:godmode: ENFIN SANT-CALISSE DE CRISS
This commit is contained in:
@@ -14,6 +14,13 @@ RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : m_pinfo(pinfo), m_aminac
|
||||
|
||||
}
|
||||
|
||||
RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo, const Vector3f& pos) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(pos) {
|
||||
|
||||
LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false);
|
||||
|
||||
}
|
||||
|
||||
|
||||
RemotePlayer::~RemotePlayer()
|
||||
{
|
||||
|
||||
@@ -26,51 +33,51 @@ void RemotePlayer::Init()
|
||||
|
||||
void RemotePlayer::Feed(const netprot::Output out) {
|
||||
|
||||
current.position = out.position;
|
||||
current.direction = out.direction;
|
||||
current.states = out.states;
|
||||
current.id = out.id;
|
||||
//current.position = out.position;
|
||||
//current.direction = out.direction;
|
||||
//current.states = out.states;
|
||||
//current.id = out.id;
|
||||
|
||||
if (current.position != previous.position)
|
||||
{
|
||||
Vector3f positionDelta = current.position - previous.position;
|
||||
m_position = current.position + positionDelta;
|
||||
m_direction = current.direction;
|
||||
//if (current.position != previous.position)
|
||||
//{
|
||||
// Vector3f positionDelta = current.position - previous.position;
|
||||
// m_position = current.position + positionDelta;
|
||||
// m_direction = current.direction;
|
||||
|
||||
}
|
||||
//}
|
||||
|
||||
if(current.direction != previous.direction)
|
||||
{
|
||||
m_direction = current.direction;
|
||||
current.direction = current.direction;
|
||||
}
|
||||
//if(current.direction != previous.direction)
|
||||
//{
|
||||
// m_direction = current.direction;
|
||||
// current.direction = current.direction;
|
||||
//}
|
||||
|
||||
if (current.states.shooting) {
|
||||
m_animstate = Anim::SHOOTING;
|
||||
}
|
||||
else if (current.states.jumping) {
|
||||
m_animstate = Anim::JUMPING;
|
||||
}
|
||||
else if (current.states.dead) {
|
||||
m_animstate = Anim::DEAD;
|
||||
}
|
||||
else if(current.states.powerup){
|
||||
m_animstate = Anim::POWERUP;
|
||||
}
|
||||
else if (current.states.still) {
|
||||
m_animstate = Anim::STILL;
|
||||
}
|
||||
else if (current.states.running) {
|
||||
m_animstate = Anim::RUNNING;
|
||||
}
|
||||
//if (current.states.shooting) {
|
||||
// m_animstate = Anim::SHOOTING;
|
||||
//}
|
||||
//else if (current.states.jumping) {
|
||||
// m_animstate = Anim::JUMPING;
|
||||
//}
|
||||
//else if (current.states.dead) {
|
||||
// m_animstate = Anim::DEAD;
|
||||
//}
|
||||
//else if(current.states.powerup){
|
||||
// m_animstate = Anim::POWERUP;
|
||||
//}
|
||||
//else if (current.states.still) {
|
||||
// m_animstate = Anim::STILL;
|
||||
//}
|
||||
//else if (current.states.running) {
|
||||
// m_animstate = Anim::RUNNING;
|
||||
//}
|
||||
|
||||
previous.direction = current.direction;
|
||||
previous.position = current.position;
|
||||
previous.states = current.states;
|
||||
previous.id = current.id;
|
||||
//previous.direction = current.direction;
|
||||
//previous.position = current.position;
|
||||
//previous.states = current.states;
|
||||
//previous.id = current.id;
|
||||
}
|
||||
|
||||
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, float elapsedTime, Player m_player)
|
||||
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)
|
||||
{
|
||||
//
|
||||
//Vector3f playerToQuad = m_player.GetPosition() - m_position;
|
||||
@@ -79,27 +86,41 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, float elapsedTime
|
||||
//Matrix4f rotationMatrix;
|
||||
//rotationMatrix.SetLookAt(m_position, targetPosition, Vector3f(0, 1, 0));
|
||||
//glMultMatrixf(rotationMatrix.GetInternalValues());
|
||||
|
||||
|
||||
float x = GetPosition().x;
|
||||
float y = GetPosition().y;
|
||||
float z = GetPosition().z;
|
||||
float width = 1.7f;
|
||||
float height = 2.5f;
|
||||
//Pt override les collisions.. a ce point la je sais pas quoi faire
|
||||
|
||||
shader.Use();
|
||||
float x = 0;
|
||||
float y = m_player.GetPosition().y;
|
||||
float z = 0;
|
||||
float size = 5.0f;
|
||||
//Matrix4 mat4 = tran.GetMatrix();
|
||||
//mat4 VP = pMatrix * vMatrix;
|
||||
//Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());
|
||||
//Vector3f CameraUp = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
|
||||
|
||||
//Vector3f v1 = (m_position + CameraRight * 0.5 * width + CameraUp * -0.5 * width);
|
||||
//Vector3f v2 = (m_position + CameraRight * 0.5 * width + CameraUp * 0.5 * width);
|
||||
//Vector3f v4 = (m_position + CameraRight * -0.5 * width + CameraUp * -0.5 * width);
|
||||
//Vector3f v3 = (m_position + CameraRight * -0.5 * width + CameraUp * 0.5 * width);
|
||||
|
||||
//tran.ApplyTranslation(m_position);
|
||||
float u, v, w, h;
|
||||
//glDisable(GL_DEPTH_TEST);
|
||||
shader.Use();
|
||||
atlas.Bind();
|
||||
glBegin(GL_QUADS);
|
||||
atlas.TextureIndexToCoord(0, u, v, w, h);
|
||||
glTexCoord2f(u, v); glVertex3f(x, y + size, z);
|
||||
glTexCoord2f(u + w, v); glVertex3f(x + size, y + size, z);
|
||||
glTexCoord2f(u + w, v + h); glVertex3f(x + size, y, z);
|
||||
glTexCoord2f(u, v + h); glVertex3f(x, y, z);
|
||||
//glLoadIdentity();
|
||||
|
||||
glLoadMatrixf(tran.GetMatrix().GetInternalValues());
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(u, v); glVertex3f(x - width/2., y - height, z); //glVertex3f(v4.x, v4.y, v4.z);//glVertex3f(0, 50, 0);
|
||||
glTexCoord2f(u + w, v); glVertex3f(x+width/2., y - height, z); //glVertex3f(v3.x, v3.y, v3.z); //glVertex3f(50,50, 0);
|
||||
glTexCoord2f(u + w, v + h); glVertex3f(x+width/2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0);
|
||||
glTexCoord2f(u, v + h); glVertex3f(x-width/2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0);
|
||||
glEnd();
|
||||
shader.Disable();
|
||||
|
||||
//tran.ApplyTranslation(-m_position);
|
||||
//glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
bool RemotePlayer::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError)
|
||||
|
Reference in New Issue
Block a user