diff --git a/SQCSim-common/SQCSim-common.vcxproj b/SQCSim-common/SQCSim-common.vcxproj
index 4ba7bd4..c618082 100644
--- a/SQCSim-common/SQCSim-common.vcxproj
+++ b/SQCSim-common/SQCSim-common.vcxproj
@@ -48,7 +48,7 @@
StaticLibrary
false
- v143
+ ClangCL
true
Unicode
diff --git a/SQCSim-srv/SQCSim-srv.vcxproj b/SQCSim-srv/SQCSim-srv.vcxproj
index d080276..b0dcd9c 100644
--- a/SQCSim-srv/SQCSim-srv.vcxproj
+++ b/SQCSim-srv/SQCSim-srv.vcxproj
@@ -48,7 +48,7 @@
Application
false
- v143
+ ClangCL
true
Unicode
diff --git a/SQCSim2021/SQCSim2021.vcxproj b/SQCSim2021/SQCSim2021.vcxproj
index 31e1b8b..cda35f7 100644
--- a/SQCSim2021/SQCSim2021.vcxproj
+++ b/SQCSim2021/SQCSim2021.vcxproj
@@ -91,7 +91,7 @@
false
true
Unicode
- v143
+ ClangCL
diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp
index 03bbdd2..116f9b1 100644
--- a/SQCSim2021/engine.cpp
+++ b/SQCSim2021/engine.cpp
@@ -238,7 +238,7 @@ void Engine::LoadResource() {
TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackLeftJumpLeftShootingLeft.png"); ////38
TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackRightJumpRightShootingRight.png"); ////39
TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackJumpRightShootingRight.png"); ////40
-
+
//SHOOTINGJUMP TIRER
TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontJumpRightShootingRightShoot1.png"); ////41
@@ -249,9 +249,9 @@ void Engine::LoadResource() {
TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackLeftJumpLeftShootingLeftShoot1.png"); ////46
TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackRightJumpRightShootingRightShoot1.png"); ////47
TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackJumpRightShootingRightShoot1.png"); ////48
-
-
-
+
+
+
if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl;
abort();
@@ -659,17 +659,7 @@ void Engine::PrintText(float x, float y, const std::string& t, float charSizeMul
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
int Engine::GetCountdown(float elapsedTime) {
- //if (m_resetcountdown) {
-// m_nbReductionChunk = 4;
-// m_timerReductionChunk = 30;
- // m_countdown = m_time + COUNTDOWN;
-// m_resetcountdown = false;
-// }
-// if (m_countdown < m_time) {}
- // Stop();
- //if (!m_stopcountdown)
- m_time += elapsedTime;
- return m_countdown;// -(int)m_time;
+ return m_countdown;
}
int Engine::GetOptionsChoice() {
@@ -1216,16 +1206,13 @@ void Engine::Render(float elapsedTime) {
HideCursor();
CenterMouse(); //D�placement de centermouse dans l'action de jouer
- //static float gameTime = elapsedTime;
static irrklang::ISound* step; // Pour les sons de pas.
static float pollTime = 0;
static float bulletTime = 0;
- static float gameTime = 0;
static BlockType bloc = 1;
if (elapsedTime > 0.1f) return;
- //gameTime += elapsedTime;
pollTime += elapsedTime;
Transformation all;
@@ -1269,13 +1256,6 @@ void Engine::Render(float elapsedTime) {
m_player.ApplyTransformation(remotePlayer, true, false);
- //if (m_key1) bloc++;
- //else if (m_key2) bloc--;
-
- //if (m_mouseWU) bloc++;
- //else if (m_mouseWD) bloc--;
- //if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
- //else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST �quipe l'arme.
m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
netprot::ChunkMod* cmod = nullptr;
if (m_mouseL) {
@@ -1324,8 +1304,6 @@ void Engine::Render(float elapsedTime) {
}
}
- gameTime += elapsedTime * 10;
-
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
@@ -1336,11 +1314,20 @@ void Engine::Render(float elapsedTime) {
if (m_damage) {
InstantDamage();
}
- static bool fell = false;
- if (m_player.GetPosition().y < 1.7f && !fell) {
+ static bool died = false;
+ if ((m_player.GetPosition().y < 1.7f || m_player.AmIDead()) && !died) {
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false, 1.f);
- fell = true;
+ died = true;
}
+ if (m_player.GetPosition().y < 15.f || died) {
+ died = false;
+ std::string user = m_player.m_username.append(" (Dead)");
+ m_player = Player(Vector3f(.5, CHUNK_SIZE_Y + 1.7f, .5), 0, 0);
+ m_player.m_username = user;
+
+ }
+
+ m_time += elapsedTime;
if (m_networkgame) { // Pour se gerer le paquet.
static bool has_synced = false;
@@ -1419,8 +1406,7 @@ void Engine::Render(float elapsedTime) {
if (m_syncs.count(sync.timestamp)) {
Sync comp = m_syncs[sync.timestamp];
- //std::cout << "HP: " << sync.hp << std::endl;
- //m_player.InflictDamage(sync.hp - comp.hp);
+ m_player.InflictDamage(sync.hp - comp.hp);
Vector3f diff = sync.position - comp.position;
@@ -1436,7 +1422,6 @@ void Engine::Render(float elapsedTime) {
m_syncs.erase(sync.timestamp);
}
- //else SystemNotification("sync be no good.");
}
break;
case OUTPUT:
@@ -1497,10 +1482,19 @@ void Engine::Render(float elapsedTime) {
RemotePlayer* rt = static_cast(player);
glClear(GL_STENCIL_BUFFER_BIT);
rt->Render(m_animeAtlas, m_shader01, all, elapsedTime, m_player);
- m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie.
}
glEnable(GL_CULL_FACE);
}
+ else {
+ if (m_resetcountdown) {
+ m_nbReductionChunk = 4;
+ m_timerReductionChunk = 30;
+ m_countdown = m_time + COUNTDOWN;
+ m_resetcountdown = false;
+ }
+ if (!m_stopcountdown)
+ m_countdown -= (int)m_time;
+ }
DrawHud(elapsedTime, bloc);
DisplayPovGun();