Début de la classe remoteplayer.cpp, à vérifier
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@ -373,3 +373,5 @@ FodyWeavers.xsd
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/x64/Release/SQCSim2023.exe
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/x64/Debug/SQCSim2023.exe
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/x64/Debug/SQCSim2021.pdb
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SQCSim2021/SQCSim2021.vcxproj.filters
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SQCSim2021/SQCSim2021.vcxproj
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@ -33,7 +33,11 @@ namespace netprot {
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bool jumping,
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shooting,
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hit,
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powerup;
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powerup,
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dead,
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still,
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jumpshot,
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running;
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};
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struct Input { // cli -> srv UDP ~frame
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@ -41,6 +41,7 @@
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<ClCompile Include="main.cpp" />
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<ClCompile Include="mesh.cpp" />
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<ClCompile Include="openglcontext.cpp" />
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<ClCompile Include="remoteplayer.cpp" />
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<ClCompile Include="shader.cpp" />
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<ClCompile Include="skybox.cpp" />
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<ClCompile Include="texture.cpp" />
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@ -94,5 +94,8 @@
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<ClCompile Include="renderer.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="remoteplayer.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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65
SQCSim2021/remoteplayer.cpp
Normal file
65
SQCSim2021/remoteplayer.cpp
Normal file
@ -0,0 +1,65 @@
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#include "remoteplayer.h"
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#include <iostream>
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#include <cstring>
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RemotePlayer::RemotePlayer() : Player(Vector3f(0, 0, 0), 0, 0), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), next() {
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}
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void RemotePlayer::Init() {
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}
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void RemotePlayer::Feed(const netprot::Output out) {
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next.position = out.position;
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next.direction = out.direction;
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next.states = out.states;
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next.id = out.id;
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//a revoir pour le jump et le shoot en meme temps lorsque les test seront possible
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if (current.position != next.position)
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{
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Vector3f positionDelta = next.position - current.position;
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m_position = next.position + positionDelta;
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m_direction = next.direction;
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m_team_id = next.id;
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}
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if(next.direction != current.direction)
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{
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m_direction = next.direction;
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current.direction = next.direction;
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}
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if (next.states.shooting) {
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m_animstate = Anim::SHOOTING;
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}
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else if (next.states.jumping) {
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m_animstate = Anim::JUMPING;
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}
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else if (next.states.dead) {
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m_animstate = Anim::DEAD;
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}
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else if(next.states.jumpshot){
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m_animstate = Anim::JUMPSHOOT;
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}
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else if (next.states.still) {
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m_animstate = Anim::STILL;
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}
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else if (next.states.running) {
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m_animstate = Anim::RUNNING;
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}
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current.direction = next.direction;
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current.position = next.position;
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current.states = next.states;
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current.id = next.id;
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}
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