push de test pour les animations
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@ -106,7 +106,11 @@ namespace netprot {
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uint64_t id = 0,
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uint64_t id = 0,
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tid = 0;
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tid = 0;
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PlayerInfo() {}
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PlayerInfo() {}
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PlayerInfo(PlayerInfo* log) : id(log->id), tid(log->tid) { strcpy(log->name, name); }
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PlayerInfo(PlayerInfo* log) : id(log->id), tid(log->tid) {
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strcpy(log->name, name);
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};
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PlayerInfo(int id, int tid, std::string strname) : id(id), tid(tid) { memcpy((void*)strname.c_str(), name, strname.length());
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}
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};
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};
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struct GameInfo { // cli <-> srv TCP event (before game start)/ once
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struct GameInfo { // cli <-> srv TCP event (before game start)/ once
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@ -5,6 +5,7 @@
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#include "transformation.h"
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#include "transformation.h"
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#include "vector3.h"
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#include "vector3.h"
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class World;
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class World;
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class Player {
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class Player {
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@ -50,6 +51,8 @@ protected:
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bool m_airborne;
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bool m_airborne;
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Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now);
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Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now);
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};
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};
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@ -11,12 +11,13 @@ struct Notification {
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float displayStartTime = 0.0f;
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float displayStartTime = 0.0f;
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};
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};
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// Use a queue to manage notifications
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// Use a queue to manage notifications
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//std::queue<Notification> notificationQueue;
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//std::queue<Notification> notificationQueue;
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// Use a vector to manage notifications
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// Use a vector to manage notifications
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std::vector<Notification> notifications;
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std::vector<Notification> notifications;
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Engine::Engine() {}
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Engine::Engine() : m_remotePlayer(&m_pinfo), m_pinfo(){}
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Engine::~Engine() {
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Engine::~Engine() {
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m_world.CleanUpWorld(m_renderCount, true);
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m_world.CleanUpWorld(m_renderCount, true);
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@ -275,7 +276,8 @@ void Engine::DrawMenu()
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ShowCursor();
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ShowCursor();
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}
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}
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void Engine::Init() {
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void Engine::Init() {
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GLenum glewErr = glewInit();
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GLenum glewErr = glewInit();
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@ -372,6 +374,7 @@ void Engine::Init() {
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m_startTime = std::chrono::high_resolution_clock::now();
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m_startTime = std::chrono::high_resolution_clock::now();
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// Gestion de souris.
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// Gestion de souris.
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CenterMouse();
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CenterMouse();
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HideCursor();
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HideCursor();
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@ -397,6 +400,7 @@ void Engine::LoadResource() {
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LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
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LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
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LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png");
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LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png");
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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
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TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
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TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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@ -799,6 +803,7 @@ void Engine::DisplaySingleOrMultiplayerMenu() {
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Single Player and Multiplayer button background quads
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// Single Player and Multiplayer button background quads
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float buttonWidthProportion = 0.4f;
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float buttonWidthProportion = 0.4f;
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float buttonHeightProportion = 0.075f;
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float buttonHeightProportion = 0.075f;
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@ -1025,6 +1030,11 @@ void Engine::Render(float elapsedTime) {
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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m_remotePlayer.Render(m_textureAtlas, m_shader01, elapsedTime);
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//m_remotePlayer.ApplyTransformation(all);
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if (m_mouseWU) bloc++;
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if (m_mouseWU) bloc++;
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else if (m_mouseWD) bloc--;
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else if (m_mouseWD) bloc--;
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@ -1080,7 +1090,7 @@ void Engine::Render(float elapsedTime) {
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}
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}
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}
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}
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m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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//m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
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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_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
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@ -23,6 +23,7 @@
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#include "renderer.h"
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#include "renderer.h"
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#include "remoteplayer.h"
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#include "remoteplayer.h"
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class Engine : public OpenglContext {
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class Engine : public OpenglContext {
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public:
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public:
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Engine();
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Engine();
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@ -144,7 +145,8 @@ private:
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float m_mousemy = 0;
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float m_mousemy = 0;
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bool m_networkgame = false;
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bool m_networkgame = false;
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netprot::PlayerInfo m_pinfo;
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RemotePlayer m_remotePlayer;
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std::string m_messageNotification = "";
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std::string m_messageNotification = "";
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};
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};
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@ -1,10 +1,26 @@
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#include "remoteplayer.h"
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#include "remoteplayer.h"
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#include <iostream>
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#include <iostream>
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#include <cstring>
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#include <cstring>
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#include "texture.h"
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#include <thread>
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#include <queue>
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RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : Player(Vector3f(0, 0, 0), 0, 0), m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous() {
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RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(Vector3f(0, 0, 0), 0, 0) {
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LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false);
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}
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//RemotePlayer::RemotePlayer()
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//{
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//
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//}
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RemotePlayer::~RemotePlayer()
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{
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}
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}
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void RemotePlayer::Init() {
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void RemotePlayer::Init() {
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@ -67,4 +83,31 @@ void RemotePlayer::Feed(const netprot::Output out) {
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}
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}
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void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, float elapsedTime)
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{
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m_texture_front.Bind();
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex2f(0, 500);
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glTexCoord2f(1, 0); glVertex2f(500, 500);
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glTexCoord2f(1, 1); glVertex2f(500, 0);
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glTexCoord2f(0, 1); glVertex2f(0, 0);
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glEnd();
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}
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bool RemotePlayer::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError)
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{
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texture.Load(filename, useMipmaps);
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if (!texture.IsValid()) {
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std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
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if (stopOnError)
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return false;
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return false;
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}
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return true;
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}
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@ -5,15 +5,24 @@
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#include "define.h"
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#include "define.h"
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#include "textureatlas.h"
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#include "textureatlas.h"
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#include "shader.h"
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#include "shader.h"
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#include "texture.h"
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#include "openglcontext.h"
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class RemotePlayer : public Player {
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class RemotePlayer : public Player {
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public:
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public:
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enum Anim: uint8_t { STILL = 1, RUNNING = 2, JUMPING = 4, SHOOTING = 8, POWERUP = 16, DEAD = 32 };
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enum Anim: uint8_t { STILL = 1, RUNNING = 2, JUMPING = 4, SHOOTING = 8, POWERUP = 16, DEAD = 32 };
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/*RemotePlayer();*/
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RemotePlayer(netprot::PlayerInfo pinfo);
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RemotePlayer(netprot::PlayerInfo pinfo);
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~RemotePlayer();
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void Init();
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void Init();
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void Feed(const netprot::Output out);
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void Feed(const netprot::Output out);
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void Render(TextureAtlas& atlas, Shader& shader, float elapsedTime);
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bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError);
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private:
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private:
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netprot::Output current, previous;
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netprot::Output current, previous;
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@ -22,6 +31,8 @@ private:
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float m_aminacc;
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float m_aminacc;
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Anim m_animstate;
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Anim m_animstate;
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uint64_t m_team_id;
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uint64_t m_team_id;
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Texture m_texture_front;
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};
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};
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#endif
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#endif
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