• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            Getting Online with Multiplayer Gaming(19)

             

            Updating All Players

            Whereas the local player’s input is processed in the cApp::frame function, the
            update_players (which you saw in the code in the previous section) processes the
            players according to their respective states.

            Unlike the server's update_players function, the client's update_players function is simple.
            The client is allowed to move players based only on their last known positions,
            directions, and elapsed time since their last update.

            Remember, only the server can clear the weapon-swinging and being-hurt states, so
            the client has nothing to do at this point except update the various animations to
            show the player what is going on:

            void cApp::update_players()
            {
                
            // process all active player movements
                for(long i = 0; i < MAX_PLAYERS; i++)
                {
                    
            if(! m_players[i].connected)
                        
            continue;

                    
            long elapsed = timeGetTime() - m_players[i].last_update_time;

                    
            if(m_players[i].last_state == STATE_MOVE)
                    {
                        
            // process player movement state

                        
            float speed  = elapsed / 1000.0f * m_players[i].speed;
                        
            float x_move = sin(m_players[i].direction) * speed;
                        
            float z_move = cos(m_players[i].direction) * speed;

                        
            // check for movement collisions - can not walk past anything blocking path
                        if(m_nodetree_mesh.is_ray_intersect(
                            m_players[i].x_pos,          m_players[i].y_pos + 16.0f, m_players[i].z_pos,
                            m_players[i].x_pos + x_move, m_players[i].y_pos + 16.0f, m_players[i].z_pos + z_move,
                            NULL))
                        {
                            x_move = z_move = 0.0f;
                        }

                        
            // update coordinates

                        EnterCriticalSection(&m_update_cs);

                        m_players[i].x_pos += x_move;
                        m_players[i].y_pos  = 0.0f;
                        m_players[i].z_pos += z_move;

                        m_players[i].last_update_time = timeGetTime();  
            // reset time

                        
            if(m_players[i].last_anim != ANIM_WALK)
                        {
                            m_players[i].last_anim = ANIM_WALK;
                            m_players[i].body.set_anim_set(&m_char_anim, "Walk", timeGetTime()/32);
                        }

                        LeaveCriticalSection(&m_update_cs);
                    }
                    
            else if(m_players[i].last_state == STATE_IDLE)
                    {
                        
            // set new animations as needed

                        
            if(m_players[i].last_anim != ANIM_IDLE)
                        {
                            EnterCriticalSection(&m_update_cs);

                            m_players[i].last_anim = ANIM_IDLE;
                            m_players[i].body.set_anim_set(&m_char_anim, "Idle", timeGetTime()/32);

                            LeaveCriticalSection(&m_update_cs);
                        }
                    }
                    
            else if(m_players[i].last_state == STATE_SWING)
                    {
                        
            if(m_players[i].last_anim != ANIM_SWING)
                        {
                            EnterCriticalSection(&m_update_cs);

                            m_players[i].last_anim = ANIM_SWING;
                            m_players[i].body.set_anim_set(&m_char_anim, "Swing", timeGetTime()/32);

                            LeaveCriticalSection(&m_update_cs);
                        }
                    }
                    
            else if(m_players[i].last_state == STATE_HURT)
                    {
                        
            if(m_players[i].last_anim != ANIM_HURT)
                        {
                            EnterCriticalSection(&m_update_cs);

                            m_players[i].last_anim = ANIM_HURT;
                            m_players[i].body.set_anim_set(&m_char_anim, "Hurt", timeGetTime()/32);

                            LeaveCriticalSection(&m_update_cs);
                        }
                    }
                }
            }

            Character animations are updated only if they differ from the last known animation.
            The sPlayer::last_anim variable tracks the last known animation, although the
            various ANIM_* macros define which animations to play.

             

            Other Function:

            int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line, int cmd_show)
            {        
                DWORD pos_x = (get_screen_width()  - CLIENT_WIDTH) / 2;
                DWORD pos_y = (get_screen_height() - CLIENT_HEIGHT) / 4;

                build_window(inst, "ClientClass", "Network Client Demo", 
                             WS_BORDER | WS_CAPTION | WS_MINIMIZEBOX | WS_SYSMENU,
                             pos_x, pos_y, CLIENT_WIDTH, CLIENT_HEIGHT);
                
                cApp app;
                app.run();

                
            return 0;
            }

            /****************************************************************************************************/

            cApp::cApp()
            {
                
            // clear class data           
                m_adapter_guid   = NULL;    
                m_host_ip[0]     = '\0';
                m_player_name[0] = '\0';    
                m_players        = NULL;
                m_num_players    = 0;   
                m_cam_angle      = 0.0f;
                m_font           = NULL;

                
            // set global pointer
                g_app     = this;
                g_adapter = &m_adapter;

                InitializeCriticalSection(&m_update_cs);
            }

            //////////////////////////////////////////////////////////////////////////////////////////////

            bool cApp::init()
            {
                
            if(! select_adapter())
                    
            return false;

                
            if(! init_game())
                {
                    show_error_msg(
            false, "Unable to initialize game.");
                    
            return false;
                }

                
            if(! join_game())
                {
                    show_error_msg(
            false, "Unable to connect to server.");
                    
            return false;
                }

                
            return true;
            }

            //////////////////////////////////////////////////////////////////////////////////////////////

            void cApp::shutdown()
            {
                delete[] m_players;
                m_players = NULL;

                DeleteCriticalSection(&m_update_cs);
            }

            //////////////////////////////////////////////////////////////////////////////////////////////

            bool cApp::select_adapter()
            {
                
            // hide main window
                ShowWindow(g_hwnd, SW_HIDE);

                m_adapter.init();

                
            // do not continue if quit selected
                if(! DialogBox(get_window_inst(), MAKEINTRESOURCE(IDD_CONNECT), g_hwnd, connect_dialog_proc))
                    
            return false;

                
            // show main window
                ShowWindow(g_hwnd, SW_SHOW);

                
            return true;
            }

            //////////////////////////////////////////////////////////////////////////////////////////////

            BOOL CALLBACK connect_dialog_proc(HWND dlg, UINT msg, WPARAM wParam, LPARAM lParam)
            {
                
            static HWND adapter_wnd;

                
            switch(msg)
                {
                
            case WM_INITDIALOG:
                    adapter_wnd = GetDlgItem(dlg, IDC_ADAPTERS);

                    
            // add adapter names to list
                    for(long i = 0; i < g_adapter->get_num_adapters(); i++)
                    {
                        
            char text[256];
                        g_adapter->get_name(i, text);

                        insert_string_to_combo(adapter_wnd, i, text);
                    }

                    
            // select first adapter in list
                    set_combo_cur_sel(adapter_wnd, 0);

                    
            // clear fields
                    SetWindowText(GetDlgItem(dlg, IDC_HOSTIP), "192.168.0.100");
                    SetWindowText(GetDlgItem(dlg, IDC_NAME), "");

                    
            return TRUE;

                
            case WM_COMMAND:
                    
            switch(LOWORD(wParam))
                    {
                    
            case IDC_OK:
                        {
                        
            int sel = (int) get_combo_cur_sel(adapter_wnd);  

                        
            // make sure an adapter was selected
                        if(sel == LB_ERR)
                            
            break;

                        
            char name[32], ip[16];

                        
            // make sure there is an ip entered
                        GetWindowText(GetDlgItem(dlg, IDC_HOSTIP), ip, sizeof(ip));

                        
            if(ip[0] == '\0')   // ip is NULL
                            break;

                        
            // make sure there is a name entered
                        GetWindowText(GetDlgItem(dlg, IDC_NAME), name, sizeof(name));

                        
            if(name[0] == '\0') // name is NULL
                            break;

                        g_app->set_info(g_adapter->get_guid(sel), ip, name);

                        EndDialog(dlg, TRUE);
                        
            return TRUE;
                        }

                    
            case IDC_CANCEL:
                        EndDialog(dlg, FALSE);
                        
            return TRUE;
                    }
                }

                
            return FALSE;
            }

            //////////////////////////////////////////////////////////////////////////////////////////////

            void cApp::set_info(GUID* adapter_guid, const char* host_ip, const char* player_name)
            {
                m_adapter_guid = adapter_guid;

                strcpy(m_host_ip, host_ip);
                strcpy(m_player_name, player_name);
            }

            //////////////////////////////////////////////////////////////////////////////////////////////

            bool cApp::init_game()
            {
                create_display(g_hwnd, CLIENT_WIDTH, CLIENT_HEIGHT, 16, 
            truetrue);
                set_perspective(D3DX_PI/4, 1.3333f, 1.0f, 10000.0f);

                ShowCursor(FALSE);

                create_font(&m_font, "Arial", 16, 
            truefalse);

                m_input.create(g_hwnd, get_window_inst());
                m_keyboard.create_keyboard(&m_input);
                m_mouse.create_mouse(&m_input, 
            true);

                
            if(! m_terrain_mesh.load("..\\Data\\Arena.x", "..\\Data\\"))
                    
            return false;

                m_nodetree_mesh.create(&m_terrain_mesh, QUADTREE, 256, 32);

                
            // load the meshes and animations

                
            if(! m_char_mesh.load("..\\Data\\Warrior.x", "..\\Data\\"))
                    
            return false;

                
            if(! m_weapon_mesh.load("..\\Data\\Sword.x", "..\\Data\\"))
                    
            return false;

                
            if(! m_char_anim.load("..\\Data\\Warrior.x", &m_char_mesh))
                    
            return false;

                m_char_anim.set_loop(
            true,  "Walk");
                m_char_anim.set_loop(
            true,  "Idle");
                m_char_anim.set_loop(
            false, "Swing");
                m_char_anim.set_loop(
            false, "Hurt");

                m_cam_angle = 0.0f;

                m_players = 
            new sPlayer[MAX_PLAYERS];

                
            // setup player data
                for(long i = 0; i < MAX_PLAYERS; i++)
                {
                    m_players[i].body.create(&m_char_mesh);
                    m_players[i].weapon.create(&m_weapon_mesh);
                    m_players[i].weapon.attach_to_object(&m_players[i].body, "Bip01_R_Finger11");
                    m_players[i].weapon.rotate(1.57f, 0.0f, 0.0f);
                }

                m_num_players = 1;

                
            // setup local player structure
                m_players[0].connected  = true;
                m_players[0].direction  = 0.0f;
                m_players[0].x_pos      = 0.0f;
                m_players[0].y_pos      = 0.0f;
                m_players[0].z_pos      = 0.0f;
                m_players[0].speed      = 0.0f;
                m_players[0].last_state = STATE_IDLE;

                
            return true;
            }

            //////////////////////////////////////////////////////////////////////////////////////////////

            bool cApp::join_game()
            {
                
            // initialize network and try to connect to host

                m_client.init();

                
            return m_client.connect(m_adapter_guid, m_host_ip, 9123, m_player_name, "RPGGAME", NULL);
            }

            //////////////////////////////////////////////////////////////////////////////////////////////

            void cApp::render_scene()
            {
                
            // center camera on player using camera angle
                float x_eye = m_players[0].x_pos + cos(m_cam_angle) * 300.0f;
                
            float y_eye = m_players[0].y_pos + 100.0f;
                
            float z_eye = m_players[0].z_pos + sin(m_cam_angle) * 300.0f;

                m_camera.point(x_eye, y_eye, z_eye, m_players[0].x_pos, m_players[0].y_pos, m_players[0].z_pos);
                set_display_camera(&m_camera);

                cFrustum frustum;
                frustum.create(0.0f);

                clear_display(0, 1.0f);

                
            if(begin_display_scene())
                {
                    
            // draw the terrain
                    enable_zbuffer();
                    m_nodetree_mesh.render(&frustum, 0.0f);

                    
            // draw all actiive and in view characters
                    for(long i = 0; i < MAX_PLAYERS; i++)
                    {
                        
            if(! m_players[i].connected)
                            
            continue;

                        
            float radius;
                        m_players[i].body.get_bounds(NULL, NULL, NULL, NULL, NULL, NULL, &radius);

                        
            // bounds check if player in view
                        if(frustum.is_sphere_in(m_players[i].x_pos, m_players[i].y_pos, m_players[i].z_pos, radius))
                        {
                            
            // position character and rotate
                            m_players[i].body.move(m_players[i].x_pos, m_players[i].y_pos, m_players[i].z_pos);
                            m_players[i].body.rotate(0.0f, m_players[i].direction, 0.0f);

                            
            // render body and weapon
                            m_players[i].body.update_anim(timeGetTime()/32, true);
                            m_players[i].body.render();
                            m_players[i].weapon.render();
                        }
                    }

                    end_display_scene();
                }

                present_display();
            }
             

            The Client’s Full Glory

            The hard work is over! The only requirements for running the client are processing
            the local player’s input and updating the players. Now, all you have to do is
            spruce up your project with some 3-D graphics, and you’ll almost have a game.

            The graphics portion of the client application uses the Graphics Core to draw the
            various connected players in the game. You use a NodeTree object to render the
            game’s level. The client loads all meshes when the application class is initialized. As
            previously mentioned, all players receive an assigned mesh to represent their characters
            and weapons. Animations are also used and are set by the various update messages.

            You limit rendering of a scene to 30 times a second, and to ensure that everything
            runs as quickly as possible, you use a viewing frustum to render the level and to clip
            unseen characters out of the rendering loop.

            To wrap up the Client application, you deal with the different kinds of application
            code, such as selecting an adapter and connecting to the server.

             

            Download source and solution
             

            posted on 2007-12-19 17:53 lovedday 閱讀(303) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            久久精品国产免费| 狠狠色婷婷久久综合频道日韩| 2020久久精品亚洲热综合一本| 久久婷婷国产剧情内射白浆| 精品无码久久久久国产| 亚洲精品国产自在久久| 久久精品国产亚洲沈樵| 亚洲精品午夜国产va久久| 97久久香蕉国产线看观看| 亚洲人AV永久一区二区三区久久| 人妻无码αv中文字幕久久| 久久久噜噜噜久久中文字幕色伊伊| 亚洲国产另类久久久精品黑人| 99久久综合国产精品二区| 国产成年无码久久久免费| 久久精品无码一区二区三区日韩 | 麻豆av久久av盛宴av| 国产精品久久久久久福利69堂| 色天使久久综合网天天| 国产成人无码精品久久久免费 | 久久久综合九色合综国产| 国内精品久久国产| 亚洲国产成人精品女人久久久| 精品久久无码中文字幕| 亚洲AV日韩AV天堂久久| 国产精品99久久久精品无码| 久久亚洲欧洲国产综合| 久久精品国产亚洲5555| 2020最新久久久视精品爱| 久久午夜电影网| 93精91精品国产综合久久香蕉| 久久久久国产精品| 久久综合久久综合九色| 国产福利电影一区二区三区久久久久成人精品综合 | 国内精品九九久久精品| 亚洲国产小视频精品久久久三级 | 亚洲国产精品久久久久| 欧美激情精品久久久久| 91精品观看91久久久久久| 精品水蜜桃久久久久久久| 久久久无码精品亚洲日韩软件|