Merge branch 'SQC-15_online' of https://github.com/CegepSTH/SQCSim2023 into SQC-15_online
This commit is contained in:
commit
7b350fa403
@ -8,7 +8,7 @@
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RemotePlayer::RemotePlayer(netprot::PlayerInfo* pinfo) : m_pinfo(*pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(Vector3f(0, 0, 0)){
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RemotePlayer::RemotePlayer(netprot::PlayerInfo* pinfo) : m_pinfo(*pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(Vector3f(0, 0, 0)) {
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}
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@ -127,21 +127,16 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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time += elapsedTime;
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if (time >= 0.05)
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{
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time -= 0.05;
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time -= 0.05;
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Shooting = !Shooting;
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/*if (!current.states.shooting)
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Shooting = false;
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else
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Shooting = true;*/
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Shooting = !Shooting;
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}
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std::cout << Shooting << std::endl;
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//std::cout << time << std::endl;
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//std::cout << "shooting : " << current.states.shooting << " jumping : " << current.states.jumping << " jumpshot : " << current.states.jumpshot << " running : " << current.states.running << " still : " << current.states.still << " dead : " << current.states.dead << " hit : " << current.states.hit << std::endl;
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std::cout << "shooting : " << current.states.shooting << " jumping : " << current.states.jumping << " jumpshot : " << current.states.jumpshot << " running : " << current.states.running << " still : " << current.states.still << " dead : " << current.states.dead << " hit : " << current.states.hit << std::endl;
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if (angle >= 0.75) //Face - side positif
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{
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if(current.states.shooting){
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if (current.states.shooting) {
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if (Shooting)
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index = 17;
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else
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@ -174,7 +169,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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else
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index = 34;
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}
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else if (current.states.jumping )
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else if (current.states.jumping)
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index = 26;
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 1;
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@ -190,13 +185,13 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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index = 12;
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}
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else if (current.states.jumpshot ) {
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else if (current.states.jumpshot) {
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if (Shooting)
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index = 44;
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else
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index = 36;
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}
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else if (current.states.jumping )
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else if (current.states.jumping)
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index = 28;
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 3;
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@ -240,7 +235,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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else
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index = 40;
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}
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else if (current.states.jumping )
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else if (current.states.jumping)
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index = 32;
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 7;
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@ -321,9 +316,23 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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atlas.TextureIndexToCoord(index, u, v, w, h);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (current.states.hit)
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{
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendColor(1.f, 0.f, 0.f, 1.f);
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}
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else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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glBlendEquation(GL_FUNC_ADD);
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glLoadMatrixf(tran.GetMatrix().GetInternalValues());
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glBegin(GL_QUADS);
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glTexCoord2f(u, v); glVertex3f(v1.x, v1.y, v1.z);
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