Compare commits
7 Commits
SQC_17_HUD
...
sqc-14_cla
Author | SHA1 | Date | |
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889884490b | ||
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bd817f9f7d | ||
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57d60e02a7 | ||
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ae201846b1 | ||
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67a49a4cad | ||
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d7e55c8446 | ||
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183c5f186a |
2
.gitignore
vendored
2
.gitignore
vendored
@@ -373,3 +373,5 @@ FodyWeavers.xsd
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/x64/Release/SQCSim2023.exe
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/x64/Debug/SQCSim2023.exe
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/x64/Debug/SQCSim2021.pdb
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SQCSim2021/SQCSim2021.vcxproj.filters
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SQCSim2021/SQCSim2021.vcxproj
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@@ -33,7 +33,11 @@ namespace netprot {
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bool jumping,
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shooting,
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hit,
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powerup;
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powerup,
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dead,
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still,
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jumpshot,
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running;
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};
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struct Input { // cli -> srv UDP ~frame
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@@ -8,6 +8,8 @@ Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(po
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m_username = "Zelda Bee-Bop56";
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}
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Player::~Player() {}
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void Player::TurnLeftRight(float value) {
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m_rotY += value;
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if (m_rotY > 360) m_rotY = 0;
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@@ -206,3 +208,9 @@ void Player::Teleport(int& x, int& z) {
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m_position.x -= x * CHUNK_SIZE_X;
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m_position.z -= z * CHUNK_SIZE_Z;
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}
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uint64_t Player::getId() const { return id; }
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Vector3f Player::InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now) {
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return Vector3f();
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}
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@@ -12,6 +12,8 @@ public:
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enum Sound { NOSOUND, STEP, FALL };
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Player(const Vector3f& position, float rotX = 0, float rotY = 0);
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~Player();
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void TurnLeftRight(float value);
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void TurnTopBottom(float value);
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Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
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@@ -26,12 +28,13 @@ public:
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float GetHP() const;
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void Teleport(int& x, int& z);
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private:
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protected:
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Vector3f m_position;
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Vector3f m_velocity;
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Vector3f m_direction;
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std::string m_username;
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uint64_t id = 0;
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float m_rotX = 0;
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float m_rotY = 0;
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@@ -40,6 +43,9 @@ private:
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float m_hp;
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bool m_airborne;
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Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now);
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};
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#endif //_PLAYER_H__
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@@ -25,13 +25,14 @@
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<ClInclude Include="engine.h" />
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<ClInclude Include="mesh.h" />
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<ClInclude Include="openglcontext.h" />
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<ClInclude Include="remoteplayer.h" />
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<ClInclude Include="shader.h" />
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<ClInclude Include="skybox.h" />
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<ClInclude Include="texture.h" />
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<ClInclude Include="textureatlas.h" />
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<ClInclude Include="tool.h" />
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<ClInclude Include="vertexbuffer.h" />
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<ClInclude Include="worldrenderer.h" />
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<ClInclude Include="renderer.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="audio.cpp" />
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@@ -40,13 +41,14 @@
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<ClCompile Include="main.cpp" />
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<ClCompile Include="mesh.cpp" />
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<ClCompile Include="openglcontext.cpp" />
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<ClCompile Include="remoteplayer.cpp" />
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<ClCompile Include="shader.cpp" />
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<ClCompile Include="skybox.cpp" />
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<ClCompile Include="texture.cpp" />
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<ClCompile Include="textureatlas.cpp" />
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<ClCompile Include="tool.cpp" />
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<ClCompile Include="vertexbuffer.cpp" />
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<ClCompile Include="worldrenderer.cpp" />
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<ClCompile Include="renderer.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\SQCSim-common\SQCSim-common.vcxproj">
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@@ -47,7 +47,10 @@
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<ClInclude Include="mesh.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="worldrenderer.h">
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<ClInclude Include="renderer.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="remoteplayer.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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</ItemGroup>
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@@ -88,7 +91,10 @@
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<ClCompile Include="mesh.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="worldrenderer.cpp">
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<ClCompile Include="renderer.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="remoteplayer.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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</ItemGroup>
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@@ -17,6 +17,8 @@ public:
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//void SendInput();
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//int Sync();
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// void updateRemotePlayers(std::map<RemotePlayers> rplayers);
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private:
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#ifdef _WIN32
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WSADATA m_wsaData;
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@@ -531,9 +531,9 @@ void Engine::Render(float elapsedTime) {
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m_bullets[x] = nullptr;
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}
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m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
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m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo);
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m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
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if (m_isSkybox) m_skybox.Render(skybox);
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@@ -18,7 +18,7 @@
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#include "audio.h"
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#include "textureatlas.h"
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#include "connector.h"
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#include "worldrenderer.h"
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#include "renderer.h"
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class Engine : public OpenglContext {
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public:
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@@ -60,7 +60,7 @@ private:
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TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
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World m_world = World();
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WorldRenderer m_wrenderer = WorldRenderer();
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Renderer m_renderer = Renderer();
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Texture m_textureSkybox;
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Texture m_textureFont;
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70
SQCSim2021/remoteplayer.cpp
Normal file
70
SQCSim2021/remoteplayer.cpp
Normal file
@@ -0,0 +1,70 @@
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#include "remoteplayer.h"
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#include <iostream>
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#include <cstring>
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RemotePlayer::RemotePlayer() : Player(Vector3f(0, 0, 0), 0, 0), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous() {
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}
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void RemotePlayer::Init() {
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}
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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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//a revoir pour le jump et le shoot en meme temps lorsque les test seront possible
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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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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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//true;
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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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//true;
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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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//true;
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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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//true;
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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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//true;
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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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//true;
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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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}
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25
SQCSim2021/remoteplayer.h
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25
SQCSim2021/remoteplayer.h
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@@ -0,0 +1,25 @@
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#ifndef REMOTEPLAYER_H__
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#define REMOTEPLAYER_H__
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#include "../SQCSim-common/player.h"
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#include "../SQCSim-common/netprotocol.h"
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#include "define.h"
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#include "textureatlas.h"
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#include "shader.h"
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class RemotePlayer : public Player {
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public:
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enum Anim { STILL = 1, RUNNING = 2, JUMPING = 4, SHOOTING = 8, POWERUP = 16, DEAD = 32 };
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RemotePlayer();
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void Init();
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void Feed(const netprot::Output out);
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private:
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netprot::Output current, previous;
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float m_aminacc;
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Anim m_animstate;
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uint64_t m_team_id;
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};
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#endif
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@@ -1,13 +1,13 @@
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#include "worldrenderer.h"
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#include "renderer.h"
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WorldRenderer::WorldRenderer() {
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Renderer::Renderer() {
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m_meshes.Reset(nullptr);
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}
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WorldRenderer::~WorldRenderer() {
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Renderer::~Renderer() {
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}
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void WorldRenderer::RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas) {
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void Renderer::RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas) const {
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rendercount = 0;
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Vector3f angle;
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Vector3f cursor;
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@@ -107,7 +107,7 @@ void WorldRenderer::RenderWorld(World* origin, int& rendercount, const Vector3f&
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glStencilFunc(GL_GREATER, 1, 0xFF);
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};
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void WorldRenderer::UpdateWorld(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]) {
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void Renderer::UpdateMesh(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]) {
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int cx = player.x;
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int cy = player.z;
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static int frameUpdate = 2;
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@@ -211,3 +211,9 @@ void WorldRenderer::UpdateWorld(World* origin, const Vector3f& player, BlockInfo
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}
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}
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}
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void Renderer::RenderPlayer(Player* player, Transformation tran) const {
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}
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void Renderer::RenderPlayer(RemotePlayer* rplayer, const Vector3f& player_pos, const Vector3f& player_dir) const {
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}
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30
SQCSim2021/renderer.h
Normal file
30
SQCSim2021/renderer.h
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@@ -0,0 +1,30 @@
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#ifndef RENDERER_H__
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#define RENDERER_H__
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#include <future>
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#include <thread>
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#include "../SQCSim-common/world.h"
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#include "../SQCSim-common/transformation.h"
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#include "define.h"
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#include "mesh.h"
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#include "textureatlas.h"
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#include "shader.h"
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#include "remoteplayer.h"
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class Renderer {
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private:
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Array2d<Mesh*> m_meshes = Array2d<Mesh*>(WORLD_SIZE_X, WORLD_SIZE_Y);
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TextureAtlas* m_playertext = nullptr;
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Shader* m_playershader = nullptr;
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public:
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Renderer();
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~Renderer();
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void UpdateMesh(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]);
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void RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas) const;
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void RenderPlayer(Player* player, Transformation tran) const;
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void RenderPlayer(RemotePlayer* rplayer, const Vector3f& player_pos, const Vector3f& player_dir) const;
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};
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#endif
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@@ -1,23 +0,0 @@
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#ifndef WORLDRENDERER_H__
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#define WORLDRENDERER_H__
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#include <future>
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#include <thread>
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#include "../SQCSim-common/world.h"
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#include "../SQCSim-common/transformation.h"
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#include "define.h"
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#include "mesh.h"
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#include "textureatlas.h"
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#include "shader.h"
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class WorldRenderer {
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private:
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Array2d<Mesh*> m_meshes = Array2d<Mesh*>(WORLD_SIZE_X, WORLD_SIZE_Y);
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public:
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WorldRenderer();
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~WorldRenderer();
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void RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas);
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void UpdateWorld(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]);
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};
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#endif
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Reference in New Issue
Block a user