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			5 Commits
		
	
	
		
			SQC32_sauv
			...
			SQC-15_ani
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
|  | 2e30995f1b | ||
|  | 9572a7d6fd | ||
|  | f22c405915 | ||
|  | bc7127ef7d | ||
|  | 06a5bb67d3 | 
| @@ -41,8 +41,11 @@ typedef uint8_t BlockType; | |||||||
| enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST }; | enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST }; | ||||||
| typedef uint8_t BoostType; | typedef uint8_t BoostType; | ||||||
| enum BOOST_TYPE { BTYPE_SPEED, BTYPE_HEAL, BTYPE_DAMAGE, BTYPE_INVINCIBLE, BTYPE_BOOST_LAST }; | enum BOOST_TYPE { BTYPE_SPEED, BTYPE_HEAL, BTYPE_DAMAGE, BTYPE_INVINCIBLE, BTYPE_BOOST_LAST }; | ||||||
|  |  | ||||||
|  | //anim  | ||||||
| enum ANIM_TYPE { STILL = 0, SHOOTING = 8, JUMPING = 16, JUMPINGSHOOTING = 24, DEAD = 32, TYPE_LAST = 40}; | enum ANIM_TYPE { STILL = 0, SHOOTING = 8, JUMPING = 16, JUMPINGSHOOTING = 24, DEAD = 32, TYPE_LAST = 40}; | ||||||
| enum ANIM_POS {FRONT, QUARTER_FRONT_LEFT, QUATER_FRONT_RIGHT, PROFIL_LEFT, PROFIL_RIGHT, QUARTER_BACK_LEFT, QUARTER_BACK_RIGHT, BACK , POS_LAST}; | enum ANIM_POS {FRONT, QUARTER_FRONT_LEFT, QUATER_FRONT_RIGHT, PROFIL_LEFT, PROFIL_RIGHT, QUARTER_BACK_LEFT, QUARTER_BACK_RIGHT, BACK , POS_LAST}; | ||||||
|  |  | ||||||
| typedef uint64_t Timestamp; | typedef uint64_t Timestamp; | ||||||
|  |  | ||||||
| #ifdef _WIN32 | #ifdef _WIN32 | ||||||
|   | |||||||
| @@ -248,6 +248,8 @@ void Player::SetDirection(Vector3f dir) { m_direction = dir; } | |||||||
|  |  | ||||||
| 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); } | 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); } | ||||||
|  |  | ||||||
|  | Vector3f Player::GetPositionAbs() const { return m_position; } | ||||||
|  |  | ||||||
| Vector3f Player::GetVelocity() const { return m_velocity; } | Vector3f Player::GetVelocity() const { return m_velocity; } | ||||||
|  |  | ||||||
| Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); } | Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); } | ||||||
|   | |||||||
| @@ -26,6 +26,7 @@ public: | |||||||
|  |  | ||||||
| 	void SetDirection(Vector3f dir); | 	void SetDirection(Vector3f dir); | ||||||
| 	Vector3f GetPosition() const; | 	Vector3f GetPosition() const; | ||||||
|  | 	Vector3f GetPositionAbs() const; | ||||||
| 	Vector3f GetDirection() const; | 	Vector3f GetDirection() const; | ||||||
| 	Vector3f GetVelocity() const; | 	Vector3f GetVelocity() const; | ||||||
| 	Vector3f GetPOV() const; | 	Vector3f GetPOV() const; | ||||||
|   | |||||||
| @@ -100,7 +100,7 @@ void Connection::Run(World* world) { | |||||||
| 														  in.keys.right,  | 														  in.keys.right,  | ||||||
| 														  in.keys.jump, false, el), world, el); | 														  in.keys.jump, false, el), world, el); | ||||||
|  |  | ||||||
| 		out.position = player.get()->GetPosition(); | 		out.position = player.get()->GetPositionAbs(); | ||||||
| 		out.direction = in.direction; | 		out.direction = in.direction; | ||||||
| 		out.timestamp = in.timestamp; | 		out.timestamp = in.timestamp; | ||||||
| 		out.id = m_playinfo.id; | 		out.id = m_playinfo.id; | ||||||
|   | |||||||
| @@ -28,8 +28,17 @@ | |||||||
| #define BASE_WIDTH 640 | #define BASE_WIDTH 640 | ||||||
| #define BASE_HEIGHT 480 | #define BASE_HEIGHT 480 | ||||||
|  |  | ||||||
|  |  | ||||||
| #define ANIME_PATH_JUMP		"./media/textures/AssetOtherPlayer/FinalPNGJumping/" | #define ANIME_PATH_JUMP		"./media/textures/AssetOtherPlayer/FinalPNGJumping/" | ||||||
| #define ANIME_PATH_STILL	"./media/textures/AssetOtherPlayer/FinalPNGStanding/" | #define ANIME_PATH_STILL	"./media/textures/AssetOtherPlayer/FinalPNGStanding/" | ||||||
|  |  | ||||||
|  | //1 = jump shoot sans anim, 2 = jump shoot avec anim | ||||||
|  | #define ANIM_PATH_JSHOOT1    "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/" | ||||||
|  | #define ANIM_PATH_JSHOOT2	"./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/ShootingJump/" | ||||||
|  | //1 = shoot sans anim, 2 = shoot avec anim | ||||||
|  | #define ANIM_PATH_SSHOOT1	"./media/textures/AssetOtherPlayer/FinalPNGShooting/" | ||||||
|  | #define ANIM_PATH_SSHOOT2	"./media/textures/AssetOtherPlayer/FinalPNGShooting/Shooting/" | ||||||
|  |  | ||||||
| #define TEXTURE_PATH        "./media/textures/" | #define TEXTURE_PATH        "./media/textures/" | ||||||
| #define SHADER_PATH		    "./media/shaders/" | #define SHADER_PATH		    "./media/shaders/" | ||||||
| #define AUDIO_PATH			"./media/audio/" | #define AUDIO_PATH			"./media/audio/" | ||||||
|   | |||||||
| @@ -459,28 +459,70 @@ void Engine::LoadResource() { | |||||||
|  |  | ||||||
| 	//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM  | 	//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM  | ||||||
|  |  | ||||||
|  | 	//STILL//STANDING | ||||||
|  | 	TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png"); | ||||||
|  |  | ||||||
|  | 	//SHOOTINGSTILL SANS TIRER | ||||||
|  | 	//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png"); | ||||||
|  |  | ||||||
|  | 	//SHOOTINGSTILL TIRER | ||||||
|  | 	//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueFrontRightShootingRightShoot1.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueLeftShootingLeftShoot1.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueRightShootingRightShoot1.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingLeftShoot1.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingRightShoot1.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackLeftShootingLeftShoot1.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackRightShootingRightShoot1.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueShootingBackRightShoot1.png"); | ||||||
|  |  | ||||||
|  |  | ||||||
| 	//JUMP | 	//JUMP | ||||||
| 	//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png"); |  | ||||||
| 	//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png"); | 	//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png"); | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png"); |  | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png"); |  | ||||||
| 	//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png"); |  | ||||||
| 	//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png"); |  | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png"); | 	//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png"); | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png"); | 	//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png"); | ||||||
|  |  | ||||||
|  |  | ||||||
|  | 	//SHOOTINGJUMP SANS TIRER  | ||||||
|  | 	//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontJumpRightShootingRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontLeftJumpLeftShootingLeft.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontRightJumpRightShootingRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueProfilLeftJumpLeftShootingLeft.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BluerProfilRightJumprightShootingRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackLeftJumpLeftShootingLeft.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackRightJumpRightShootingRight.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackJumpRightShootingRight.png"); | ||||||
|  |  | ||||||
|  |  | ||||||
|  | 	//SHOOTINGJUMP TIRER | ||||||
|  | 	//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontJumpRightShootingRightShoot1.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontLeftJumpLeftShootingLeftShoot1.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontRightJumpRightShootingRightShoot1.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueProfilLeftJumpLeftShootingLeftShoot1.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BluerProfilRightJumprightShootingRightShoot1.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackLeftJumpLeftShootingLeftShoot1.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackRightJumpRightShootingRightShoot1.png"); | ||||||
|  | 	//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackJumpRightShootingRightShoot1.png"); | ||||||
| 	 | 	 | ||||||
| 	//STILL |  | ||||||
| 	//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackRight.png"); |  | ||||||
| 	TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); |  | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBack.png"); |  | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBack.png"); |  | ||||||
| 	//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilLeft.png"); |  | ||||||
| 	//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilRight.png"); |  | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeft.png"); |  | ||||||
| 	//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRight.png"); |  | ||||||
| 	 | 	 | ||||||
| 	//SHOOTINGSTILL |  | ||||||
| 	//SHOOTINGJUMP |  | ||||||
| 	 | 	 | ||||||
| 	if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) { | 	if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) { | ||||||
| 		std::cout << " Unable to generate texture atlas ..." << std::endl; | 		std::cout << " Unable to generate texture atlas ..." << std::endl; | ||||||
| @@ -1241,12 +1283,16 @@ void Engine::Render(float elapsedTime) { | |||||||
| 			Sync sync; | 			Sync sync; | ||||||
| 			uint64_t id = m_conn.getId(); | 			uint64_t id = m_conn.getId(); | ||||||
| 			static std::vector<char*> lsPck; | 			static std::vector<char*> lsPck; | ||||||
|  | 			static uint64_t sync_acc = 0; | ||||||
|  | 			sync_acc += tstamp; | ||||||
|  |  | ||||||
| 			if (false) { // TODO: Faire un checkup pour chaque ~1000ms. | 			if (sync_acc >= 1000) { | ||||||
|  | 				sync_acc -= 1000; | ||||||
| 				sync.sid = id; | 				sync.sid = id; | ||||||
| 				sync.timestamp = tstamp; | 				sync.timestamp = tstamp; | ||||||
| 				sync.position = m_player.GetPosition(); | 				sync.position = m_player.GetPositionAbs(); | ||||||
| 				sync.hp = m_player.GetHP(); | 				sync.hp = m_player.GetHP(); | ||||||
|  | 				 | ||||||
| 				// TODO: Garrocher ca quelque-part.  | 				// TODO: Garrocher ca quelque-part.  | ||||||
| 			} | 			} | ||||||
|  |  | ||||||
|   | |||||||
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| @@ -33,48 +33,51 @@ void RemotePlayer::Init() | |||||||
|  |  | ||||||
| void RemotePlayer::Feed(const netprot::Output out) { | void RemotePlayer::Feed(const netprot::Output out) { | ||||||
|  |  | ||||||
| 	//current.position = out.position; | 	current.position = out.position; | ||||||
| 	//current.direction = out.direction; | 	current.direction = out.direction; | ||||||
| 	//current.states = out.states; | 	current.states = out.states; | ||||||
| 	//current.id = out.id; | 	current.id = out.id; | ||||||
|  |  | ||||||
| 	//if (current.position != previous.position) | 	if (current.position != previous.position) | ||||||
| 	//{ | 	{ | ||||||
| 	//	Vector3f positionDelta = current.position - previous.position; | 		Vector3f positionDelta = current.position - previous.position; | ||||||
| 	//	m_position = current.position + positionDelta; | 		m_position = current.position + positionDelta; | ||||||
| 	//	m_direction = current.direction;		 | 		m_direction = current.direction;		 | ||||||
|  |  | ||||||
| 	//} | 	} | ||||||
|  |  | ||||||
| 	//if(current.direction != previous.direction) | 	if(current.direction != previous.direction) | ||||||
| 	//{ | 	{ | ||||||
| 	//	m_direction = current.direction; | 		m_direction = current.direction; | ||||||
| 	//	current.direction = current.direction; | 		current.direction = current.direction; | ||||||
| 	//} | 	} | ||||||
|  |  | ||||||
| 	//if (current.states.shooting) { | 	if (current.states.shooting) { | ||||||
| 	//	m_animstate = Anim::SHOOTING; | 		m_animstate = Anim::SHOOTING; | ||||||
| 	//} | 	} | ||||||
| 	//else if (current.states.jumping) { | 	else if (current.states.jumping) { | ||||||
| 	//	m_animstate = Anim::JUMPING; | 		m_animstate = Anim::JUMPING; | ||||||
| 	//} | 	} | ||||||
| 	//else if (current.states.dead) { | 	else if (current.states.dead) { | ||||||
| 	//	m_animstate = Anim::DEAD; | 		m_animstate = Anim::DEAD; | ||||||
| 	//} | 	} | ||||||
| 	//else if(current.states.powerup){ | 	else if(current.states.powerup){ | ||||||
| 	//	m_animstate = Anim::POWERUP; | 		m_animstate = Anim::POWERUP; | ||||||
| 	//} | 	} | ||||||
| 	//else if (current.states.still) { | 	else if (current.states.still) { | ||||||
| 	//	m_animstate = Anim::STILL; | 		m_animstate = Anim::STILL; | ||||||
| 	//} | 	} | ||||||
| 	//else if (current.states.running) { | 	else if (current.states.running) { | ||||||
| 	//	m_animstate = Anim::RUNNING; | 		m_animstate = Anim::RUNNING; | ||||||
| 	//} | 	} | ||||||
|  |  | ||||||
| 	//previous.direction = current.direction; | 	previous.direction = current.direction; | ||||||
| 	//previous.position = current.position; | 	previous.position = current.position; | ||||||
| 	//previous.states = current.states; | 	previous.states = current.states; | ||||||
| 	//previous.id = current.id; | 	previous.id = current.id; | ||||||
|  |  | ||||||
|  | 	m_direction = current.direction; | ||||||
|  | 	m_position = current.position; | ||||||
| } | } | ||||||
|  |  | ||||||
| void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime) | void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime) | ||||||
|   | |||||||