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https://github.com/BreizhHardware/bloubloulespoissons.git
synced 2026-03-18 21:50:32 +01:00
Fix multiplayer crash and remove debug display
This commit is contained in:
18
main.cpp
18
main.cpp
@@ -623,13 +623,6 @@ int pas_la_fontion_main_enfin_ce_nest_pas_la_fontion_principale_du_programme_mai
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std::cerr << "Failed to initialize client!" << std::endl;
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return -1;
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}
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/*
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std::random_device rd;
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std::mt19937 gen(rd());
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std::uniform_int_distribution<> disX(0, ENV_WIDTH);
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std::uniform_int_distribution<> disY(0, ENV_HEIGHT);
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players.emplace_back(Player(disX(gen), disY(gen), 5, renderer, 1));
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*/
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players.emplace_back(Player(windowWidth / 2, windowHeight / 2, 5, renderer, 1));
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std::ranges::sort(school, Fish::SortByX);
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std::vector<std::thread> fish_threads;
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@@ -754,17 +747,6 @@ void renderScene(std::vector<Player>& players, const std::vector<Kelp>& kelps, c
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shark.draw(renderer);
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displayFPS(renderer, font, fps);
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for (auto& player : players) {
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auto [playerX, playerY] = player.getPlayerPos();
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displayPlayerCoord(renderer, font, playerX, playerY);
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}
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for (auto& player_server : players_server) {
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int unifiedX = player_server.getUnifiedX();
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int unifiedY = player_server.getUnifiedY();
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displayUnifiedPlayerCoord(renderer, font, unifiedX, unifiedY);
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displayNearbyPlayers(renderer, font, player_server, players_server, 500.0);
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}
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SDL_RenderPresent(renderer);
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}
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@@ -146,7 +146,7 @@ void Player::handlePlayerMovement(int ENV_WIDTH, int ENV_HEIGHT, int windowWidth
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unifiedY = camera.getY() + this->y;
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} else {
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Uint32 currentTime = SDL_GetTicks();
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if (currentTime - lastMoveTime >= 5000) {
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if (currentTime - lastMoveTime >= 1000) {
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if (this->energy > 50.0f) {
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this->energy += 0.4f; // Récupération plus rapide si l'énergie est élevée
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} else {
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2
player.h
2
player.h
@@ -46,6 +46,8 @@ class Player {
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Player(int x, int y, int playerSpeed, SDL_Renderer* renderer, int playerId) : x(x), y(y), playerBaseX(x), playerBaseY(y), playerSpeed(playerSpeed), playerId(playerId) {
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playerPosForRender.x = x;
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playerPosForRender.y = y;
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unifiedX = x + windowWidth / 2;
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unifiedY = y + windowHeight / 2;
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SDL_Surface* playerSurface = IMG_Load(playerIMG);
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if (playerSurface == nullptr) {
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