push triste du quad qui marche pas

This commit is contained in:
Claudel-D-Roy
2023-11-14 22:17:00 -05:00
parent dfd2ddc8af
commit 9426af39e7
4 changed files with 123 additions and 34 deletions

View File

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