Relinked natives
Client, Host thread framework and a Multiplayer Setup scene skeleton
Staging multiplayer branch files from master
Framework for a host thread, client thread and multiplayer setup scene
Commit of Threads, Multiplayer set up scene
Changed flavour text
Added multiplayer button to title
Host and client threads started in lobby scene by clicking their respective buttons
Host and client should be able to connect to each other in the lobby
Issues: Host thread unable to accept communication, "socket is closed" error
First try at connecting the two threads.
Further effort at making the networking connect (partial success) and then do useful stuff (no such luck)
- Added temporary MultiplayerGame scene for testing purposes and included a temporary splitLine variable, and colouring waypoints based on which side of the line they are on
- Changed several private types in Game to protected for use in new MultiplayerGame scene
- Added new draw overloaded function to Waypoint with colour parameter
- Added the ability to change the position of the split line using the Q and E keys for testing purposes
Removed unintentional change to classpath
Made entry and exit points separate
Add OSX natives and OSX fix
Threads can connect, but never manage to communicate as expected
Merge branch 'multiplayer' of https://github.com/slw546/SEPR4 into multiplayer
Connection works! host sends ping, client recieves string as expected. Ground work for: starting game as host forces client to start also
merged multipayer with itself... somehow