push triste du quad qui marche pas
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@@ -13,17 +13,13 @@ RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : m_pinfo(pinfo), m_aminac
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}
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//RemotePlayer::RemotePlayer()
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//{
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//
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//}
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RemotePlayer::~RemotePlayer()
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{
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}
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void RemotePlayer::Init() {
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void RemotePlayer::Init()
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{
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}
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@@ -34,8 +30,6 @@ void RemotePlayer::Feed(const netprot::Output out) {
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current.states = out.states;
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current.id = out.id;
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//a revoir pour le jump et le shoot en meme temps lorsque les test seront possible
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if (current.position != previous.position)
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{
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Vector3f positionDelta = current.position - previous.position;
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@@ -51,51 +45,127 @@ void RemotePlayer::Feed(const netprot::Output out) {
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}
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if (current.states.shooting) {
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//true;
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m_animstate = Anim::SHOOTING;
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}
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else if (current.states.jumping) {
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//true;
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m_animstate = Anim::JUMPING;
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}
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else if (current.states.dead) {
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//true;
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m_animstate = Anim::DEAD;
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}
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else if(current.states.powerup){
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//true;
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m_animstate = Anim::POWERUP;
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}
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else if (current.states.still) {
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//true;
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m_animstate = Anim::STILL;
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}
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else if (current.states.running) {
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//true;
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m_animstate = Anim::RUNNING;
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}
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previous.direction = current.direction;
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previous.position = current.position;
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previous.states = current.states;
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previous.id = current.id;
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}
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void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, float elapsedTime)
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{
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m_texture_front.Bind();
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex2f(0, 500);
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glTexCoord2f(1, 0); glVertex2f(500, 500);
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glTexCoord2f(1, 1); glVertex2f(500, 0);
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glTexCoord2f(0, 1); glVertex2f(0, 0);
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glEnd();
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shader.Use();
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//float x = current.position.x;
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//float y = current.position.y;
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//float z = current.position.z;
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float x = 128.0f;
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float y = 21.0f;
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float z = 128.0f;
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float quadSize = 300.0f;
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glBegin(GL_QUADS);
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glNormal3f(0, 0, 1);
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// Face avant
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glTexCoord2f(0, 0);
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glVertex3f(x - quadSize / 2, y - quadSize / 2, z + quadSize / 2);
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glTexCoord2f(1, 0);
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glVertex3f(x + quadSize / 2, y - quadSize / 2, z + quadSize / 2);
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glTexCoord2f(1, 1);
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glVertex3f(x + quadSize / 2, y + quadSize / 2, z + quadSize / 2);
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glTexCoord2f(0, 1);
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glVertex3f(x - quadSize / 2, y + quadSize / 2, z + quadSize / 2);
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// Face arri<72>re
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glTexCoord2f(0, 0);
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glVertex3f(x + quadSize / 2, y - quadSize / 2, z - quadSize / 2);
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glTexCoord2f(1, 0);
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glVertex3f(x - quadSize / 2, y - quadSize / 2, z - quadSize / 2);
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glTexCoord2f(1, 1);
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glVertex3f(x - quadSize / 2, y + quadSize / 2, z - quadSize / 2);
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glTexCoord2f(0, 1);
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glVertex3f(x + quadSize / 2, y + quadSize / 2, z - quadSize / 2);
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// Face droite
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glTexCoord2f(0, 0);
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glVertex3f(x + quadSize / 2, y - quadSize / 2, z + quadSize / 2);
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glTexCoord2f(1, 0);
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glVertex3f(x + quadSize / 2, y - quadSize / 2, z - quadSize / 2);
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glTexCoord2f(1, 1);
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glVertex3f(x + quadSize / 2, y + quadSize / 2, z - quadSize / 2);
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glTexCoord2f(0, 1);
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glVertex3f(x + quadSize / 2, y + quadSize / 2, z + quadSize / 2);
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// Face gauche
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glTexCoord2f(0, 0);
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glVertex3f(x - quadSize / 2, y - quadSize / 2, z - quadSize / 2);
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glTexCoord2f(1, 0);
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glVertex3f(x - quadSize / 2, y - quadSize / 2, z + quadSize / 2);
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glTexCoord2f(1, 1);
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glVertex3f(x - quadSize / 2, y + quadSize / 2, z + quadSize / 2);
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glTexCoord2f(0, 1);
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glVertex3f(x - quadSize / 2, y + quadSize / 2, z - quadSize / 2);
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// Face sup<75>rieure
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glTexCoord2f(0, 0);
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glVertex3f(x - quadSize / 2, y + quadSize / 2, z + quadSize / 2);
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glTexCoord2f(1, 0);
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glVertex3f(x + quadSize / 2, y + quadSize / 2, z + quadSize / 2);
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glTexCoord2f(1, 1);
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glVertex3f(x + quadSize / 2, y + quadSize / 2, z - quadSize / 2);
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glTexCoord2f(0, 1);
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glVertex3f(x - quadSize / 2, y + quadSize / 2, z - quadSize / 2);
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// Face inf<6E>rieure
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glTexCoord2f(0, 0);
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glVertex3f(x - quadSize / 2, y - quadSize / 2, z - quadSize / 2);
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glTexCoord2f(1, 0);
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glVertex3f(x + quadSize / 2, y - quadSize / 2, z - quadSize / 2);
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glTexCoord2f(1, 1);
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glVertex3f(x + quadSize / 2, y - quadSize / 2, z + quadSize / 2);
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glTexCoord2f(0, 1);
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glVertex3f(x - quadSize / 2, y - quadSize / 2, z + quadSize / 2);
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glEnd();
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}
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bool RemotePlayer::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError)
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