Resolve conflicts 1

master
Vectozavr 2023-05-21 15:59:01 +03:00
parent 1ed362cdc6
commit bf856625b5
3 changed files with 96 additions and 90 deletions

6
.gitignore vendored
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@ -1,3 +1,7 @@
# Project exclude paths
/cmake-build-debug/
/cmake-build-release/
/cmake-build-release/
.idea/
*.DS_Store
engine_log.txt
shooter

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@ -28,90 +28,89 @@ add_executable(${CMAKE_PROJECT_NAME}
ShooterConsts.h
network/ShooterMsgType.h
network/ShooterMsgType.cpp
network/Chat.cpp
network/Chat.h
# 3d engine:
engine/Consts.h
engine/math/Vec4D.h
engine/math/Vec4D.cpp
engine/math/Vec3D.cpp
engine/math/Vec3D.h
engine/math/Vec2D.cpp
engine/math/Vec2D.h
engine/math/Matrix4x4.h
engine/math/Matrix4x4.cpp
engine/Triangle.h
engine/Triangle.cpp
engine/math/Plane.h
engine/math/Plane.cpp
engine/Mesh.h
engine/Mesh.cpp
engine/utils/Log.h
engine/utils/Log.cpp
engine/utils/Time.h
engine/utils/Time.cpp
engine/utils/Timer.cpp
engine/utils/Timer.h
engine/utils/ResourceManager.h
engine/utils/ResourceManager.cpp
engine/World.h
engine/World.cpp
engine/Camera.h
engine/Camera.cpp
engine/io/Screen.h
engine/io/Screen.cpp
engine/Engine.h
engine/Engine.cpp
engine/io/Keyboard.cpp
engine/io/Keyboard.h
engine/io/Mouse.cpp
engine/io/Mouse.h
engine/io/SoundController.cpp
engine/io/SoundController.h
engine/utils/ObjectController.cpp
engine/utils/ObjectController.h
engine/animation/Animation.h
engine/animation/Timeline.cpp
engine/animation/Timeline.h
engine/animation/Interpolation.h
engine/animation/Animation.cpp
engine/animation/ATranslate.h
engine/animation/AScale.h
engine/animation/ARotate.h
engine/animation/AWait.h
engine/animation/AFunction.h
engine/animation/AAttractToPoint.h
engine/animation/ARotateRelativePoint.h
engine/animation/ARotateLeft.h
engine/animation/Interpolation.cpp
engine/animation/Animations.h
engine/animation/AShowCreation.h
engine/animation/AShowUncreation.h
engine/animation/ARotateLeftUpLookAt.h
engine/animation/ADecompose.h
engine/physics/RigidBody.cpp
engine/physics/RigidBody.h
engine/physics/Simplex.h
engine/physics/HitBox.cpp
engine/physics/HitBox.h
engine/Object.cpp
engine/Object.h
engine/gui/Button.cpp
engine/gui/Button.h
engine/gui/Window.cpp
engine/gui/Window.h
engine/network/ClientUDP.cpp
engine/network/ClientUDP.h
engine/network/MsgType.cpp
engine/network/MsgType.h
engine/network/ReliableMsg.cpp
engine/network/ReliableMsg.h
engine/network/ServerUDP.cpp
engine/network/ServerUDP.h
engine/network/UDPConnection.cpp
engine/network/UDPConnection.h
engine/network/UDPSocket.cpp
engine/network/UDPSocket.h)
3dzavr/engine/Consts.h
3dzavr/engine/math/Vec4D.h
3dzavr/engine/math/Vec4D.cpp
3dzavr/engine/math/Vec3D.cpp
3dzavr/engine/math/Vec3D.h
3dzavr/engine/math/Vec2D.cpp
3dzavr/engine/math/Vec2D.h
3dzavr/engine/math/Matrix4x4.h
3dzavr/engine/math/Matrix4x4.cpp
3dzavr/engine/Triangle.h
3dzavr/engine/Triangle.cpp
3dzavr/engine/math/Plane.h
3dzavr/engine/math/Plane.cpp
3dzavr/engine/Mesh.h
3dzavr/engine/Mesh.cpp
3dzavr/engine/utils/Log.h
3dzavr/engine/utils/Log.cpp
3dzavr/engine/utils/Time.h
3dzavr/engine/utils/Time.cpp
3dzavr/engine/utils/Timer.cpp
3dzavr/engine/utils/Timer.h
3dzavr/engine/utils/ResourceManager.h
3dzavr/engine/utils/ResourceManager.cpp
3dzavr/engine/World.h
3dzavr/engine/World.cpp
3dzavr/engine/Camera.h
3dzavr/engine/Camera.cpp
3dzavr/engine/io/Screen.h
3dzavr/engine/io/Screen.cpp
3dzavr/engine/Engine.h
3dzavr/engine/Engine.cpp
3dzavr/engine/io/Keyboard.cpp
3dzavr/engine/io/Keyboard.h
3dzavr/engine/io/Mouse.cpp
3dzavr/engine/io/Mouse.h
3dzavr/engine/io/SoundController.cpp
3dzavr/engine/io/SoundController.h
3dzavr/engine/utils/ObjectController.cpp
3dzavr/engine/utils/ObjectController.h
3dzavr/engine/animation/Animation.h
3dzavr/engine/animation/Timeline.cpp
3dzavr/engine/animation/Timeline.h
3dzavr/engine/animation/Interpolation.h
3dzavr/engine/animation/Animation.cpp
3dzavr/engine/animation/ATranslate.h
3dzavr/engine/animation/AScale.h
3dzavr/engine/animation/ARotate.h
3dzavr/engine/animation/AWait.h
3dzavr/engine/animation/AFunction.h
3dzavr/engine/animation/AAttractToPoint.h
3dzavr/engine/animation/ARotateRelativePoint.h
3dzavr/engine/animation/ARotateLeft.h
3dzavr/engine/animation/Interpolation.cpp
3dzavr/engine/animation/Animations.h
3dzavr/engine/animation/AShowCreation.h
3dzavr/engine/animation/AShowUncreation.h
3dzavr/engine/animation/ARotateLeftUpLookAt.h
3dzavr/engine/animation/ADecompose.h
3dzavr/engine/physics/RigidBody.cpp
3dzavr/engine/physics/RigidBody.h
3dzavr/engine/physics/Simplex.h
3dzavr/engine/physics/HitBox.cpp
3dzavr/engine/physics/HitBox.h
3dzavr/engine/Object.cpp
3dzavr/engine/Object.h
3dzavr/engine/gui/Button.cpp
3dzavr/engine/gui/Button.h
3dzavr/engine/gui/Window.cpp
3dzavr/engine/gui/Window.h
3dzavr/engine/network/ClientUDP.cpp
3dzavr/engine/network/ClientUDP.h
3dzavr/engine/network/MsgType.cpp
3dzavr/engine/network/MsgType.h
3dzavr/engine/network/ReliableMsg.cpp
3dzavr/engine/network/ReliableMsg.h
3dzavr/engine/network/ServerUDP.cpp
3dzavr/engine/network/ServerUDP.h
3dzavr/engine/network/UDPConnection.cpp
3dzavr/engine/network/UDPConnection.h
3dzavr/engine/network/UDPSocket.cpp
3dzavr/engine/network/UDPSocket.h
)
if(APPLE OR UNIX)
include_directories(/usr/local/include)

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@ -5,10 +5,11 @@
#include "Shooter.h"
#include <fstream>
#include <utility>
#include "engine/animation/Animations.h"
#include "3dzavr/engine/animation/Animations.h"
#include "ShooterConsts.h"
#include "engine/io/SoundController.h"
#include "3dzavr/engine/io/SoundController.h"
#include "network/Chat.h"
using namespace std;
// Read server/client settings and start both.
// If client doesn't connect to the localhost - server doesn't start.
@ -51,6 +52,7 @@ void Shooter::initNetwork() {
server->generateBonuses();
}
client->requestMap(clientIp, &current_map);
client->connect(clientIp, clientPort);
player->setPlayerNickName(playerName);
@ -67,12 +69,15 @@ void Shooter::initNetwork() {
}
void Shooter::start() {
// connecting to the server
initNetwork();
// This code executed once in the beginning:
setUpdateWorld(false);
screen->setMouseCursorVisible(true);
world->loadMap(ShooterConsts::MAP_OBJ, Vec3D{5, 5, 5});
world->loadMap(current_map, Vec3D{5, 5, 5});
// TODO: encapsulate call backs inside Player
player->setAddTraceCallBack([this](const Vec3D &from, const Vec3D &to) {
@ -93,8 +98,6 @@ void Shooter::start() {
player->attach(camera);
world->addBody(player);
// connecting to the server
initNetwork();
// Waiting for connect and updating server if it's same window
while (client->isWorking() && !client->connected()) {
client->update();
@ -180,7 +183,7 @@ void Shooter::update() {
message = message.substr(0, message.size() - 1);
}
else if (s == (char)27) {//escape
message = ""; //FIXME: неработает потому что isKeyTapped имеют задержку,
message = ""; //FIXME: не работает потому что isKeyTapped имеют задержку,
isTypingMessage = false; //т. е. этот код выполняется после нажатия на ESC,
} // но при следующем цикле при проверке isKeyTapped(ESC) возвращается TRUE
else if (message.length() < ShooterConsts::MAX_MESSAGE_LENGTH && s!=(char)13) {//13=enter