Merge pull request #36 from CegepSTH/revert-35-SQC-15_paquets
Revert "IGNORE THIS"
@ -7,7 +7,7 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur
|
||||
|
||||
Bullet::~Bullet() {}
|
||||
|
||||
bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer, netprot::ChunkMod** chunkmod) {
|
||||
bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer) {
|
||||
int max = 100 / perframe;
|
||||
float damage = 0.057f;
|
||||
for (int x = 0; x < max; ++x) {
|
||||
@ -23,15 +23,6 @@ bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordere
|
||||
if (!world->ChunkAt(m_currentpos))
|
||||
return true;
|
||||
else if (world->BlockAt(m_currentpos) != BTYPE_AIR) {
|
||||
if (chunkmod) {
|
||||
using namespace netprot;
|
||||
ChunkMod* cmod = *chunkmod;
|
||||
cmod = new ChunkMod();
|
||||
cmod->old_b_type = world->BlockAt(m_currentpos);
|
||||
cmod->b_type = BTYPE_AIR;
|
||||
cmod->pos = m_currentpos;
|
||||
}
|
||||
|
||||
world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
|
||||
return true;
|
||||
}
|
||||
|
@ -5,7 +5,7 @@
|
||||
#include "define.h"
|
||||
#include "vector3.h"
|
||||
#include "player.h"
|
||||
#include "netprotocol.h"
|
||||
|
||||
|
||||
class World;
|
||||
class Player;
|
||||
@ -16,7 +16,7 @@ public:
|
||||
Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
|
||||
~Bullet();
|
||||
|
||||
bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer, netprot::ChunkMod** chunkmod);
|
||||
bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer);
|
||||
void Transpose(int& x, int& z);
|
||||
Vector3f getPos() const;
|
||||
Vector3f getVel() const;
|
||||
|
@ -41,11 +41,8 @@ typedef uint8_t BlockType;
|
||||
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST };
|
||||
typedef uint8_t BoostType;
|
||||
enum BOOST_TYPE { BTYPE_SPEED, BTYPE_HEAL, BTYPE_DAMAGE, BTYPE_INVINCIBLE, BTYPE_BOOST_LAST };
|
||||
|
||||
//anim
|
||||
enum ANIM_TYPE { STILL = 0, SHOOTING = 8, JUMPING = 16, JUMPINGSHOOTING = 24, DEAD = 32, TYPE_LAST = 40};
|
||||
enum ANIM_POS {FRONT, QUARTER_FRONT_LEFT, QUATER_FRONT_RIGHT, PROFIL_LEFT, PROFIL_RIGHT, QUARTER_BACK_LEFT, QUARTER_BACK_RIGHT, BACK , POS_LAST};
|
||||
|
||||
typedef uint64_t Timestamp;
|
||||
|
||||
#ifdef _WIN32
|
||||
@ -77,7 +74,6 @@ typedef uint64_t Timestamp;
|
||||
#include <arpa/inet.h>
|
||||
#include <netinet/in.h>
|
||||
#include <cstring>
|
||||
#include <poll.h>
|
||||
|
||||
#define flag_t unsigned int
|
||||
#define addrlen_t unsigned int
|
||||
|
@ -29,13 +29,13 @@ void netprot::Serialize(Input* in, char* buf[], uint32_t* buflen) {
|
||||
|
||||
Keys keys = in->keys;
|
||||
uint8_t keys8 = // Reste un bit.
|
||||
(keys.forward? 0b10000000: 0) |
|
||||
(keys.backward? 0b01000000: 0) |
|
||||
(keys.left? 0b00100000: 0) |
|
||||
(keys.right? 0b00010000: 0) |
|
||||
(keys.jump? 0b00001000: 0) |
|
||||
(keys.shoot? 0b00000100: 0) |
|
||||
(keys.block? 0b00000010: 0);
|
||||
keys.forward & 0b10000000 |
|
||||
keys.backward & 0b01000000 |
|
||||
keys.left & 0b00100000 |
|
||||
keys.right & 0b00010000 |
|
||||
keys.jump & 0b00001000 |
|
||||
keys.shoot & 0b00000100 |
|
||||
keys.block & 0b00000010;
|
||||
|
||||
memcpy(*buf + sizeof(uint64_t) * 2 + 1, &keys8, sizeof(uint8_t));
|
||||
|
||||
@ -90,14 +90,14 @@ void netprot::Serialize(Output* out, char* buf[], uint32_t* buflen) {
|
||||
|
||||
States states = out->states;
|
||||
uint8_t states8 =
|
||||
(states.jumping? 0b10000000: 0) |
|
||||
(states.shooting? 0b01000000: 0) |
|
||||
(states.hit? 0b00100000: 0) |
|
||||
(states.powerup? 0b00010000: 0) |
|
||||
(states.dead? 0b00001000: 0) |
|
||||
(states.still? 0b00000100: 0) |
|
||||
(states.jumpshot? 0b00000010: 0) |
|
||||
(states.running? 0b00000001: 0);
|
||||
states.jumping & 0b10000000 |
|
||||
states.shooting & 0b01000000 |
|
||||
states.hit & 0b00100000 |
|
||||
states.powerup & 0b00010000 |
|
||||
states.dead & 0b00001000 |
|
||||
states.still & 0b00000100 |
|
||||
states.jumpshot & 0b00000010 |
|
||||
states.running & 0b00000001;
|
||||
|
||||
memcpy(*buf + sizeof(uint64_t) * 2 + 1, &states8, sizeof(uint8_t));
|
||||
|
||||
@ -402,34 +402,6 @@ void netprot::Serialize(Chat* chat, char* buf[], uint32_t* buflen) {
|
||||
*buflen = messize + sizeof(uint64_t) * 3 + 2;
|
||||
}
|
||||
|
||||
void netprot::Serialize(ChunkMod* chmod, char* buf[], uint32_t* buflen) {
|
||||
*buf[0] = (char)netprot::PACKET_TYPE::CHUNKMOD;
|
||||
|
||||
uint32_t vec[3];
|
||||
memcpy(vec, &chmod->pos, sizeof(Vector3f)); // Pour d<>naturer les floats.
|
||||
|
||||
uint8_t vec8[3 * sizeof(uint32_t)] = {
|
||||
(uint8_t)((vec[0] >> 24) & 0xFF),
|
||||
(uint8_t)((vec[0] >> 16) & 0xFF),
|
||||
(uint8_t)((vec[0] >> 8) & 0xFF),
|
||||
(uint8_t)(vec[0] & 0xFF),
|
||||
(uint8_t)((vec[1] >> 24) & 0xFF),
|
||||
(uint8_t)((vec[1] >> 16) & 0xFF),
|
||||
(uint8_t)((vec[1] >> 8) & 0xFF),
|
||||
(uint8_t)(vec[1] & 0xFF),
|
||||
(uint8_t)((vec[2] >> 24) & 0xFF),
|
||||
(uint8_t)((vec[2] >> 16) & 0xFF),
|
||||
(uint8_t)((vec[2] >> 8) & 0xFF),
|
||||
(uint8_t)(vec[2] & 0xFF) };
|
||||
|
||||
memcpy(*buf + 1, vec8, sizeof(uint32_t) * 3);
|
||||
|
||||
memcpy(*buf + sizeof(uint32_t) * 3 + 1, &chmod->b_type, sizeof(BlockType));
|
||||
memcpy(*buf + sizeof(uint32_t) * 3 + 2, &chmod->old_b_type, sizeof(BlockType));
|
||||
|
||||
*buflen = sizeof(uint32_t) * 3 + 3;
|
||||
}
|
||||
|
||||
void netprot::Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen) {
|
||||
*buf[0] = (char)netprot::PACKET_TYPE::ERRLOG;
|
||||
|
||||
@ -846,36 +818,6 @@ bool netprot::Deserialize(Chat* chat, char* buf, uint32_t *buflen) {
|
||||
return true;
|
||||
}
|
||||
|
||||
bool netprot::Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen) {
|
||||
if (*buflen <= sizeof(ChunkMod))
|
||||
return false;
|
||||
|
||||
uint8_t subvec[3 * sizeof(uint32_t)] = { 0,0,0,0,0,0,0,0,0,0,0,0 };
|
||||
memcpy(subvec, &buf[1], sizeof(uint8_t) * 12);
|
||||
uint32_t vec[3] = {
|
||||
(uint32_t)subvec[0] << 24 |
|
||||
(uint32_t)subvec[1] << 16 |
|
||||
(uint32_t)subvec[2] << 8 |
|
||||
(uint32_t)subvec[3],
|
||||
(uint32_t)subvec[4] << 24 |
|
||||
(uint32_t)subvec[5] << 16 |
|
||||
(uint32_t)subvec[6] << 8 |
|
||||
(uint32_t)subvec[7],
|
||||
(uint32_t)subvec[8] << 24 |
|
||||
(uint32_t)subvec[9] << 16 |
|
||||
(uint32_t)subvec[10] << 8 |
|
||||
(uint32_t)subvec[11] };
|
||||
|
||||
memcpy(&chmod->pos, vec, sizeof(uint32_t) * 3);
|
||||
|
||||
memcpy(&chmod->b_type, &buf[1 + sizeof(uint8_t) * 12], sizeof(BlockType));
|
||||
memcpy(&chmod->old_b_type, &buf[2 + sizeof(uint8_t) * 12], sizeof(BlockType));
|
||||
|
||||
*buflen = sizeof(uint32_t) * 3 + 3;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool netprot::Deserialize(ErrorLog* errlog, char* buf, uint32_t *buflen) {
|
||||
if (*buflen <= sizeof(ErrorLog))
|
||||
return false;
|
||||
|
@ -130,11 +130,6 @@ namespace netprot {
|
||||
Chat(Chat* cha) : src_id(cha->src_id), dest_id(cha->dest_id), dest_team_id(cha->dest_team_id) { strcpy(cha->mess, mess); }
|
||||
};
|
||||
|
||||
struct ChunkMod {
|
||||
Vector3f pos;
|
||||
BlockType b_type, old_b_type;
|
||||
};
|
||||
|
||||
struct ErrorLog { // srv -> cli TCP event
|
||||
char mess[140];
|
||||
bool is_fatal;
|
||||
@ -152,7 +147,6 @@ namespace netprot {
|
||||
void Serialize(PlayerInfo* pinfo, char* buf[], uint32_t* buflen); // srv
|
||||
void Serialize(GameInfo* ginfo, char* buf[], uint32_t* buflen); // cli/srv
|
||||
void Serialize(Chat* chat, char* buf[], uint32_t* buflen); // cli/srv
|
||||
void Serialize(ChunkMod* chmod, char* buf[], uint32_t* buflen); // srv
|
||||
void Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen); // srv
|
||||
|
||||
bool Deserialize(Input* in, char* buf, uint32_t* buflen); // srv
|
||||
@ -163,7 +157,6 @@ namespace netprot {
|
||||
bool Deserialize(PlayerInfo* pinfo, char* buf, uint32_t* buflen); // cli
|
||||
bool Deserialize(GameInfo* ginfo, char* buf, uint32_t* buflen); // cli
|
||||
bool Deserialize(Chat* chat, char* buf, uint32_t* buflen); // srv/cli
|
||||
bool Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen); // cli
|
||||
bool Deserialize(ErrorLog* errlog, char* buf, uint32_t* buflen); // srv
|
||||
|
||||
PACKET_TYPE getType(char* buf, uint32_t buflen);
|
||||
|
@ -14,21 +14,17 @@ void Player::TurnLeftRight(float value) {
|
||||
m_rotY += value;
|
||||
if (m_rotY > 360) m_rotY = 0;
|
||||
else if (m_rotY < -360) m_rotY = 0;
|
||||
|
||||
float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
|
||||
float xrotrad = (m_rotX / 57.2957795056f);
|
||||
|
||||
m_direction = Vector3f(cos(xrotrad) * sin(yrotrad),
|
||||
-sin(xrotrad),
|
||||
cos(xrotrad) * -cos(yrotrad));
|
||||
|
||||
m_direction.Normalize();
|
||||
}
|
||||
|
||||
void Player::TurnTopBottom(float value) {
|
||||
m_rotX += value;
|
||||
if (m_rotX > 80) m_rotX = 80;
|
||||
else if (m_rotX < -80) m_rotX = -80;
|
||||
}
|
||||
|
||||
Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) {
|
||||
|
||||
Vector3f delta = Vector3f(0, 0, 0);
|
||||
|
||||
float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
|
||||
float xrotrad = (m_rotX / 57.2957795056f);
|
||||
@ -38,29 +34,23 @@ void Player::TurnTopBottom(float value) {
|
||||
cos(xrotrad) * -cos(yrotrad));
|
||||
|
||||
m_direction.Normalize();
|
||||
}
|
||||
|
||||
Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) {
|
||||
Vector3f delta = Vector3f(0, 0, 0);
|
||||
|
||||
Vector3f dir = m_direction;
|
||||
|
||||
dir.y = 0;
|
||||
|
||||
if (front) {
|
||||
delta += dir;
|
||||
delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
|
||||
delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
|
||||
}
|
||||
else if (back) {
|
||||
delta -= dir;
|
||||
delta.x += float(-sin(yrotrad)) * elapsedTime * 10.f;
|
||||
delta.z += float(cos(yrotrad)) * elapsedTime * 10.f;
|
||||
}
|
||||
|
||||
if (left) {
|
||||
delta.x += dir.z;
|
||||
delta.z += -dir.x;
|
||||
delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f;
|
||||
delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f;
|
||||
}
|
||||
else if (right) {
|
||||
delta.x -= dir.z;
|
||||
delta.z -= -dir.x;
|
||||
delta.x += float(cos(yrotrad)) * elapsedTime * 10.f;
|
||||
delta.z += float(sin(yrotrad)) * elapsedTime * 10.f;
|
||||
}
|
||||
|
||||
delta.Normalize();
|
||||
@ -256,12 +246,8 @@ void Player::RemoveBooster(float elapsedtime)
|
||||
}
|
||||
void Player::SetDirection(Vector3f dir) { m_direction = dir; }
|
||||
|
||||
void Player::Move(Vector3f diff) { m_position -= diff; }
|
||||
|
||||
Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); }
|
||||
|
||||
Vector3f Player::GetPositionAbs() const { return m_position; }
|
||||
|
||||
Vector3f Player::GetVelocity() const { return m_velocity; }
|
||||
|
||||
Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); }
|
||||
|
@ -25,9 +25,7 @@ public:
|
||||
void ApplyTransformation(Transformation& transformation, bool rel = true, bool rot = true) const;
|
||||
|
||||
void SetDirection(Vector3f dir);
|
||||
void Move(Vector3f diff);
|
||||
Vector3f GetPosition() const;
|
||||
Vector3f GetPositionAbs() const;
|
||||
Vector3f GetDirection() const;
|
||||
Vector3f GetVelocity() const;
|
||||
Vector3f GetPOV() const;
|
||||
|
@ -169,26 +169,31 @@ void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, Blo
|
||||
UpdateWorld(player_pos, blockinfo);
|
||||
//TransposeWorld(player_pos, bullets);
|
||||
}
|
||||
//
|
||||
//void World::UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]) {
|
||||
// if (updates == 0 && ChunkAt(chx, 1, chy) &&
|
||||
// ChunkAt(chx, 1, chy)->IsDirty()) {
|
||||
// ChunkAt(chx, 1, chy)->Update(blockinfo, this);
|
||||
// updates = FRAMES_UPDATE_CHUNKS;
|
||||
// }
|
||||
//
|
||||
//}
|
||||
|
||||
netprot::ChunkMod* World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net) {
|
||||
void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block) {
|
||||
Vector3f currentPos = player_pos;
|
||||
Vector3f currentBlock = currentPos;
|
||||
Vector3f ray = player_dir;
|
||||
BlockType oldbtype;
|
||||
netprot::ChunkMod* cmod = nullptr;
|
||||
bool found = false;
|
||||
|
||||
if (block) return cmod;
|
||||
if (block) return;
|
||||
|
||||
while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) {
|
||||
currentBlock += ray / 10.f;
|
||||
|
||||
BlockType bt = BlockAt(currentBlock);
|
||||
|
||||
if (bt != BTYPE_AIR) {
|
||||
if (bt != BTYPE_AIR)
|
||||
found = true;
|
||||
oldbtype = bt;
|
||||
}
|
||||
}
|
||||
|
||||
if (found)
|
||||
@ -214,30 +219,21 @@ netprot::ChunkMod* World::ChangeBlockAtCursor(BlockType blockType, const Vector3
|
||||
(By == PyA ||
|
||||
By == PyB ||
|
||||
By == PyC) &&
|
||||
Bz == Pz)) {
|
||||
Bz == Pz))
|
||||
found = true;
|
||||
oldbtype = bt;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (found && (int)currentBlock.y < CHUNK_SIZE_Y) {
|
||||
if (net) {
|
||||
cmod = new netprot::ChunkMod();
|
||||
cmod->old_b_type = oldbtype;
|
||||
cmod->b_type = blockType;
|
||||
cmod->pos = currentBlock;
|
||||
}
|
||||
int bx = (int)currentBlock.x % CHUNK_SIZE_X;
|
||||
int by = (int)currentBlock.y % CHUNK_SIZE_Y;
|
||||
int bz = (int)currentBlock.z % CHUNK_SIZE_Z;
|
||||
|
||||
ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this);
|
||||
ChunkAt(currentBlock)->MakeModified();
|
||||
block = true;
|
||||
}
|
||||
|
||||
return cmod;
|
||||
}
|
||||
|
||||
void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) {
|
||||
|
@ -11,7 +11,6 @@
|
||||
#include "array2d.h"
|
||||
#include "bullet.h"
|
||||
#include "chunk.h"
|
||||
#include "netprotocol.h"
|
||||
|
||||
class Chunk;
|
||||
class Bullet;
|
||||
@ -38,7 +37,7 @@ public:
|
||||
|
||||
void GetScope(unsigned int& x, unsigned int& y);
|
||||
|
||||
netprot::ChunkMod* ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net);
|
||||
void ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block);
|
||||
void ChangeBlockAtPosition(BlockType blockType, Vector3f pos);
|
||||
void CleanUpWorld(int& deleteframes, bool clear);
|
||||
int GettbDeleted() const;
|
||||
|
@ -21,7 +21,7 @@ uint64_t Connection::GetTeamHash() const { return m_loginfo.tid; }
|
||||
|
||||
std::string Connection::GetName() const { return m_loginfo.name; }
|
||||
|
||||
void Connection::AddInput(Input in) { m_input_manifest.insert({ in.timestamp, in }); m_input_vector.push_back(in); }
|
||||
void Connection::AddInput(Input in) { m_input_manifest.insert({ in.timestamp, in }); }
|
||||
|
||||
Output* Connection::getOutput(Timestamp time) {
|
||||
auto out = m_output_manifest.find(time);
|
||||
@ -50,62 +50,33 @@ sockaddr_in* Connection::getAddr() const { return (sockaddr_in*)&m_addr; }
|
||||
void Connection::getPacks(SOCKET sock) {
|
||||
std::vector<char*> lsPck;
|
||||
Input in;
|
||||
Sync sync;
|
||||
while (true) {
|
||||
lsPck = recvPacksFrom(sock, &m_buf, m_addr);
|
||||
|
||||
for (auto& pck : lsPck) {
|
||||
uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
|
||||
switch (netprot::getType(pck, 1)) {
|
||||
using enum netprot::PACKET_TYPE;
|
||||
case INPUT:
|
||||
if (Deserialize(&in, pck, &bsize)) {
|
||||
if (Deserialize(&in, pck, &bsize))
|
||||
m_input_manifest[in.timestamp] = in;
|
||||
m_input_vector.push_back(in);
|
||||
}
|
||||
break;
|
||||
case SYNC:
|
||||
if (Deserialize(&sync, pck, &bsize))
|
||||
m_nsync = true;
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
lsPck.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void Connection::sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns, const uint32_t timer) {
|
||||
static int outs = 0;
|
||||
static Timestamp last = 0;
|
||||
while (!m_output_vector.empty()) {
|
||||
Output out = m_output_vector.front();
|
||||
for (auto& [key, conn] : conns) {
|
||||
if (m_playinfo.id == conn->GetHash(false))
|
||||
continue;
|
||||
//std::cout << m_playinfo.id << ": " << m_playinfo.name << ": " << conn->GetName() << std::endl;
|
||||
//std::cout << out.id << ": " << out.position << std::endl;
|
||||
void Connection::sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns) {
|
||||
while (m_last_out < m_output_manifest.size()) {
|
||||
Output out = m_output_manifest.at(m_last_out++);
|
||||
|
||||
for (auto& [key, conn] : conns) {
|
||||
if (m_playinfo.id == conn->GetHash(true))
|
||||
continue;
|
||||
sendPackTo<Output>(sock, &out, &m_bufout, conn->getAddr());
|
||||
}
|
||||
++outs;
|
||||
|
||||
[[unlikely]] if (last == 0) // !
|
||||
last = out.timestamp;
|
||||
|
||||
outs += out.timestamp + last;
|
||||
|
||||
if (outs >= 1000) {
|
||||
outs -= 1000;
|
||||
Sync sync;
|
||||
sync.hp = player.get()->GetHP();
|
||||
sync.timestamp = out.timestamp;
|
||||
sync.position = out.position;
|
||||
sync.sid = m_loginfo.sid;
|
||||
sync.timer = timer;
|
||||
sync.timestamp = out.timestamp;
|
||||
sync.ammo = -1;
|
||||
sendPackTo<Sync>(sock, &sync, &m_bufout, &m_addr);
|
||||
}
|
||||
|
||||
m_output_vector.pop_front();
|
||||
}
|
||||
}
|
||||
|
||||
@ -117,18 +88,11 @@ void Connection::Run(World* world) {
|
||||
if (m_input_manifest.size() < 2)
|
||||
return;
|
||||
|
||||
while (m_last_in < m_input_vector.size() - 1) {
|
||||
in = m_input_vector.at(m_last_in + 1);
|
||||
last = m_input_vector.at(m_last_in);
|
||||
|
||||
el = (double)(in.timestamp - last.timestamp) / 1000.;
|
||||
|
||||
if (m_shoot_acc > 0.) {
|
||||
m_shoot_acc -= el;
|
||||
if (m_shoot_acc < 0.)
|
||||
m_shoot_acc = 0;
|
||||
}
|
||||
while (m_last_in < m_input_manifest.size()) {
|
||||
in = m_input_manifest.at(m_last_in + 1);
|
||||
last = m_input_manifest.at(m_last_in);
|
||||
|
||||
el = (float)(in.timestamp - last.timestamp) / 1000.;
|
||||
player.get()->SetDirection(in.direction);
|
||||
player.get()->ApplyPhysics(player.get()->GetInput(in.keys.forward,
|
||||
in.keys.backward,
|
||||
@ -136,28 +100,20 @@ void Connection::Run(World* world) {
|
||||
in.keys.right,
|
||||
in.keys.jump, false, el), world, el);
|
||||
|
||||
//if (in.keys.block)
|
||||
// ChunkDiffs.push_back()
|
||||
|
||||
if (in.keys.shoot && m_shoot_acc <= 0.)
|
||||
Bullets.push_back(Bullet(player.get()->GetPOV() + player.get()->GetDirection(), player.get()->GetDirection()));
|
||||
|
||||
|
||||
out.position = player.get()->GetPositionAbs();
|
||||
out.position = player.get()->GetPosition();
|
||||
out.direction = in.direction;
|
||||
out.timestamp = in.timestamp;
|
||||
out.id = m_playinfo.id;
|
||||
|
||||
m_output_manifest[out.timestamp] = out;
|
||||
m_output_vector.push_back(out);
|
||||
|
||||
++m_last_in;
|
||||
}
|
||||
}
|
||||
|
||||
void Connection::CleanInputManifest(Timestamp time) {
|
||||
// auto wat = m_input_manifest.find(time);
|
||||
auto wat = m_input_manifest.find(time);
|
||||
|
||||
// while (wat != m_input_manifest.begin())
|
||||
// m_input_manifest.erase(wat--);
|
||||
while (wat != m_input_manifest.begin())
|
||||
m_input_manifest.erase(wat--);
|
||||
}
|
||||
|
@ -34,26 +34,16 @@ public:
|
||||
sockaddr_in* getAddr() const;
|
||||
|
||||
void getPacks(SOCKET sock);
|
||||
void sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns, const uint32_t timer);
|
||||
void sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns);
|
||||
|
||||
void Run(World* world);
|
||||
|
||||
void CleanInputManifest(Timestamp time);
|
||||
|
||||
bool m_nsync = true;
|
||||
|
||||
std::vector<Bullet> Bullets;
|
||||
std::vector<ChunkMod> ChunkDiffs;
|
||||
|
||||
private:
|
||||
std::unordered_map<Timestamp, Input> m_input_manifest;
|
||||
std::vector<Input> m_input_vector;
|
||||
std::unordered_map<Timestamp, Output> m_output_manifest;
|
||||
std::deque<Output> m_output_vector;
|
||||
std::unordered_map<Timestamp, Chat> m_chatlog;
|
||||
|
||||
float m_shoot_acc = 0;
|
||||
|
||||
SOCKET m_sock;
|
||||
sockaddr_in m_addr;
|
||||
LoginInfo m_loginfo;
|
||||
|
@ -21,7 +21,6 @@ Server::~Server() {
|
||||
for (const auto& [key, player] : m_players)
|
||||
closesocket(player->getSock());
|
||||
m_players.clear();
|
||||
delete m_world;
|
||||
#ifdef _WIN32
|
||||
WSACleanup();
|
||||
#endif
|
||||
@ -77,8 +76,7 @@ int Server::Ready() {
|
||||
std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
|
||||
try {
|
||||
m_game.countdown = std::stoi(m_buf.ptr);
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
} catch(const std::exception& e) {
|
||||
Log(e.what(), true, false);
|
||||
m_game.countdown = 0;
|
||||
}
|
||||
@ -87,9 +85,8 @@ int Server::Ready() {
|
||||
Log("Entrez le seed de la partie: ", false, false);
|
||||
std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
|
||||
try {
|
||||
m_game.seed = 9370707;//std::stoi(m_buf.ptr);
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
m_game.seed = std::stoi(m_buf.ptr);
|
||||
} catch(const std::exception& e) {
|
||||
Log(e.what(), true, false);
|
||||
m_game.seed = 0;
|
||||
}
|
||||
@ -99,8 +96,7 @@ int Server::Ready() {
|
||||
std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
|
||||
try {
|
||||
nbrjoueurs = std::stoi(m_buf.ptr);
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
} catch(const std::exception& e) {
|
||||
Log(e.what(), true, false);
|
||||
nbrjoueurs = 0;
|
||||
}
|
||||
@ -149,23 +145,24 @@ int Server::Ready() {
|
||||
Log(str.append(" Nom: ").append(log->name), false, false);
|
||||
str.clear();
|
||||
|
||||
Log(str.append(log->name).append(" SID: [").append(std::to_string(log->sid).append("]")), false, false);
|
||||
|
||||
sendPackTo<LoginInfo>(m_sock_udp, log, &m_buf, &sockad);
|
||||
sendPack<LoginInfo>(sock, log, &m_buf);
|
||||
|
||||
play.id = getUniqueId();
|
||||
play.tid = log->tid;
|
||||
strcpy(play.name, log->name);
|
||||
|
||||
Log(str.append(play.name).append(" SID: [").append(std::to_string(log->sid)).append("]")
|
||||
.append(" ID: [").append(std::to_string(play.id)).append("]")
|
||||
.append(" TID: [").append(std::to_string(play.tid)).append("]"), false, false);
|
||||
play.tid = log->tid;
|
||||
|
||||
sendPackTo<GameInfo>(m_sock_udp, &m_game, &m_buf, &sockad);
|
||||
std::cout << m_game.seed << std::endl;
|
||||
sendPack<GameInfo>(sock, &m_game, &m_buf);
|
||||
Connection* conn = new Connection(sock, sockad, *log, play);
|
||||
|
||||
m_players[log->sid] = conn;
|
||||
for (auto& [key, player] : m_players) {
|
||||
sendPack<PlayerInfo>(player->getSock(), &play, &m_buf); // Envoyer les infos de joueur distant aux joueurs d<>j<EFBFBD> connect<63>s
|
||||
sendPack<PlayerInfo>(sock, player->getInfo(), &m_buf); // et envoyer les infos des joueurs distants au nouveau joueur.
|
||||
}
|
||||
|
||||
m_players[log->sid] = std::move(conn);
|
||||
|
||||
delete log;
|
||||
|
||||
@ -174,13 +171,6 @@ int Server::Ready() {
|
||||
}
|
||||
}
|
||||
}
|
||||
for (auto& [keyin, playin] : m_players) // Not pretty, but it works.
|
||||
for (auto& [keyout, playout] : m_players) {
|
||||
if (keyin == keyout)
|
||||
continue;
|
||||
sendPackTo<PlayerInfo>(m_sock_udp, playout->getInfo(), &m_buf, playin->getAddr()); // et envoyer les infos des joueurs distants au nouveau joueur.
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -200,90 +190,51 @@ void Server::Run() {
|
||||
m_world->BuildWorld();
|
||||
|
||||
for (auto& [key, conn] : m_players) { // Creation des instances de joueurs et premier sync.
|
||||
int x = (rand() % (CHUNK_SIZE_X * WORLD_SIZE_X - 1)) - (CHUNK_SIZE_X * WORLD_SIZE_X / 2),
|
||||
y = (rand() % (CHUNK_SIZE_Y * WORLD_SIZE_Y - 1)) - (CHUNK_SIZE_Y * WORLD_SIZE_Y / 2);
|
||||
conn->player = std::make_unique<Player>(Vector3f(x + .5f, CHUNK_SIZE_Y + 1.8f, y + .5f));
|
||||
conn->player = std::make_unique<Player>(Vector3f(8.5f, CHUNK_SIZE_Y + 1.8f, 8.5f));
|
||||
Sync sync;
|
||||
sync.position = conn->player->GetPositionAbs();
|
||||
sync.position = conn->player->GetPosition();
|
||||
sync.hp = conn->player->GetHP();
|
||||
sync.sid = key;
|
||||
sync.ammo = 0;
|
||||
sync.timestamp = 0;
|
||||
sync.timer = m_game.countdown;
|
||||
sendPackTo<Sync>(m_sock_udp, &sync, &m_buf, conn->getAddr());
|
||||
sendPack<Sync>(conn->getSock(), &sync, &m_buf);
|
||||
}
|
||||
|
||||
int timer = m_game.countdown, sync_acc = 0;
|
||||
std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
|
||||
Timestamp last = 0;
|
||||
std::vector<Chat> chatlog;
|
||||
|
||||
while (!endgame) {
|
||||
using namespace std::chrono;
|
||||
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - start).count();
|
||||
|
||||
if (last == 0)
|
||||
last = tstamp;
|
||||
sync_acc += tstamp - last;
|
||||
if (sync_acc >= 1000) {
|
||||
sync_acc -= 1000;
|
||||
--timer;
|
||||
}
|
||||
|
||||
for (auto& [key, conn] : m_players) {
|
||||
|
||||
/* In */
|
||||
|
||||
int deadplayers = 0;
|
||||
std::vector<char*> lsPck;
|
||||
Input in; Chat chat; Sync sync;
|
||||
lsPck = recvPacks(m_sock_udp, &m_buf);
|
||||
for (auto& pck : lsPck) {
|
||||
uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
|
||||
switch (netprot::getType(pck, 1)) {
|
||||
using enum netprot::PACKET_TYPE;
|
||||
case INPUT:
|
||||
if (Deserialize(&in, pck, &bsize))
|
||||
m_players[in.sid]->AddInput(in);
|
||||
break;
|
||||
case SYNC:
|
||||
if (Deserialize(&sync, pck, &bsize)) {}
|
||||
break;
|
||||
case CHAT:
|
||||
if (Deserialize(&chat, pck, &bsize))
|
||||
chatlog.push_back(chat);
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
lsPck.clear();
|
||||
|
||||
/* Process */
|
||||
|
||||
if (conn->m_nsync) {
|
||||
if (conn->player->AmIDead()) {
|
||||
++deadplayers;
|
||||
conn->m_nsync == false;
|
||||
continue;
|
||||
}
|
||||
conn->getPacks(m_sock_udp);
|
||||
conn->Run(m_world);
|
||||
|
||||
/* Out */
|
||||
|
||||
conn->sendPacks(m_sock_udp, m_players, timer);
|
||||
conn->sendPacks(m_sock_udp, m_players);
|
||||
}
|
||||
}
|
||||
|
||||
if (deadplayers == players - 1 || timer <= 0)
|
||||
endgame = true;
|
||||
}
|
||||
|
||||
for (auto& chat : chatlog)
|
||||
for (auto& [key, conn] : m_players)
|
||||
sendPackTo<Chat>(m_sock_udp, &chat, &m_buf, conn->getAddr());
|
||||
chatlog.clear();
|
||||
}
|
||||
|
||||
// TODO: Gérer les 2-3 secondes post-game avant le billboard pour pas avoir un whiplash à la fin de la game.
|
||||
//while (true) {
|
||||
// if (recvfrom(m_sock_udp, m_buf.ptr, m_buf.len, 0, (sockaddr*)&sockad, &socklen) > 0) {
|
||||
// Packet pck = getPack(&m_buf);
|
||||
// switch (pck.type) {
|
||||
// using enum netprot::PACKET_TYPE;
|
||||
// case ERR: std::puts("ERROR!"); break;
|
||||
// case INPUT: std::puts("INPUT!"); break;
|
||||
// case OUTPUT: std::puts("OUTPUT!"); break;
|
||||
// case SYNC: std::puts("SYNC!"); break;
|
||||
// case TEAMINF: std::puts("TEAMINF!"); break;
|
||||
// case SELFINF: std::puts("SELFINF!"); break;
|
||||
// case PLAYINF: std::puts("PLAYINF!"); break;
|
||||
// case LOGINF: std::puts("LOGINF!"); break;
|
||||
// case CHUNKMOD: std::puts("CHUNKMOD!"); break;
|
||||
// case PLAYERMOD: std::puts("PLAYERMOD!"); break;
|
||||
// case PICKUPMOD: std::puts("PICKUPMOD!"); break;
|
||||
// case GAMEINFO: std::puts("GAMEINFO!"); break;
|
||||
// case ENDINFO: std::puts("ENDINFO!"); break;
|
||||
// case CHAT: std::puts("CHAT!"); break;
|
||||
// case ERRLOG: std::puts("ERRLOG!"); break;
|
||||
// case LAST_PACK: [[falltrough]];
|
||||
// default: std::puts("wtf?!"); break;
|
||||
// }
|
||||
// netprot::emptyPack(pck);
|
||||
// }
|
||||
//}
|
||||
|
||||
}
|
||||
|
||||
@ -328,7 +279,6 @@ void Server::Log(std::string str, bool is_error = false, bool is_fatal = false)
|
||||
for (const auto& [key, player] : m_players) {
|
||||
closesocket(player->getSock());
|
||||
}
|
||||
delete m_world;
|
||||
m_players.clear();
|
||||
#ifdef _WIN32
|
||||
WSACleanup();
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include "booster.h"
|
||||
#include "booster.h";
|
||||
|
||||
void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran)
|
||||
{
|
||||
|
@ -28,7 +28,6 @@ include_directories(
|
||||
|
||||
|
||||
add_library(SQCSim-common
|
||||
"${SQCSIM_COMMON_DIR}boostinfo.cpp"
|
||||
"${SQCSIM_COMMON_DIR}blockinfo.cpp"
|
||||
"${SQCSIM_COMMON_DIR}bullet.cpp"
|
||||
"${SQCSIM_COMMON_DIR}chunk.cpp"
|
||||
@ -41,7 +40,6 @@ add_library(SQCSim-common
|
||||
|
||||
add_executable(SQCSim-client
|
||||
"../audio.cpp"
|
||||
"../booster.cpp"
|
||||
"../connector.cpp"
|
||||
"../engine.cpp"
|
||||
"../mesh.cpp"
|
||||
|
@ -72,13 +72,13 @@ int Connector::Connect(const char* srv_addr, std::string name) {
|
||||
//using namespace std::chrono_literals;
|
||||
//std::this_thread::sleep_for(100ms);
|
||||
|
||||
//memset(bf.ptr, '\0', BUFFER_LENGTH);
|
||||
memset(bf.ptr, '\0', BUFFER_LENGTH);
|
||||
|
||||
bool ready = false;
|
||||
int errors = 0;
|
||||
std::vector<char*> lsPck;
|
||||
while (!ready) {
|
||||
lsPck = netprot::recvPacks(m_sock_udp, &bf);
|
||||
lsPck = netprot::recvPacks(m_sock_tcp, &bf);
|
||||
|
||||
for (auto& pck : lsPck) {
|
||||
uint32_t bsize = bf.len - (pck - bf.ptr);
|
||||
@ -97,9 +97,7 @@ int Connector::Connect(const char* srv_addr, std::string name) {
|
||||
pl = new netprot::PlayerInfo();
|
||||
if (!netprot::Deserialize(pl, pck, &bsize))
|
||||
++errors;
|
||||
else {
|
||||
m_players[pl->id] = pl;
|
||||
}
|
||||
else m_players[pl->id] = pl;
|
||||
break;
|
||||
case TEAMINF:
|
||||
// TODO: Faire dequoi avec TeamInfo si on fini par avoir des teams.
|
||||
|
@ -28,17 +28,8 @@
|
||||
#define BASE_WIDTH 640
|
||||
#define BASE_HEIGHT 480
|
||||
|
||||
|
||||
#define ANIME_PATH_JUMP "./media/textures/AssetOtherPlayer/FinalPNGJumping/"
|
||||
#define ANIME_PATH_STILL "./media/textures/AssetOtherPlayer/FinalPNGStanding/"
|
||||
|
||||
//1 = jump shoot sans anim, 2 = jump shoot avec anim
|
||||
#define ANIM_PATH_JSHOOT1 "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/"
|
||||
#define ANIM_PATH_JSHOOT2 "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/ShootingJump/"
|
||||
//1 = shoot sans anim, 2 = shoot avec anim
|
||||
#define ANIM_PATH_SSHOOT1 "./media/textures/AssetOtherPlayer/FinalPNGShooting/"
|
||||
#define ANIM_PATH_SSHOOT2 "./media/textures/AssetOtherPlayer/FinalPNGShooting/Shooting/"
|
||||
|
||||
#define TEXTURE_PATH "./media/textures/"
|
||||
#define SHADER_PATH "./media/shaders/"
|
||||
#define AUDIO_PATH "./media/audio/"
|
||||
|
@ -29,9 +29,32 @@ Engine::~Engine() {
|
||||
}
|
||||
|
||||
void Engine::Init() {
|
||||
GLenum glewErr = glewInit();
|
||||
if (glewErr != GLEW_OK) {
|
||||
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
|
||||
abort();
|
||||
}
|
||||
|
||||
uint64_t seed = SEED;
|
||||
|
||||
glDisable(GL_FRAMEBUFFER_SRGB);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glEnable(GL_POINT_SMOOTH);
|
||||
glEnable(GL_BLEND);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
|
||||
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
|
||||
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
||||
glDisable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBlendEquation(GL_FUNC_SUBTRACT);
|
||||
|
||||
if (m_istarted)
|
||||
return;
|
||||
else m_istarted = true;
|
||||
@ -47,9 +70,6 @@ void Engine::Init() {
|
||||
m_whoosh[x] = nullptr;
|
||||
}
|
||||
|
||||
// Init Chunks
|
||||
m_world.GetChunks().Reset(nullptr);
|
||||
|
||||
char* ch = new char[2];
|
||||
|
||||
std::cout << "Jouer en ligne? [o/N] ";
|
||||
@ -82,16 +102,13 @@ void Engine::Init() {
|
||||
if (!m_conn.Connect(srvname.c_str(), playname)) {
|
||||
// setup jeu en reseau.
|
||||
std::cout << "ID recu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
|
||||
//std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
|
||||
std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
|
||||
m_player = Player(m_conn.getOrigin().position);
|
||||
|
||||
for (auto& [key, player] : m_conn.m_players) {
|
||||
for (auto& [key, player] : m_conn.m_players)
|
||||
m_players[key] = new RemotePlayer(player);
|
||||
RemotePlayer* rt = (RemotePlayer*)m_players[key];
|
||||
rt->SetPosition(Vector3f(555, 555, 555));
|
||||
}
|
||||
|
||||
seed = 9370707;//m_conn.getSeed();
|
||||
seed = m_conn.getSeed();
|
||||
m_networkgame = true;
|
||||
}
|
||||
else std::cout << "Erreur de connexion." << std::endl;
|
||||
@ -102,41 +119,17 @@ void Engine::Init() {
|
||||
|
||||
m_world.SetSeed(seed);
|
||||
|
||||
// Init Chunks
|
||||
m_world.GetChunks().Reset(nullptr);
|
||||
|
||||
m_startTime = std::chrono::high_resolution_clock::now();
|
||||
|
||||
// Gestion de souris.
|
||||
CenterMouse();
|
||||
HideCursor();
|
||||
m_remotePlayer.SetPosition(Vector3f(.5, CHUNK_SIZE_Y + 10., .5));
|
||||
}
|
||||
|
||||
void Engine::DeInit() {}
|
||||
|
||||
void Engine::LoadResource() {
|
||||
GLenum glewErr = glewInit();
|
||||
if (glewErr != GLEW_OK) {
|
||||
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
|
||||
abort();
|
||||
}
|
||||
|
||||
glDisable(GL_FRAMEBUFFER_SRGB);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glEnable(GL_POINT_SMOOTH);
|
||||
glEnable(GL_BLEND);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
|
||||
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
|
||||
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
||||
glDisable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBlendEquation(GL_FUNC_SUBTRACT);
|
||||
|
||||
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
|
||||
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
|
||||
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
|
||||
@ -187,70 +180,28 @@ void Engine::LoadResource() {
|
||||
|
||||
//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
|
||||
|
||||
//STILL//STANDING
|
||||
TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png");
|
||||
//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png");
|
||||
//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png");
|
||||
//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png");
|
||||
|
||||
//SHOOTINGSTILL SANS TIRER
|
||||
//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png");
|
||||
//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png");
|
||||
//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png");
|
||||
//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png");
|
||||
|
||||
//SHOOTINGSTILL TIRER
|
||||
//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueFrontRightShootingRightShoot1.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueLeftShootingLeftShoot1.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueRightShootingRightShoot1.png");
|
||||
//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingLeftShoot1.png");
|
||||
//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingRightShoot1.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackLeftShootingLeftShoot1.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackRightShootingRightShoot1.png");
|
||||
//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueShootingBackRightShoot1.png");
|
||||
|
||||
|
||||
//JUMP
|
||||
//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
|
||||
//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png");
|
||||
//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
|
||||
//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
|
||||
//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
|
||||
//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
|
||||
//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png");
|
||||
//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png");
|
||||
//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
|
||||
|
||||
|
||||
//SHOOTINGJUMP SANS TIRER
|
||||
//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontJumpRightShootingRight.png");
|
||||
//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontLeftJumpLeftShootingLeft.png");
|
||||
//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontRightJumpRightShootingRight.png");
|
||||
//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueProfilLeftJumpLeftShootingLeft.png");
|
||||
//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BluerProfilRightJumprightShootingRight.png");
|
||||
//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackLeftJumpLeftShootingLeft.png");
|
||||
//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackRightJumpRightShootingRight.png");
|
||||
//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackJumpRightShootingRight.png");
|
||||
|
||||
|
||||
//SHOOTINGJUMP TIRER
|
||||
//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontJumpRightShootingRightShoot1.png");
|
||||
//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontLeftJumpLeftShootingLeftShoot1.png");
|
||||
//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontRightJumpRightShootingRightShoot1.png");
|
||||
//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueProfilLeftJumpLeftShootingLeftShoot1.png");
|
||||
//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BluerProfilRightJumprightShootingRightShoot1.png");
|
||||
//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackLeftJumpLeftShootingLeftShoot1.png");
|
||||
//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackRightJumpRightShootingRightShoot1.png");
|
||||
//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackJumpRightShootingRightShoot1.png");
|
||||
//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
|
||||
//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
|
||||
//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
|
||||
//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
|
||||
|
||||
//STILL
|
||||
//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackRight.png");
|
||||
TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBack.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBack.png");
|
||||
//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilLeft.png");
|
||||
//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilRight.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeft.png");
|
||||
//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRight.png");
|
||||
|
||||
//SHOOTINGSTILL
|
||||
//SHOOTINGJUMP
|
||||
|
||||
if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
|
||||
std::cout << " Unable to generate texture atlas ..." << std::endl;
|
||||
@ -409,7 +360,6 @@ void Engine::DisplayHud(int timer) {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glLoadIdentity();
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
float itemBackgroundWidthProportion = 0.25f;
|
||||
float itemBackgroundHeightProportion = 0.175f;
|
||||
@ -705,7 +655,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
|
||||
fPosY = fPosYJump;
|
||||
fPosY -= charSize;
|
||||
|
||||
ss << " Velocity : " << m_player.GetVelocity();
|
||||
ss << " Velocity : " << m_remotePlayer.GetVelocity();
|
||||
PrintText(fPosX, fPosY, ss.str());
|
||||
ss.str("");
|
||||
fPosY -= charSize;
|
||||
@ -715,7 +665,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
|
||||
ss.str("");
|
||||
fPosY -= charSize;
|
||||
|
||||
ss << " Remote Position : " << m_otherplayerpos;
|
||||
ss << " Remote Position : " << m_remotePlayer.GetPosition();//m_player.GetPosition();
|
||||
PrintText(fPosX, fPosY, ss.str());
|
||||
ss.str("");
|
||||
fPosY -= charSize;
|
||||
@ -1275,11 +1225,10 @@ void Engine::Render(float elapsedTime) {
|
||||
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
|
||||
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
|
||||
m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
|
||||
netprot::ChunkMod* cmod = nullptr;
|
||||
|
||||
if (m_mouseL) {
|
||||
if (bloc != BTYPE_LAST)
|
||||
cmod = m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
|
||||
m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
|
||||
else if (bulletTime <= 0.f) {
|
||||
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
|
||||
if (!m_bullets[x]) {
|
||||
@ -1301,12 +1250,12 @@ void Engine::Render(float elapsedTime) {
|
||||
}
|
||||
}
|
||||
else if (m_mouseR)
|
||||
cmod = m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
|
||||
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
|
||||
|
||||
for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
|
||||
if (m_bullets[x]) {
|
||||
for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
|
||||
if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players, m_networkgame ? &m_chunkmod : nullptr)) {
|
||||
if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) {
|
||||
m_bullets[x]->~Bullet();
|
||||
if (m_whoosh[x])
|
||||
m_whoosh[x]->drop();
|
||||
@ -1327,10 +1276,18 @@ void Engine::Render(float elapsedTime) {
|
||||
|
||||
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);
|
||||
|
||||
//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);
|
||||
|
||||
@ -1353,36 +1310,20 @@ void Engine::Render(float elapsedTime) {
|
||||
}
|
||||
|
||||
if (m_networkgame) { // Pour se gerer le paquet.
|
||||
static bool has_synced = false;
|
||||
using namespace std::chrono;
|
||||
using namespace netprot;
|
||||
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
|
||||
static Timestamp last = 0;
|
||||
Input input;
|
||||
Sync sync;
|
||||
uint64_t id = m_conn.getId();
|
||||
static std::vector<char*> lsPck;
|
||||
static int sync_acc = 0;
|
||||
|
||||
if (cmod)
|
||||
m_chunkmod_manifest.emplace_back(cmod);
|
||||
|
||||
if (last == 0)
|
||||
last = tstamp;
|
||||
|
||||
sync_acc += tstamp - last;
|
||||
|
||||
if (sync_acc >= 1000) {
|
||||
sync_acc -= 1000;
|
||||
if (false) { // TODO: Faire un checkup pour chaque ~1000ms.
|
||||
sync.sid = id;
|
||||
sync.timestamp = tstamp;
|
||||
sync.position = m_player.GetPositionAbs();
|
||||
sync.position = m_player.GetPosition();
|
||||
sync.hp = m_player.GetHP();
|
||||
if (!has_synced) {
|
||||
has_synced = true;
|
||||
sendPackTo<Sync>(m_conn.m_sock_udp, &sync, &m_bufout, &m_conn.m_srvsockaddr);
|
||||
}
|
||||
m_syncs[sync.timestamp] = sync;
|
||||
// TODO: Garrocher ca quelque-part.
|
||||
}
|
||||
|
||||
input.sid = id;
|
||||
@ -1411,59 +1352,23 @@ void Engine::Render(float elapsedTime) {
|
||||
using enum PACKET_TYPE;
|
||||
case SYNC:
|
||||
if (Deserialize(&sync, pck, &bsize)) {
|
||||
if (sync.sid != m_conn.getId()) {
|
||||
std::cout << "syncsid be no good.";
|
||||
if (sync.sid != m_conn.getId())
|
||||
break;
|
||||
}
|
||||
if (m_syncs.count(sync.timestamp)) {
|
||||
Sync comp = m_syncs[sync.timestamp];
|
||||
m_player.InflictDamage(sync.hp - comp.hp);
|
||||
|
||||
Vector3f diff = sync.position - comp.position;
|
||||
|
||||
if (diff.y < 1.)
|
||||
diff.y = 0;
|
||||
|
||||
if (diff.Length() > 1.5) {
|
||||
diff.Normalize();
|
||||
m_player.Move(-diff);
|
||||
}
|
||||
|
||||
// TODO: Syncer sync.timer avec le timer
|
||||
|
||||
m_syncs.erase(sync.timestamp);
|
||||
}
|
||||
else std::cout << "sync be no good.";
|
||||
// TODO: Vérifier si les positions concordent au sync local.
|
||||
}
|
||||
break;
|
||||
case OUTPUT:
|
||||
if (Deserialize(&out, pck, &bsize)) {
|
||||
if (!m_players.contains(out.id)) {
|
||||
|
||||
std::cout << out.id << " is id no good." << std::endl;
|
||||
break;
|
||||
}
|
||||
RemotePlayer* rt = static_cast<RemotePlayer*>(m_players[out.id]);
|
||||
rt->Feed(out);
|
||||
RemotePlayer* r = (RemotePlayer*)m_players[out.id];
|
||||
r->Feed(out);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
std::cout << "packet be no good.";
|
||||
break;
|
||||
}
|
||||
}
|
||||
lsPck.clear();
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
for (auto& [key, player] : m_players) {
|
||||
RemotePlayer* rt = static_cast<RemotePlayer*>(player);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
rt->Render(m_animeAtlas, m_shader01, all, elapsedTime);
|
||||
m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie.
|
||||
}
|
||||
glEnable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -80,16 +80,21 @@ private:
|
||||
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
|
||||
void ProcessNotificationQueue();
|
||||
|
||||
Connector m_conn;
|
||||
|
||||
Audio m_audio = Audio(AUDIO_PATH "start.wav");
|
||||
irrklang::ISound* m_powpow, * m_scream;
|
||||
irrklang::ISound* m_whoosh[MAX_BULLETS];
|
||||
|
||||
Bullet* m_bullets[MAX_BULLETS];
|
||||
|
||||
//Menu
|
||||
enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE, SINGLEMULTI };
|
||||
std::chrono::high_resolution_clock::time_point m_startTime;
|
||||
std::unordered_map<uint64_t, Player*> m_players;
|
||||
netprot::Buffer m_buf, m_bufout;
|
||||
|
||||
Vector3f m_otherplayerpos = Vector3f(999, 999, 999);
|
||||
netprot::PlayerInfo m_pinfo;
|
||||
RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(), Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f));
|
||||
std::string m_messageNotification = "";
|
||||
|
||||
World m_world = World();
|
||||
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
|
||||
@ -212,17 +217,6 @@ private:
|
||||
float m_mousemy = 0;
|
||||
|
||||
bool m_networkgame = false;
|
||||
|
||||
Connector m_conn;
|
||||
std::vector<netprot::ChunkMod*> m_chunkmod_manifest;
|
||||
std::chrono::high_resolution_clock::time_point m_startTime;
|
||||
std::unordered_map<uint64_t, Player*> m_players;
|
||||
netprot::Buffer m_buf, m_bufout;
|
||||
netprot::ChunkMod* m_chunkmod = nullptr;
|
||||
netprot::PlayerInfo m_pinfo;
|
||||
std::unordered_map<uint64_t, netprot::Sync> m_syncs;
|
||||
RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(),Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f));
|
||||
std::string m_messageNotification = "";
|
||||
};
|
||||
|
||||
#endif // ENGINE_H__
|
||||
|
@ -5,5 +5,5 @@
|
||||
int main() {
|
||||
Engine engine;
|
||||
engine.SetMaxFps(60);
|
||||
engine.Start("Syndicat Quebecois de la Construction Simulator 2023", 800, 600, false);
|
||||
engine.Start("Syndicat Quebecois de la Construction Simulator 2023", BASE_WIDTH, BASE_HEIGHT, false);
|
||||
}
|
||||
|
After Width: | Height: | Size: 264 KiB |
After Width: | Height: | Size: 320 KiB |
After Width: | Height: | Size: 337 KiB |
After Width: | Height: | Size: 360 KiB |
After Width: | Height: | Size: 394 KiB |
After Width: | Height: | Size: 339 KiB |
After Width: | Height: | Size: 374 KiB |
After Width: | Height: | Size: 656 KiB |
After Width: | Height: | Size: 653 KiB |
After Width: | Height: | Size: 656 KiB |
After Width: | Height: | Size: 652 KiB |
After Width: | Height: | Size: 485 KiB |
After Width: | Height: | Size: 512 KiB |
After Width: | Height: | Size: 575 KiB |
After Width: | Height: | Size: 512 KiB |
After Width: | Height: | Size: 575 KiB |
After Width: | Height: | Size: 716 KiB |
After Width: | Height: | Size: 732 KiB |
After Width: | Height: | Size: 715 KiB |
After Width: | Height: | Size: 731 KiB |
After Width: | Height: | Size: 629 KiB |
After Width: | Height: | Size: 649 KiB |
After Width: | Height: | Size: 644 KiB |
After Width: | Height: | Size: 646 KiB |
After Width: | Height: | Size: 326 KiB |
After Width: | Height: | Size: 268 KiB |
After Width: | Height: | Size: 660 KiB |
After Width: | Height: | Size: 680 KiB |
After Width: | Height: | Size: 659 KiB |
After Width: | Height: | Size: 680 KiB |
After Width: | Height: | Size: 486 KiB |
After Width: | Height: | Size: 494 KiB |
After Width: | Height: | Size: 517 KiB |
After Width: | Height: | Size: 493 KiB |
After Width: | Height: | Size: 517 KiB |
After Width: | Height: | Size: 695 KiB |
After Width: | Height: | Size: 710 KiB |
After Width: | Height: | Size: 701 KiB |
After Width: | Height: | Size: 728 KiB |
After Width: | Height: | Size: 696 KiB |
After Width: | Height: | Size: 732 KiB |
After Width: | Height: | Size: 694 KiB |
After Width: | Height: | Size: 710 KiB |
After Width: | Height: | Size: 410 KiB |
After Width: | Height: | Size: 402 KiB |
After Width: | Height: | Size: 413 KiB |
After Width: | Height: | Size: 402 KiB |
After Width: | Height: | Size: 413 KiB |
@ -16,8 +16,8 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
|
||||
m_fullscreen = fullscreen;
|
||||
InitWindow(width, height);
|
||||
|
||||
LoadResource();
|
||||
Init();
|
||||
LoadResource();
|
||||
|
||||
sf::Clock clock;
|
||||
|
||||
|
@ -33,7 +33,6 @@ void RemotePlayer::Init()
|
||||
|
||||
void RemotePlayer::Feed(const netprot::Output out) {
|
||||
|
||||
m_position = Vector3f(out.position);
|
||||
//current.position = out.position;
|
||||
//current.direction = out.direction;
|
||||
//current.states = out.states;
|
||||
@ -76,19 +75,18 @@ void RemotePlayer::Feed(const netprot::Output out) {
|
||||
//previous.position = current.position;
|
||||
//previous.states = current.states;
|
||||
//previous.id = current.id;
|
||||
|
||||
//m_direction = current.direction;
|
||||
//m_position = current.position;
|
||||
}
|
||||
|
||||
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)
|
||||
{
|
||||
|
||||
float x = GetPosition().x;
|
||||
float y = GetPosition().y;
|
||||
float z = GetPosition().z;
|
||||
float width = 1.f;
|
||||
float height = 1.7f;
|
||||
|
||||
|
||||
//Matrix4 mat4 = tran.GetMatrix();
|
||||
//mat4 VP = pMatrix * vMatrix;
|
||||
//Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());
|
||||
|