From f4347d35df722a6dabb94365bf26e26da9b3d300 Mon Sep 17 00:00:00 2001 From: Claudel-D-Roy <112507354+Claudel-D-Roy@users.noreply.github.com> Date: Wed, 13 Dec 2023 13:51:37 -0500 Subject: [PATCH 1/3] secret --- SQCSim2021/remoteplayer.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/SQCSim2021/remoteplayer.cpp b/SQCSim2021/remoteplayer.cpp index 8dd4676..68db0d2 100644 --- a/SQCSim2021/remoteplayer.cpp +++ b/SQCSim2021/remoteplayer.cpp @@ -116,7 +116,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr float angle = angleRemote.Dot(angleCam); int index = 0; - angle = -angle; + //angle = -angle; Vector3f side = angleRemote.Cross(angleCam); static float time = 0.f; From c801877a0cb8b1e90d89d9752530a7fe0f39d020 Mon Sep 17 00:00:00 2001 From: Claudel-D-Roy <112507354+Claudel-D-Roy@users.noreply.github.com> Date: Wed, 13 Dec 2023 13:53:10 -0500 Subject: [PATCH 2/3] polipocket --- SQCSim2021/remoteplayer.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/SQCSim2021/remoteplayer.cpp b/SQCSim2021/remoteplayer.cpp index 68db0d2..03bd101 100644 --- a/SQCSim2021/remoteplayer.cpp +++ b/SQCSim2021/remoteplayer.cpp @@ -116,8 +116,9 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr float angle = angleRemote.Dot(angleCam); int index = 0; - //angle = -angle; + angle = -angle; Vector3f side = angleRemote.Cross(angleCam); + side = -side; static float time = 0.f; static bool Shooting = false; From d8cbc27ca956c6fc67cbe1f5ef1ad38900686c47 Mon Sep 17 00:00:00 2001 From: Claudel-D-Roy <112507354+Claudel-D-Roy@users.noreply.github.com> Date: Wed, 13 Dec 2023 14:06:11 -0500 Subject: [PATCH 3/3] ALLO --- SQCSim2021/remoteplayer.cpp | 27 ++++++++++++--------------- 1 file changed, 12 insertions(+), 15 deletions(-) diff --git a/SQCSim2021/remoteplayer.cpp b/SQCSim2021/remoteplayer.cpp index 03bd101..5ca6ba9 100644 --- a/SQCSim2021/remoteplayer.cpp +++ b/SQCSim2021/remoteplayer.cpp @@ -125,9 +125,9 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr bool isLeft = side.y > 0; time += elapsedTime; - if (time >= 100) + if (time >= 500) { - time -= 100; + time -= 500; if (!current.states.shooting) Shooting = false; else @@ -144,7 +144,6 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr else index = 9; - std::cout << "face" << std::endl; } else if (current.states.jumpshot) { if (Shooting) @@ -157,6 +156,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot) index = 0; + + } else if (angle >= 0.25 && isLeft) //Frontleft { @@ -166,7 +167,6 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr else index = 10; - std::cout << "Frontleft" << std::endl; } else if (current.states.jumpshot) { if (Shooting) @@ -178,6 +178,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr index = 26; else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot) index = 1; + } else if (angle >= -0.25 && isLeft) //ProfileLeft @@ -188,8 +189,6 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr else index = 12; - std::cout << "ProfileLeft" << std::endl; - } else if (current.states.jumpshot ) { if (Shooting) @@ -201,6 +200,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr index = 28; else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot) index = 3; + } else if (angle >= -0.75 && isLeft) //BackLeft @@ -211,7 +211,6 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr else index = 14; - std::cout << "BackLeft" << std::endl; } else if (current.states.jumpshot) { if (Shooting) @@ -223,6 +222,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr index = 30; else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot) index = 5; + + } else if (angle < -0.75) //Dos - side négatif { @@ -232,7 +233,6 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr else index = 16; - std::cout << "Dos" << std::endl; } else if (current.states.jumpshot) { if (Shooting) @@ -244,6 +244,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr index = 32; else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot) index = 7; + } else if (angle >= 0.25 && !isLeft) //FrontRight @@ -253,8 +254,6 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr index = 19; else index = 11; - - std::cout << "FrontRight" << std::endl; } else if (current.states.jumpshot) { if (Shooting) @@ -267,6 +266,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot) index = 2; + } else if (angle >= -0.25 && !isLeft) //ProfileRight { @@ -275,8 +275,6 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr index = 21; else index = 13; - - std::cout << "ProfileRight" << std::endl; } else if (current.states.jumpshot) { if (Shooting) @@ -289,6 +287,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot) index = 4; + } else if (angle >= -0.75 && !isLeft) //BackRight { @@ -298,9 +297,6 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr else index = 15; - std::cout << "BackRight" << std::endl; - - } else if (current.states.jumpshot) { if (Shooting) @@ -313,6 +309,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot) index = 6; + }