Oh yeah.
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parent
461a8aa11b
commit
46298f8256
@ -202,8 +202,8 @@ void Server::Run() {
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m_conns.erase(key);
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m_conns.erase(key);
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continue;
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continue;
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}
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}
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int x = (rand() % (CHUNK_SIZE_X * WORLD_SIZE_X - 1) - (CHUNK_SIZE_X * WORLD_SIZE_X / 2)) / 4,
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int x = (rand() % (CHUNK_SIZE_X * WORLD_SIZE_X - 1) - (CHUNK_SIZE_X * WORLD_SIZE_X / 2)) / 8,
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y = (rand() % (CHUNK_SIZE_Y * WORLD_SIZE_Y - 1) - (CHUNK_SIZE_Y * WORLD_SIZE_Y / 2)) / 4;
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y = (rand() % (CHUNK_SIZE_Y * WORLD_SIZE_Y - 1) - (CHUNK_SIZE_Y * WORLD_SIZE_Y / 2)) / 8;
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conn->player = new Player(Vector3f(x + .5f, CHUNK_SIZE_Y + 1.8f, y + .5f));
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conn->player = new Player(Vector3f(x + .5f, CHUNK_SIZE_Y + 1.8f, y + .5f));
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conn->player->m_username = conn->GetName();
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conn->player->m_username = conn->GetName();
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m_players[key] = conn->player;
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m_players[key] = conn->player;
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@ -29,9 +29,6 @@ Engine::~Engine() {
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}
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}
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void Engine::Init() {
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void Engine::Init() {
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uint64_t seed = SEED;
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if (m_istarted)
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if (m_istarted)
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return;
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return;
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else m_istarted = true;
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else m_istarted = true;
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@ -39,7 +36,7 @@ void Engine::Init() {
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// Objet de skybox avec sa propre texture et son propre shader!
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// Objet de skybox avec sa propre texture et son propre shader!
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m_skybox.Init(0.2f);
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m_skybox.Init(0.2f);
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// Objet de musique!
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// Objet de musique!
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//m_audio.ToggleMusicState();
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m_audio.ToggleMusicState();
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// Array pour les balles.
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// Array pour les balles.
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for (int x = 0; x < MAX_BULLETS; ++x) {
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for (int x = 0; x < MAX_BULLETS; ++x) {
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@ -47,7 +44,8 @@ void Engine::Init() {
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m_whoosh[x] = nullptr;
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m_whoosh[x] = nullptr;
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}
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}
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m_world.SetSeed(seed);
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m_world.GetChunks().Reset(nullptr);
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m_world.SetSeed(SEED);
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m_startTime = std::chrono::high_resolution_clock::now();
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m_startTime = std::chrono::high_resolution_clock::now();
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}
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}
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@ -609,7 +607,8 @@ int Engine::GetOptionsChoice() {
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return m_selectedOption;
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return m_selectedOption;
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}
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}
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void Engine::StartMultiplayerGame() {
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bool Engine::StartMultiplayerGame() {
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bool ok = true;
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if (!m_conn.Init()) {
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if (!m_conn.Init()) {
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if (!m_conn.Connect(m_serverAddr.c_str(), m_username)) {
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if (!m_conn.Connect(m_serverAddr.c_str(), m_username)) {
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// setup jeu en reseau.
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// setup jeu en reseau.
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@ -620,12 +619,20 @@ void Engine::StartMultiplayerGame() {
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for (auto& [key, player] : m_conn.m_players)
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for (auto& [key, player] : m_conn.m_players)
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m_players[key] = new RemotePlayer(player);
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m_players[key] = new RemotePlayer(player);
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//seed = m_conn.getSeed();
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//m_world.SetSeed(m_conn.getSeed());
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m_world.SetSeed(9370707);
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m_networkgame = true;
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m_networkgame = true;
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}
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}
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else std::cout << "Erreur de connexion." << std::endl;
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else {
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std::cout << "Erreur de connexion." << std::endl;
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ok = false;
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}
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}
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}
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else std::cout << "Erreur de creation de socket." << std::endl;
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else {
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std::cout << "Erreur de creation de socket." << std::endl;
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ok = false;
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}
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return ok;
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}
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}
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void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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@ -1228,8 +1235,14 @@ void Engine::Render(float elapsedTime) {
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if (m_gamestate == GameState::LOBBY) {
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if (m_gamestate == GameState::LOBBY) {
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DisplayLobbyMenu(elapsedTime);
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DisplayLobbyMenu(elapsedTime);
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if (m_multiReady) {
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if (m_multiReady) {
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StartMultiplayerGame();
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if (StartMultiplayerGame()) {
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std::cout << "Starting multiplayer game reached" << std::endl;
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std::cout << "Starting multiplayer game reached" << std::endl;
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m_gamestate = GameState::PLAY;
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}
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else {
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std::cout << "Cannot reach server." << std::endl;
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m_gamestate = GameState::MAIN_MENU;
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}
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}
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}
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return;
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return;
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}
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}
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@ -2018,7 +2031,6 @@ void Engine::HandlePlayerInput(float elapsedTime) {
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m_currentInputString = "";
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m_currentInputString = "";
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m_settingServer = false;
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m_settingServer = false;
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m_multiReady = true;
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m_multiReady = true;
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m_gamestate = GameState::PLAY;
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}
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}
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}
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}
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m_keyEnter = false;
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m_keyEnter = false;
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@ -46,7 +46,7 @@ private:
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int GetFps(float elapsedTime) const;
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int GetFps(float elapsedTime) const;
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int GetCountdown(float elapsedTime);
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int GetCountdown(float elapsedTime);
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int GetOptionsChoice();
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int GetOptionsChoice();
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void StartMultiplayerGame();
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bool StartMultiplayerGame();
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bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
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bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
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@ -104,7 +104,7 @@ private:
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BlockInfo* m_blockinfo[BTYPE_LAST];
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BlockInfo* m_blockinfo[BTYPE_LAST];
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BoostInfo* m_boostinfo[BTYPE_BOOST_LAST];
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BoostInfo* m_boostinfo[BTYPE_BOOST_LAST];
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GameState m_gamestate = GameState::PLAY;
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GameState m_gamestate = GameState::SPLASH;
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Shader m_shader01;
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Shader m_shader01;
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