Merge branch 'SQC-15_online' of https://github.com/CegepSTH/SQCSim2023 into SQC-15_online
This commit is contained in:
		| @@ -118,15 +118,16 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 	int index = 0; | ||||
| 	angle = -angle; | ||||
| 	Vector3f side = angleRemote.Cross(angleCam); | ||||
| 	side = -side; | ||||
|  | ||||
| 	static float time = 0.f; | ||||
| 	static bool Shooting = false; | ||||
| 	bool isLeft = side.y > 0; | ||||
|  | ||||
| 	time += elapsedTime; | ||||
| 	if (time >= 100) | ||||
| 	if (time >= 500) | ||||
| 	{ | ||||
| 			time -= 100; | ||||
| 			time -= 500; | ||||
| 		if (!current.states.shooting) | ||||
| 			Shooting = false; | ||||
| 		else  | ||||
| @@ -143,7 +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) | ||||
| @@ -156,6 +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 | ||||
| 	{ | ||||
| @@ -165,7 +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 +179,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 		else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot) | ||||
| 			index = 1; | ||||
|  | ||||
| 		 | ||||
| 	} | ||||
| 	else if (angle >= -0.25 && isLeft) //ProfileLeft | ||||
| 	{ | ||||
| @@ -187,8 +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 +201,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 		else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot) | ||||
| 			index = 3; | ||||
|  | ||||
| 		 | ||||
| 	} | ||||
| 	else if (angle >= -0.75 && isLeft) //BackLeft | ||||
| 	{ | ||||
| @@ -210,7 +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) | ||||
| @@ -222,6 +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 n<>gatif | ||||
| 	{ | ||||
| @@ -231,7 +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 +245,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 		else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot) | ||||
| 			index = 7; | ||||
|  | ||||
| 		 | ||||
| 	} | ||||
| 	else if (angle >= 0.25 && !isLeft) //FrontRight | ||||
| 	{ | ||||
| @@ -252,8 +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) | ||||
| @@ -266,6 +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 | ||||
| 	{ | ||||
| @@ -274,8 +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) | ||||
| @@ -288,6 +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 | ||||
| 	{ | ||||
| @@ -297,9 +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) | ||||
| @@ -312,6 +309,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 		else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot) | ||||
| 			index = 6; | ||||
|  | ||||
|  | ||||
| 	} | ||||
| 		 | ||||
|  | ||||
|   | ||||
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