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blnClientReady
boolean blnClientReady
Checks to see if the client is ready
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blnConnect
boolean blnConnect
Checks to see if the user is connected to a server.
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blnDemo
boolean blnDemo
Communicates to the code whether the player is in demo mode
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blnHost
boolean blnHost
Used to see who is host for extra privileges
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blnHostReady
boolean blnHostReady
Checks to see if the host is ready
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blnjump
boolean blnjump
Used to see if jumping or not
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dblCharacterDefX
double dblCharacterDefX
Character displacement in X
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dblCharacterDefY
double dblCharacterDefY
Character displacement in Y
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intClientCharacter
int intClientCharacter
Sets which character the client is
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intEndY
int intEndY
Integer value for the y-coordinate component denoting the bottom point of the pole
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intHostCharacter
int intHostCharacter
Sets which character the host is
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intJumpCooldown
int intJumpCooldown
Cooldown for jump
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intNumPlayers
int intNumPlayers
Used to count the number of players
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intPlayersReady
int intPlayersReady
The number of players ready
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intRaceTime
int intRaceTime
Timer to count the seconds it takes for players to reach end of map
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RaceTimer
Timer RaceTimer
Timer that runs every second to count how long character takes to reach the end
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ssm
SuperSocketMaster ssm
Calls on SuperSocketMaster
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ssmMessage
String[] ssmMessage
Messages you send over SuperSocketMaster
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strClientUsername
String strClientUsername
The name the client enters in connection process
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strConnectionResult
String strConnectionResult
Tells user things like host/client status and errors in the connection process when connect buton is pressed
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strHostUsername
String strHostUsername
The name the host enters in connection process
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strIp
String strIp
The IP of the computer
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strPort
String strPort
Port of the computer
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strResult
String strResult
The result of the connection method
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strUsername
String strUsername
The entered username
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theTimer
Timer theTimer
Timer that runs 60fps Animations
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view
SBSRViewTest view
Calls on SBSRViewTest