math update

converts reference frames better now from ball squares to pixels
Refactor: Separate start and game screens, world and render.
Merge branch 'master' of github.com:sharlwong/pong
Minor edits
prototype 0.1

it sort of works
there's a bit of a big but it's probably a rendering fail
but it might be a math fail

a/d moves player0 (bottom)
left/right moves player1 (top)

to simulate a touchscreen, the numbers will also move player1

known problems:
- ball bounces off air near paddle sometimes
- walls are calculated wrongly (i think this is a rendering fail though)
- java screen size 500x500 is not really 500x500
Fixed bug in MessageService
StartScreen changes to GameScreen after server and 2 clients are created
prototype 0.2

math fixed (correctly this time)
concurrency issue found and fixed

numbers simulate touchscreen
wasd and numbers now control top player
arrows control bottom player

hold spacebar to spam balls

colors added

enter screen size in the dimension in pongmain

known problems:
- java screen size is off by a few pixels due to its implementation
- looks a little weird that the balls sometimes bounce off the paddle
side
- moving paddles don't always work as planned, because of listener lag
prototype 0.3

you can add simulated lag in the gameboard class

setting lag to negative will instead add a random amount of lag
max acceptable lag is set in constants

no problems have been fixed yet
Merge Avery's prototype version 0.3 into the Pong(with libgdx)
Can be rendered and controled
Opponent paddle position is updated through the server
Track constants
Merge complete
Merge branch 'master' of github.com:sharlwong/pong
[FIX] small problem: score upside down
Merge branch 'master' of https://github.com/sharlwong/pong
prototype 0.4

paddles fixed
simulated lag set to 0 by default
added mouse =D

move mouse for bottom player
click or spacebar to spam balls

new mechanic for ball injection: first one ball, then after a delay of
about a tenth of a second, mass spammage

new start mechanic: first ball delayed by 300ms to give first player
time to respond
Update libgdx version according to Avery's prototype 0.4
Swayam: I commented your code: "if(!ready.booleanValue()) return;" in
GameWorld for testing purposes just for your information
prototype 0.5

rename
several changes to simplify the ball

will be splitting game for client-server stuff soon
prototype 0.6

refactored so that:
- game knows nothing about dimensions
- renderer and input handler knows nothing about game

game calls:
- set player 0 position
- set player 1 position
- update delta time
- get state
- exit (for debugging, will be removed)

the game state is a single double[][] containing:
- balls
- paddles
- score
calculation is done in the renderer.