From 9bf5188e0f7887a86cdf43239e75b6d0d7c20d20 Mon Sep 17 00:00:00 2001 From: MarcEricMartel Date: Fri, 24 Nov 2023 14:54:38 -0500 Subject: [PATCH] 5 --- SQCSim2021/engine.h | 2 +- SQCSim2021/remoteplayer.cpp | 79 +++++++++++++++++++------------------ 2 files changed, 41 insertions(+), 40 deletions(-) diff --git a/SQCSim2021/engine.h b/SQCSim2021/engine.h index 0da63a8..46e7b6b 100644 --- a/SQCSim2021/engine.h +++ b/SQCSim2021/engine.h @@ -117,7 +117,7 @@ private: Texture PauseBGTexture; Texture SplachScreenTexture; - Vector3f m_otherplayerpos = Vector3f(0, 0, 0); + Vector3f m_otherplayerpos = Vector3f(999, 999, 999); float m_scale; float m_time = 0; diff --git a/SQCSim2021/remoteplayer.cpp b/SQCSim2021/remoteplayer.cpp index 149d74e..81de3ea 100644 --- a/SQCSim2021/remoteplayer.cpp +++ b/SQCSim2021/remoteplayer.cpp @@ -33,51 +33,52 @@ 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; + m_position = Vector3f(out.position); + //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; - m_direction = current.direction; - m_position = current.position; + //m_direction = current.direction; + //m_position = current.position; } void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)