refactoring

master
Vectozavr 2022-07-19 16:35:14 +07:00
parent e8a9589114
commit d3fbaa0418
9 changed files with 30 additions and 19 deletions

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@ -10,10 +10,10 @@ add_executable(${CMAKE_PROJECT_NAME}
Source.cpp Source.cpp
Player.cpp Player.cpp
Player.h Player.h
ShooterClient.cpp network/ShooterClient.cpp
ShooterClient.h network/ShooterClient.h
ShooterServer.cpp network/ShooterServer.cpp
ShooterServer.h network/ShooterServer.h
weapon/Weapon.cpp weapon/Weapon.cpp
weapon/Weapon.h weapon/Weapon.h
weapon/Ak47.h weapon/Ak47.h
@ -26,8 +26,8 @@ add_executable(${CMAKE_PROJECT_NAME}
Shooter.cpp Shooter.cpp
Shooter.h Shooter.h
ShooterConsts.h ShooterConsts.h
ShooterMsgType.h network/ShooterMsgType.h
ShooterMsgType.cpp network/ShooterMsgType.cpp
# 3d engine: # 3d engine:
engine/Consts.h engine/Consts.h
engine/math/Vec4D.h engine/math/Vec4D.h

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@ -11,8 +11,8 @@
#include "PlayerController.h" #include "PlayerController.h"
#include "engine/gui/Window.h" #include "engine/gui/Window.h"
#include "ShooterClient.h" #include "network/ShooterClient.h"
#include "ShooterServer.h" #include "network/ShooterServer.h"
class Shooter final : public Engine { class Shooter final : public Engine {

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@ -169,10 +169,15 @@ void Engine::printDebugInfo() const {
static_cast<sf::Uint8>(255.0 * (1.0 - static_cast<double>(width) / timerWidth)), static_cast<sf::Uint8>(255.0 * (1.0 - static_cast<double>(width) / timerWidth)),
0, 100}); 0, 100});
std::string fps;
if(timer.elapsedSeconds() > 0) {
fps = std::to_string((int) (1.0 / timer.elapsedSeconds()));
} else {
fps = "inf";
}
screen->drawText( screen->drawText(
timerName.substr(2, timerName.size()) + ":\t" + timerName.substr(2, timerName.size()) + ":\t" + fps + " / s \t (" +
std::to_string((int) (1.0 / timer.elapsedSeconds())) + " / s \t (" +
std::to_string((int) (100 * timer.elapsedSeconds() / totalTime)) + "%)", std::to_string((int) (100 * timer.elapsedSeconds() / totalTime)) + "%)",
Vec2D{xPos + 10, yPos + height * i + 5}, 30, Vec2D{xPos + 10, yPos + height * i + 5}, 30,
sf::Color(0, 0, 0, 150)); sf::Color(0, 0, 0, 150));
@ -190,8 +195,14 @@ void Engine::printDebugInfo() const {
static_cast<sf::Uint8>(255.0 * (1.0 - static_cast<double>(width) / timerWidth)), static_cast<sf::Uint8>(255.0 * (1.0 - static_cast<double>(width) / timerWidth)),
0, 100}); 0, 100});
std::string fps;
if(totalTime - timeSum > 0) {
fps = std::to_string((int) (1.0 / (totalTime - timeSum)));
} else {
fps = "inf";
}
screen->drawText("other:\t" + std::to_string((int) (1.0 / (totalTime - timeSum))) + " / s \t (" + screen->drawText("other:\t" + fps + " / s \t (" +
std::to_string((int) (100 * (totalTime - timeSum) / totalTime)) + "%)", std::to_string((int) (100 * (totalTime - timeSum) / totalTime)) + "%)",
Vec2D{xPos + 10, yPos + height * i + 5}, 30, Vec2D{xPos + 10, yPos + height * i + 5}, 30,
sf::Color(0, 0, 0, 150)); sf::Color(0, 0, 0, 150));

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@ -5,10 +5,10 @@
#include "ShooterClient.h" #include "ShooterClient.h"
#include <utility> #include <utility>
#include "engine/utils/Log.h" #include "../engine/utils/Log.h"
#include "engine/animation/Timeline.h" #include "../engine/animation/Timeline.h"
#include "ShooterMsgType.h" #include "ShooterMsgType.h"
#include "engine/animation/Animations.h" #include "../engine/animation/Animations.h"
void ShooterClient::updatePacket() { void ShooterClient::updatePacket() {
sf::Packet packet; sf::Packet packet;

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@ -5,8 +5,8 @@
#ifndef SHOOTER_SHOOTERCLIENT_H #ifndef SHOOTER_SHOOTERCLIENT_H
#define SHOOTER_SHOOTERCLIENT_H #define SHOOTER_SHOOTERCLIENT_H
#include "engine/network/ClientUDP.h" #include "../engine/network/ClientUDP.h"
#include "Player.h" #include "../Player.h"
class ShooterClient final : public ClientUDP { class ShooterClient final : public ClientUDP {
private: private:

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@ -3,7 +3,7 @@
// //
#include "ShooterServer.h" #include "ShooterServer.h"
#include "engine/utils/Log.h" #include "../engine/utils/Log.h"
#include "ShooterMsgType.h" #include "ShooterMsgType.h"
void ShooterServer::broadcast() { void ShooterServer::broadcast() {

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@ -5,8 +5,8 @@
#ifndef SHOOTER_SHOOTERSERVER_H #ifndef SHOOTER_SHOOTERSERVER_H
#define SHOOTER_SHOOTERSERVER_H #define SHOOTER_SHOOTERSERVER_H
#include "engine/network/ServerUDP.h" #include "../engine/network/ServerUDP.h"
#include "Player.h" #include "../Player.h"
struct BonusInfo final { struct BonusInfo final {
const Vec3D position{}; const Vec3D position{};