Compare commits
3 Commits
SQC-15_ani
...
SQC-35_nou
Author | SHA1 | Date | |
---|---|---|---|
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e330f5dd67 | ||
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2f5579875e | ||
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114c1631a8 |
@@ -9,6 +9,10 @@ Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y
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//if (input.fail()) {
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OpenSimplexNoise::Noise simplex = OpenSimplexNoise::Noise(seed);
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m_blocks.Reset(BTYPE_AIR);
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int ratio = 0;
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ratio = x * y % 7;
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for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Montagnes
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for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
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@@ -47,8 +51,8 @@ Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y
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}
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}
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int rnd = rand() % 15;
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if (rnd == 4)
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//int rnd = rand() % 15;
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if (ratio == 1)
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for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // structure
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for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
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for (int iy = 0; iy < 14; ++iy) {
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@@ -57,16 +61,16 @@ Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y
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Structure(ix, iy, iz, 2);
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}
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}
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if (rnd == 3)
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if (ratio == 3)
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for (int ix = 0; ix < CHUNK_SIZE_Z; ++ix) // structure
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for (int iz = 0; iz < CHUNK_SIZE_X; ++iz) {
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for (int iy = 0; iy < 14; ++iy) {
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if (iz == 4)
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if (GetBlock(ix, iy, iz) == BTYPE_AIR)
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Structure(ix, iy, iz, 2);
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Structure(ix, iy, iz, 1);
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}
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}
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if (rnd == 6)
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if (ratio == 5)
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for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // structure
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for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
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for (int iy = 0; iy < 14; ++iy) {
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@@ -41,11 +41,8 @@ typedef uint8_t BlockType;
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enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST };
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typedef uint8_t BoostType;
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enum BOOST_TYPE { BTYPE_SPEED, BTYPE_HEAL, BTYPE_DAMAGE, BTYPE_INVINCIBLE, BTYPE_BOOST_LAST };
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//anim
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enum ANIM_TYPE { STILL = 0, SHOOTING = 8, JUMPING = 16, JUMPINGSHOOTING = 24, DEAD = 32, TYPE_LAST = 40};
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enum ANIM_POS {FRONT, QUARTER_FRONT_LEFT, QUATER_FRONT_RIGHT, PROFIL_LEFT, PROFIL_RIGHT, QUARTER_BACK_LEFT, QUARTER_BACK_RIGHT, BACK , POS_LAST};
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typedef uint64_t Timestamp;
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#ifdef _WIN32
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@@ -248,8 +248,6 @@ void Player::SetDirection(Vector3f dir) { m_direction = dir; }
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Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); }
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Vector3f Player::GetPositionAbs() const { return m_position; }
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Vector3f Player::GetVelocity() const { return m_velocity; }
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Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); }
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@@ -26,7 +26,6 @@ public:
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void SetDirection(Vector3f dir);
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Vector3f GetPosition() const;
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Vector3f GetPositionAbs() const;
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Vector3f GetDirection() const;
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Vector3f GetVelocity() const;
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Vector3f GetPOV() const;
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@@ -100,7 +100,7 @@ void Connection::Run(World* world) {
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in.keys.right,
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in.keys.jump, false, el), world, el);
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out.position = player.get()->GetPositionAbs();
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out.position = player.get()->GetPosition();
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out.direction = in.direction;
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out.timestamp = in.timestamp;
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out.id = m_playinfo.id;
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@@ -28,17 +28,8 @@
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#define BASE_WIDTH 640
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#define BASE_HEIGHT 480
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#define ANIME_PATH_JUMP "./media/textures/AssetOtherPlayer/FinalPNGJumping/"
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#define ANIME_PATH_STILL "./media/textures/AssetOtherPlayer/FinalPNGStanding/"
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//1 = jump shoot sans anim, 2 = jump shoot avec anim
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#define ANIM_PATH_JSHOOT1 "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/"
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#define ANIM_PATH_JSHOOT2 "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/ShootingJump/"
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//1 = shoot sans anim, 2 = shoot avec anim
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#define ANIM_PATH_SSHOOT1 "./media/textures/AssetOtherPlayer/FinalPNGShooting/"
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#define ANIM_PATH_SSHOOT2 "./media/textures/AssetOtherPlayer/FinalPNGShooting/Shooting/"
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#define TEXTURE_PATH "./media/textures/"
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#define SHADER_PATH "./media/shaders/"
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#define AUDIO_PATH "./media/audio/"
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@@ -459,70 +459,28 @@ void Engine::LoadResource() {
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//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
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//STILL//STANDING
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TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
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//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png");
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//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png");
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//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png");
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//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png");
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//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png");
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//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png");
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//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png");
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//SHOOTINGSTILL SANS TIRER
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//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
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//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
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//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png");
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//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png");
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//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png");
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//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png");
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//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png");
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//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png");
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//SHOOTINGSTILL TIRER
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//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueFrontRightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueLeftShootingLeftShoot1.png");
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//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueRightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingLeftShoot1.png");
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//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingRightShoot1.png");
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//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackLeftShootingLeftShoot1.png");
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//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackRightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueShootingBackRightShoot1.png");
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//JUMP
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//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
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//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
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//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
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//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
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//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png");
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//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png");
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//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
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//SHOOTINGJUMP SANS TIRER
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//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontJumpRightShootingRight.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontLeftJumpLeftShootingLeft.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontRightJumpRightShootingRight.png");
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//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueProfilLeftJumpLeftShootingLeft.png");
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//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BluerProfilRightJumprightShootingRight.png");
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//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackLeftJumpLeftShootingLeft.png");
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//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackRightJumpRightShootingRight.png");
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//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackJumpRightShootingRight.png");
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//SHOOTINGJUMP TIRER
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//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontJumpRightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontLeftJumpLeftShootingLeftShoot1.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontRightJumpRightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueProfilLeftJumpLeftShootingLeftShoot1.png");
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//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BluerProfilRightJumprightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackLeftJumpLeftShootingLeftShoot1.png");
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//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackRightJumpRightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackJumpRightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
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//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
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//STILL
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//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackRight.png");
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TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
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//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBack.png");
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//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBack.png");
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//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilLeft.png");
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//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilRight.png");
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//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeft.png");
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//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRight.png");
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//SHOOTINGSTILL
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//SHOOTINGJUMP
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if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
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@@ -1283,16 +1241,12 @@ void Engine::Render(float elapsedTime) {
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Sync sync;
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uint64_t id = m_conn.getId();
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static std::vector<char*> lsPck;
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static uint64_t sync_acc = 0;
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sync_acc += tstamp;
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if (sync_acc >= 1000) {
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sync_acc -= 1000;
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if (false) { // TODO: Faire un checkup pour chaque ~1000ms.
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sync.sid = id;
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sync.timestamp = tstamp;
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sync.position = m_player.GetPositionAbs();
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sync.position = m_player.GetPosition();
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sync.hp = m_player.GetHP();
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// TODO: Garrocher ca quelque-part.
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}
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After Width: | Height: | Size: 264 KiB |
After Width: | Height: | Size: 320 KiB |
After Width: | Height: | Size: 337 KiB |
After Width: | Height: | Size: 360 KiB |
After Width: | Height: | Size: 394 KiB |
After Width: | Height: | Size: 339 KiB |
After Width: | Height: | Size: 374 KiB |
After Width: | Height: | Size: 656 KiB |
After Width: | Height: | Size: 653 KiB |
After Width: | Height: | Size: 656 KiB |
After Width: | Height: | Size: 652 KiB |
After Width: | Height: | Size: 485 KiB |
After Width: | Height: | Size: 512 KiB |
After Width: | Height: | Size: 575 KiB |
After Width: | Height: | Size: 512 KiB |
After Width: | Height: | Size: 575 KiB |
After Width: | Height: | Size: 716 KiB |
After Width: | Height: | Size: 732 KiB |
After Width: | Height: | Size: 715 KiB |
After Width: | Height: | Size: 731 KiB |
After Width: | Height: | Size: 629 KiB |
After Width: | Height: | Size: 649 KiB |
After Width: | Height: | Size: 644 KiB |
After Width: | Height: | Size: 646 KiB |
After Width: | Height: | Size: 326 KiB |
After Width: | Height: | Size: 268 KiB |
After Width: | Height: | Size: 660 KiB |
After Width: | Height: | Size: 680 KiB |
After Width: | Height: | Size: 659 KiB |
After Width: | Height: | Size: 680 KiB |
After Width: | Height: | Size: 486 KiB |
After Width: | Height: | Size: 494 KiB |
After Width: | Height: | Size: 517 KiB |
After Width: | Height: | Size: 493 KiB |
After Width: | Height: | Size: 517 KiB |
After Width: | Height: | Size: 695 KiB |
After Width: | Height: | Size: 710 KiB |
After Width: | Height: | Size: 701 KiB |
After Width: | Height: | Size: 728 KiB |
After Width: | Height: | Size: 696 KiB |
After Width: | Height: | Size: 732 KiB |
After Width: | Height: | Size: 694 KiB |
After Width: | Height: | Size: 710 KiB |
After Width: | Height: | Size: 410 KiB |
After Width: | Height: | Size: 402 KiB |
After Width: | Height: | Size: 413 KiB |
After Width: | Height: | Size: 402 KiB |
After Width: | Height: | Size: 413 KiB |
@@ -33,51 +33,48 @@ void RemotePlayer::Init()
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void RemotePlayer::Feed(const netprot::Output out) {
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current.position = out.position;
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current.direction = out.direction;
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current.states = out.states;
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current.id = out.id;
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//current.position = out.position;
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//current.direction = out.direction;
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//current.states = out.states;
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//current.id = out.id;
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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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m_position = current.position + positionDelta;
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m_direction = current.direction;
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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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// m_position = current.position + positionDelta;
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// m_direction = current.direction;
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}
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//}
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if(current.direction != previous.direction)
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{
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m_direction = current.direction;
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current.direction = current.direction;
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}
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//if(current.direction != previous.direction)
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//{
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// m_direction = current.direction;
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// current.direction = current.direction;
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//}
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if (current.states.shooting) {
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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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m_animstate = Anim::JUMPING;
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}
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else if (current.states.dead) {
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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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m_animstate = Anim::POWERUP;
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}
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else if (current.states.still) {
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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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m_animstate = Anim::RUNNING;
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}
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//if (current.states.shooting) {
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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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// m_animstate = Anim::JUMPING;
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//}
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//else if (current.states.dead) {
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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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// m_animstate = Anim::POWERUP;
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//}
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//else if (current.states.still) {
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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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// 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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m_direction = current.direction;
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m_position = current.position;
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//previous.direction = current.direction;
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//previous.position = current.position;
|
||||
//previous.states = current.states;
|
||||
//previous.id = current.id;
|
||||
}
|
||||
|
||||
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)
|
||||
|