push de remote player

This commit is contained in:
Claudel-D-Roy
2023-10-23 15:35:31 -04:00
parent d7e55c8446
commit 67a49a4cad
2 changed files with 32 additions and 26 deletions

View File

@@ -3,7 +3,7 @@
#include <cstring>
RemotePlayer::RemotePlayer() : Player(Vector3f(0, 0, 0), 0, 0), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), next() {
RemotePlayer::RemotePlayer() : Player(Vector3f(0, 0, 0), 0, 0), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous() {
}
@@ -13,52 +13,58 @@ void RemotePlayer::Init() {
void RemotePlayer::Feed(const netprot::Output out) {
next.position = out.position;
next.direction = out.direction;
next.states = out.states;
next.id = out.id;
current.position = out.position;
current.direction = out.direction;
current.states = out.states;
current.id = out.id;
//a revoir pour le jump et le shoot en meme temps lorsque les test seront possible
if (current.position != next.position)
if (current.position != previous.position)
{
Vector3f positionDelta = next.position - current.position;
m_position = next.position + positionDelta;
m_direction = next.direction;
m_team_id = next.id;
Vector3f positionDelta = current.position - previous.position;
m_position = current.position + positionDelta;
m_direction = current.direction;
m_team_id = current.id;
}
if(next.direction != current.direction)
if(current.direction != previous.direction)
{
m_direction = next.direction;
current.direction = next.direction;
m_direction = current.direction;
current.direction = current.direction;
}
if (next.states.shooting) {
if (current.states.shooting) {
true;
m_animstate = Anim::SHOOTING;
}
else if (next.states.jumping) {
else if (current.states.jumping) {
true;
m_animstate = Anim::JUMPING;
}
else if (next.states.dead) {
else if (current.states.dead) {
true;
m_animstate = Anim::DEAD;
}
else if(next.states.jumpshot){
m_animstate = Anim::JUMPSHOOT;
else if(current.states.powerup){
true;
m_animstate = Anim::POWERUP;
}
else if (next.states.still) {
else if (current.states.still) {
true;
m_animstate = Anim::STILL;
}
else if (next.states.running) {
else if (current.states.running) {
true;
m_animstate = Anim::RUNNING;
}
current.direction = next.direction;
current.position = next.position;
current.states = next.states;
current.id = next.id;
previous.direction = current.direction;
previous.position = current.position;
previous.states = current.states;
previous.id = current.id;