More progress. Host can now see the client that has joined. Host reacts to networked messages.
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@@ -77,7 +77,7 @@ static void state_tick(Presentation_State *state) {
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if(game_instance_pop_local_input(instance, &input)) {
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// TODO: SS - We should probably check if this input is invalid for the snake. (pressing "go right" when going left, for example.)
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// If it is invalid, the next input in the queue should be tried.
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game_session_set_player_input(session, instance->local_player_index, input);
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game_session_set_player_input(session, instance->local_player_id, input);
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}
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game_session_tick(session);
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@@ -299,7 +299,7 @@ static void state_render(Presentation_State *state) {
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sim_world->game_world->seed,
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sim_world->game_world->grid.width, sim_world->game_world->grid.height,
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session->settings.tickrate,
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instance->local_player_index, instance->local_player_index == 0 ? "true" : "false", // NOTE: SS - You're the host if you're player 0.
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instance->local_player_id, instance->local_player_id == 0 ? "true" : "false", // NOTE: SS - You're the host if you're player 0.
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game_session_get_amount_of_active_players(session), sim_world->max_players
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);
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