Files
Tower-Defense/src/game/client/Client.cpp
2021-11-21 17:02:42 +01:00

69 lines
1.7 KiB
C++

#include "game/client/Client.h"
#include <iostream>
namespace td {
namespace client {
bool Client::connect(const network::IPAddresses& addresses, std::uint16_t port) {
for (const network::IPAddress& address : addresses) {
if (address.IsValid() && m_Connexion.connect(address.ToString(), port)) {
m_Connected = true;
return true;
}
}
std::cout << "Failed to connect !\n";
return false;
}
void Client::selectTeam(game::TeamColor team) {
if (!m_Connected)
return;
protocol::SelectTeamPacket packet(team);
m_Connexion.sendPacket(&packet);
}
void Client::closeConnection() {
if (!m_Connected)
return;
m_Connected = false;
protocol::DisconnectPacket packet;
m_Connexion.sendPacket(&packet);
}
void Client::tick(std::uint64_t delta) {
if (!m_Connected)
return;
m_Connected = m_Connexion.updateSocket();
if (!m_Connected) {
std::cout << "Disconnected ! (Reason : " << m_Connexion.getDisconnectReason() << ")\n";
} else {
m_Game.tick(delta);
}
}
void Client::render() {
m_Game.renderWorld();
}
void Client::sendMobs(const std::vector<protocol::MobSend>& mobSends) {
protocol::SendMobsPacket packet(mobSends);
m_Connexion.sendPacket(&packet);
}
void Client::placeTower(game::TowerType type, const glm::vec2& position) {
protocol::PlaceTowerPacket packet(position.x, position.y, type);
m_Connexion.sendPacket(&packet);
}
void Client::upgradeTower(game::TowerID tower, game::TowerLevel level) {
protocol::UpgradeTowerPacket packet(tower, level);
m_Connexion.sendPacket(&packet);
}
} // namespace client
} // namespace td