Merge branch 'SQC19_Booster' into online_boosts
This commit is contained in:
@@ -131,6 +131,7 @@
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClInclude Include="booster.h" />
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<ClInclude Include="array2d.h" />
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<ClInclude Include="array3d.h" />
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<ClInclude Include="blockinfo.h" />
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@@ -147,6 +148,7 @@
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<ClInclude Include="world.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="booster.cpp" />
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<ClCompile Include="blockinfo.cpp" />
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<ClCompile Include="boostinfo.cpp" />
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<ClCompile Include="bullet.cpp" />
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@@ -54,6 +54,9 @@
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<ClInclude Include="transformation.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="booster.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="boostinfo.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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@@ -83,6 +86,9 @@
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<ClCompile Include="transformation.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="booster.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="boostinfo.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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38
SQCSim-common/booster.cpp
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38
SQCSim-common/booster.cpp
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@@ -0,0 +1,38 @@
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#include "booster.h"
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Booster::Booster()
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{
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}
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Booster::Booster(Vector3f tpos, BOOST_TYPE ttype)
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{
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pos = tpos;
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type = ttype;
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available = true;
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}
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Booster::~Booster()
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{
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}
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Vector3f Booster::GetPosition()
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{
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return pos;
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}
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BOOST_TYPE Booster::GetType()
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{
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return type;
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}
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bool Booster::GetAvailability()
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{
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return available;
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}
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void Booster::SetAvailability(bool value)
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{
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available = value;
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}
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20
SQCSim-common/booster.h
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20
SQCSim-common/booster.h
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@@ -0,0 +1,20 @@
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#ifndef BOOSTER_H__
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#define BOOSTER_H__
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#include "define.h"
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#include "vector3.h"
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class Booster {
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public:
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Booster();
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Booster(Vector3f tpos, BOOST_TYPE ttype);
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~Booster();
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Vector3f GetPosition();
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BOOST_TYPE GetType();
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bool GetAvailability();
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void SetAvailability(bool value);
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private:
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Vector3f pos;
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BOOST_TYPE type;
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bool available;
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};
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#endif
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@@ -31,10 +31,11 @@
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#define TEXTURE_SIZE 512
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#define MAX_BULLETS 512
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#define NB_BOOST 2
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#define TIME_SPEED_BOOST 10 //secondes
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#define TIME_DAMAGE_BOOST 10 //secondes
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#define TIME_INVINCIBLE_BOOST 4 //secondes
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#define STRENGTH_SPEED_BOOST 10 //Pourcentage
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#define STRENGTH_SPEED_BOOST 1000 //Pourcentage
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#define BULLET_TIME .2 //secondes
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#define SYNC_ACC 600 // ms
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@@ -68,8 +68,8 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
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delta.x *= .6f;
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delta.z *= .6f;
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if ((jump || shoot ) && !m_airborne) {
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delta.y += jump? .32f: shoot? .1f : 0.f;
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if ((jump || shoot) && !m_airborne) {
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delta.y += jump ? .32f : shoot ? .1f : 0.f;
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m_airborne = true;
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}
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if (boostspeed)
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@@ -84,7 +84,7 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
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return delta;
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}
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Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime) {
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Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime, Booster booster_table[]) {
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Player::Sound snd = Player::Sound::NOSOUND;
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static float timing = 0.f;
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/* Gestion de collisions */
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@@ -184,33 +184,50 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
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else isStep = false;
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m_POV = m_position.y;
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m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f;
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TakeBooster(booster_table, elapsedTime);
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RemoveBooster(elapsedTime);
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return snd;
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}
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void Player::ApplyTransformation(Transformation& transformation, bool rel, bool rot) const {
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transformation.ApplyRotation(-m_rotX, 1, 0, 0);
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transformation.ApplyRotation(-m_rotY, 0, 1, 0);
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if (rel) transformation.ApplyTranslation(-GetPOV());
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}
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void Player::GetBooster(Booster boosttype)
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void Player::TakeBooster(Booster booster_table[], float elapsedtime)
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{
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if (boosttype == SPEED)
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Vector3f playerpos = GetPosition();
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for (int i = 0; i < sizeof(booster_table); i++)
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{
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Vector3f pos = booster_table[i].GetPosition();
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if (abs(playerpos.x - pos.x) <= 0.5f && abs(playerpos.y - pos.y) <= 1.0f && abs(playerpos.z - pos.z) <= 0.5f && booster_table[i].GetAvailability() == true)
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{
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GetBooster(booster_table[i].GetType(), elapsedtime);
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booster_table[i].SetAvailability(false);
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break;
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}
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}
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}
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void Player::GetBooster(BOOST_TYPE boosttype, float elapsedtime)
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{
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if (boosttype == BTYPE_SPEED)
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{
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boostspeed = true;
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timeboostspeed = 0;
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}
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if (boosttype == HEAL)
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if (boosttype == BTYPE_HEAL)
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{
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m_hp = 100;
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m_hp = 1.0f;
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}
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if (boosttype == DAMAGE)
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if (boosttype == BTYPE_DAMAGE)
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{
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boostdamage = true;
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timeboostdamage = 0;
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}
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if (boosttype == INVINCIBLE)
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if (boosttype == BTYPE_INVINCIBLE)
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{
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boostinvincible = true;
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boostinvincible = 0;
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@@ -221,19 +238,17 @@ void Player::RemoveBooster(float elapsedtime)
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if (boostspeed)
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{
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timeboostspeed += elapsedtime;
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if (timeboostspeed >= TIME_SPEED_BOOST)
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if (timeboostspeed >= TIME_SPEED_BOOST && boostspeed == true)
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boostspeed = false;
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}
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if (boostdamage)
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{
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timeboostdamage += elapsedtime;
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if (timeboostdamage >= TIME_DAMAGE_BOOST)
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if (timeboostdamage >= TIME_DAMAGE_BOOST && boostdamage == true)
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boostdamage = false;
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}
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if (boostinvincible)
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{
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timeboostinvincible += elapsedtime;
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if (timeboostinvincible >= TIME_INVINCIBLE_BOOST)
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if (timeboostinvincible >= TIME_INVINCIBLE_BOOST && boostinvincible == true)
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boostinvincible = false;
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}
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}
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@@ -4,6 +4,8 @@
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#include <cmath>
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#include "transformation.h"
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#include "vector3.h"
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#include "booster.h"
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#include "define.h"
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class World;
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@@ -11,7 +13,7 @@ class World;
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class Player {
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public:
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enum Sound { NOSOUND, STEP, FALL };
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enum Booster { SPEED, HEAL, DAMAGE, INVINCIBLE };
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//enum BoosterType { SPEED, HEAL, DAMAGE, INVINCIBLE };
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Player(const Vector3f& position, float rotX = 0, float rotY = 0);
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~Player();
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@@ -19,8 +21,9 @@ public:
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void TurnLeftRight(float value, float sensitivity);
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void TurnTopBottom(float value, float sensitivity);
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Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
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Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime);
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void GetBooster(Booster boosttype);
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Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime, Booster booster_table[]);
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void TakeBooster(Booster booster_table[], float elapsedTime);
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void GetBooster(BOOST_TYPE boosttype, float elapsedTime);
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void RemoveBooster(float elapsedtime);
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void ApplyTransformation(Transformation& transformation, bool rel = true, bool rot = true) const;
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@@ -50,9 +53,9 @@ public:
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bool Eulogy = false;
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bool boostspeed;
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bool boostdamage;
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bool boostinvincible;
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bool boostspeed = false;
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bool boostdamage = false;
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bool boostinvincible = false;
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private:
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uint64_t getId() const;
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@@ -77,7 +80,6 @@ protected:
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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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