@@ -659,17 +659,7 @@ void Engine::PrintText(float x, float y, const std::string& t, float charSizeMul
int Engine : : GetFps ( float elapsedTime ) const { return 1 / elapsedTime ; }
int Engine : : GetCountdown ( float elapsedTime ) {
//if (m_reset countdown) {
// m_nbReductionChunk = 4;
// m_timerReductionChunk = 30;
// m_countdown = m_time + COUNTDOWN;
// m_resetcountdown = false;
// }
// if (m_countdown < m_time) {}
// Stop();
//if (!m_stopcountdown)
m_time + = elapsedTime ;
return m_countdown ; // -(int)m_time;
return m_ countdown;
}
int Engine : : GetOptionsChoice ( ) {
@@ -1216,16 +1206,13 @@ void Engine::Render(float elapsedTime) {
HideCursor ( ) ;
CenterMouse ( ) ; //D<> placement de centermouse dans l'action de jouer
//static float gameTime = elapsedTime;
static irrklang : : ISound * step ; // Pour les sons de pas.
static float pollTime = 0 ;
static float bulletTime = 0 ;
static float gameTime = 0 ;
static BlockType bloc = 1 ;
if ( elapsedTime > 0.1f ) return ;
//gameTime += elapsedTime;
pollTime + = elapsedTime ;
Transformation all ;
@@ -1269,13 +1256,6 @@ void Engine::Render(float elapsedTime) {
m_player . ApplyTransformation ( remotePlayer , true , false ) ;
//if (m_key1) bloc++;
//else if (m_key2) bloc--;
//if (m_mouseWU) bloc++;
//else if (m_mouseWD) bloc--;
//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 ) {
@@ -1324,8 +1304,6 @@ void Engine::Render(float elapsedTime) {
}
}
gameTime + = elapsedTime * 10 ;
m_world . Update ( m_bullets , m_player . GetPosition ( ) , m_blockinfo ) ;
m_renderer . UpdateMesh ( & m_world , m_player . GetPosition ( ) , m_blockinfo ) ;
m_renderer . RenderWorld ( & m_world , m_renderCount , m_player . GetPosition ( ) , m_player . GetDirection ( ) , all , m_shader01 , m_textureAtlas ) ;
@@ -1336,11 +1314,20 @@ void Engine::Render(float elapsedTime) {
if ( m_damage ) {
InstantDamage ( ) ;
}
static bool fell = false ;
if ( m_player . GetPosition ( ) . y < 1.7f & & ! fell ) {
static bool died = false ;
if ( ( m_player . GetPosition ( ) . y < 1.7f | | m_player . AmIDead ( ) ) && ! died ) {
m_audio . Create3DAudioObj ( m_scream , AUDIO_PATH " scream.wav " , m_player . GetPOV ( ) , m_player . GetVelocity ( ) , false , 1.f ) ;
fell = true ;
died = true ;
}
if ( m_player . GetPosition ( ) . y < 15.f | | died ) {
died = false ;
std : : string user = m_player . m_username . append ( " (Dead) " ) ;
m_player = Player ( Vector3f ( .5 , CHUNK_SIZE_Y + 1.7f , .5 ) , 0 , 0 ) ;
m_player . m_username = user ;
}
m_time + = elapsedTime ;
if ( m_networkgame ) { // Pour se gerer le paquet.
static bool has_synced = false ;
@@ -1419,8 +1406,7 @@ void Engine::Render(float elapsedTime) {
if ( m_syncs . count ( sync . timestamp ) ) {
Sync comp = m_syncs [ sync . timestamp ] ;
//std::cout << "HP: " << sync.hp << std::endl;
//m_player.InflictDamage(sync.hp - comp.hp);
m_player . InflictDamage ( sync . hp - comp . hp ) ;
Vector3f diff = sync . position - comp . position ;
@@ -1436,7 +1422,6 @@ void Engine::Render(float elapsedTime) {
m_syncs . erase ( sync . timestamp ) ;
}
//else SystemNotification("sync be no good.");
}
break ;
case OUTPUT :
@@ -1497,10 +1482,19 @@ void Engine::Render(float elapsedTime) {
RemotePlayer * rt = static_cast < RemotePlayer * > ( player ) ;
glClear ( GL_STENCIL_BUFFER_BIT ) ;
rt - > Render ( m_animeAtlas , m_shader01 , all , elapsedTime , m_player ) ;
m_otherplayerpos = player - > GetPosition ( ) ; // Aller chercher GetPosition des deux façon, voir si ça chie.
}
glEnable ( GL_CULL_FACE ) ;
}
else {
if ( m_resetcountdown ) {
m_nbReductionChunk = 4 ;
m_timerReductionChunk = 30 ;
m_countdown = m_time + COUNTDOWN ;
m_resetcountdown = false ;
}
if ( ! m_stopcountdown )
m_countdown - = ( int ) m_time ;
}
DrawHud ( elapsedTime , bloc ) ;
DisplayPovGun ( ) ;