diff --git a/SQCSim2021/booster.cpp b/SQCSim2021/booster.cpp index cfef393..593e16e 100644 --- a/SQCSim2021/booster.cpp +++ b/SQCSim2021/booster.cpp @@ -1,6 +1,6 @@ #include "booster.h"; -void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, TextureAtlas::TextureIndex idx, Shader& shader, Transformation tran) +void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran) { // //Vector3f playerToQuad = m_player.GetPosition() - m_position; @@ -31,7 +31,7 @@ void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Te //glDisable(GL_DEPTH_TEST); shader.Use(); textureAtlas.Bind(); - textureAtlas.TextureIndexToCoord(idx, u, v, w, h); + textureAtlas.TextureIndexToCoord(8, u, v, w, h); //glLoadIdentity(); glLoadMatrixf(tran.GetMatrix().GetInternalValues()); glBegin(GL_QUADS); diff --git a/SQCSim2021/booster.h b/SQCSim2021/booster.h index b9ff3b6..e06f2b4 100644 --- a/SQCSim2021/booster.h +++ b/SQCSim2021/booster.h @@ -9,6 +9,6 @@ class Booster { public: - void RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, TextureAtlas::TextureIndex idx, Shader& shader, Transformation tran); + void RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran); }; #endif diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp index 3ebf7c7..4490f3f 100644 --- a/SQCSim2021/engine.cpp +++ b/SQCSim2021/engine.cpp @@ -1091,6 +1091,7 @@ void Engine::Render(float elapsedTime) { static irrklang::ISound* step; // Pour les sons de pas. static float pollTime = 0; static float bulletTime = 0; + static float gameTime = 0; static BlockType bloc = 1; if (elapsedTime > 0.1f) return; @@ -1196,24 +1197,25 @@ void Engine::Render(float elapsedTime) { } } + gameTime += elapsedTime * 10; - m_remotePlayer.ApplyPhysics(Vector3f(0,0,0), &m_world, elapsedTime); - //m_remotePlayer.ApplyTransformation(remotePlayer, false); + Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime)); + dance.Normalize(); + m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime); m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo); m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo); - m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime); - m_booster.RenderBillboard({ 120,20,120 }, m_textureAtlas, texBoostHeal, m_shader01, all); + m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime); + m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all); if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); //glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); //m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime); + m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); if (m_isSkybox) m_skybox.Render(skybox); - - DrawHud(elapsedTime, bloc); DisplayPovGun(); ProcessNotificationQueue();