booster quasi fonctionnel
affichage seulement visible a travers un autre booster. ne se ramasse pas encore.
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@@ -78,7 +78,6 @@ void Engine::LoadResource() {
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std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
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abort();
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}
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
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@@ -124,15 +123,15 @@ void Engine::LoadResource() {
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LoadTexture(m_textureMenuQuit, TEXTURE_PATH "menus/buttons/main/mainQuit.png", false);
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LoadTexture(m_textureMenuSingle, TEXTURE_PATH "menus/buttons/main/mainSingle.png", false);
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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
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TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
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TextureAtlas::TextureIndex texGreenGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "greengrass.png");
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TextureAtlas::TextureIndex texBoostHeal = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterVert.png");
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TextureAtlas::TextureIndex texBoostDmg = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterRouge.png");
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TextureAtlas::TextureIndex texBoostSpd = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterBleu.png");
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TextureAtlas::TextureIndex texBoostInv = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterJaune.png");
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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); //0
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TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); //1
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); //2
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png"); //3
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TextureAtlas::TextureIndex texGreenGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "greengrass.png"); //4
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TextureAtlas::TextureIndex texBoostHeal = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterVert.png"); //5
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TextureAtlas::TextureIndex texBoostDmg = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterRouge.png"); //6
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TextureAtlas::TextureIndex texBoostSpd = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterBleu.png"); //7
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TextureAtlas::TextureIndex texBoostInv = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterJaune.png"); //8
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//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
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@@ -1326,6 +1325,8 @@ void Engine::Render(float elapsedTime) {
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static float pollTime = 0;
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static float bulletTime = 0;
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static BlockType bloc = 1;
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booster_table[0] = Booster({ 215, 15, 195 }, BTYPE_SPEED);
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booster_table[1] = Booster({ 213, 15, 195 }, BTYPE_HEAL);
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if (elapsedTime > 0.1f) return;
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@@ -1424,17 +1425,14 @@ void Engine::Render(float elapsedTime) {
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}
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}
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}
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gameTime += elapsedTime * 10;
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Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
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dance.Normalize();
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booster_table[0] = Booster({ 195, 16, 195 }, BTYPE_SPEED);
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m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime, booster_table);
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m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
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m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
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m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
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booster_table[0].RenderBillboard(m_textureAtlas, m_shader01, all, m_player);
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glDisable(GL_CULL_FACE);
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for (Booster booster : booster_table) {
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glClear(GL_STENCIL_BUFFER_BIT);
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m_renderer.RenderBooster(m_textureAtlas, m_shader01, all, m_player, booster);
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}
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glEnable(GL_CULL_FACE);
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if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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