Pleurer en animation
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		| @@ -36,9 +36,9 @@ void RemotePlayer::Feed(const netprot::Output out) { | ||||
| 	m_position = Vector3f(out.position); | ||||
| 	m_direction = Vector3f(out.direction); | ||||
|  | ||||
| 	std::cout << "dead : " << out.states.dead << "hit :" << out.states.hit << "Jump :" << out.states.jumping << "JumpShot : " << out.states.jumpshot << "Running : " << out.states.running << "Shooting : " << out.states.shooting << "Still : " << out.states.still << std::endl; | ||||
| 	std::cout << "Dead: " << out.states.dead << " Hit:" << out.states.hit << " Jump:" << out.states.jumping << " JumpShot: " << out.states.jumpshot << " Running: " << out.states.running << " Shooting: " << out.states.shooting << " Still: " << out.states.still << std::endl; | ||||
| 	//std::cout << "powerUp " << out.states.powerup << std::endl; | ||||
|  | ||||
| 	current.states = out.states; | ||||
|  | ||||
| 	//current.position = out.position; | ||||
| 	//current.direction = out.direction; | ||||
| @@ -120,24 +120,188 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 	angle = -angle; | ||||
| 	Vector3f side = angleRemote.Cross(angleCam); | ||||
|  | ||||
|  | ||||
| 	 | ||||
| 	static bool Shooting = false; | ||||
| 	bool isLeft = side.y > 0; | ||||
| 	if (angle >= 0.75 ) //Face //side positif | ||||
| 		index = 0; | ||||
| 	if (angle >= 0.75) //Face //side positif | ||||
| 	{ | ||||
|  | ||||
| 		 | ||||
| 		if(current.states.shooting){ | ||||
| 			if (Shooting) | ||||
| 				index = 17; | ||||
| 			else | ||||
| 				index = 9; | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
| 				index = 41; | ||||
| 			else | ||||
| 				index = 33; | ||||
| 		} | ||||
| 		else if (current.states.jumping) | ||||
| 			index = 25; | ||||
| 		else if (current.states.running && current.states.still) | ||||
| 			index = 0; | ||||
|  | ||||
| 		Shooting = !Shooting; | ||||
|  | ||||
| 	} | ||||
| 	else if (angle >= 0.25 && isLeft) //Frontleft | ||||
| 		index = 1; | ||||
| 	{ | ||||
| 		 | ||||
| 		if (current.states.shooting) { | ||||
| 			if (Shooting) | ||||
| 				index = 18; | ||||
| 			else | ||||
| 				index = 10; | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
| 				index = 42; | ||||
| 			else | ||||
| 				index = 34; | ||||
| 		} | ||||
| 		else if (current.states.jumping) | ||||
| 			index = 26; | ||||
| 		else if (current.states.running && current.states.still) | ||||
| 			index = 1; | ||||
|  | ||||
| 		Shooting = !Shooting; | ||||
|  | ||||
| 	 | ||||
| 		 | ||||
| 	} | ||||
| 	else if (angle >= -0.25 && isLeft) //ProfileLeft | ||||
| 		index = 3; | ||||
| 	{ | ||||
| 		if (current.states.shooting) { | ||||
| 			if (Shooting) | ||||
| 				index = 20; | ||||
| 			else | ||||
| 				index = 12; | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
| 				index = 44; | ||||
| 			else | ||||
| 				index = 36; | ||||
| 		} | ||||
| 		else if (current.states.jumping) | ||||
| 			index = 28; | ||||
| 		else if (current.states.running && current.states.still) | ||||
| 			index = 3; | ||||
|  | ||||
| 		Shooting = !Shooting; | ||||
| 		 | ||||
| 	} | ||||
| 	else if (angle >= -0.75 && isLeft) //BackLeft | ||||
| 		index = 5; | ||||
| 	{ | ||||
| 		if (current.states.shooting) { | ||||
| 			if (Shooting) | ||||
| 				index = 22; | ||||
| 			else | ||||
| 				index = 14; | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
| 				index = 46; | ||||
| 			else | ||||
| 				index = 38; | ||||
| 		} | ||||
| 		else if (current.states.jumping) | ||||
| 			index = 30; | ||||
| 		else if (current.states.running && current.states.still) | ||||
| 			index = 5; | ||||
|  | ||||
| 		Shooting = !Shooting; | ||||
| 	} | ||||
| 	else if (angle < -0.75) //Dos //side n<>gatif | ||||
| 		index = 7; | ||||
| 	{ | ||||
| 		if (current.states.shooting) { | ||||
| 			if (Shooting) | ||||
| 				index = 24; | ||||
| 			else | ||||
| 				index = 16; | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
| 				index = 48; | ||||
| 			else | ||||
| 				index = 40; | ||||
| 		} | ||||
| 		else if (current.states.jumping) | ||||
| 			index = 32; | ||||
| 		else if (current.states.running && current.states.still) | ||||
| 			index = 7; | ||||
|  | ||||
| 		Shooting = !Shooting; | ||||
| 		 | ||||
| 	} | ||||
| 	else if (angle >= 0.25 && !isLeft) //FrontRight | ||||
| 		index = 2; | ||||
| 	{ | ||||
|  | ||||
| 		if (current.states.shooting) { | ||||
| 			if (Shooting) | ||||
| 				index = 19; | ||||
| 			else | ||||
| 				index = 11; | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
| 				index = 43; | ||||
| 			else | ||||
| 				index = 35; | ||||
| 		} | ||||
| 		else if (current.states.jumping) | ||||
| 			index = 27; | ||||
| 		else if (current.states.running && current.states.still) | ||||
| 			index = 2; | ||||
|  | ||||
| 		Shooting = !Shooting; | ||||
| 	} | ||||
| 	else if (angle >= -0.25 && !isLeft) //ProfileRight | ||||
| 		index = 4; | ||||
| 	{ | ||||
| 		if (current.states.shooting) { | ||||
| 			if (Shooting) | ||||
| 				index = 21; | ||||
| 			else | ||||
| 				index = 13; | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
| 				index = 45; | ||||
| 			else | ||||
| 				index = 37; | ||||
| 		} | ||||
| 		else if (current.states.jumping) | ||||
| 			index = 29; | ||||
| 		else if (current.states.running && current.states.still) | ||||
| 			index = 4; | ||||
|  | ||||
| 		Shooting = !Shooting; | ||||
| 	} | ||||
| 	else if (angle >= -0.75 && !isLeft) //BackRight | ||||
| 		index = 6; | ||||
| 	{ | ||||
| 		if (current.states.shooting) { | ||||
| 			if (Shooting) | ||||
| 				index = 23; | ||||
| 			else | ||||
| 				index = 15; | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
| 				index = 47; | ||||
| 			else | ||||
| 				index = 39; | ||||
| 		} | ||||
| 		else if (current.states.jumping) | ||||
| 			index = 31; | ||||
| 		else if (current.states.running && current.states.still) | ||||
| 			index = 6; | ||||
|  | ||||
| 		Shooting = !Shooting; | ||||
| 	} | ||||
| 		 | ||||
|  | ||||
|  | ||||
| 	float u, v, w, h; | ||||
|   | ||||
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