use "m_" prefix for Client instance variables

This commit is contained in:
Josh Holtrop 2012-09-30 11:03:24 -04:00
parent 71368d1ed6
commit 47fc4098a2
3 changed files with 47 additions and 42 deletions

View File

@ -250,10 +250,12 @@ void Client::redraw()
{
m_modelview.load_identity();
m_modelview.look_at(
m_players[current_player]->x - m_player_dir_x * 25,
m_players[current_player]->y - m_player_dir_y * 25,
m_players[m_current_player]->x - m_player_dir_x * 25,
m_players[m_current_player]->y - m_player_dir_y * 25,
30,
m_players[current_player]->x, m_players[current_player]->y, 20,
m_players[m_current_player]->x,
m_players[m_current_player]->y,
20,
0, 0, 1);
for(std::map<sf::Uint8, refptr<Player> >::iterator piter = m_players.begin(); piter != m_players.end(); piter++)
@ -393,8 +395,9 @@ void Client::draw_overlay()
proj.ortho(-span, span, -span, span, -1, 1);
proj.to_uniform(m_overlay_program.uniform("projection"));
GLMatrix modelview;
modelview.rotate(90 - m_players[current_player]->direction * 180 / M_PI, 0, 0, 1);
modelview.translate(-m_players[current_player]->x, -m_players[current_player]->y, 0);
modelview.rotate(90 - m_players[m_current_player]->direction * 180 / M_PI, 0, 0, 1);
modelview.translate(-m_players[m_current_player]->x,
-m_players[m_current_player]->y, 0);
m_overlay_hex_attributes.bind();
m_overlay_hex_indices.bind();
glEnableVertexAttribArray(0);
@ -445,8 +448,8 @@ void Client::draw_overlay()
GLMatrix::Identity.to_uniform(
m_overlay_hover_program.uniform("projection"));
modelview.load_identity();
modelview.translate(m_players[current_player]->hover - 1, 0, 0);
modelview.scale(m_players[current_player]->hover * 2, 2.0, 1.0);
modelview.translate(m_players[m_current_player]->hover - 1, 0, 0);
modelview.scale(m_players[m_current_player]->hover * 2, 2.0, 1.0);
modelview.to_uniform(m_overlay_hover_program.uniform("modelview"));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
@ -486,8 +489,10 @@ void Client::draw_sky()
m_sky_attributes.bind();
m_projection.to_uniform(m_sky_program.uniform("projection"));
m_modelview.push();
m_modelview.translate(m_players[current_player]->x, m_players[current_player]->y, 0);
m_modelview.rotate(m_players[current_player]->direction * 180.0 / M_PI, 0, 0, 1);
m_modelview.translate(m_players[m_current_player]->x,
m_players[m_current_player]->y, 0);
m_modelview.rotate(m_players[m_current_player]->direction * 180.0 / M_PI,
0, 0, 1);
m_modelview.to_uniform(m_sky_program.uniform("modelview"));
m_modelview.pop();
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
@ -544,8 +549,8 @@ void Client::draw_shot_ring()
m_shot_ring_attributes.bind();
glEnableVertexAttribArray(0);
m_modelview.push();
m_modelview.translate(m_players[current_player]->x,
m_players[current_player]->y, 0.4);
m_modelview.translate(m_players[m_current_player]->x,
m_players[m_current_player]->y, 0.4);
m_projection.to_uniform(m_shot_ring_program.uniform("projection"));
m_modelview.to_uniform(m_shot_ring_program.uniform("modelview"));
glUniform1f(m_shot_ring_program.uniform("scale"),

View File

@ -11,9 +11,9 @@ Client::Client()
{
m_net_client = new Network();
m_net_client->Create(59243, "127.0.0.1"); // Just connect to local host for now - testing
client_has_focus = true;
m_client_has_focus = true;
m_players.clear();
current_player = 0;
m_current_player = 0;
m_left_button_pressed = false;
m_drawing_shot = false;
}
@ -28,7 +28,7 @@ void Client::run(bool fullscreen, int width, int height, std::string pname)
{
Timer client_timer;
client_timer.Init();
current_player_name = pname;
m_current_player_name = pname;
if (!create_window(fullscreen, width, height))
return;
m_clock.restart();
@ -74,10 +74,10 @@ void Client::run(bool fullscreen, int width, int height, std::string pname)
resize_window(event.size.width, event.size.height);
break;
case sf::Event::LostFocus:
client_has_focus = false;
m_client_has_focus = false;
break;
case sf::Event::GainedFocus:
client_has_focus = true;
m_client_has_focus = true;
break;
default:
break;
@ -120,9 +120,9 @@ void Client::update(double elapsed_time)
client_packet >> name;
// Should be a much better way of doing this.
// Perhaps generate a random number
if(name == current_player_name)
if(name == m_current_player_name)
{
current_player = pindex;
m_current_player = pindex;
}
// Create a new player if one does not exist.
@ -182,7 +182,7 @@ void Client::update(double elapsed_time)
// This is a fix so that the mouse will not move outside the window and
// cause the user to click on another program.
// Note: Does not work well with fast movement.
if(client_has_focus)
if(m_client_has_focus)
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
@ -220,28 +220,28 @@ void Client::update(double elapsed_time)
}
/* decrease player hover when not over a tile */
if (m_map.get_tile_at(m_players[current_player]->x,
m_players[current_player]->y).isNull())
if (m_map.get_tile_at(m_players[m_current_player]->x,
m_players[m_current_player]->y).isNull())
{
m_players[current_player]->hover -= elapsed_time / 10;
if (m_players[current_player]->hover < 0)
m_players[current_player]->hover = 0;
m_players[m_current_player]->hover -= elapsed_time / 10;
if (m_players[m_current_player]->hover < 0)
m_players[m_current_player]->hover = 0;
}
m_player_dir_x = cos(m_players[current_player]->direction);
m_player_dir_y = sin(m_players[current_player]->direction);
m_player_dir_x = cos(m_players[m_current_player]->direction);
m_player_dir_y = sin(m_players[m_current_player]->direction);
// Send an update to the server if something has changed
if((m_players[current_player]->w_pressed != w_pressed) ||
(m_players[current_player]->a_pressed != a_pressed) ||
(m_players[current_player]->s_pressed != s_pressed) ||
(m_players[current_player]->d_pressed != d_pressed) ||
(m_players[current_player]->rel_mouse_movement != rel_mouse_movement))
if((m_players[m_current_player]->w_pressed != w_pressed) ||
(m_players[m_current_player]->a_pressed != a_pressed) ||
(m_players[m_current_player]->s_pressed != s_pressed) ||
(m_players[m_current_player]->d_pressed != d_pressed) ||
(m_players[m_current_player]->rel_mouse_movement != rel_mouse_movement))
{
sf::Uint8 packet_type = PLAYER_UPDATE;
client_packet.clear();
client_packet << packet_type;
client_packet << current_player;
client_packet << m_current_player;
client_packet << w_pressed;
client_packet << a_pressed;
client_packet << s_pressed;
@ -250,11 +250,11 @@ void Client::update(double elapsed_time)
m_net_client->sendData(client_packet);
m_players[current_player]->w_pressed = w_pressed;
m_players[current_player]->a_pressed = a_pressed;
m_players[current_player]->s_pressed = s_pressed;
m_players[current_player]->d_pressed = d_pressed;
m_players[current_player]->rel_mouse_movement = rel_mouse_movement;
m_players[m_current_player]->w_pressed = w_pressed;
m_players[m_current_player]->a_pressed = a_pressed;
m_players[m_current_player]->s_pressed = s_pressed;
m_players[m_current_player]->d_pressed = d_pressed;
m_players[m_current_player]->rel_mouse_movement = rel_mouse_movement;
}
}
else if(!registered_player)
@ -262,8 +262,8 @@ void Client::update(double elapsed_time)
sf::Uint8 packet_type = PLAYER_CONNECT;
client_packet.clear();
client_packet << packet_type;
client_packet << current_player;
client_packet << current_player_name;
client_packet << m_current_player;
client_packet << m_current_player_name;
m_net_client->sendData(client_packet, true);
registered_player = true;
}

View File

@ -37,8 +37,8 @@ class Client
refptr<sf::Window> m_window;
sf::Clock m_clock;
Map m_map;
sf::Uint8 current_player;
std::string current_player_name;
sf::Uint8 m_current_player;
std::string m_current_player_name;
std::map<sf::Uint8, refptr<Player> > m_players;
int m_width;
int m_height;
@ -59,7 +59,7 @@ class Client
GLBuffer m_quad_attributes;
GLBuffer m_shot_ring_attributes;
refptr<Network> m_net_client;
bool client_has_focus;
bool m_client_has_focus;
sf::Texture m_lava_texture;
bool m_left_button_pressed;
bool m_drawing_shot;