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darkshaft's Issues

Terrain Generation

Static maps are good for early development, but it'll be nice to have automatic terrain generation at some point.

Networking

Multiplayer games tend to need a way to communicate between clients.

Hosted server/client should be fine for now, may need to offload to a central server at some point.

Avatar movement synchronization, and tower placement are probably step 1/2.

I'm looking at kryonet for server/client connection management.

Thread Safety

Need to synchronize or queue any changes that can be initiated by net/ui/main loop threads independently.

Entity lists, path planner intermediate state, more.

 [java] Caused by: java.lang.NullPointerException
 [java]     at com.badlogic.gdx.utils.ObjectMap.containsKey(ObjectMap.java:407)
 [java]     at com.baptr.darkshaft.util.PathPlanner.findPath(PathPlanner.java:107)
 [java]     at com.baptr.darkshaft.util.PathPlanner.invalidatePaths(PathPlanner.java:248)
 [java]     at com.baptr.darkshaft.util.PathPlanner.addDefense(PathPlanner.java:205)
 [java]     at com.baptr.darkshaft.screen.GameScreen.addDefense(GameScreen.java:86)
 [java]     at com.baptr.darkshaft.screen.DemoScreen.addDefense(DemoScreen.java:85)
 [java]     at com.baptr.darkshaft.input.GameInputProcessor.touchUp(GameInputProcesso

Tower attacks

Towers need to fight back once there's something to shoot.

Mob spawning

Not much of a tower defense game without something to attack you. We'll need markers for spawn location, object Pools, probably some tweaking to PathPlanner, and movement.

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