Merge branch 'master' into SQC-15_online

This commit is contained in:
MarcEricMartel
2023-12-05 06:34:51 -05:00
69 changed files with 172 additions and 329 deletions

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@@ -1,4 +1,4 @@
#include "booster.h"
#include "booster.h";
void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran)
{
@@ -43,4 +43,4 @@ void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, S
shader.Disable();
//tran.ApplyTranslation(-m_position);
//glEnable(GL_DEPTH_TEST);
}
}

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@@ -28,7 +28,6 @@ include_directories(
add_library(SQCSim-common
"${SQCSIM_COMMON_DIR}boostinfo.cpp"
"${SQCSIM_COMMON_DIR}blockinfo.cpp"
"${SQCSIM_COMMON_DIR}bullet.cpp"
"${SQCSIM_COMMON_DIR}chunk.cpp"
@@ -41,7 +40,6 @@ add_library(SQCSim-common
add_executable(SQCSim-client
"../audio.cpp"
"../booster.cpp"
"../connector.cpp"
"../engine.cpp"
"../mesh.cpp"

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@@ -72,13 +72,13 @@ int Connector::Connect(const char* srv_addr, std::string name) {
//using namespace std::chrono_literals;
//std::this_thread::sleep_for(100ms);
//memset(bf.ptr, '\0', BUFFER_LENGTH);
memset(bf.ptr, '\0', BUFFER_LENGTH);
bool ready = false;
int errors = 0;
std::vector<char*> lsPck;
while (!ready) {
lsPck = netprot::recvPacks(m_sock_udp, &bf);
lsPck = netprot::recvPacks(m_sock_tcp, &bf);
for (auto& pck : lsPck) {
uint32_t bsize = bf.len - (pck - bf.ptr);
@@ -97,9 +97,7 @@ int Connector::Connect(const char* srv_addr, std::string name) {
pl = new netprot::PlayerInfo();
if (!netprot::Deserialize(pl, pck, &bsize))
++errors;
else {
m_players[pl->id] = pl;
}
else m_players[pl->id] = pl;
break;
case TEAMINF:
// TODO: Faire dequoi avec TeamInfo si on fini par avoir des teams.

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@@ -28,17 +28,8 @@
#define BASE_WIDTH 640
#define BASE_HEIGHT 480
#define ANIME_PATH_JUMP "./media/textures/AssetOtherPlayer/FinalPNGJumping/"
#define ANIME_PATH_STILL "./media/textures/AssetOtherPlayer/FinalPNGStanding/"
//1 = jump shoot sans anim, 2 = jump shoot avec anim
#define ANIM_PATH_JSHOOT1 "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/"
#define ANIM_PATH_JSHOOT2 "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/ShootingJump/"
//1 = shoot sans anim, 2 = shoot avec anim
#define ANIM_PATH_SSHOOT1 "./media/textures/AssetOtherPlayer/FinalPNGShooting/"
#define ANIM_PATH_SSHOOT2 "./media/textures/AssetOtherPlayer/FinalPNGShooting/Shooting/"
#define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/"

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@@ -29,9 +29,32 @@ Engine::~Engine() {
}
void Engine::Init() {
GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
abort();
}
uint64_t seed = SEED;
glDisable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT);
if (m_istarted)
return;
else m_istarted = true;
@@ -47,9 +70,6 @@ void Engine::Init() {
m_whoosh[x] = nullptr;
}
// Init Chunks
m_world.GetChunks().Reset(nullptr);
char* ch = new char[2];
std::cout << "Jouer en ligne? [o/N] ";
@@ -82,16 +102,13 @@ void Engine::Init() {
if (!m_conn.Connect(srvname.c_str(), playname)) {
// setup jeu en reseau.
std::cout << "ID recu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
//std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
m_player = Player(m_conn.getOrigin().position);
for (auto& [key, player] : m_conn.m_players) {
for (auto& [key, player] : m_conn.m_players)
m_players[key] = new RemotePlayer(player);
RemotePlayer* rt = (RemotePlayer*)m_players[key];
rt->SetPosition(Vector3f(555, 555, 555));
}
seed = 9370707;//m_conn.getSeed();
seed = m_conn.getSeed();
m_networkgame = true;
}
else std::cout << "Erreur de connexion." << std::endl;
@@ -102,41 +119,17 @@ void Engine::Init() {
m_world.SetSeed(seed);
// Init Chunks
m_world.GetChunks().Reset(nullptr);
m_startTime = std::chrono::high_resolution_clock::now();
// Gestion de souris.
CenterMouse();
HideCursor();
m_remotePlayer.SetPosition(Vector3f(.5, CHUNK_SIZE_Y + 10., .5));
}
void Engine::DeInit() {}
void Engine::LoadResource() {
GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
abort();
}
glDisable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT);
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
@@ -187,71 +180,29 @@ void Engine::LoadResource() {
//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
//STILL//STANDING
TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png");
//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png");
//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png");
//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png");
//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png");
//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png");
//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png");
//SHOOTINGSTILL SANS TIRER
//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png");
//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png");
//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png");
//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png");
//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png");
//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png");
//SHOOTINGSTILL TIRER
//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueFrontRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingLeftShoot1.png");
//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueShootingBackRightShoot1.png");
//JUMP
//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png");
//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png");
//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
//STILL
//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackRight.png");
TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBack.png");
//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBack.png");
//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilLeft.png");
//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeft.png");
//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRight.png");
//SHOOTINGJUMP SANS TIRER
//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontJumpRightShootingRight.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontLeftJumpLeftShootingLeft.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontRightJumpRightShootingRight.png");
//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueProfilLeftJumpLeftShootingLeft.png");
//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BluerProfilRightJumprightShootingRight.png");
//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackLeftJumpLeftShootingLeft.png");
//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackRightJumpRightShootingRight.png");
//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackJumpRightShootingRight.png");
//SHOOTINGSTILL
//SHOOTINGJUMP
//SHOOTINGJUMP TIRER
//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontJumpRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontLeftJumpLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontRightJumpRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueProfilLeftJumpLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BluerProfilRightJumprightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackLeftJumpLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackRightJumpRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackJumpRightShootingRightShoot1.png");
if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl;
abort();
@@ -409,7 +360,6 @@ void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClear(GL_STENCIL_BUFFER_BIT);
float itemBackgroundWidthProportion = 0.25f;
float itemBackgroundHeightProportion = 0.175f;
@@ -705,7 +655,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
fPosY = fPosYJump;
fPosY -= charSize;
ss << " Velocity : " << m_player.GetVelocity();
ss << " Velocity : " << m_remotePlayer.GetVelocity();
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
@@ -715,7 +665,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
ss.str("");
fPosY -= charSize;
ss << " Remote Position : " << m_otherplayerpos;
ss << " Remote Position : " << m_remotePlayer.GetPosition();//m_player.GetPosition();
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
@@ -1275,11 +1225,10 @@ void Engine::Render(float elapsedTime) {
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
netprot::ChunkMod* cmod = nullptr;
if (m_mouseL) {
if (bloc != BTYPE_LAST)
cmod = m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
else if (bulletTime <= 0.f) {
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
if (!m_bullets[x]) {
@@ -1301,12 +1250,12 @@ void Engine::Render(float elapsedTime) {
}
}
else if (m_mouseR)
cmod = m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
if (m_bullets[x]) {
for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players, m_networkgame ? &m_chunkmod : nullptr)) {
if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) {
m_bullets[x]->~Bullet();
if (m_whoosh[x])
m_whoosh[x]->drop();
@@ -1327,10 +1276,18 @@ void Engine::Render(float elapsedTime) {
gameTime += elapsedTime * 10;
Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
dance.Normalize();
m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime);
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
//m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
@@ -1353,11 +1310,9 @@ void Engine::Render(float elapsedTime) {
}
if (m_networkgame) { // Pour se gerer le paquet.
static bool has_synced = false;
using namespace std::chrono;
using namespace netprot;
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
static Timestamp last = 0;
Input input;
Sync sync;
uint64_t id = m_conn.getId();
@@ -1377,13 +1332,9 @@ void Engine::Render(float elapsedTime) {
sync_acc -= 1000;
sync.sid = id;
sync.timestamp = tstamp;
sync.position = m_player.GetPositionAbs();
sync.position = m_player.GetPosition();
sync.hp = m_player.GetHP();
if (!has_synced) {
has_synced = true;
sendPackTo<Sync>(m_conn.m_sock_udp, &sync, &m_bufout, &m_conn.m_srvsockaddr);
}
m_syncs[sync.timestamp] = sync;
// TODO: Garrocher ca quelque-part.
}
if (cmod_acc >= 1000) {
@@ -1421,40 +1372,15 @@ void Engine::Render(float elapsedTime) {
using enum PACKET_TYPE;
case SYNC:
if (Deserialize(&sync, pck, &bsize)) {
if (sync.sid != m_conn.getId()) {
std::cout << "syncsid be no good.";
if (sync.sid != m_conn.getId())
break;
}
if (m_syncs.count(sync.timestamp)) {
Sync comp = m_syncs[sync.timestamp];
m_player.InflictDamage(sync.hp - comp.hp);
Vector3f diff = sync.position - comp.position;
if (diff.y < 1.)
diff.y = 0;
if (diff.Length() > 1.5) {
diff.Normalize();
m_player.Move(-diff);
}
// TODO: Syncer sync.timer avec le timer
m_syncs.erase(sync.timestamp);
}
else std::cout << "sync be no good.";
// TODO: Vérifier si les positions concordent au sync local.
}
break;
case OUTPUT:
if (Deserialize(&out, pck, &bsize)) {
if (!m_players.contains(out.id)) {
std::cout << out.id << " is id no good." << std::endl;
break;
}
RemotePlayer* rt = static_cast<RemotePlayer*>(m_players[out.id]);
rt->Feed(out);
RemotePlayer* r = (RemotePlayer*)m_players[out.id];
r->Feed(out);
}
break;
case CHUNKMOD:
@@ -1485,22 +1411,11 @@ void Engine::Render(float elapsedTime) {
}
break;
default:
std::cout << "packet be no good.";
break;
}
}
lsPck.clear();
glDisable(GL_CULL_FACE);
for (auto& [key, player] : m_players) {
RemotePlayer* rt = static_cast<RemotePlayer*>(player);
glClear(GL_STENCIL_BUFFER_BIT);
rt->Render(m_animeAtlas, m_shader01, all, elapsedTime);
m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie.
}
glEnable(GL_CULL_FACE);
}
}
}

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@@ -81,6 +81,8 @@ private:
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
void ProcessNotificationQueue();
Connector m_conn;
Audio m_audio = Audio(AUDIO_PATH "start.wav");
irrklang::ISound* m_powpow, * m_scream;
irrklang::ISound* m_whoosh[MAX_BULLETS];

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@@ -5,5 +5,5 @@
int main() {
Engine engine;
engine.SetMaxFps(60);
engine.Start("Syndicat Quebecois de la Construction Simulator 2023", 800, 600, false);
engine.Start("Syndicat Quebecois de la Construction Simulator 2023", BASE_WIDTH, BASE_HEIGHT, false);
}

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@@ -16,8 +16,8 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
m_fullscreen = fullscreen;
InitWindow(width, height);
LoadResource();
Init();
LoadResource();
sf::Clock clock;

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@@ -33,7 +33,6 @@ void RemotePlayer::Init()
void RemotePlayer::Feed(const netprot::Output out) {
m_position = Vector3f(out.position);
//current.position = out.position;
//current.direction = out.direction;
//current.states = out.states;
@@ -76,18 +75,17 @@ void RemotePlayer::Feed(const netprot::Output out) {
//previous.position = current.position;
//previous.states = current.states;
//previous.id = current.id;
//m_direction = current.direction;
//m_position = current.position;
}
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)
{
float x = GetPosition().x;
float y = GetPosition().y;
float z = GetPosition().z;
float width = 1.f;
float height = 1.7f;
//Matrix4 mat4 = tran.GetMatrix();
//mat4 VP = pMatrix * vMatrix;