GL - starting to send lookdir to server
This commit is contained in:
parent
121fd51c45
commit
8c297d1e9b
|
@ -267,12 +267,14 @@ void GameState::readKeyInput(InputClass* KeyInput)
|
|||
//send delta mouse movement
|
||||
if (KeyInput->IsMousePressed())
|
||||
{
|
||||
GameLogic::Protocol_PlayerMouse deltaMouseMove;
|
||||
deltaMouseMove.dxMouse = KeyInput->GetYaw();
|
||||
deltaMouseMove.dyMouse = KeyInput->GetPitch();
|
||||
//privData->nwClient->Send(deltaMouseMove);
|
||||
|
||||
|
||||
camera->Yaw(KeyInput->GetYaw());
|
||||
camera->Pitch(KeyInput->GetPitch());
|
||||
camera->UpdateViewMatrix();
|
||||
GameLogic::Protocol_PlayerLook playerLookDir;
|
||||
//deltaMouseMove.camera->GetLook();
|
||||
//privData->nwClient->Send(playerLookDir);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -54,10 +54,14 @@ namespace DanBias
|
|||
c->GetPlayer()->Move(GameLogic::PLAYER_MOVEMENT_RIGHT);
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_PlayerMouseMovement:
|
||||
case protocol_Gameplay_PlayerLookDir:
|
||||
{
|
||||
Protocol_PlayerMouse m; m = p;
|
||||
c->GetPlayer()->Rotate(m.dxMouse, m.dyMouse);
|
||||
Protocol_PlayerLook m; m = p;
|
||||
Oyster::Math3D::Float3 lookDir;
|
||||
lookDir.x = p.Get(1).value.netFloat;
|
||||
lookDir.y = p.Get(2).value.netFloat;
|
||||
lookDir.z = p.Get(3).value.netFloat;
|
||||
c->GetPlayer()->Rotate(lookDir);
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_PlayerChangeWeapon:
|
||||
|
|
|
@ -39,7 +39,7 @@ namespace GameLogic
|
|||
Oyster::Math::Float4x4 GetOrientation() override;
|
||||
int GetID() const override;
|
||||
OBJECT_TYPE GetObjectType() const override;
|
||||
void Rotate(const float x, const float y) override;
|
||||
void Rotate(const Oyster::Math3D::Float3 lookDir) override;
|
||||
|
||||
Player *player;
|
||||
};
|
||||
|
|
|
@ -79,7 +79,7 @@ namespace GameLogic
|
|||
* @param x: The relative x axis
|
||||
* @param y: The relative y axis
|
||||
**/
|
||||
virtual void Rotate(const float x, const float y) = 0;
|
||||
virtual void Rotate(const const Oyster::Math3D::Float3 lookDir) = 0;
|
||||
|
||||
/********************************************************
|
||||
* Uses the chosen players weapon based on input
|
||||
|
|
|
@ -49,7 +49,7 @@ OBJECT_TYPE Game::PlayerData::GetObjectType() const
|
|||
{
|
||||
return this->player->GetType();
|
||||
}
|
||||
void Game::PlayerData::Rotate(const float x, const float y)
|
||||
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3 lookDir)
|
||||
{
|
||||
this->player->Rotate(x, y);
|
||||
this->player->Rotate(lookDir);
|
||||
}
|
|
@ -92,7 +92,7 @@ void Player::Respawn(Oyster::Math::Float3 spawnPoint)
|
|||
this->lookDir = Oyster::Math::Float4(1,0,0);
|
||||
}
|
||||
|
||||
void Player::Rotate(float dx, float dy)
|
||||
void Player::Rotate(const Oyster::Math3D::Float3 lookDir)
|
||||
{
|
||||
|
||||
//this->lookDir = lookDir;
|
||||
|
|
|
@ -42,7 +42,7 @@ namespace GameLogic
|
|||
void Respawn(Oyster::Math::Float3 spawnPoint);
|
||||
|
||||
|
||||
void Rotate(float x, float y);
|
||||
void Rotate(const Oyster::Math3D::Float3 lookDir);
|
||||
|
||||
/********************************************************
|
||||
* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
|
||||
|
|
|
@ -56,33 +56,36 @@ namespace GameLogic
|
|||
Oyster::Network::CustomNetProtocol protocol;
|
||||
};
|
||||
|
||||
struct Protocol_PlayerMouse :public Oyster::Network::CustomProtocolObject
|
||||
struct Protocol_PlayerLook :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
|
||||
float dxMouse;
|
||||
float dyMouse;
|
||||
|
||||
float lookDirX;
|
||||
float lookDirY;
|
||||
float lookDirZ;
|
||||
|
||||
Protocol_PlayerMouse()
|
||||
Protocol_PlayerLook()
|
||||
{
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerMouseMovement;
|
||||
this->protocol[protocol_INDEX_ID].value = protocol_Gameplay_PlayerLookDir;
|
||||
this->protocol[protocol_INDEX_ID].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
|
||||
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
|
||||
|
||||
}
|
||||
const Protocol_PlayerMouse& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
const Protocol_PlayerLook& operator=(Oyster::Network::CustomNetProtocol& val)
|
||||
{
|
||||
dxMouse = val[1].value.netFloat;
|
||||
dyMouse = val[2].value.netFloat;
|
||||
lookDirX = val[1].value.netFloat;
|
||||
lookDirY = val[2].value.netFloat;
|
||||
lookDirZ = val[3].value.netFloat;
|
||||
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = dxMouse;
|
||||
this->protocol[2].value = dyMouse;
|
||||
this->protocol[1].value = lookDirX;
|
||||
this->protocol[2].value = lookDirY;
|
||||
this->protocol[3].value = lookDirZ;
|
||||
|
||||
return &protocol;
|
||||
}
|
||||
|
|
|
@ -47,7 +47,7 @@
|
|||
/***********[ 300 - 399 ]***********/
|
||||
#define protocol_GameplayMIN 300
|
||||
#define protocol_Gameplay_PlayerMovement 300
|
||||
#define protocol_Gameplay_PlayerMouseMovement 301
|
||||
#define protocol_Gameplay_PlayerLookDir 301
|
||||
#define protocol_Gameplay_PlayerChangeWeapon 302
|
||||
#define protocol_Gameplay_ObjectPickup 303
|
||||
#define protocol_Gameplay_ObjectDamage 304
|
||||
|
|
Loading…
Reference in New Issue