Push replacer Render
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8b448f5072
commit
4b6c641c97
@ -40,9 +40,7 @@ enum GameState {
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MAIN_MENU,
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SPLASH,
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OPTIONS,
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SETTINGS,
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QUIT,
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NEWG,
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PLAY,
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PAUSE
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};
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@ -249,247 +249,7 @@ void Engine::LoadResource() {
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void Engine::UnloadResource() {}
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void Engine::Render(float elapsedTime) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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if (m_gamestate == GameState::SPLASH) {
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if (m_splashTime > 0.0f) {
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DisplaySplashScreen();
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}
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else {
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m_gamestate = GameState::MAIN_MENU;
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}
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m_splashTime -= elapsedTime;
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return;
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}
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if (m_gamestate == GameState::MAIN_MENU) {
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DisplayMainMenu();
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return;
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}
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if (m_gamestate == GameState::OPTIONS) {
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DisplayOptionsMenu();
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return;
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}
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if (m_gamestate == GameState::PAUSE) {
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DisplayPauseMenu();
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return;
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}
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if (m_gamestate == GameState::PLAY) {
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HideCursor();
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CenterMouse(); //D<>placement de centermouse dans l'action de jouer
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//static float gameTime = elapsedTime;
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static irrklang::ISound* step; // Pour les sons de pas.
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static float pollTime = 0;
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static float bulletTime = 0;
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static float gameTime = 0;
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static BlockType bloc = 1;
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if (elapsedTime > 0.1f) return;
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//gameTime += elapsedTime;
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pollTime += elapsedTime;
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Transformation all;
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Transformation skybox;
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Transformation remotePlayer;
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Vector3f vstep;
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// Transformations initiales
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (bulletTime > 0.f) bulletTime -= elapsedTime;
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if (bulletTime < 0.f) bulletTime = 0.f;
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static bool leftright = false;
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if (pollTime >= .005f) {
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Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
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switch (snd) {
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case Player::Sound::STEP:
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if (leftright)
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vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
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else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
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m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), false, .8f);
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leftright = !leftright;
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break;
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case Player::Sound::FALL:
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m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false, 1.f);
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break;
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default: break;
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}
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnees du joueur et
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// son vecteur de velocite (pour l'effet Doppler)
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pollTime = 0;
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}
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m_player.ApplyTransformation(all);
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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m_player.ApplyTransformation(remotePlayer, true, false);
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if (m_key1) bloc++;
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else if (m_key2) bloc--;
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if (m_mouseWU) bloc++;
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else if (m_mouseWD) bloc--;
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if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
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else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
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m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
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if (m_mouseL) {
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if (bloc != BTYPE_LAST)
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m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
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else if (bulletTime <= 0.f) {
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for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
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if (!m_bullets[x]) {
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m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
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break;
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}
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else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array.
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m_bullets[0]->~Bullet();
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m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
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}
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bulletTime = BULLET_TIME;
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m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, false, .5f);
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if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
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glClearColor(.8f, .8f, .8f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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return;
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}
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}
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}
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else if (m_mouseR)
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m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
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for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
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if (m_bullets[x]) {
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for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
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if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) {
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m_bullets[x]->~Bullet();
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if (m_whoosh[x])
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m_whoosh[x]->drop();
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m_bullets[x] = nullptr;
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m_whoosh[x] = nullptr;
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break;
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}
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else if (!m_whoosh[x]) {
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m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
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}
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else {
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Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel();
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m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
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}
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}
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}
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}
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gameTime += elapsedTime * 10;
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Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
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dance.Normalize();
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m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime);
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m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
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m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
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m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
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m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
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if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
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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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if (m_isSkybox) m_skybox.Render(skybox);
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DrawHud(elapsedTime, bloc);
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DisplayPovGun();
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ProcessNotificationQueue();
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if (m_damage) {
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InstantDamage();
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}
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static bool fell = false;
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if (m_player.GetPosition().y < 1.7f && !fell) {
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m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false, 1.f);
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fell = true;
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}
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else if (m_player.GetPosition().y < -20.f) {
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m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
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fell = false;
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}
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if (m_networkgame) { // Pour se gerer le paquet.
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using namespace std::chrono;
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using namespace netprot;
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Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
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Input input;
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Sync sync;
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uint64_t id = m_conn.getId();
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static std::vector<char*> lsPck;
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if (false) { // TODO: Faire un checkup pour chaque ~1000ms.
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sync.sid = id;
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sync.timestamp = tstamp;
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sync.position = m_player.GetPosition();
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sync.hp = m_player.GetHP();
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// TODO: Garrocher ca quelque-part.
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}
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input.sid = id;
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input.direction = m_player.GetDirection();
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input.timestamp = tstamp;
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input.keys.forward = m_keyW;
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input.keys.backward = m_keyS;
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input.keys.left = m_keyA;
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input.keys.right = m_keyD;
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input.keys.jump = m_keySpace;
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input.keys.block = m_mouseR;
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input.keys.shoot = m_mouseL;
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sendPackTo<Input>(m_conn.m_sock_udp, &input, &m_bufout, &m_conn.m_srvsockaddr);
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lsPck = recvPacks(m_conn.m_sock_udp, &m_buf);
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char* prevptr = nullptr;
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for (auto& pck : lsPck) { // We could make a few threads out of this.
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Sync sync;
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Output out;
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if (!prevptr)
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prevptr = m_buf.ptr;
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uint32_t bsize = m_buf.len - (pck - prevptr);
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prevptr = pck;
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switch (getType(pck, 1)) {
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using enum PACKET_TYPE;
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case SYNC:
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if (Deserialize(&sync, pck, &bsize)) {
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if (sync.sid != m_conn.getId())
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break;
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// TODO: Vérifier si les positions concordent au sync local.
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}
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break;
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case OUTPUT:
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if (Deserialize(&out, pck, &bsize)) {
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RemotePlayer* r = (RemotePlayer*)m_players[out.id];
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r->Feed(out);
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}
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break;
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default:
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break;
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}
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}
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lsPck.clear();
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}
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}
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}
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void Engine::InstantDamage() {
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m_player.InflictDamage(0.10f);
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@ -1370,6 +1130,248 @@ void Engine::DisplayGraphicsMenu(float centerX, float centerY) {
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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void Engine::Render(float elapsedTime) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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if (m_gamestate == GameState::SPLASH) {
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if (m_splashTime > 0.0f) {
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DisplaySplashScreen();
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}
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else {
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m_gamestate = GameState::MAIN_MENU;
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}
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m_splashTime -= elapsedTime;
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return;
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}
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if (m_gamestate == GameState::MAIN_MENU) {
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DisplayMainMenu();
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return;
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}
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if (m_gamestate == GameState::OPTIONS) {
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DisplayOptionsMenu();
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return;
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}
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if (m_gamestate == GameState::PAUSE) {
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DisplayPauseMenu();
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return;
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}
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if (m_gamestate == GameState::PLAY) {
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HideCursor();
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CenterMouse(); //D<>placement de centermouse dans l'action de jouer
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//static float gameTime = elapsedTime;
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static irrklang::ISound* step; // Pour les sons de pas.
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static float pollTime = 0;
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static float bulletTime = 0;
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static float gameTime = 0;
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static BlockType bloc = 1;
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if (elapsedTime > 0.1f) return;
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//gameTime += elapsedTime;
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pollTime += elapsedTime;
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Transformation all;
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Transformation skybox;
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Transformation remotePlayer;
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Vector3f vstep;
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// Transformations initiales
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (bulletTime > 0.f) bulletTime -= elapsedTime;
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if (bulletTime < 0.f) bulletTime = 0.f;
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static bool leftright = false;
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if (pollTime >= .005f) {
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Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
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switch (snd) {
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case Player::Sound::STEP:
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if (leftright)
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vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
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else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
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m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), false, .8f);
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leftright = !leftright;
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break;
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case Player::Sound::FALL:
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m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false, 1.f);
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break;
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default: break;
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}
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnees du joueur et
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// son vecteur de velocite (pour l'effet Doppler)
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pollTime = 0;
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}
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m_player.ApplyTransformation(all);
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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m_player.ApplyTransformation(remotePlayer, true, false);
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if (m_key1) bloc++;
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else if (m_key2) bloc--;
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if (m_mouseWU) bloc++;
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else if (m_mouseWD) bloc--;
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if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
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else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
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m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
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if (m_mouseL) {
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if (bloc != BTYPE_LAST)
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m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
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else if (bulletTime <= 0.f) {
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for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
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if (!m_bullets[x]) {
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m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
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break;
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}
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else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array.
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m_bullets[0]->~Bullet();
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m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
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}
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bulletTime = BULLET_TIME;
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m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, false, .5f);
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if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
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glClearColor(.8f, .8f, .8f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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return;
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}
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}
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}
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else if (m_mouseR)
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m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
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for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
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if (m_bullets[x]) {
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for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
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if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) {
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m_bullets[x]->~Bullet();
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if (m_whoosh[x])
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m_whoosh[x]->drop();
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m_bullets[x] = nullptr;
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m_whoosh[x] = nullptr;
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break;
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}
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else if (!m_whoosh[x]) {
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m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
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}
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else {
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Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel();
|
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m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
gameTime += elapsedTime * 10;
|
||||
|
||||
Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
|
||||
dance.Normalize();
|
||||
m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime);
|
||||
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
|
||||
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
|
||||
m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
|
||||
m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
|
||||
|
||||
if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
|
||||
|
||||
//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
|
||||
|
||||
m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
|
||||
|
||||
if (m_isSkybox) m_skybox.Render(skybox);
|
||||
|
||||
DrawHud(elapsedTime, bloc);
|
||||
DisplayPovGun();
|
||||
ProcessNotificationQueue();
|
||||
if (m_damage) {
|
||||
InstantDamage();
|
||||
}
|
||||
static bool fell = false;
|
||||
if (m_player.GetPosition().y < 1.7f && !fell) {
|
||||
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false, 1.f);
|
||||
fell = true;
|
||||
}
|
||||
else if (m_player.GetPosition().y < -20.f) {
|
||||
m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
|
||||
fell = false;
|
||||
}
|
||||
|
||||
if (m_networkgame) { // Pour se gerer le paquet.
|
||||
using namespace std::chrono;
|
||||
using namespace netprot;
|
||||
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
|
||||
Input input;
|
||||
Sync sync;
|
||||
uint64_t id = m_conn.getId();
|
||||
static std::vector<char*> lsPck;
|
||||
|
||||
if (false) { // TODO: Faire un checkup pour chaque ~1000ms.
|
||||
sync.sid = id;
|
||||
sync.timestamp = tstamp;
|
||||
sync.position = m_player.GetPosition();
|
||||
sync.hp = m_player.GetHP();
|
||||
// TODO: Garrocher ca quelque-part.
|
||||
}
|
||||
|
||||
input.sid = id;
|
||||
input.direction = m_player.GetDirection();
|
||||
input.timestamp = tstamp;
|
||||
input.keys.forward = m_keyW;
|
||||
input.keys.backward = m_keyS;
|
||||
input.keys.left = m_keyA;
|
||||
input.keys.right = m_keyD;
|
||||
input.keys.jump = m_keySpace;
|
||||
input.keys.block = m_mouseR;
|
||||
input.keys.shoot = m_mouseL;
|
||||
|
||||
sendPackTo<Input>(m_conn.m_sock_udp, &input, &m_bufout, &m_conn.m_srvsockaddr);
|
||||
|
||||
lsPck = recvPacks(m_conn.m_sock_udp, &m_buf);
|
||||
char* prevptr = nullptr;
|
||||
for (auto& pck : lsPck) { // We could make a few threads out of this.
|
||||
Sync sync;
|
||||
Output out;
|
||||
if (!prevptr)
|
||||
prevptr = m_buf.ptr;
|
||||
uint32_t bsize = m_buf.len - (pck - prevptr);
|
||||
prevptr = pck;
|
||||
switch (getType(pck, 1)) {
|
||||
using enum PACKET_TYPE;
|
||||
case SYNC:
|
||||
if (Deserialize(&sync, pck, &bsize)) {
|
||||
if (sync.sid != m_conn.getId())
|
||||
break;
|
||||
// TODO: Vérifier si les positions concordent au sync local.
|
||||
}
|
||||
break;
|
||||
case OUTPUT:
|
||||
if (Deserialize(&out, pck, &bsize)) {
|
||||
RemotePlayer* r = (RemotePlayer*)m_players[out.id];
|
||||
r->Feed(out);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
lsPck.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Engine::DisplayGameplayMenu(float centerX, float centerY) {
|
||||
float minBar = centerX - Width() * 0.15;
|
||||
float maxBar = centerX + Width() * 0.3;
|
||||
|
Loading…
Reference in New Issue
Block a user