Render other players
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2e30995f1b
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ce2d03c354
@ -190,7 +190,7 @@ void Server::Run() {
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m_world->BuildWorld();
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for (auto& [key, conn] : m_players) { // Creation des instances de joueurs et premier sync.
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conn->player = std::make_unique<Player>(Vector3f(8.5f, CHUNK_SIZE_Y + 1.8f, 8.5f));
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conn->player = std::make_unique<Player>(Vector3f(128.5f, CHUNK_SIZE_Y + 1.8f, 128.5f));
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Sync sync;
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sync.position = conn->player->GetPosition();
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sync.hp = conn->player->GetHP();
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@ -1241,13 +1241,19 @@ void Engine::Render(float elapsedTime) {
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gameTime += elapsedTime * 10;
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Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
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dance.Normalize();
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m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime);
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for (auto& [key, player] : m_players) {
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RemotePlayer* rt = (RemotePlayer*)player;
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rt->Render(m_animeAtlas, m_shader01, all, elapsedTime);
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}
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//Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
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//dance.Normalize();
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//m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime);
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m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
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m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
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m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
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m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
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//m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
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//m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
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if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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