brodacast shoot

This commit is contained in:
2024-08-27 16:21:42 +02:00
parent 2353cbb2be
commit 89b62317d4
6 changed files with 52 additions and 12 deletions

View File

@@ -25,13 +25,15 @@ class World : public godot::Node3D, public protocol::PacketHandler {
void HandlePacket(const protocol::packets::PlayerJoin&) override;
void HandlePacket(const protocol::packets::PlayerLeave&) override;
void HandlePacket(const protocol::packets::PlayerShoot&) override;
protected:
NetworkInterface* m_NetworkInterface;
godot::Node* m_Players;
float m_PassedTime;
virtual void AddProjectile(
PlayerID a_Shooter, const godot::Vector3& a_Position, const godot::Vector3& a_Rotation, const godot::Vector3& a_Velocity);
virtual void AddPlayer(PlayerID a_PlayerId, godot::String a_PlayerName);
virtual void RemovePlayer(PlayerID a_PlayerId);
virtual void SetPlayerPositionAndRotation(

View File

@@ -1,9 +1,9 @@
#pragma once
#include <blitz/common/Types.h>
#include <vector>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/vector3.hpp>
#include <vector>
namespace blitz {
namespace protocol {
@@ -66,7 +66,12 @@ struct PlayerPositionAndRotation {
godot::Vector3 m_Velocity;
};
struct PlayerShoot {};
struct PlayerShoot {
PlayerID m_Sender;
godot::Vector3 m_Position;
godot::Vector3 m_Rotation;
godot::Vector3 m_Velocity;
};
} // namespace data
} // namespace protocol

View File

@@ -5,6 +5,8 @@
namespace blitz {
class NetworkInterface;
class PlayerController : public godot::Node {
GDCLASS(PlayerController, godot::Node)
protected:
@@ -25,6 +27,7 @@ class PlayerController : public godot::Node {
float m_Speed;
Player* m_Player;
godot::Node3D* m_Head;
NetworkInterface* m_NetworkInterface;
void UpdateBobbing(float delta);
void UpdateFOV(float delta);

View File

@@ -1,6 +1,7 @@
#include <blitz/godot/World.h>
#include <blitz/factory/PlayerFactory.h>
#include <blitz/factory/ProjectileFactory.h>
#include <blitz/godot/NetworkInterface.h>
#include <client/Player.h>
#include <client/PlayerController.h>
@@ -28,6 +29,7 @@ void World::_ready() {
m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerJoin, *this);
m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerLeave, *this);
m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerPositionAndRotation, *this);
m_NetworkInterface->RegisterHandler(protocol::PacketType::PlayerShoot, *this);
}
@@ -60,6 +62,11 @@ void World::HandlePacket(const protocol::packets::PlayerLeave& a_PlayerLeave) {
RemovePlayer(a_PlayerLeave.m_Data.m_PlayerId);
}
void World::HandlePacket(const protocol::packets::PlayerShoot& a_PlayerShoot) {
const protocol::data::PlayerShoot& playerShoot = a_PlayerShoot.m_Data;
AddProjectile(playerShoot.m_Sender, playerShoot.m_Position, playerShoot.m_Rotation, playerShoot.m_Velocity);
}
void World::AddPlayer(PlayerID a_PlayerId, String a_PlayerName) {
UtilityFunctions::print("New Player with id : ", a_PlayerId, " and name ", a_PlayerName);
@@ -93,4 +100,22 @@ void World::SetPlayerPositionAndRotation(
}
}
void World::AddProjectile(
PlayerID a_Shooter, const godot::Vector3& a_Position, const godot::Vector3& a_Rotation, const godot::Vector3& a_Velocity) {
Player* shooter = GetPlayerById(a_Shooter);
if (!shooter)
return;
Bullet* bullet = ProjectileFactory::CreatePen();
bullet->set_position(a_Position);
Transform3D bulletTransform = bullet->get_transform();
bulletTransform.basis.set_euler(a_Rotation);
bullet->set_transform(bulletTransform);
Node* entities = get_node<Node>("WorldContent/Entities");
entities->add_child(bullet);
}
} // namespace blitz

View File

@@ -272,9 +272,13 @@ void Deserializer::DeserializePacketData(data::PlayerPositionAndRotation& a_Pack
void Serializer::SerializePacketData(const data::PlayerShoot& a_Packet) {}
void Serializer::SerializePacketData(const data::PlayerShoot& a_Packet) {
m_Buffer << a_Packet.m_Sender << a_Packet.m_Position << a_Packet.m_Rotation << a_Packet.m_Velocity;
}
void Deserializer::DeserializePacketData(data::PlayerShoot& a_Packet) {}
void Deserializer::DeserializePacketData(data::PlayerShoot& a_Packet) {
m_Buffer >> a_Packet.m_Sender >> a_Packet.m_Position >> a_Packet.m_Rotation >> a_Packet.m_Velocity;
}

View File

@@ -1,6 +1,7 @@
#include <client/PlayerController.h>
#include <blitz/factory/ProjectileFactory.h>
#include <blitz/godot/NetworkInterface.h>
#include <godot_cpp/classes/camera3d.hpp>
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/input.hpp>
@@ -68,6 +69,9 @@ void PlayerController::_ready() {
m_Player->SetPosition({0, 1, 0});
m_Player->SetVelocity({0, 0, 0});
m_NetworkInterface = m_Player->get_node<NetworkInterface>("../../../../Network");
DEV_ASSERT(m_NetworkInterface);
}
void PlayerController::_unhandled_input(const godot::Ref<godot::InputEvent>& a_Event) {
@@ -109,13 +113,10 @@ void PlayerController::_process(float a_Delta) {
void PlayerController::Shoot() {
if (Input::get_singleton()->is_action_pressed("shoot")) {
Bullet* bullet = ProjectileFactory::CreatePen();
bullet->set_position(m_Camera->get_global_position());
bullet->set_transform(m_Camera->get_global_transform());
Node* entities = m_Player->get_node<Node>("../../Entities");
entities->add_child(bullet);
// we don't use velocity yet
protocol::packets::PlayerShoot packet(
{m_Player->GetId(), m_Camera->get_global_position(), m_Camera->get_global_transform().basis.get_euler(), {}});
m_NetworkInterface->BroadcastPacket(packet);
}
}