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Set version number in the package.json to the correct version. Server…
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…NetChannel.js is the highest version number used.

Removed mention of version number from project files.
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Brendon Muschamp committed Mar 21, 2014
1 parent 8b3e0fe commit 5e77bf5
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Showing 13 changed files with 1 addition and 28 deletions.
2 changes: 0 additions & 2 deletions js/core/AbstractClientGame.js
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Expand Up @@ -17,8 +17,6 @@ Basic Usage:
RealtimeMultiplayerGame.extend(MyGameClass, RealtimeMultiplayerGame.AbstractGame, null);
};
Version:
1.0
*/
(function(){
RealtimeMultiplayerGame.AbstractClientGame = function() {
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2 changes: 0 additions & 2 deletions js/core/AbstractGame.js
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Expand Up @@ -17,8 +17,6 @@ Basic Usage:
RealtimeMultiplayerGame.extend(MyGameClass, RealtimeMultiplayerGame.AbstractGame, null);
};
Version:
1.0
*/
(function(){
RealtimeMultiplayerGame.AbstractGame = function() {
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2 changes: 0 additions & 2 deletions js/core/AbstractGameView.js
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Expand Up @@ -10,8 +10,6 @@ Abstract:
Basic Usage:
[This class only contains an interface]
Your specific game's implementation of a GameView should implement at least these methods.
Version:
1.0
*/
(function(){
RealtimeMultiplayerGame.AbstractGameView = function() {
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2 changes: 0 additions & 2 deletions js/core/AbstractServerGame.js
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Expand Up @@ -18,8 +18,6 @@ Basic Usage:
RealtimeMultiplayerGame.extend(MyGameClass, RealtimeMultiplayerGame.AbstractServerGame, null);
};
Version:
1.0
*/
(function(){

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2 changes: 0 additions & 2 deletions js/core/RealtimeMutliplayerGame.js
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Expand Up @@ -10,8 +10,6 @@ Abstract:
Basic Usage:
This class is not instantiated
Version:
1.0
*/
RealtimeMultiplayerGame = (typeof RealtimeMultiplayerGame === 'undefined') ? {} : RealtimeMultiplayerGame;
/**
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3 changes: 0 additions & 3 deletions js/model/Constants.js
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Expand Up @@ -10,9 +10,6 @@ Abstract:
Basic Usage:
[This class is not instantiated! - below is an example of using this class by extending it]
var clientDropWait = RealtimeMultiplayerGame.Constants.CL_DEFAULT_MAXRATE
Version:
1.0
*/
(function(){
RealtimeMultiplayerGame.Constants = {
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3 changes: 0 additions & 3 deletions js/model/GameEntity.js
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Expand Up @@ -11,9 +11,6 @@ Basic Usage:
var badGuy = new RealtimeMultiplayerGame.GameEntity();
badGuy.position.x += 1;
Version:
1.0
*/
(function(){
RealtimeMultiplayerGame.namespace("RealtimeMultiplayerGame.model");
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2 changes: 0 additions & 2 deletions js/model/NetChannelMessage.js
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Expand Up @@ -24,8 +24,6 @@ Basic Usage:
(from netchannel)
this.connection.send(message.encodedSelf());
};
Version:
1.0
*/
(function(){

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3 changes: 0 additions & 3 deletions js/model/WorldEntityDescription.js
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Expand Up @@ -16,9 +16,6 @@ Basic Usage:
// Create a new world-entity-description, could be some room for optimization here but it only happens once per game loop anyway
var worldEntityDescription = new WorldEntityDescription( this );
this.netChannel.tick( this.gameClock, worldEntityDescription );
Version:
1.0
*/
(function(){
RealtimeMultiplayerGame.namespace("RealtimeMultiplayerGame.model");
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2 changes: 0 additions & 2 deletions js/network/Client.js
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Expand Up @@ -17,8 +17,6 @@ Basic Usage:
for( var clientid in this.clients ) {
this.clients[clientid].sendMessage(encodedMessage);
}
Version:
1.0
*/
(function(){

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2 changes: 0 additions & 2 deletions js/network/ClientNetChannel.js
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Expand Up @@ -20,8 +20,6 @@ Basic Usage:
netChannelDidConnect();
netChannelDidReceiveMessage();
netChannelDidDisconnect();
Version:
1.0
*/
(function(){
var BUFFER_MASK = RealtimeMultiplayerGame.Constants.CLIENT_SETTING.MAX_BUFFER;
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2 changes: 0 additions & 2 deletions js/network/ServerNetChannel.js
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Expand Up @@ -14,8 +14,6 @@
Basic Usage:
TODO: UPDATE USAGE
Version:
1.1.0
*/
(function () {
/**
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2 changes: 1 addition & 1 deletion package.json
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@@ -1,6 +1,6 @@
{
"name": "RealtimeMultiplayerNodeJs",
"version": "0.2.0",
"version": "1.1.0",
"description": "RealtimeMultiplayerNodeJS is a framework specifically for building HTML5 multiplayer games with the Client / Server model",
"main": "js/BubbleDots/server.js",
"dependencies": {
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