Architecture générale
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@@ -8,6 +8,8 @@ Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(po
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m_username = "Zelda Bee-Bop56";
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}
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Player::~Player() {}
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void Player::TurnLeftRight(float value) {
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m_rotY += value;
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if (m_rotY > 360) m_rotY = 0;
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@@ -206,3 +208,7 @@ void Player::Teleport(int& x, int& z) {
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m_position.x -= x * CHUNK_SIZE_X;
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m_position.z -= z * CHUNK_SIZE_Z;
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}
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Vector3f Player::InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now) {
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return Vector3f();
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}
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@@ -12,6 +12,8 @@ public:
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enum Sound { NOSOUND, STEP, FALL };
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Player(const Vector3f& position, float rotX = 0, float rotY = 0);
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~Player();
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void TurnLeftRight(float value);
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void TurnTopBottom(float value);
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Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
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@@ -26,12 +28,13 @@ public:
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float GetHP() const;
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void Teleport(int& x, int& z);
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private:
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protected:
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Vector3f m_position;
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Vector3f m_velocity;
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Vector3f m_direction;
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std::string m_username;
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uint64_t id = 0;
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float m_rotX = 0;
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float m_rotY = 0;
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@@ -40,6 +43,9 @@ private:
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float m_hp;
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bool m_airborne;
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Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now);
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};
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#endif //_PLAYER_H__
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