Sync ees almöss de voork!
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@ -14,17 +14,6 @@ void Player::TurnLeftRight(float value) {
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m_rotY += value;
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if (m_rotY > 360) m_rotY = 0;
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else if (m_rotY < -360) m_rotY = 0;
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}
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void Player::TurnTopBottom(float value) {
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m_rotX += value;
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if (m_rotX > 80) m_rotX = 80;
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else if (m_rotX < -80) m_rotX = -80;
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}
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Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) {
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Vector3f delta = Vector3f(0, 0, 0);
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float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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float xrotrad = (m_rotX / 57.2957795056f);
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@ -34,23 +23,44 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
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cos(xrotrad) * -cos(yrotrad));
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m_direction.Normalize();
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}
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void Player::TurnTopBottom(float value) {
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m_rotX += value;
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if (m_rotX > 80) m_rotX = 80;
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else if (m_rotX < -80) m_rotX = -80;
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float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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float xrotrad = (m_rotX / 57.2957795056f);
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m_direction = Vector3f(cos(xrotrad) * sin(yrotrad),
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-sin(xrotrad),
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cos(xrotrad) * -cos(yrotrad));
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m_direction.Normalize();
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}
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Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) {
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Vector3f delta = Vector3f(0, 0, 0);
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Vector3f dir = m_direction;
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dir.y = 0;
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if (front) {
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delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
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delta += dir;
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}
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else if (back) {
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delta.x += float(-sin(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(cos(yrotrad)) * elapsedTime * 10.f;
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delta -= dir;
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}
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if (left) {
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delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f;
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delta.x += dir.z;
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delta.z += -dir.x;
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}
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else if (right) {
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delta.x += float(cos(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(sin(yrotrad)) * elapsedTime * 10.f;
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delta.x -= dir.z;
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delta.z -= -dir.x;
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}
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delta.Normalize();
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@ -81,7 +81,7 @@ void Connection::sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*
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if (m_playinfo.id == conn->GetHash(false))
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continue;
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//std::cout << m_playinfo.id << ": " << m_playinfo.name << ": " << conn->GetName() << std::endl;
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std::cout << out.id << ": " << out.position << std::endl;
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//std::cout << out.id << ": " << out.position << std::endl;
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sendPackTo<Output>(sock, &out, &m_bufout, conn->getAddr());
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}
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@ -124,6 +124,7 @@ void Connection::Run(World* world) {
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el = (double)(in.timestamp - last.timestamp) / 1000.;
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std::cout << 1. / el << std::endl;
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player.get()->SetDirection(in.direction);
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std::cout << in.direction << std::endl;
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player.get()->ApplyPhysics(player.get()->GetInput(in.keys.forward,
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in.keys.backward,
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in.keys.left,
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@ -319,33 +319,8 @@ void Engine::DrawPause()
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void Engine::Init() {
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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK) {
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std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
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abort();
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}
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uint64_t seed = SEED;
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glDisable(GL_FRAMEBUFFER_SRGB);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_POINT_SMOOTH);
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glEnable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
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glShadeModel(GL_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_SUBTRACT);
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if (m_istarted)
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return;
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else m_istarted = true;
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@ -363,6 +338,9 @@ void Engine::Init() {
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m_whoosh[x] = nullptr;
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}
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// Init Chunks
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m_world.GetChunks().Reset(nullptr);
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char* ch = new char[2];
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std::cout << "Jouer en ligne? [o/N] ";
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@ -415,12 +393,8 @@ void Engine::Init() {
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m_world.SetSeed(seed);
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// Init Chunks
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m_world.GetChunks().Reset(nullptr);
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m_startTime = std::chrono::high_resolution_clock::now();
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m_remotePlayer.SetPosition(Vector3f(.5,CHUNK_SIZE_Y + 10., .5));
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// Gestion de souris.
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CenterMouse();
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HideCursor();
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@ -429,6 +403,31 @@ void Engine::Init() {
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void Engine::DeInit() {}
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void Engine::LoadResource() {
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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK) {
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std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
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abort();
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}
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glDisable(GL_FRAMEBUFFER_SRGB);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_POINT_SMOOTH);
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glEnable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
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glShadeModel(GL_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_SUBTRACT);
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
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//LoadTexture(m_skybox2.GetTexture(), TEXTURE_PATH "skybox.png", true);
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
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@ -1331,15 +1330,18 @@ void Engine::Render(float elapsedTime) {
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std::cout << "syncsid be no good.";
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break;
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}
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if (m_syncs.contains(sync.timestamp)) {
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if (m_syncs.count(sync.timestamp)) {
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Sync comp = m_syncs[sync.timestamp];
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m_player.InflictDamage(sync.hp - comp.hp);
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std::cout << comp.position << " - " << sync.position << std::endl;
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Vector3f diff = sync.position - comp.position;
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if (diff.Length() > 2.5)
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m_player.Move(diff);
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//std::cout << sync.timestamp << " ms: " << comp.position << " - " << sync.position << " Diff: " << diff.Length() << std::endl;
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if (diff.Length() > 1.5) {
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diff.Normalize();
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m_player.Move(-diff);
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}
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// TODO: Syncer sync.timer avec le timer
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}
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@ -16,8 +16,8 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
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m_fullscreen = fullscreen;
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InitWindow(width, height);
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Init();
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LoadResource();
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Init();
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sf::Clock clock;
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