[Add] Entity interpolation for remote players.
Added linear interpolation for remote player movement to provide a smoother and more visually appealing experience. Where previously remote players would snap directly to their new coords on receiving a game state update, making it a bit jerky, now we get a smoothe ride.
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@ -15,6 +15,7 @@
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#include "bettola.h"
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#include "bettola/network/net_common.h"
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#include "game/remote_player.h"
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#include "math/mat4.h"
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#include "network/message.h"
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#include "network/game_state_message.h"
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@ -198,6 +199,10 @@ void Bettola::update(double dt) {
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_player.update(dt);
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for(auto& remote_player : _remote_players) {
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remote_player.update(dt);
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}
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if(_our_player_id > 0) {
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/* Send player position to server via UDP.. */
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BettolaLib::Network::MessageHeader header;
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@ -229,11 +234,6 @@ void Bettola::update(double dt) {
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}
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void Bettola::render(void) {
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static int frame_count =0 ;
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if(frame_count++ % 300 == 0) {
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/* Print every 5 seconds or something... */
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printf("DEBUG: Rendering %zu remote players.\n", _remote_players.size());
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}
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glClearColor(0.1f, 0.1f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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@ -278,9 +278,6 @@ void Bettola::render(void) {
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}
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void Bettola::process_game_state(const BettolaLib::Network::GameStateMessage& msg) {
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printf("DEBUG: Receiving game state withj %u players.\n", msg.num_players);
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/* First, let's handle our own player's state for reconciliation. */
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bool found_our_player = false;
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for(unsigned int i = 0; i < msg.num_players; ++i) {
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const auto& player_state = msg.players[i];
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@ -291,29 +288,30 @@ void Bettola::process_game_state(const BettolaLib::Network::GameStateMessage& ms
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*/
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printf(" -> Processing remote player %u at (%.2f, %.2f)\n", player_state.player_id,
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player_state.x, player_state.y);
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found_our_player = true;
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/* This is us! Reconcile our predicted state. */
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float dx = _player.get_x() - player_state.x;
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float dy = _player.get_y() - player_state.y;
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if((dx*dx+dy*dy) > 0.0001f) { /* If distance is not negligibale. */
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/* Simple correction, snap to server position. */
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_player.set_position(player_state.x, player_state.y);
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}
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break;
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}
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}
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} else {
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/* Remote player. Find if we already know about them.. */
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auto it = std::find_if(_remote_players.begin(), _remote_players.end(),
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[&](const RemotePlayer& p) {
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return p.get_id() == player_state.player_id;
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});
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/*
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* Update all remote players now.
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* Might need some work later. Definately will need some work late..
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*/
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std::vector<RemotePlayer> updated_remote_players;
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for(unsigned int i = 0; i < msg.num_players; ++i) {
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const auto& player_state = msg.players[i];
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if(player_state.player_id != _our_player_id) {
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updated_remote_players.emplace_back(player_state.player_id, player_state.x, player_state.y);
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if(it != _remote_players.end()) {
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/* Found 'em! update their target pos. */
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it->set_target_position(player_state.x, player_state.y);
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} else {
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/* They are new, add them to our list. */
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_remote_players.emplace_back(player_state.player_id, player_state.x, player_state.y);
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}
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}
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_remote_players = updated_remote_players;
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}
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/* TODO: Remove players fomr _remote_players if they are no longer in the msg. */
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}
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bool Bettola::init_sdl(void) {
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@ -1,8 +1,15 @@
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#include "remote_player.h"
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RemotePlayer::RemotePlayer(unsigned int id, float x, float y) :
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_id(id), _x(x), _y(y) {}
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_id(id), _x(x), _y(y), _target_x(x), _target_y(y) {}
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void RemotePlayer::set_position(float x, float y) {
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_x = x; _y = y;
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void RemotePlayer::update(double dt) {
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const float interp_speed = 15.0f;
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_x += (_target_x - _x) * interp_speed * dt;
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_y += (_target_y - _y) * interp_speed * dt;
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}
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void RemotePlayer::set_target_position(float x, float y) {
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_target_x = x; _target_y = y;
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}
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@ -4,7 +4,8 @@ class RemotePlayer {
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public:
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RemotePlayer(unsigned int id, float x, float y);
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void set_position(float x, float y);
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void update(double dt);
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void set_target_position(float x, float y);
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unsigned int get_id(void) const { return _id; }
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float get_x(void) const { return _x; }
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@ -14,4 +15,6 @@ private:
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unsigned int _id;
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float _x;
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float _y;
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float _target_x;
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float _target_y;
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};
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