add result table
parent
0f29f9c1c6
commit
832f174664
10
Client.cpp
10
Client.cpp
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@ -12,7 +12,7 @@
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void Client::updatePacket() {
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void Client::updatePacket() {
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sf::Packet packet;
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sf::Packet packet;
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packet << MsgType::ClientUpdate << _player->position().x() << _player->position().y() << _player->position().z() << _player->angle().y() << _player->headAngle();
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packet << MsgType::ClientUpdate << _player->position().x() << _player->position().y() << _player->position().z() << _player->angle().y() << _player->headAngle() << _player->playerName();
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_socket.send(packet, _socket.serverId());
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_socket.send(packet, _socket.serverId());
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}
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}
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@ -35,20 +35,22 @@ void Client::processInit(sf::Packet& packet) {
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void Client::processUpdate(sf::Packet& packet) {
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void Client::processUpdate(sf::Packet& packet) {
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sf::Uint16 targetId;
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sf::Uint16 targetId;
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double buf[6];
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double buf[6];
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std::string playerName;
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while (packet >> targetId >> buf[0] >> buf[1] >> buf[2] >> buf[3] >> buf[4] >> buf[5]) {
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while (packet >> targetId >> buf[0] >> buf[1] >> buf[2] >> buf[3] >> buf[4] >> buf[5] >> playerName) {
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if (_players.count(targetId)) {
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if (_players.count(targetId)) {
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std::string name = "Player_" + std::to_string(targetId);
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std::string tagName = "Player_" + std::to_string(targetId);
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// old approach (no animation):
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// old approach (no animation):
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//_players[targetId]->translateToPoint(Vec3D{buf[0], buf[1], buf[2]});
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//_players[targetId]->translateToPoint(Vec3D{buf[0], buf[1], buf[2]});
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// new approach (linear extrapolational animations)
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// new approach (linear extrapolational animations)
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double duration = 1.0 / Consts::NETWORK_WORLD_UPDATE_RATE;
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double duration = 1.0 / Consts::NETWORK_WORLD_UPDATE_RATE;
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Timeline::animate(AnimationListTag(name + "_linearTranslation"), new ATranslateToPoint(_players[targetId], Vec3D{buf[0], buf[1], buf[2]}, duration, Animation::LoopOut::None, Animation::InterpolationType::linear));
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Timeline::animate(AnimationListTag(tagName + "_linearTranslation"), new ATranslateToPoint(_players[targetId], Vec3D{buf[0], buf[1], buf[2]}, duration, Animation::LoopOut::None, Animation::InterpolationType::linear));
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_players[targetId]->setHealth(buf[3]);
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_players[targetId]->setHealth(buf[3]);
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_players[targetId]->rotateToAngle(Vec3D{0, buf[4], 0});
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_players[targetId]->rotateToAngle(Vec3D{0, buf[4], 0});
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_players[targetId]->setPlayerName(playerName);
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auto head = _players[targetId]->attached(ObjectNameTag("head"));
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auto head = _players[targetId]->attached(ObjectNameTag("head"));
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auto weapon = _players[targetId]->attached(ObjectNameTag("Weapon"));
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auto weapon = _players[targetId]->attached(ObjectNameTag("Weapon"));
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1
Client.h
1
Client.h
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@ -50,6 +50,7 @@ public:
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void changeWeapon(const std::string& weaponName);
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void changeWeapon(const std::string& weaponName);
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void addPlayer(sf::Uint16 id, std::shared_ptr<Player> player);
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void addPlayer(sf::Uint16 id, std::shared_ptr<Player> player);
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std::map<sf::Uint16, std::shared_ptr<Player>>const & players() const { return _players; }
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};
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};
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5
Player.h
5
Player.h
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@ -30,6 +30,8 @@ private:
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std::vector<std::shared_ptr<Weapon>> _weapons;
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std::vector<std::shared_ptr<Weapon>> _weapons;
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size_t _selectedWeapon = 0;
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size_t _selectedWeapon = 0;
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std::string _name = ShooterConsts::PLAYER_NAME;
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std::function<void(sf::Uint16 targetId, double)> _damagePlayerCallBack;
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std::function<void(sf::Uint16 targetId, double)> _damagePlayerCallBack;
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std::function<void(const Vec3D&, const Vec3D&)> _addTraceCallBack;
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std::function<void(const Vec3D&, const Vec3D&)> _addTraceCallBack;
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std::function<void(const std::string&)> _takeBonusCallBack;
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std::function<void(const std::string&)> _takeBonusCallBack;
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@ -94,6 +96,9 @@ public:
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[[nodiscard]] double headAngle() const { return _headAngle; };
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[[nodiscard]] double headAngle() const { return _headAngle; };
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void collisionWithObject(const ObjectNameTag& tag, std::shared_ptr<RigidBody> obj);
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void collisionWithObject(const ObjectNameTag& tag, std::shared_ptr<RigidBody> obj);
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[[nodiscard]] std::string playerName() const { return _name; }
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void setPlayerName(const std::string& name) { _name = name; }
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};
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};
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38
Server.cpp
38
Server.cpp
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@ -9,8 +9,8 @@ void Server::broadcast() {
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sf::Packet updatePacket;
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sf::Packet updatePacket;
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updatePacket << MsgType::Update;
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updatePacket << MsgType::Update;
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for (auto& player : _players) {
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for (auto& [playerId, player] : _players) {
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updatePacket << player.first << player.second->position().x() << player.second->position().y() << player.second->position().z() << player.second->health() << player.second->angle().y() << player.second->headAngle();
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updatePacket << playerId << player->position().x() << player->position().y() << player->position().z() << player->health() << player->angle().y() << player->headAngle() << player->playerName();
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}
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}
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for (auto& player : _players) {
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for (auto& player : _players) {
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@ -47,11 +47,13 @@ void Server::processConnect(sf::Uint16 targetId) {
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void Server::processClientUpdate(sf::Uint16 senderId, sf::Packet& packet) {
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void Server::processClientUpdate(sf::Uint16 senderId, sf::Packet& packet) {
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double buf[5];
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double buf[5];
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std::string playerName;
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packet >> buf[0] >> buf[1] >> buf[2] >> buf[3] >> buf[4];
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packet >> buf[0] >> buf[1] >> buf[2] >> buf[3] >> buf[4] >> playerName;
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_players.at(senderId)->translateToPoint(Vec3D{ buf[0], buf[1], buf[2] });
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_players.at(senderId)->translateToPoint(Vec3D{ buf[0], buf[1], buf[2] });
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_players.at(senderId)->rotateToAngle(Vec3D{0, buf[3], 0});
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_players.at(senderId)->rotateToAngle(Vec3D{0, buf[3], 0});
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_players.at(senderId)->setHeadAngle(buf[4]);
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_players.at(senderId)->setHeadAngle(buf[4]);
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_players.at(senderId)->setPlayerName(playerName);
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}
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}
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void Server::processDisconnect(sf::Uint16 senderId) {
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void Server::processDisconnect(sf::Uint16 senderId) {
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@ -138,31 +140,31 @@ void Server::processStop() {
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}
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}
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void Server::generateBonuses() {
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void Server::generateBonuses() {
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_bonuses.insert({"Bonus_gun_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-10, -2, -15), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_gun_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-10, -2, -15), -2*ShooterConsts::BONUS_RECHARGE_TIME, true})});
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_bonuses.insert({"Bonus_gun_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(10, -2, 15), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_gun_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(10, -2, 15), -2*ShooterConsts::BONUS_RECHARGE_TIME, true})});
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_bonuses.insert({"Bonus_shotgun_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-10, 13, -24), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_shotgun_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-10, 13, -24), -2*ShooterConsts::BONUS_RECHARGE_TIME, true})});
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_bonuses.insert({"Bonus_shotgun_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(10, 13, 24), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_shotgun_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(10, 13, 24), -2*ShooterConsts::BONUS_RECHARGE_TIME, true})});
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_bonuses.insert({"Bonus_ak47_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-25, 30, 50), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_ak47_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-25, 30, 50), -2*ShooterConsts::BONUS_RECHARGE_TIME, true})});
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_bonuses.insert({"Bonus_ak47_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(25, 30, -50), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_ak47_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(25, 30, -50), -2*ShooterConsts::BONUS_RECHARGE_TIME, true})});
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_bonuses.insert({"Bonus_gold_ak47_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-35, 80, 25), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_gold_ak47_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-35, 80, 25), -2*ShooterConsts::BONUS_RECHARGE_TIME, true})});
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_bonuses.insert({"Bonus_gold_ak47_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(35, 80, -25), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_gold_ak47_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(35, 80, -25), -2*ShooterConsts::BONUS_RECHARGE_TIME, true})});
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_bonuses.insert({"Bonus_rifle_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(40, -2, 45), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_rifle_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(40, -2, 45), -2*ShooterConsts::BONUS_RECHARGE_TIME, true})});
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_bonuses.insert({"Bonus_rifle_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-40, -2, -45), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_rifle_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-40, -2, -45), -2*ShooterConsts::BONUS_RECHARGE_TIME, true})});
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_bonuses.insert({"Bonus_hill_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-40, -2, 45), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_hill_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-40, -2, 45), -2*ShooterConsts::BONUS_RECHARGE_TIME, true})});
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_bonuses.insert({"Bonus_hill_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(40, -2, -45), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_hill_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(40, -2, -45), -2*ShooterConsts::BONUS_RECHARGE_TIME, true})});
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_bonuses.insert({"Bonus_ability_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(25, 18, -33), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_ability_1", std::make_shared<BonusInfo>(BonusInfo{Vec3D(25, 18, -33), -2*ShooterConsts::BONUS_RECHARGE_TIME, true})});
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_bonuses.insert({"Bonus_ability_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-25, 18, 33), -2*_bonusRechargeTime, true})});
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_bonuses.insert({"Bonus_ability_2", std::make_shared<BonusInfo>(BonusInfo{Vec3D(-25, 18, 33), -2*ShooterConsts::BONUS_RECHARGE_TIME, true})});
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}
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}
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void Server::updateInfo() {
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void Server::updateInfo() {
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for(auto& [bonusName, bonusInfo] : _bonuses) {
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for(auto& [bonusName, bonusInfo] : _bonuses) {
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if(!bonusInfo->onTheMap && std::abs(Time::time() - bonusInfo->lastTake) > _bonusRechargeTime) {
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if(!bonusInfo->onTheMap && std::abs(Time::time() - bonusInfo->lastTake) > ShooterConsts::BONUS_RECHARGE_TIME) {
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sf::Packet sendPacket;
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sf::Packet sendPacket;
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sendPacket << MsgType::AddBonus << bonusName << bonusInfo->position.x() << bonusInfo->position.y() << bonusInfo->position.z();
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sendPacket << MsgType::AddBonus << bonusName << bonusInfo->position.x() << bonusInfo->position.y() << bonusInfo->position.z();
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for (const auto& player : _players)
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for (const auto& player : _players)
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2
Server.h
2
Server.h
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@ -19,8 +19,6 @@ class Server final : public ServerUDP {
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private:
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private:
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std::map<sf::Uint16, std::shared_ptr<Player>> _players{};
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std::map<sf::Uint16, std::shared_ptr<Player>> _players{};
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std::map<std::string, std::shared_ptr<BonusInfo>> _bonuses{};
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std::map<std::string, std::shared_ptr<BonusInfo>> _bonuses{};
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double _bonusRechargeTime = 60;
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public:
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public:
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Server() = default;
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Server() = default;
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37
Shooter.cpp
37
Shooter.cpp
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@ -21,17 +21,19 @@ void Shooter::InitNetwork()
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std::string clientIp;
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std::string clientIp;
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sf::Uint16 clientPort;
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sf::Uint16 clientPort;
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sf::Uint16 serverPort;
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sf::Uint16 serverPort;
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std::string playerName;
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std::ifstream connectFile("connect.txt", std::ifstream::in);
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std::ifstream connectFile("connect.txt", std::ifstream::in);
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// If failed to read client settings
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// If failed to read client settings
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if (!connectFile.is_open() || !(connectFile >> clientIp >> clientPort) || sf::IpAddress(clientIp) == sf::IpAddress::None)
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if (!connectFile.is_open() || !(connectFile >> clientIp >> clientPort >> playerName) || sf::IpAddress(clientIp) == sf::IpAddress::None)
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{
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{
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connectFile.close();
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connectFile.close();
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// Create file and write default settings
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// Create file and write default settings
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clientIp = "127.0.0.1";
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clientIp = "127.0.0.1";
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clientPort = 54000;
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clientPort = 54000;
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playerName = "PlayerName";
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std::ofstream temp("connect.txt", std::ofstream::out);
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std::ofstream temp("connect.txt", std::ofstream::out);
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temp << clientIp << std::endl << clientPort;
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temp << clientIp << std::endl << clientPort << std::endl << playerName;
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temp.close();
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temp.close();
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}
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}
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connectFile.close();
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connectFile.close();
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}
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}
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client->connect(clientIp, clientPort);
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client->connect(clientIp, clientPort);
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player->setPlayerName(playerName);
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// TODO: encapsulate call backs inside Client
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// TODO: encapsulate call backs inside Client
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client->setSpawnPlayerCallBack([this](sf::Uint16 id){ spawnPlayer(id); });
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client->setSpawnPlayerCallBack([this](sf::Uint16 id){ spawnPlayer(id); });
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void Shooter::start() {
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void Shooter::start() {
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// This code executed once in the beginning:
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// This code executed once in the beginning:
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//setDebugText(false);
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setDebugText(false);
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setUpdateWorld(false);
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setUpdateWorld(false);
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mouse->setMouseCursorVisible(true);
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mouse->setMouseCursorVisible(true);
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mainMenu.addButton(screen->width()/2, 350, 200, 20, [this] () { this->player->translateToPoint(Vec3D{0, 0, 0}); this->player->setVelocity({}); this->play(); SoundController::playSound(SoundTag("click"), ShooterConsts::CLICK_SOUND);}, "Respawn", 5, 5, ShooterConsts::MAIN_MENU_GUI, {0, 66}, {0, 86}, {0, 46}, Consts::MEDIUM_FONT, {255, 255, 255});
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mainMenu.addButton(screen->width()/2, 350, 200, 20, [this] () { this->player->translateToPoint(Vec3D{0, 0, 0}); this->player->setVelocity({}); this->play(); SoundController::playSound(SoundTag("click"), ShooterConsts::CLICK_SOUND);}, "Respawn", 5, 5, ShooterConsts::MAIN_MENU_GUI, {0, 66}, {0, 86}, {0, 46}, Consts::MEDIUM_FONT, {255, 255, 255});
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mainMenu.addButton(screen->width()/2, 500, 200, 20, [this] () { client->disconnect(); server->stop(); this->exit();}, "Exit", 5, 5, ShooterConsts::MAIN_MENU_GUI, {0, 66}, {0, 86}, {0, 46}, Consts::MEDIUM_FONT, {255, 255, 255});
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mainMenu.addButton(screen->width()/2, 500, 200, 20, [this] () { client->disconnect(); server->stop(); this->exit();}, "Exit", 5, 5, ShooterConsts::MAIN_MENU_GUI, {0, 66}, {0, 86}, {0, 46}, Consts::MEDIUM_FONT, {255, 255, 255});
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}
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}
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void Shooter::update() {
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void Shooter::update() {
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sprite.setTextureRect(sf::IntRect(243, 3, 9, 9));
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sprite.setTextureRect(sf::IntRect(243, 3, 9, 9));
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sprite.scale(3, 3);
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sprite.scale(3, 3);
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sprite.setPosition(screen->width() / 2.0f - 27.0f/2.0f, screen->height() / 2.0f - 27.0f/2.0f);
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sprite.setPosition(screen->width() / 2.0f - 27.0f/2.0f, screen->height() / 2.0f - 27.0f/2.0f);
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sprite.setColor(sf::Color(0, 0, 0, 200));
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sprite.setColor(sf::Color(0, 0, 0, 250));
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screen->drawSprite(sprite);
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screen->drawSprite(sprite);
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// health player stats
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// health player stats
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drawPlayerStats();
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drawPlayerStats();
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drawStatsTable();
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}
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void Shooter::drawStatsTable() {
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int i = 0;
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vector<shared_ptr<Player>> allPlayers;
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allPlayers.push_back(player);
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for(auto& [playerId, player] : client->players())
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allPlayers.push_back(player);
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std::sort(allPlayers.begin(), allPlayers.end(), [](std::shared_ptr<Player> p1, std::shared_ptr<Player> p2){
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return p1->kills() - p1->deaths() > p2->kills() - p2->deaths();
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} );
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for(auto& p : allPlayers) {
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screen->drawText(std::to_string(i + 1) + "\t" + p->playerName() + "\t" + std::to_string(p->kills()) + " / " + std::to_string(p->deaths()),
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Vec2D{10, 10 + 35.0*i}, 25, sf::Color(0, 0, 0, 150));
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i++;
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}
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}
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}
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void Shooter::drawPlayerStats() {
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void Shooter::drawPlayerStats() {
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@ -194,8 +216,8 @@ void Shooter::drawPlayerStats() {
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||||||
screen->drawText(std::to_string((int)balance.first), Vec2D{150, static_cast<double>(screen->height() - 150)}, 100, sf::Color(0, 0, 0, 100));
|
screen->drawText(std::to_string((int)balance.first), Vec2D{150, static_cast<double>(screen->height() - 150)}, 100, sf::Color(0, 0, 0, 100));
|
||||||
screen->drawText(std::to_string((int)balance.second), Vec2D{50, static_cast<double>(screen->height() - 100)}, 50, sf::Color(0, 0, 0, 70));
|
screen->drawText(std::to_string((int)balance.second), Vec2D{50, static_cast<double>(screen->height() - 100)}, 50, sf::Color(0, 0, 0, 70));
|
||||||
|
|
||||||
screen->drawText("KILLS: " + std::to_string(player->kills()) + " | " + "DEATHS: " + std::to_string(player->deaths()),
|
//screen->drawText("KILLS: " + std::to_string(player->kills()) + " | " + "DEATHS: " + std::to_string(player->deaths()),
|
||||||
Vec2D{10, 10},25, sf::Color(0, 0, 0, 100));
|
// Vec2D{10, 10},25, sf::Color(0, 0, 0, 100));
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shooter::play() {
|
void Shooter::play() {
|
||||||
|
@ -265,6 +287,7 @@ void Shooter::addBonus(const string &bonusName, const Vec3D &position) {
|
||||||
|
|
||||||
void Shooter::removeBonus(const ObjectNameTag &bonusName) {
|
void Shooter::removeBonus(const ObjectNameTag &bonusName) {
|
||||||
world->removeBody(bonusName);
|
world->removeBody(bonusName);
|
||||||
|
Timeline::deleteAnimationList(AnimationListTag(bonusName.str() + "_rotation"));
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shooter::addWeapon(std::shared_ptr<Weapon> weapon) {
|
void Shooter::addWeapon(std::shared_ptr<Weapon> weapon) {
|
||||||
|
|
|
@ -39,6 +39,7 @@ private:
|
||||||
void play();
|
void play();
|
||||||
|
|
||||||
void drawPlayerStats();
|
void drawPlayerStats();
|
||||||
|
void drawStatsTable();
|
||||||
void InitNetwork();
|
void InitNetwork();
|
||||||
|
|
||||||
void spawnPlayer(sf::Uint16 id);
|
void spawnPlayer(sf::Uint16 id);
|
||||||
|
|
|
@ -14,7 +14,9 @@ namespace ShooterConsts {
|
||||||
const double MOUSE_SENSITIVITY = 1.0 / 1000.0;
|
const double MOUSE_SENSITIVITY = 1.0 / 1000.0;
|
||||||
const double SLOW_MO_COEFFICIENT = 5;
|
const double SLOW_MO_COEFFICIENT = 5;
|
||||||
const double FIRE_DISTANCE = 1000;
|
const double FIRE_DISTANCE = 1000;
|
||||||
|
const double BONUS_RECHARGE_TIME = 30;
|
||||||
|
|
||||||
|
const std::string PLAYER_NAME = "Player";
|
||||||
const std::string PROJECT_NAME = "Shooter";
|
const std::string PROJECT_NAME = "Shooter";
|
||||||
|
|
||||||
const std::string ABILITY_OBJ = "obj/ability.obj";
|
const std::string ABILITY_OBJ = "obj/ability.obj";
|
||||||
|
|
Loading…
Reference in New Issue