This commit is contained in:
MarcEricMartel 2023-11-24 14:54:38 -05:00
parent e8d456cc09
commit 9bf5188e0f
2 changed files with 41 additions and 40 deletions

View File

@ -117,7 +117,7 @@ private:
Texture PauseBGTexture;
Texture SplachScreenTexture;
Vector3f m_otherplayerpos = Vector3f(0, 0, 0);
Vector3f m_otherplayerpos = Vector3f(999, 999, 999);
float m_scale;
float m_time = 0;

View File

@ -33,51 +33,52 @@ void RemotePlayer::Init()
void RemotePlayer::Feed(const netprot::Output out) {
current.position = out.position;
current.direction = out.direction;
current.states = out.states;
current.id = out.id;
m_position = Vector3f(out.position);
//current.position = out.position;
//current.direction = out.direction;
//current.states = out.states;
//current.id = out.id;
if (current.position != previous.position)
{
Vector3f positionDelta = current.position - previous.position;
m_position = current.position + positionDelta;
m_direction = current.direction;
//if (current.position != previous.position)
//{
// Vector3f positionDelta = current.position - previous.position;
// m_position = current.position + positionDelta;
// m_direction = current.direction;
}
//}
if(current.direction != previous.direction)
{
m_direction = current.direction;
current.direction = current.direction;
}
//if(current.direction != previous.direction)
//{
// m_direction = current.direction;
// current.direction = current.direction;
//}
if (current.states.shooting) {
m_animstate = Anim::SHOOTING;
}
else if (current.states.jumping) {
m_animstate = Anim::JUMPING;
}
else if (current.states.dead) {
m_animstate = Anim::DEAD;
}
else if(current.states.powerup){
m_animstate = Anim::POWERUP;
}
else if (current.states.still) {
m_animstate = Anim::STILL;
}
else if (current.states.running) {
m_animstate = Anim::RUNNING;
}
//if (current.states.shooting) {
// m_animstate = Anim::SHOOTING;
//}
//else if (current.states.jumping) {
// m_animstate = Anim::JUMPING;
//}
//else if (current.states.dead) {
// m_animstate = Anim::DEAD;
//}
//else if(current.states.powerup){
// m_animstate = Anim::POWERUP;
//}
//else if (current.states.still) {
// m_animstate = Anim::STILL;
//}
//else if (current.states.running) {
// m_animstate = Anim::RUNNING;
//}
previous.direction = current.direction;
previous.position = current.position;
previous.states = current.states;
previous.id = current.id;
//previous.direction = current.direction;
//previous.position = current.position;
//previous.states = current.states;
//previous.id = current.id;
m_direction = current.direction;
m_position = current.position;
//m_direction = current.direction;
//m_position = current.position;
}
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)