Eh baswell

This commit is contained in:
MarcEricMartel 2023-11-24 12:41:20 -05:00
parent 06a5bb67d3
commit bc7127ef7d
4 changed files with 44 additions and 38 deletions

View File

@ -248,6 +248,8 @@ void Player::SetDirection(Vector3f dir) { m_direction = dir; }
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); }

View File

@ -26,6 +26,7 @@ public:
void SetDirection(Vector3f dir);
Vector3f GetPosition() const;
Vector3f GetPositionAbs() const;
Vector3f GetDirection() const;
Vector3f GetVelocity() const;
Vector3f GetPOV() const;

View File

@ -1248,7 +1248,7 @@ void Engine::Render(float elapsedTime) {
sync_acc -= 1000;
sync.sid = id;
sync.timestamp = tstamp;
sync.position = m_player.GetPosition();
sync.position = m_player.GetPositionAbs();
sync.hp = m_player.GetHP();
// TODO: Garrocher ca quelque-part.

View File

@ -33,48 +33,51 @@ 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;
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;
}
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)