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Client-Side-Prediction-Test/src/cspt-state.c

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#include "cspt-state.h"
void doGameTick(struct gameState * state)
{
state->timestamp = time(NULL);
for (int index = 0; index < 16; index++)
{
if (state->clients[index].registered == true)
{
// Calculate acceleration:
if (state->clients[index].leftAcceleration)
{
state->clients[index].xVelocity -= 0.1;
}
if (state->clients[index].rightAcceleration)
{
state->clients[index].xVelocity += 0.1;
}
if (state->clients[index].upAcceleration)
{
state->clients[index].yVelocity += 0.1;
}
if (state->clients[index].downAcceleration)
{
state->clients[index].yVelocity += 0.1;
}
if (!state->clients[index].leftAcceleration && !state->clients[index].rightAcceleration)
{
state->clients[index].xVelocity *= 0.1;
}
if (!state->clients[index].upAcceleration && !state->clients[index].downAcceleration)
{
state->clients[index].yVelocity *= 0.1;
}
// Clamp speed:
if (state->clients[index].xVelocity > 10)
{
state->clients[index].xVelocity = 10;
}
if (state->clients[index].xVelocity < -10)
{
state->clients[index].xVelocity = -10;
}
if (state->clients[index].yVelocity > 10)
{
state->clients[index].yVelocity = 10;
}
if (state->clients[index].yVelocity < -10)
{
state->clients[index].yVelocity = -10;
}
// Do movement:
state->clients[index].xPosition += state->clients[index].xVelocity;
state->clients[index].yPosition += state->clients[index].yVelocity;
}
}
}