booster quasi fonctionnel

affichage seulement visible a travers un autre booster.
ne se ramasse pas encore.
This commit is contained in:
Frederic Leger
2023-12-15 23:02:20 -05:00
parent 570bef266c
commit 2364fb9c1f
15 changed files with 285 additions and 192 deletions

View File

@@ -5,6 +5,7 @@
#include <chrono>
#include <cmath>
#include <unordered_map>
#include <set>
#include "../SQCSim-common/array2d.h"
#include "../SQCSim-common/blockinfo.h"
#include "../SQCSim-common/boostinfo.h"
@@ -13,6 +14,7 @@
#include "../SQCSim-common/world.h"
#include "../SQCSim-common/transformation.h"
#include "../SQCSim-common/player.h"
#include "../SQCSim-common/booster.h"
#include "define.h"
#include "openglcontext.h"
#include "texture.h"
@@ -23,16 +25,15 @@
#include "connector.h"
#include "renderer.h"
#include "remoteplayer.h"
#include "booster.h"
#include "settings.h"
class Engine : public OpenglContext {
public:
Engine();
virtual ~Engine();
virtual void DrawMenu();
virtual void DrawPause();
virtual void DrawSplachScreen();
virtual void Init();
virtual void DeInit();
virtual void LoadResource();
@@ -41,96 +42,159 @@ public:
virtual void KeyPressEvent(unsigned char key);
virtual void KeyReleaseEvent(unsigned char key);
virtual void MouseMoveEvent(int x, int y);
virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y);
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
virtual void MousePressEvent(const MOUSE_BUTTON& button, int x, int y);
virtual void MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y);
private:
int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime);
int GetOptionsChoice();
bool StartMultiplayerGame();
bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
void ChangeResolution(Resolution resolution);
void InstantDamage();
void SystemNotification(std::string systemLog);
void KillNotification(Player killer, Player killed);
void DisplayNotification(std::string message);
void ProcessNotificationQueue();
void DisplayCrosshair();
void DisplayPovGun();
void DisplayCurrentItem();
void DisplayHud(int timer);
void DisplayInfo(float elapsedTime, BlockType bloc);
void DisplaySingleOrMultiplayerMenu();
void DrawHud(float elapsedTime, BlockType bloc);
void DisplayInfo(float elapsedTime, BlockType bloc);
void DisplaySplashScreen();
void DisplayMainMenu();
void DrawButtonBackgrounds(float centerX, float centerY, int iterations);
void DrawMainMenuButtons(float centerX, float centerY);
void DrawSingleMultiButtons(float centerX, float centerY);
void DisplayLobbyMenu(float elapsedTime);
void SetPlayerUsername(float elapsedTime);
void SetServerAddress(float elapsedTime);
void DisplayPauseMenu(float elapsedTime);
void DisplayOptionsMenu();
void DisplayAudioMenu(float centerX, float centerY);
void DisplayGraphicsMenu(float centerX, float centerY);
void DisplayGameplayMenu(float centerX, float centerY);
void DrawSliderBackground(float centerX, float centerY, float minVal, float maxVal, float bottomSideValue, float topSideValue);
void DisplayBarPercentValue(float centerX, float centerY, float posX, float posY, float minVal, float maxVal, float value);
void DrawSlider(float centerX, float centerY, float value, float minVal, float maxVal, float bottomSideValue, float topSideValue);
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
void ProcessNotificationQueue();
char SimulateKeyboard(unsigned char key);
void HandlePlayerInput(float elapsedTime);
Audio m_audio = Audio(AUDIO_PATH "music01.wav", AUDIO_PATH "menumusic01.wav");
irrklang::ISound* m_powpow, * m_scream;
irrklang::ISound* m_whoosh[MAX_BULLETS];
Bullet* m_bullets[MAX_BULLETS];
//Menu
Vector3f m_otherplayerpos = Vector3f(999, 999, 999);
Connector m_conn;
Shader m_shader01;
World m_world = World();
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
Renderer m_renderer = Renderer();
Booster booster_table[NB_BOOST];
BlockInfo* m_blockinfo[BTYPE_LAST];
BoostInfo* m_boostinfo[BTYPE_BOOST_LAST];
GameState m_gamestate = GameState::SPLASH;
Shader m_shader01;
Skybox m_skybox;
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
TextureAtlas m_animeAtlas = TextureAtlas(TYPE_LAST + POS_LAST);
World m_world = World();
Renderer m_renderer = Renderer();
Booster* booster_table;
TextureAtlas::TextureIndex texBoostHeal;
Texture m_textureCrosshair;
Texture m_textureFont;
Texture m_textureGun;
Texture m_texturePovGun;
Texture m_textureSkybox;
Texture m_textureSoloMultiMenu;
Texture m_textureSoloText;
Texture m_textureMultiText;
Texture m_textureTitle;
TextureAtlas::TextureIndex texBoostHeal;
Texture m_textureLobbyMenu;
Texture m_textureMainMenu;
Texture m_textureOptionsMenu;
Texture m_texturePauseMenu;
Texture m_textureSplashScreen;
Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav");
Texture m_textureHd;
Texture m_textureFhd;
Texture m_textureQhd;
Texture m_textureUhd;
irrklang::ISound* m_powpow,
* m_scream;
irrklang::ISound *m_whoosh[MAX_BULLETS];
Texture m_textureLobbyServer;
Texture m_textureLobbyIdentify;
Texture m_textureCheck;
Texture m_textureChecked;
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
Bullet* m_bullets[MAX_BULLETS];
Texture m_texturePauseResume;
Texture m_texturePauseMainMenu;
std::unordered_map<uint64_t, Player*> m_players;
netprot::Buffer m_buf, m_bufout;
std::chrono::high_resolution_clock::time_point m_startTime;
Texture m_textureOptAudio;
Texture m_textureOptBack;
Texture m_textureOptGameplay;
Texture m_textureOptGraphics;
Texture m_textureOptMain;
Texture m_textureOptMusic;
Texture m_textureOptOptions;
Texture m_textureOptResolution;
Texture m_textureOptSensitivity;
Texture m_textureOptSfx;
//Menu
enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE };
GameState m_gamestate = GameState::MAIN_MENU;
Texture MenuTitleTexture;
Texture MenuBGTexture;
Texture MenuStartTexture;
Texture MenuQuitTexture;
Texture MenuOptionsTexture;
Texture PauseBGTexture;
Texture SplachScreenTexture;
Texture m_textureMenuBack;
Texture m_textureMenuMulti;
Texture m_textureMenuOptions;
Texture m_textureMenuPlay;
Texture m_textureMenuQuit;
Texture m_textureMenuSingle;
Texture m_textureMenuTitle;
Settings m_options = Settings(m_audio);
Resolution m_resolution = HD;
float m_splashTime = 2.0f;
float m_scale;
float m_time = 0;
float m_time_SplashScreen = 0;
float m_titleX = 0;
float m_titleY = 0;
float m_Width = 0;
float m_Height = 0;
int m_renderCount = 0;
int m_countdown = COUNTDOWN;
int m_nbReductionChunk = 4;
int m_timerReductionChunk = 30;
float m_mainvolume;
float m_musicvolume;
float m_sfxvolume;
float m_sensitivity;
int m_selectedOption = 0;
bool m_selectedOptAudioMainBar = false;
bool m_selectedOptAudioMusicBar = false;
bool m_selectedOptAudioSfxBar = false;
bool m_selectedGameplaySensitivityBar = false;
bool m_damage = false;
bool m_wireframe = false;
@@ -143,7 +207,26 @@ private:
bool m_resetcountdown = false;
bool m_soloMultiChoiceMade = false;
bool m_stopcountdown = false;
bool m_selectedPlayOptions = false;
bool m_selectedOptions = false;
bool m_selectedQuit = false;
std::string m_currentInputString;
std::string m_username;
std::string m_serverAddr;
char m_inputChar = 0;
bool m_invalidChar = false;
bool m_charChanged = false;
bool m_settingUsername = false;
bool m_settingServer = false;
bool m_selectedSinglePlayer = false;
bool m_selectedMultiPlayer = false;
bool m_singleReady = false;
bool m_multiReady = false;
bool m_key1 = false;
bool m_key2 = false;
@@ -153,20 +236,31 @@ private:
bool m_keyA = false;
bool m_keyS = false;
bool m_keyD = false;
bool m_keyEnter = false;
bool m_keySpace = false;
bool m_keyShift = false;
bool m_keyBackspace = false;
bool m_mouseL = false;
bool m_mouseR = false;
bool m_mouseC = false;
bool m_mouseWU = false;
bool m_mouseWD = false;
//Pour trouver ou est la souris
float m_mousemx = 0;
float m_mousemy = 0;
bool m_networkgame = false;
netprot::PlayerInfo m_pinfo;
RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(),Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f));
Connector m_conn;
std::deque<netprot::ChunkMod*> m_chunkmod_manifest;
std::chrono::high_resolution_clock::time_point m_startTime;
std::unordered_map<uint64_t, Player*> m_players;
netprot::Buffer m_buf, m_bufout;
netprot::ChunkMod* m_chunkmod = nullptr;
std::unordered_map<uint64_t, netprot::Sync> m_syncs;
std::string m_messageNotification = "";
};
#endif // ENGINE_H__
#endif // ENGINE_H__