[project1dev] Re: finishing pirate dice

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 26 Apr 2010 14:33:07 -0700

Yeah good call. Hopefully I will be able to finish this up within the next
couple weeks


On Mon, Apr 26, 2010 at 2:25 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> oh and it should probably have a username/password box instead of us
> setting it in the file.
>
> i can make the code side stuff needed so that it uses that info to log into
> the server
>
>
> On Mon, Apr 26, 2010 at 1:15 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> Yeah that sounds pretty good to me, I think you are right on the
>> multiplayer stuff
>>
>>
>> On Mon, Apr 26, 2010 at 1:08 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>
>>> Ok, I think I can get pirate dice up to speed with a few hours worth of
>>> work. I think I am closer to getting network play functional than I am
>>> single player.
>>>
>>> I am having a hard time mentally wrapping my mind around what I need to
>>> accomplish to make this network transition.
>>>
>>> Thinking in text here...
>>> I will need a flag that will say which player you are so you can't play
>>> the other players
>>> If you turn comes up play normally
>>> If a different players turn comes up do not show their dice, do not pop
>>> up the window
>>>   Instead wait for the game to send the information in from the other
>>> players
>>> if a player folds send that information to all players, the recieving
>>> players will update thier own records
>>> if a player calls send that information to all players, the recieving
>>> players will update its own records
>>>
>>> is that it??
>>>
>>> It's basically the same as a single player game but instead of allowing
>>> the player to go you wait for the information to be sent in. Right? It
>>> sounds easy when I try to explain it but when I try to convert it into code
>>> I get confused. Am I missing anything?
>>>
>>> Then clean up the ui, add some sound fx, add some music, presto
>>
>>
>>
>

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