[Refactor] Unify client and server player classes.
A bit of an architectural change before we progress further. Moved player code into a shared PlayerBass class to elimnate some severe code duplication while i was getting things working.
This commit is contained in:
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c083df9958
commit
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@ -5,4 +5,4 @@ add_library(bettola_lib STATIC ${SOURCES})
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# Tell any target that links against this lib to
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# automagically include the #include' dir.
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target_include_directories(bettola_lib PUBLIC "include/bettola")
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target_include_directories(bettola_lib PUBLIC "include")
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34
libbettola/include/bettola/game/player_base.h
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34
libbettola/include/bettola/game/player_base.h
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@ -0,0 +1,34 @@
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#pragma once
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#include "bettola/math/vec3.h"
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namespace BettolaLib { namespace Network { struct PlayerInputMessage; } }
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class PlayerBase {
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public:
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struct InputState {
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bool up = false;
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bool down = false;
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bool left = false;
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bool right = false;
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};
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PlayerBase(void);
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void update(double dt);
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void set_velocity_direction(const InputState& input, const BettolaMath::Vec3& cam_front);
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void set_position(const BettolaMath::Vec3& pos);
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void set_yaw(float yaw) { _yaw = yaw; }
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unsigned int get_id(void) const { return _id; }
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const BettolaMath::Vec3& get_position(void) const { return _position; }
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float get_yaw(void) const { return _yaw; }
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protected:
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unsigned int _id;
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BettolaMath::Vec3 _position;
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BettolaMath::Vec3 _velocity;
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float _yaw;
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float _speed;
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};
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@ -1,5 +1,5 @@
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#pragma once
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#include "vec3.h"
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#include "bettola/math/vec3.h"
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namespace BettolaMath {
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struct Mat4 {
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50
libbettola/src/bettola/game/player_base.cpp
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50
libbettola/src/bettola/game/player_base.cpp
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@ -0,0 +1,50 @@
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#include <cmath>
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#include "bettola/game/player_base.h"
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#include "bettola/network/player_input_message.h"
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/* Use a static variable for ID generation across all player types. */
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static unsigned int next_player_id = 1;
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PlayerBase::PlayerBase(void) :
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_id(next_player_id++),
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_position({0.0f, 0.0f, 0.0f}),
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_velocity({0.0f, 0.0f, 0.0f}),
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_yaw(0.0f),
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_speed(20.0f) {}
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void PlayerBase::update(double dt) {
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_position.x += _velocity.x * dt;
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_position.y += _velocity.y * dt;
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_position.z += _velocity.z * dt;
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}
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void PlayerBase::set_position(const BettolaMath::Vec3& pos) {
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_position = pos;
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}
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void PlayerBase::set_velocity_direction(const InputState& input, const BettolaMath::Vec3& cam_front) {
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BettolaMath::Vec3 forward = { cam_front.x, 0.0, cam_front.z };
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float f_mag = sqrt(forward.x*forward.x + forward.z*forward.z);
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if(f_mag > 0.0f) {
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forward.x /= f_mag; forward.z /= f_mag;
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}
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BettolaMath::Vec3 right = { -forward.z, 0.0f, forward.x };
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BettolaMath::Vec3 move_dir = { 0.0f, 0.0f, 0.0f };
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if(input.up) move_dir = move_dir + forward;
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if(input.down) move_dir = move_dir + BettolaMath::Vec3{ -forward.x, 0.0f, -forward.z };
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if(input.left) move_dir = move_dir + BettolaMath::Vec3{ -right.x, 0.0f, -right.z };
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if(input.right) move_dir = move_dir + right;
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float move_mag = sqrt(move_dir.x*move_dir.x + move_dir.z*move_dir.z);
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if(move_mag > 0.0f) {
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_velocity.x = (move_dir.x / move_mag) * _speed;
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_velocity.y = 0.0;
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_velocity.z = (move_dir.z / move_mag) * _speed; /* y velocity is for z-axis. */
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} else {
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_velocity.x = 0.0f;
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_velocity.y = 0.0f;
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_velocity.z = 0.0f;
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}
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}
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@ -1,7 +1,7 @@
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#include <string.h>
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#include <cmath>
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#include "math/mat4.h"
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#include "math/vec3.h"
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#include "bettola/math/mat4.h"
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#include "bettola/math/vec3.h"
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namespace BettolaMath {
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@ -1,6 +1,6 @@
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#include <cmath>
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#include "math/vec2.h"
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#include "bettola/math/vec2.h"
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namespace BettolaMath {
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Vec2::Vec2(float x, float y) : x(x), y(y) {}
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@ -114,7 +114,7 @@ void Bettola::update(double dt) {
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_game_client.update_players(dt);
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/* Update camera to follow the local player. */
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BettolaMath::Vec3 player_pos = { player.get_x(), 0.0f, player.get_y() };
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const BettolaMath::Vec3 player_pos = player.get_position();
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_camera.update(player_pos);
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}
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@ -3,6 +3,7 @@
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#include <netinet/in.h>
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#include <SDL3/SDL.h>
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#include "bettola/game/player_base.h"
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#include "graphics/renderer.h"
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#include "graphics/camera.h"
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#include "game_client.h"
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@ -31,5 +32,5 @@ private:
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Renderer _renderer;
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GameClient _game_client;
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Camera _camera;
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Player::InputState _input;
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PlayerBase::InputState _input;
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};
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@ -1,54 +1,18 @@
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#include "player.h"
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#include <cmath>
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#include "math/vec3.h"
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#include "network/player_input_message.h"
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#include "bettola/game/player_base.h"
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#include "bettola/math/vec3.h"
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#include "bettola/network/player_input_message.h"
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Player::Player(void) :
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_x(400.0f),
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_y(300.0f),
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PlayerBase(),
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_width(50.0f),
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_height(50.0f),
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_vx(0.0f),
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_vy(0.0f),
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_speed(10.0f) {}
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void Player::set_position(float x, float y) {
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_x = x; _y = y;
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}
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void Player::update(double dt) {
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_x += _vx * dt;
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_y += _vy * dt;
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}
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_height(50.0f) {}
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void Player::apply_input(const BettolaLib::Network::PlayerInputMessage& input) {
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/* Server side replay doesn't have a cam, so we use a default forward vector. */
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BettolaMath::Vec3 fake_cam_front = { 0.0f, 0.0f, -1.0f };
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/* Server side replay doesn't have a camera. use a default forward vector. */
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BettolaMath::Vec3 face_cam_front = { 0.0f, 0.0f, -1.0f };
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InputState state = { input.up, input.down, input.left, input.right };
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set_velocity_direction(state, fake_cam_front);
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set_velocity_direction(state, face_cam_front);
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update(input.dt);
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}
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void Player::set_velocity_direction(const InputState& input , const BettolaMath::Vec3& cam_front) {
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BettolaMath::Vec3 forward = { cam_front.x, 0.0f, cam_front.z };
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float f_mag = sqrt(forward.x*forward.x + forward.z*forward.z);
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if(f_mag > 0.0f) {
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forward.x /= f_mag; forward.z /= f_mag;
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}
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BettolaMath::Vec3 right = { -forward.z, 0.0f, forward.x };
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BettolaMath::Vec3 move_dir = { 0.0f, 0.0f, 0.0f };
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if(input.up) move_dir = move_dir + forward;
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if(input.down) move_dir = move_dir + BettolaMath::Vec3{-forward.x, 0.0f, -forward.z};
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if(input.left) move_dir = move_dir + BettolaMath::Vec3{-right.x, 0.0f, -right.z};
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if(input.right) move_dir = move_dir + right;
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float move_mag = sqrt(move_dir.x*move_dir.x + move_dir.z*move_dir.z);
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if(move_mag > 0.0f) {
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_vx = (move_dir.x / move_mag) * _speed;
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_vy = (move_dir.z / move_mag) * _speed; /* vy controls Z-axis movement. */
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} else {
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_vx = 0.0f; _vy = 0.0f;
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}
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}
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@ -1,37 +1,19 @@
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#pragma once
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#include "math/vec3.h"
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#include "bettola/game/player_base.h"
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namespace BettolaLib { namespace Network { struct PlayerInputMessage; } }
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class Player {
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class Player : public PlayerBase {
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public:
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struct InputState {
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bool up =false;
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bool down =false;
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bool left =false;
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bool right =false;
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};
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Player(void);
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void update(double dt);
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void set_position(float x, float y);
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void apply_input(const BettolaLib::Network::PlayerInputMessage& input);
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void set_velocity_direction(const InputState& input, const BettolaMath::Vec3& cam_front);
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float get_x() const { return _x; }
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float get_y() const { return _y; }
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float get_width() const { return _width; }
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float get_height() const { return _height; }
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private:
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float _x;
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float _y;
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float _width;
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float _height;
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float _vx;
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float _vy;
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float _speed;
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};
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@ -1,16 +1,20 @@
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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), _yaw(0.0f), _target_x(x), _target_y(y) {}
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PlayerBase(), _target_x(x), _target_y(y), _target_yaw(0.0f) {
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_id = id; /* Manually set id from the server. */
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_position = {x, 0.0f, y };
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}
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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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_position.x += (_target_x - _position.x) * interp_speed * dt;
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_position.z += (_target_y - _position.z) * interp_speed * dt; /* y is z. */
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/* TODO: Snap the yaw, we'll interpolate later if we need. */
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_yaw = _target_yaw;
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}
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void RemotePlayer::set_target_position(float x, float y, float yaw) {
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_target_x = x; _target_y = y; _yaw = yaw;
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_target_x = x; _target_y = y; _target_yaw = yaw;
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}
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@ -1,22 +1,16 @@
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#pragma once
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class RemotePlayer {
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#include "bettola/game/player_base.h"
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class RemotePlayer : public PlayerBase {
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public:
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RemotePlayer(unsigned int id, float x, float y);
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void update(double dt);
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void set_target_position(float x, float y, float yaw);
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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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float get_y(void) const { return _y; }
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float get_yaw(void) const { return _yaw; }
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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 _yaw;
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float _target_x;
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float _target_y;
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float _target_yaw;
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};
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@ -6,10 +6,11 @@
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#include <string.h>
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#include "game_client.h"
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#include "bettola/game/player_base.h"
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#include "game/remote_player.h"
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#include "math/vec3.h"
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#include "network/game_state_message.h"
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#include "network/message.h"
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#include "bettola/math/vec3.h"
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#include "bettola/network/game_state_message.h"
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#include "bettola/network/message.h"
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GameClient::GameClient(void) : _our_player_id(0), _input_sequence_number(0) {
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memset(&_server_addr, 0, sizeof(_server_addr));
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@ -104,7 +105,7 @@ void GameClient::_process_game_state(const BettolaLib::Network::GameStateMessage
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if(ps.player_id == _our_player_id) {
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/* This is our player. Reconcile. */
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_player.set_position(ps.x, ps.y);
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_player.set_position({ps.x, 0.0f, ps.y});
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/* Remove all inputs from our history that the server has processed. */
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while(!_pending_inputs.empty() &&
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@ -139,7 +140,8 @@ void GameClient::_process_game_state(const BettolaLib::Network::GameStateMessage
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players_in_message.end(); }), _remote_players.end());
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}
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void GameClient::send_input(const Player::InputState& input, const Camera& camera, float dt) {
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void GameClient::send_input(PlayerBase::InputState& input,
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const Camera& camera, float dt) {
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if(_our_player_id > 0) {
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/* Sent our current input state to the server. */
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BettolaLib::Network::PlayerInputMessage input_msg;
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@ -7,10 +7,9 @@
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#include "game/player.h"
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#include "game/remote_player.h"
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#include "graphics/camera.h"
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#include "math/vec3.h"
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#include "network/tcpsocket.h"
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#include "network/udpsocket.h"
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#include "network/player_input_message.h"
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#include "bettola/network/tcpsocket.h"
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#include "bettola/network/udpsocket.h"
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#include "bettola/network/player_input_message.h"
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namespace BettolaLib { namespace Network { struct GameStateMessage; } }
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class GameClient {
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@ -19,7 +18,7 @@ public:
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bool connect(const char* host, unsigned short port);
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void process_network_messages(void);
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void send_input(const Player::InputState& input, const Camera& camera, float dt);
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void send_input(PlayerBase::InputState& input, const Camera& camera, float dt);
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const Player& get_player(void) const { return _player; }
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Player& get_player_for_write(void) { return _player; }
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@ -1,6 +1,6 @@
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#include <cmath>
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#include "math/mat4.h"
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#include "math/vec3.h"
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#include "bettola/math/mat4.h"
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#include "bettola/math/vec3.h"
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#include "camera.h"
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@ -1,7 +1,7 @@
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#pragma once
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#include "math/mat4.h"
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#include "math/vec3.h"
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#include "bettola/math/mat4.h"
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#include "bettola/math/vec3.h"
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class Camera {
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public:
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@ -10,8 +10,7 @@
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#endif
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#include "renderer.h"
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#include "math/mat4.h"
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#include "math/vec3.h" /* Going to need this for the camera. */
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#include "bettola/math/mat4.h"
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#define GL_CHECK_ERROR() \
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do { \
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@ -170,8 +169,9 @@ void Renderer::render(const Camera& camera, const Player& player,
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glUniform3f(color_loc, 0.2f, 0.5f, 0.8f);
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/* Draw the local player's cube. */
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BettolaMath::Mat4 trans_matrix = BettolaMath::Mat4::translation(player.get_x(),
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0.0f, player.get_y());
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const auto& player_pos = player.get_position();
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BettolaMath::Mat4 trans_matrix = BettolaMath::Mat4::translation(player_pos.x,
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player_pos.y, player_pos.z);
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BettolaMath::Mat4 rot_matrix = BettolaMath::Mat4::rotation(-camera.get_yaw()-90.0f,
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{0.0f,1.0f,0.0f});
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BettolaMath::Mat4 model = trans_matrix.multiply(rot_matrix);
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@ -185,8 +185,9 @@ void Renderer::render(const Camera& camera, const Player& player,
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/* Draw remote players' cube. */
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for(const auto& remote_player : remote_players) {
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glBindVertexArray(_vao); /* bind cube VAO for each remote player. */
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BettolaMath::Mat4 remote_trans = BettolaMath::Mat4::translation(remote_player.get_x(),
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0.0f, remote_player.get_y());
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const auto& remote_pos = remote_player.get_position();
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BettolaMath::Mat4 remote_trans = BettolaMath::Mat4::translation(remote_pos.x,
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remote_pos.y, remote_pos.z);
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BettolaMath::Mat4 remote_rot = BettolaMath::Mat4::rotation(-remote_player.get_yaw()-90.0f,
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{0.0f,1.0f,0.0f});
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BettolaMath::Mat4 remote_model = remote_trans.multiply(remote_rot);
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@ -5,7 +5,7 @@
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#include "shader.h"
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#include "game/player.h"
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#include "game/remote_player.h"
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#include "math/mat4.h"
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#include "bettola/math/mat4.h"
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class Renderer {
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public:
|
||||
|
||||
@ -3,12 +3,12 @@
|
||||
#include <string.h>
|
||||
|
||||
#include "game.h"
|
||||
#include "math/vec3.h"
|
||||
#include "network/game_state_message.h"
|
||||
#include "network/player_input_message.h"
|
||||
#include "network/tcpsocket.h"
|
||||
#include "network/message.h"
|
||||
#include "network/udpsocket.h"
|
||||
#include "bettola/math/vec3.h"
|
||||
#include "bettola/network/game_state_message.h"
|
||||
#include "bettola/network/player_input_message.h"
|
||||
#include "bettola/network/tcpsocket.h"
|
||||
#include "bettola/network/message.h"
|
||||
#include "bettola/network/udpsocket.h"
|
||||
|
||||
Player* Game::add_player(BettolaLib::Network::TCPSocket* socket) {
|
||||
_players.push_back(new Player(socket));
|
||||
@ -64,8 +64,9 @@ void Game::broadcast_game_state(BettolaLib::Network::UDPSocket& udp_socket) {
|
||||
|
||||
for(size_t i = 0; i < _players.size(); ++i) {
|
||||
msg.players[i].player_id = _players[i]->get_id();
|
||||
msg.players[i].x = _players[i]->get_x();
|
||||
msg.players[i].y = _players[i]->get_y();
|
||||
const auto& pos = _players[i]->get_position();
|
||||
msg.players[i].x = pos.x;
|
||||
msg.players[i].y = pos.z; /* Send z as y for the 2D style network message. */
|
||||
msg.players[i].yaw = _players[i]->get_yaw();
|
||||
msg.players[i].last_processed_sequence = _players[i]->get_last_processed_sequence();
|
||||
}
|
||||
|
||||
@ -2,53 +2,14 @@
|
||||
#include <math.h>
|
||||
|
||||
#include "player.h"
|
||||
#include "network/tcpsocket.h"
|
||||
|
||||
unsigned int Player::_next_player_id = 0;
|
||||
#include "bettola/game/player_base.h"
|
||||
#include "bettola/network/tcpsocket.h"
|
||||
|
||||
Player::Player(BettolaLib::Network::TCPSocket* socket) :
|
||||
PlayerBase(),
|
||||
_socket(socket),
|
||||
_has_udp_addr(false) {
|
||||
|
||||
/* Try and set a player id to 0 now you audacious pr.ck! */
|
||||
if(_next_player_id == 0) {
|
||||
_next_player_id = 1;
|
||||
}
|
||||
_id = _next_player_id++;
|
||||
_x = 0.0f; _y = 0.0f;
|
||||
_vx = 0.0f; _vy = 0.0f;
|
||||
_yaw = 0.0f;
|
||||
_speed = 10.0f; /* Must match client! */
|
||||
_last_processed_sequence = 0;
|
||||
memset(&_udp_addr, 0, sizeof(_udp_addr));
|
||||
}
|
||||
|
||||
void Player::update(double dt) {
|
||||
_x += _vx * dt;
|
||||
_y += _vy * dt;
|
||||
}
|
||||
|
||||
void Player::set_velocity_direction(const InputState& input , const BettolaMath::Vec3& cam_front) {
|
||||
BettolaMath::Vec3 forward = { cam_front.x, 0.0f, cam_front.z };
|
||||
float f_mag = sqrt(forward.x*forward.x + forward.z*forward.z);
|
||||
if(f_mag > 0.0f) {
|
||||
forward.x /= f_mag; forward.z /= f_mag;
|
||||
}
|
||||
|
||||
BettolaMath::Vec3 right = { -forward.z, 0.0f, forward.x };
|
||||
|
||||
BettolaMath::Vec3 move_dir = { 0.0f, 0.0f, 0.0f };
|
||||
if(input.up) move_dir = move_dir + forward;
|
||||
if(input.down) move_dir = move_dir + BettolaMath::Vec3{-forward.x, 0.0f, -forward.z};
|
||||
if(input.left) move_dir = move_dir + BettolaMath::Vec3{-right.x, 0.0f, -right.z};
|
||||
if(input.right) move_dir = move_dir + right;
|
||||
|
||||
float move_mag = sqrt(move_dir.x*move_dir.x + move_dir.z*move_dir.z);
|
||||
if(move_mag > 0.0f) {
|
||||
_vx = (move_dir.x / move_mag) * _speed;
|
||||
_vy = (move_dir.z / move_mag) * _speed; /* vy controls Z-axis movement. */
|
||||
} else {
|
||||
_vx = 0.0f; _vy = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -3,47 +3,25 @@
|
||||
#include <netinet/in.h>
|
||||
|
||||
#include "bettola/network/tcpsocket.h"
|
||||
#include "math/vec3.h"
|
||||
#include "bettola/game/player_base.h"
|
||||
|
||||
class Player {
|
||||
class Player : public PlayerBase {
|
||||
public:
|
||||
struct InputState {
|
||||
bool up;
|
||||
bool down;
|
||||
bool left;
|
||||
bool right;
|
||||
};
|
||||
|
||||
Player(BettolaLib::Network::TCPSocket* socket);
|
||||
|
||||
void update(double dt);
|
||||
void set_velocity_direction(const InputState& input, const BettolaMath::Vec3& cam_front);
|
||||
void set_position(float x, float y) { _x = x; _y = y; }
|
||||
void set_yaw(float yaw) { _yaw = yaw; }
|
||||
void set_udp_addr(const sockaddr_in& addr) { _udp_addr = addr; _has_udp_addr = true; }
|
||||
|
||||
unsigned int get_id(void) const { return _id; }
|
||||
float get_x(void) const { return _x; }
|
||||
float get_y(void) const { return _y; }
|
||||
float get_yaw(void) const { return _yaw; }
|
||||
|
||||
BettolaLib::Network::TCPSocket& get_socket(void) const { return *_socket; }
|
||||
const sockaddr_in& get_udp_addr(void) const { return _udp_addr; }
|
||||
bool has_udp_addr(void) const { return _has_udp_addr; }
|
||||
|
||||
void set_last_processed_sequence(unsigned int sequence) { _last_processed_sequence = sequence; }
|
||||
unsigned int get_last_processed_sequence(void) const { return _last_processed_sequence; }
|
||||
|
||||
private:
|
||||
static unsigned int _next_player_id;
|
||||
|
||||
unsigned int _id;
|
||||
float _x;
|
||||
float _y;
|
||||
float _yaw;
|
||||
BettolaLib::Network::TCPSocket* _socket;
|
||||
sockaddr_in _udp_addr;
|
||||
bool _has_udp_addr;
|
||||
unsigned int _last_processed_sequence;
|
||||
float _vx, _vy;
|
||||
float _speed;
|
||||
};
|
||||
|
||||
Loading…
Reference in New Issue
Block a user