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Wifi game fsm

Simon Josef Thür requested to merge wifi_game_fsm into master

Works with multiplayer (tested with 8cf86645 on test/wifi_fsm)

Right now, a new round is initiated on any player action input (see #12)


Quick copy paste on player action requests we defined back in the day:

typedef enum
{
    REQ_ACTION_ATTACK,
    REQ_ACTION_SPECIAL_ATTACK,
    REQ_ACTION_BLOCK,
    REQ_ACTION_JUMP,
    REQ_ACTION_NONE //    <- not this, then new round
} RequestedAction;

Any thoughts on code style/implementation/bugs/improvements etc.?


Moving forward, I'm gonna make sure that it doesnt break when switching to singleplayer. After that I will need access to the newest header files for graphics, io, sound, storage, so that I can include them into the main game architecture

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