Setting the angular factor on my 3d object was not working. Then I realize that I had left out the RubyFloat::internal method call to convert the VALUE passed into a c++ float. Without the conversion, the RubyGameObject was passing a value of 1 to the set_angular_factor method. Now the 3d object's position is affected by physics but not its rotation, which is good for character control.
RubyMethod set_angular_factor(VALUE self, VALUE angular_factor)
{
guard(GameObject.set_angular_factor);
CWorldObject *obj = internal(self);
obj->set_angular_factor(RubyFloat::internal(angular_factor)); //line that had the problem
return Qnil;
unguard
}
Construct2 can use websockets to send and receive messages between games. By using socket-io , we can use a Node.js script as the server and my modification to the socket-io plugin for Construct2 to allow the games to synchronize data between them in real-time. There are two parts to this design: the Node.js server and the Construct2 clients (the games playing). The main part of building an online multiplayer HTML5 game is to plan: how the clients will communicate how often and what to communicate how much of the logic will go into the server and how much to the client. In my sample game, I chose to have each client own a player and have the server just relay messages: Use string messages in the form TypeOfMessage, Parameter1, Paremeter2, Parater3, etc to communicate. Have the clients send their player position about 16 times a second. Whenever their player shoots, the client needs to send a message immediately. Almost all of the game logic will...
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