Merge branch 'SQC-15_online' of https://github.com/CegepSTH/SQCSim2023 into SQC-15_online
This commit is contained in:
commit
f509b01827
@ -130,9 +130,11 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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if (!current.states.shooting)
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Shooting = false;
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else
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Shooting = !Shooting;
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Shooting = true;
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}
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std::cout << "shooting : " << current.states.shooting << " jumping : " << current.states.jumping << " jumpshot : " << current.states.jumpshot << " running : " << current.states.running << " still : " << current.states.still << " dead : " << current.states.dead << " hit : " << current.states.hit << std::endl;
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if (angle >= 0.75) //Face - side positif
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{
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if(current.states.shooting){
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@ -151,7 +153,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping)
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index = 25;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 0;
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}
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@ -173,7 +175,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping )
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index = 26;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 1;
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}
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@ -196,7 +198,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping )
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index = 28;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 3;
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}
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@ -218,7 +220,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping)
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index = 30;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 5;
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}
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else if (angle < -0.75) //Dos - side négatif
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@ -239,7 +241,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping )
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index = 32;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 7;
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}
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@ -261,7 +263,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping)
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index = 27;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 2;
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}
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@ -283,7 +285,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping)
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index = 29;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 4;
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}
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@ -307,7 +309,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping)
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index = 31;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 6;
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}
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