?

@keithagroves
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I think that might be a mistake from merging 2 different versions of the drawBorder. It's not unque to this pr.

@themuddfamily2 themuddfamily2 mentioned this pull request Jun 9, 2015
@igorantun
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Ooops, seems like other PR caused merge conflicts on this one again :\

@JoeMattie
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Fixed merge conflicts again

@igorantun
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Thank you so much for this! :)

igorantun added a commit that referenced this pull request Jun 9, 2015
Server-Side game dimensions, mass rebalancing, SAT player collision, etc.
@igorantun igorantun merged commit c37b21c into owenashurst:master Jun 9, 2015
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5 participants