Before the merge....

This commit is contained in:
MarcEricMartel 2023-12-06 12:17:47 -05:00
parent 4841e8d5ba
commit 988b2c330c
2 changed files with 86 additions and 55 deletions

View File

@ -151,7 +151,10 @@ Timestamp Connection::Run(World* world) {
out.states.dead = true;
}
static bool toggle = false;
if (in.keys.block) {
if (!toggle) {
toggle = true;
bool block = false;
ChunkMod* cmod = world->ChangeBlockAtCursor(BLOCK_TYPE::BTYPE_METAL,
player->GetPosition(),
@ -160,10 +163,13 @@ Timestamp Connection::Run(World* world) {
if (cmod)
ChunkDiffs.emplace_back(cmod);
}
}
else toggle = false;
if (in.keys.shoot && m_shoot_acc <= 0.) {
Bullets.emplace_back(new Bullet(player->GetPOV() + player->GetDirection(), player->GetDirection(), GetHash(true)));
out.states.shooting = true;
m_shoot_acc = BULLET_TIME;
}
out.position = player->GetPositionAbs();

View File

@ -1267,20 +1267,17 @@ void Engine::Render(float elapsedTime) {
m_player.ApplyTransformation(remotePlayer, true, false);
if (m_key1) bloc++;
else if (m_key2) bloc--;
//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 <20>quipe l'arme.
//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 <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);
else if (bulletTime <= 0.f) {
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]) {
m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
@ -1301,7 +1298,35 @@ 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);
cmod = m_world.ChangeBlockAtCursor(BTYPE_METAL, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
//if (m_mouseL) {
// if (bloc != BTYPE_LAST)
// cmod = m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
// 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]) {
// m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
// break;
// }
// 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.
// m_bullets[0]->~Bullet();
// m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
// }
// bulletTime = BULLET_TIME;
// m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, false, .5f);
// if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
// glClearColor(.8f, .8f, .8f, 1.f);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// glClearColor(0.f, 0.f, 0.f, 1.f);
// return;
// }
// }
//}
//else if (m_mouseR)
// cmod = m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
if (m_bullets[x]) {