UDP data going back and forth

This commit is contained in:
2023-07-06 00:22:59 +01:00
parent 72009e5c4b
commit a08dc7f2a6
4 changed files with 51 additions and 62 deletions

View File

@ -1,20 +1,14 @@
#include "cspt-state.h"
void updateInput(struct gameState * state, struct clientInput * message, struct sockaddr_in * address, int * clientSockets)
void updateInput(struct gameState * state, struct clientInput * message)
{
int index = 0;
struct sockaddr_in currentClientAddress;
for (index = 0; index < 16; index++)
if(message->clientNumber < 16 && message->clientNumber >= 0)
{
getsockname(clientSockets[index], (struct sockaddr *)&currentClientAddress, (socklen_t *)sizeof(struct sockaddr_in));
if (currentClientAddress.sin_addr.s_addr == address->sin_addr.s_addr)
{
state->clients[index].leftAcceleration = message->left;
state->clients[index].rightAcceleration = message->right;
state->clients[index].upAcceleration = message->up;
state->clients[index].downAcceleration = message->down;
break;
}
state->clients[message->clientNumber].leftAcceleration = message->left;
state->clients[message->clientNumber].rightAcceleration = message->right;
state->clients[message->clientNumber].upAcceleration = message->up;
state->clients[message->clientNumber].downAcceleration = message->down;
}
}
void doGameTick(struct gameState * state)
@ -27,19 +21,19 @@ void doGameTick(struct gameState * state)
// Calculate acceleration:
if (state->clients[index].leftAcceleration)
{
state->clients[index].xVelocity -= 0.1;
state->clients[index].xVelocity -= 0.5;
}
if (state->clients[index].rightAcceleration)
{
state->clients[index].xVelocity += 0.1;
state->clients[index].xVelocity += 0.5;
}
if (state->clients[index].upAcceleration)
{
state->clients[index].yVelocity += 0.1;
state->clients[index].yVelocity += 0.5;
}
if (state->clients[index].downAcceleration)
{
state->clients[index].yVelocity += 0.1;
state->clients[index].yVelocity += 0.5;
}
if (!state->clients[index].leftAcceleration && !state->clients[index].rightAcceleration)
{
@ -51,21 +45,21 @@ void doGameTick(struct gameState * state)
}
// Clamp speed:
if (state->clients[index].xVelocity > 10)
if (state->clients[index].xVelocity > 15)
{
state->clients[index].xVelocity = 10;
state->clients[index].xVelocity = 15;
}
if (state->clients[index].xVelocity < -10)
if (state->clients[index].xVelocity < -15)
{
state->clients[index].xVelocity = -10;
state->clients[index].xVelocity = -15;
}
if (state->clients[index].yVelocity > 10)
if (state->clients[index].yVelocity > 15)
{
state->clients[index].yVelocity = 10;
state->clients[index].yVelocity = 15;
}
if (state->clients[index].yVelocity < -10)
if (state->clients[index].yVelocity < -15)
{
state->clients[index].yVelocity = -10;
state->clients[index].yVelocity = -15;
}
// Do movement: