Merge branch 'SQC19_Booster' into online_boosts

This commit is contained in:
MarcEricMartel
2023-12-18 11:19:52 -05:00
15 changed files with 216 additions and 135 deletions

View File

@@ -78,7 +78,6 @@ void Engine::LoadResource() {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
abort();
}
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
@@ -124,15 +123,15 @@ void Engine::LoadResource() {
LoadTexture(m_textureMenuQuit, TEXTURE_PATH "menus/buttons/main/mainQuit.png", false);
LoadTexture(m_textureMenuSingle, TEXTURE_PATH "menus/buttons/main/mainSingle.png", false);
TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
TextureAtlas::TextureIndex texGreenGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "greengrass.png");
TextureAtlas::TextureIndex texBoostHeal = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterVert.png");
TextureAtlas::TextureIndex texBoostDmg = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterRouge.png");
TextureAtlas::TextureIndex texBoostSpd = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterBleu.png");
TextureAtlas::TextureIndex texBoostInv = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterJaune.png");
TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); //0
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); //1
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); //2
TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png"); //3
TextureAtlas::TextureIndex texGreenGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "greengrass.png"); //4
TextureAtlas::TextureIndex texBoostHeal = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterVert.png"); //5
TextureAtlas::TextureIndex texBoostDmg = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterRouge.png"); //6
TextureAtlas::TextureIndex texBoostSpd = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterBleu.png"); //7
TextureAtlas::TextureIndex texBoostInv = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterJaune.png"); //8
//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
@@ -1308,6 +1307,8 @@ void Engine::Render(float elapsedTime) {
}
if (m_gamestate == GameState::PAUSE) {
booster_table[0] = Booster({ 215, 15, 195 }, BTYPE_SPEED);
booster_table[1] = Booster({ 213, 15, 195 }, BTYPE_HEAL);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
@@ -1349,7 +1350,7 @@ void Engine::Render(float elapsedTime) {
static bool leftright = false;
if (pollTime >= .005f) {
Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime, booster_table);
switch (snd) {
case Player::Sound::STEP:
if (leftright)
@@ -1428,10 +1429,19 @@ void Engine::Render(float elapsedTime) {
}
}
}
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
for (Booster booster : booster_table) {
m_renderer.RenderBooster(m_textureAtlas, m_shader01, all, m_player, booster);
}
glEnable(GL_CULL_FACE);
if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
glEnable(GL_BLEND);