diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp index a5939e6..ccb5f35 100644 --- a/SQCSim2021/engine.cpp +++ b/SQCSim2021/engine.cpp @@ -28,6 +28,56 @@ Engine::~Engine() { m_world.GetChunks().Get(x, y)->~Chunk(); } +void Engine::DrawSplachScreen() +{ + glDisable(GL_LIGHTING); + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + + // Définir la matrice de projection en mode orthographique + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(-Width() / 2, Width() / 2, -Height() / 2, Height() / 2, -1, 1); + + // Définir la matrice de modèle-vue + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // L'image sera centrée autour de l'origine (0, 0, 0) + int imageWidth = Width(); // Remplacez par la largeur de votre image + int imageHeight = Height(); // Remplacez par la hauteur de votre image + + // Texture + SplachScreenTexture.Bind(); + + // Dessiner un quadrilatère centré + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(-imageWidth / 2, -imageHeight / 2); + glTexCoord2f(1, 0); + glVertex2i(imageWidth / 2, -imageHeight / 2); + glTexCoord2f(1, 1); + glVertex2i(imageWidth / 2, imageHeight / 2); + glTexCoord2f(0, 1); + glVertex2i(-imageWidth / 2, imageHeight / 2); + glEnd(); + + // Activer la transparence + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); + glEnable(GL_BLEND); + + // Restaurer les matrices précédentes + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); +} + + + void Engine::DrawMenu() { static const int sTitle = 400; @@ -223,6 +273,8 @@ void Engine::DrawMenu() } void Engine::Init() { + + GLenum glewErr = glewInit(); if (glewErr != GLEW_OK) { std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; @@ -298,6 +350,7 @@ void Engine::LoadResource() { LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png"); LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png"); + LoadTexture(SplachScreenTexture, TEXTURE_PATH "sc2.png"); LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png"); LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png"); LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png"); @@ -649,7 +702,10 @@ int Engine::GetCountdown(float elapsedTime) { void Engine::Render(float elapsedTime) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - if (m_gamestate == GameState::PLAY) + m_time_SplashScreen += elapsedTime; + if(m_time_SplashScreen < 2) + DrawSplachScreen(); + else if (m_gamestate == GameState::PLAY) { HideCursor(); CenterMouse(); //D�placement de centermouse dans l'action de jouer @@ -684,11 +740,11 @@ void Engine::Render(float elapsedTime) { if (leftright) vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x); else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x); - m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f); + m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), false,.8f); leftright = !leftright; break; case Player::Sound::FALL: - m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f); + m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false,1.f); break; default: break; } @@ -755,7 +811,7 @@ void Engine::Render(float elapsedTime) { static bool fell = false; if (m_player.GetPosition().y < 1.7f && !fell) { - m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), 1.f); + m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false,1.f); fell = true; } else if (m_player.GetPosition().y < -20.f) { diff --git a/SQCSim2021/engine.h b/SQCSim2021/engine.h index 57b4e2e..c4431b8 100644 --- a/SQCSim2021/engine.h +++ b/SQCSim2021/engine.h @@ -25,6 +25,7 @@ public: Engine(); virtual ~Engine(); virtual void DrawMenu(); + virtual void DrawSplachScreen(); virtual void Init(); virtual void DeInit(); virtual void LoadResource(); @@ -87,9 +88,13 @@ private: Texture MenuStartTexture; Texture MenuQuitTexture; Texture MenuOptionsTexture; + Texture SplachScreenTexture; float m_scale; float m_time = 0; + float m_time_SplashScreen = 0; + float m_Width = 0; + float m_Height = 0; int m_renderCount = 0; int m_countdown = COUNTDOWN; diff --git a/SQCSim2021/media/textures/sc2.png b/SQCSim2021/media/textures/sc2.png new file mode 100644 index 0000000..daff7ea Binary files /dev/null and b/SQCSim2021/media/textures/sc2.png differ diff --git a/SQCSim2021/openglcontext.cpp b/SQCSim2021/openglcontext.cpp index 3820003..7a61b07 100644 --- a/SQCSim2021/openglcontext.cpp +++ b/SQCSim2021/openglcontext.cpp @@ -9,6 +9,7 @@ OpenglContext::~OpenglContext() { } + bool OpenglContext::Start(const std::string& title, int width, int height, bool fullscreen) { m_title = title; @@ -22,13 +23,14 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool while (m_app.isOpen()) { - clock.restart(); - sf::Event Event; - while (m_app.pollEvent(Event)) - { - switch(Event.type) + clock.restart(); + + sf::Event Event; + while (m_app.pollEvent(Event)) { + switch (Event.type) + { case sf::Event::Closed: m_app.close(); break; @@ -51,29 +53,29 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool MouseReleaseEvent(ConvertMouseButton(Event.mouseButton.button), Event.mouseButton.x, Event.mouseButton.y); break; case sf::Event::MouseWheelMoved: - if(Event.mouseWheel.delta > 0) + if (Event.mouseWheel.delta > 0) MousePressEvent(MOUSE_BUTTON_WHEEL_UP, Event.mouseButton.x, Event.mouseButton.y); else MousePressEvent(MOUSE_BUTTON_WHEEL_DOWN, Event.mouseButton.x, Event.mouseButton.y); break; default: break; + } } - } - m_app.setActive(); - Render(m_lastFrameTime); - m_app.display(); - - m_lastFrameTime = clock.getElapsedTime().asSeconds(); - - // Handle ourself frame rate limit, sf::Window::setFramerateLimit doesn't seems to work - float waitTime = (1.f / m_maxFps) - m_lastFrameTime; - if(waitTime > 0) - { - sf::sleep(sf::seconds(waitTime)); + m_app.setActive(); + Render(m_lastFrameTime); + m_app.display(); m_lastFrameTime = clock.getElapsedTime().asSeconds(); - } + + // Handle ourself frame rate limit, sf::Window::setFramerateLimit doesn't seems to work + float waitTime = (1.f / m_maxFps) - m_lastFrameTime; + if (waitTime > 0) + { + sf::sleep(sf::seconds(waitTime)); + + m_lastFrameTime = clock.getElapsedTime().asSeconds(); + } } UnloadResource(); diff --git a/SQCSim2021/openglcontext.h b/SQCSim2021/openglcontext.h index b82c683..3825b26 100644 --- a/SQCSim2021/openglcontext.h +++ b/SQCSim2021/openglcontext.h @@ -4,6 +4,7 @@ #include #include #include "define.h" +#include "texture.h" // Documentation de SFML: http://www.sfml-dev.org/documentation/index-fr.php class OpenglContext @@ -31,7 +32,6 @@ public: virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y) = 0; virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y) = 0; - bool Start(const std::string& title, int width, int height, bool fullscreen); bool Stop();