Merge branch 'master' into SQC-15_online
@@ -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);
|
||||
}
|
||||
}
|
@@ -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"
|
||||
|
@@ -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.
|
||||
|
@@ -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/"
|
||||
|
BIN
SQCSim2021/docs/doc_dev.docx
Normal file
@@ -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);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -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];
|
||||
|
@@ -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);
|
||||
}
|
||||
|
After Width: | Height: | Size: 264 KiB |
After Width: | Height: | Size: 320 KiB |
After Width: | Height: | Size: 337 KiB |
After Width: | Height: | Size: 360 KiB |
After Width: | Height: | Size: 394 KiB |
After Width: | Height: | Size: 339 KiB |
After Width: | Height: | Size: 374 KiB |
After Width: | Height: | Size: 656 KiB |
After Width: | Height: | Size: 653 KiB |
After Width: | Height: | Size: 656 KiB |
After Width: | Height: | Size: 652 KiB |
After Width: | Height: | Size: 485 KiB |
After Width: | Height: | Size: 512 KiB |
After Width: | Height: | Size: 575 KiB |
After Width: | Height: | Size: 512 KiB |
After Width: | Height: | Size: 575 KiB |
After Width: | Height: | Size: 716 KiB |
After Width: | Height: | Size: 732 KiB |
After Width: | Height: | Size: 715 KiB |
After Width: | Height: | Size: 731 KiB |
After Width: | Height: | Size: 629 KiB |
After Width: | Height: | Size: 649 KiB |
After Width: | Height: | Size: 644 KiB |
After Width: | Height: | Size: 646 KiB |
After Width: | Height: | Size: 326 KiB |
After Width: | Height: | Size: 268 KiB |
After Width: | Height: | Size: 660 KiB |
After Width: | Height: | Size: 680 KiB |
After Width: | Height: | Size: 659 KiB |
After Width: | Height: | Size: 680 KiB |
After Width: | Height: | Size: 486 KiB |
After Width: | Height: | Size: 494 KiB |
After Width: | Height: | Size: 517 KiB |
After Width: | Height: | Size: 493 KiB |
After Width: | Height: | Size: 517 KiB |
After Width: | Height: | Size: 695 KiB |
After Width: | Height: | Size: 710 KiB |
After Width: | Height: | Size: 701 KiB |
After Width: | Height: | Size: 728 KiB |
After Width: | Height: | Size: 696 KiB |
After Width: | Height: | Size: 732 KiB |
After Width: | Height: | Size: 694 KiB |
After Width: | Height: | Size: 710 KiB |
After Width: | Height: | Size: 410 KiB |
After Width: | Height: | Size: 402 KiB |
After Width: | Height: | Size: 413 KiB |
After Width: | Height: | Size: 402 KiB |
After Width: | Height: | Size: 413 KiB |
@@ -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;
|
||||
|
||||
|
@@ -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;
|
||||
|