refactoring
parent
e8a9589114
commit
d3fbaa0418
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@ -10,10 +10,10 @@ add_executable(${CMAKE_PROJECT_NAME}
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Source.cpp
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Player.cpp
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Player.h
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ShooterClient.cpp
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ShooterClient.h
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ShooterServer.cpp
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ShooterServer.h
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network/ShooterClient.cpp
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network/ShooterClient.h
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network/ShooterServer.cpp
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network/ShooterServer.h
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weapon/Weapon.cpp
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weapon/Weapon.h
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weapon/Ak47.h
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@ -26,8 +26,8 @@ add_executable(${CMAKE_PROJECT_NAME}
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Shooter.cpp
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Shooter.h
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ShooterConsts.h
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ShooterMsgType.h
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ShooterMsgType.cpp
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network/ShooterMsgType.h
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network/ShooterMsgType.cpp
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# 3d engine:
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engine/Consts.h
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engine/math/Vec4D.h
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@ -11,8 +11,8 @@
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#include "PlayerController.h"
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#include "engine/gui/Window.h"
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#include "ShooterClient.h"
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#include "ShooterServer.h"
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#include "network/ShooterClient.h"
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#include "network/ShooterServer.h"
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class Shooter final : public Engine {
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@ -169,10 +169,15 @@ void Engine::printDebugInfo() const {
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static_cast<sf::Uint8>(255.0 * (1.0 - static_cast<double>(width) / timerWidth)),
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0, 100});
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std::string fps;
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if(timer.elapsedSeconds() > 0) {
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fps = std::to_string((int) (1.0 / timer.elapsedSeconds()));
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} else {
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fps = "inf";
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}
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screen->drawText(
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timerName.substr(2, timerName.size()) + ":\t" +
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std::to_string((int) (1.0 / timer.elapsedSeconds())) + " / s \t (" +
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timerName.substr(2, timerName.size()) + ":\t" + fps + " / s \t (" +
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std::to_string((int) (100 * timer.elapsedSeconds() / totalTime)) + "%)",
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Vec2D{xPos + 10, yPos + height * i + 5}, 30,
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sf::Color(0, 0, 0, 150));
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@ -190,8 +195,14 @@ void Engine::printDebugInfo() const {
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static_cast<sf::Uint8>(255.0 * (1.0 - static_cast<double>(width) / timerWidth)),
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0, 100});
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std::string fps;
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if(totalTime - timeSum > 0) {
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fps = std::to_string((int) (1.0 / (totalTime - timeSum)));
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} else {
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fps = "inf";
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}
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screen->drawText("other:\t" + std::to_string((int) (1.0 / (totalTime - timeSum))) + " / s \t (" +
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screen->drawText("other:\t" + fps + " / s \t (" +
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std::to_string((int) (100 * (totalTime - timeSum) / totalTime)) + "%)",
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Vec2D{xPos + 10, yPos + height * i + 5}, 30,
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sf::Color(0, 0, 0, 150));
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@ -5,10 +5,10 @@
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#include "ShooterClient.h"
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#include <utility>
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#include "engine/utils/Log.h"
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#include "engine/animation/Timeline.h"
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#include "../engine/utils/Log.h"
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#include "../engine/animation/Timeline.h"
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#include "ShooterMsgType.h"
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#include "engine/animation/Animations.h"
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#include "../engine/animation/Animations.h"
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void ShooterClient::updatePacket() {
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sf::Packet packet;
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@ -5,8 +5,8 @@
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#ifndef SHOOTER_SHOOTERCLIENT_H
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#define SHOOTER_SHOOTERCLIENT_H
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#include "engine/network/ClientUDP.h"
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#include "Player.h"
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#include "../engine/network/ClientUDP.h"
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#include "../Player.h"
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class ShooterClient final : public ClientUDP {
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private:
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@ -3,7 +3,7 @@
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//
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#include "ShooterServer.h"
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#include "engine/utils/Log.h"
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#include "../engine/utils/Log.h"
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#include "ShooterMsgType.h"
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void ShooterServer::broadcast() {
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@ -5,8 +5,8 @@
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#ifndef SHOOTER_SHOOTERSERVER_H
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#define SHOOTER_SHOOTERSERVER_H
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#include "engine/network/ServerUDP.h"
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#include "Player.h"
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#include "../engine/network/ServerUDP.h"
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#include "../Player.h"
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struct BonusInfo final {
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const Vec3D position{};
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