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Correctly synchronize some more animation in snowballs, re #43
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parent
4b2ea661cc
commit
4402fbe1c2
4 changed files with 16 additions and 17 deletions
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@ -97,7 +97,7 @@ Anim AnimIdArray[][2] =
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void computeAnimation (CEntity &entity, EAnim anim)
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void computeAnimation (CEntity &entity, EAnim anim)
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{
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{
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// Get the current time
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// Get the current time
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double currentTime = double (CTime::getLocalTime ())/1000.0f;
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double currentTime = AnimationTime;
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// nlinfo ("%d playing animation", anim);
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// nlinfo ("%d playing animation", anim);
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// nlinfo ("%d playing animation %s ct%f st%f et%f", anim, AnimIdArray[anim][0].Name, currentTime, AnimIdArray[anim][0].Animation->getBeginTime (), AnimIdArray[anim][0].Animation->getEndTime ());
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// nlinfo ("%d playing animation %s ct%f st%f et%f", anim, AnimIdArray[anim][0].Name, currentTime, AnimIdArray[anim][0].Animation->getBeginTime (), AnimIdArray[anim][0].Animation->getEndTime ());
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@ -153,7 +153,7 @@ void playAnimation (CEntity &entity, EAnim anim, bool force)
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// nlinfo ("playAnimation() %d", anim);
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// nlinfo ("playAnimation() %d", anim);
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// Get the current time
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// Get the current time
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CAnimationTime currentTime = CAnimationTime(CTime::getLocalTime ())/1000.0f;
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CAnimationTime currentTime = AnimationTime;
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// Can't do animation without skeleton
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// Can't do animation without skeleton
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if (entity.Skeleton.empty())
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if (entity.Skeleton.empty())
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@ -224,7 +224,7 @@ void initAnimation()
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void updateAnimation()
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void updateAnimation()
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{
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{
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// Get the current time
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// Get the current time
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CAnimationTime currentTime = CAnimationTime(CTime::getLocalTime ())/1000.0f;
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CAnimationTime currentTime = AnimationTime;
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for (EIT eit = Entities.begin (); eit != Entities.end (); eit++)
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for (EIT eit = Entities.begin (); eit != Entities.end (); eit++)
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{
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{
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@ -270,7 +270,7 @@ void updateAnimation()
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}
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}
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// compute new animation position depending of the current time
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// compute new animation position depending of the current time
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PlayListManager->animate (double(CTime::getLocalTime ())/1000.0f);
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PlayListManager->animate (AnimationTime);
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}
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}
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void releaseAnimation()
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void releaseAnimation()
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@ -105,7 +105,7 @@ bool _TestCLS = false;
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void CEntity::setState (TState state)
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void CEntity::setState (TState state)
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{
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{
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State = state;
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State = state;
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StateStartTime = CTime::getLocalTime ();
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StateStartTime = LocalTime;
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}
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}
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@ -376,7 +376,7 @@ void deleteAllEntities()
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void stateAppear (CEntity &entity)
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void stateAppear (CEntity &entity)
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{
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{
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// after 1 second, show the instance
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// after 1 second, show the instance
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if (CTime::getLocalTime () > entity.StateStartTime + 1000)
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if (LocalTime > entity.StateStartTime + 1.0)
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{
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{
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if (entity.Instance.getVisibility () != UTransform::Show)
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if (entity.Instance.getVisibility () != UTransform::Show)
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entity.Instance.show ();
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entity.Instance.show ();
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@ -384,7 +384,7 @@ void stateAppear (CEntity &entity)
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// after 5 seconds, delete the particle system (if any)
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// after 5 seconds, delete the particle system (if any)
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// and pass the entity into the Normal state
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// and pass the entity into the Normal state
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if (CTime::getLocalTime () > entity.StateStartTime + 3000)
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if (LocalTime > entity.StateStartTime + 3.0)
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{
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{
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if (!entity.Particule.empty())
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if (!entity.Particule.empty())
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{
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{
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@ -403,7 +403,7 @@ void stateAppear (CEntity &entity)
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void stateDisappear (CEntity &entity)
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void stateDisappear (CEntity &entity)
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{
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{
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// after 1 second, remove the mesh and all collision stuff
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// after 1 second, remove the mesh and all collision stuff
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if (CTime::getLocalTime () > entity.StateStartTime + 1000)
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if (LocalTime > entity.StateStartTime + 1.0)
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{
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{
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if (entity.Instance.getVisibility () != UTransform::Hide)
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if (entity.Instance.getVisibility () != UTransform::Hide)
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{
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{
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@ -419,7 +419,7 @@ void stateDisappear (CEntity &entity)
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}
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}
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// after 5 seconds, remove the particle system and the entity entry
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// after 5 seconds, remove the particle system and the entity entry
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if (CTime::getLocalTime () > entity.StateStartTime + 3000)
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if (LocalTime > entity.StateStartTime + 3.0)
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{
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{
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deleteEntity (entity);
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deleteEntity (entity);
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}
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}
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@ -108,7 +108,7 @@ public:
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// The state of this entity
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// The state of this entity
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TState State;
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TState State;
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// The date of the beginning of this state
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// The date of the beginning of this state
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NLMISC::TTime StateStartTime;
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NLMISC::TLocalTime StateStartTime;
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// The type enum of the entity
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// The type enum of the entity
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enum TType { Self, Other, Snowball };
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enum TType { Self, Other, Snowball };
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@ -691,14 +691,14 @@ void loopIngame()
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CGameTime::updateTime();
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CGameTime::updateTime();
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CGameTime::advanceTime(1.0);
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CGameTime::advanceTime(1.0);
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// 03. Update Input (keyboard controls, etc)
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// 03. Update Incoming (network, receive messages)
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updateNetwork();
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// 04. Update Input (keyboard controls, etc)
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Driver->EventServer.pump(); // Pump user input messages
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Driver->EventServer.pump(); // Pump user input messages
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MouseListener->update();
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MouseListener->update();
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MouseListener->updateCamera();
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MouseListener->updateCamera();
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// 04. Update Incoming (network, receive messages)
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updateNetwork();
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// 05. Update Weather (sky, snow, wind, fog, sun)
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// 05. Update Weather (sky, snow, wind, fog, sun)
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animateSky(LocalTimeDelta);
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animateSky(LocalTimeDelta);
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@ -706,7 +706,7 @@ void loopIngame()
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updateLandscape(); // Update the landscape
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updateLandscape(); // Update the landscape
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// ... Update Animations (TEST)
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// ... Update Animations (TEST)
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// ...
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updateAnimation();
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// 07. Update Entities (collisions and actions)
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// 07. Update Entities (collisions and actions)
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// - Move Other Entities (move//, animations, etc)
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// - Move Other Entities (move//, animations, etc)
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@ -783,7 +783,7 @@ void loopIngame()
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Scene->render(); // Render
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Scene->render(); // Render
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// 05. Render Effects (flare)
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// 05. Render Effects (flare)
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if (!StereoDisplay) updateLensFlare(); // Render the lens flare (left eye stretched with stereo...)
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if (!StereoHMD) updateLensFlare(); // Render the lens flare (left eye stretched with stereo...)
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}
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}
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if (!StereoDisplay || StereoDisplay->wantInterface3D())
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if (!StereoDisplay || StereoDisplay->wantInterface3D())
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@ -817,7 +817,6 @@ void loopIngame()
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updateRadar(); // Update the radar
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updateRadar(); // Update the radar
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updateGraph(); // Update the radar
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updateGraph(); // Update the radar
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if (ShowCommands) updateCommands(); // Update the commands panel
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if (ShowCommands) updateCommands(); // Update the commands panel
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updateAnimation();
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renderEntitiesNames(); // Render the name on top of the other players
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renderEntitiesNames(); // Render the name on top of the other players
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updateInterface(); // Update interface
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updateInterface(); // Update interface
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renderInformation();
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renderInformation();
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