Merge branch 'master' into SQC-31

This commit is contained in:
mduval76
2023-11-27 16:54:58 -05:00
committed by GitHub
136 changed files with 1578 additions and 541 deletions

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@@ -20,6 +20,7 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="audio.h" />
<ClInclude Include="booster.h" />
<ClInclude Include="connector.h" />
<ClInclude Include="define.h" />
<ClInclude Include="engine.h" />
@@ -36,6 +37,7 @@
</ItemGroup>
<ItemGroup>
<ClCompile Include="audio.cpp" />
<ClCompile Include="booster.cpp" />
<ClCompile Include="connector.cpp" />
<ClCompile Include="engine.cpp" />
<ClCompile Include="main.cpp" />
@@ -170,7 +172,7 @@
<FloatingPointModel>Fast</FloatingPointModel>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>false</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
@@ -192,7 +194,7 @@
<FloatingPointModel>Fast</FloatingPointModel>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>false</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>

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@@ -53,6 +53,9 @@
<ClInclude Include="remoteplayer.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="booster.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="engine.cpp">
@@ -97,5 +100,8 @@
<ClCompile Include="remoteplayer.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="booster.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>
</Project>

46
SQCSim2021/booster.cpp Normal file
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@@ -0,0 +1,46 @@
#include "booster.h";
void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran)
{
//
//Vector3f playerToQuad = m_player.GetPosition() - m_position;
//playerToQuad.Normalize();
//Vector3f targetPosition = m_player.GetPosition() + playerToQuad * 10.0f;
//Matrix4f rotationMatrix;
//rotationMatrix.SetLookAt(m_position, targetPosition, Vector3f(0, 1, 0));
//glMultMatrixf(rotationMatrix.GetInternalValues());
float x = pos.x;
float y = pos.y;
float z = pos.z;
float width = 1.0f;
float height = 1.0f;
//Pt override les collisions.. a ce point la je sais pas quoi faire
//Matrix4 mat4 = tran.GetMatrix();
//mat4 VP = pMatrix * vMatrix;
//Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());
//Vector3f CameraUp = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
//Vector3f v1 = (m_position + CameraRight * 0.5 * width + CameraUp * -0.5 * width);
//Vector3f v2 = (m_position + CameraRight * 0.5 * width + CameraUp * 0.5 * width);
//Vector3f v4 = (m_position + CameraRight * -0.5 * width + CameraUp * -0.5 * width);
//Vector3f v3 = (m_position + CameraRight * -0.5 * width + CameraUp * 0.5 * width);
//tran.ApplyTranslation(m_position);
float u, v, w, h;
//glDisable(GL_DEPTH_TEST);
shader.Use();
textureAtlas.Bind();
textureAtlas.TextureIndexToCoord(8, u, v, w, h);
//glLoadIdentity();
glLoadMatrixf(tran.GetMatrix().GetInternalValues());
glBegin(GL_QUADS);
glTexCoord2f(u, v); glVertex3f(x - width / 2., y - height, z); //glVertex3f(v4.x, v4.y, v4.z);//glVertex3f(0, 50, 0);
glTexCoord2f(u + w, v); glVertex3f(x + width / 2., y - height, z); //glVertex3f(v3.x, v3.y, v3.z); //glVertex3f(50,50, 0);
glTexCoord2f(u + w, v + h); glVertex3f(x + width / 2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0);
glTexCoord2f(u, v + h); glVertex3f(x - width / 2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0);
glEnd();
shader.Disable();
//tran.ApplyTranslation(-m_position);
//glEnable(GL_DEPTH_TEST);
}

14
SQCSim2021/booster.h Normal file
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@@ -0,0 +1,14 @@
#ifndef BOOSTER_H__
#define BOOSTER_H__
#include "define.h"
#include "textureatlas.h"
#include "shader.h"
#include "../SQCSim-common/vector3.h"
#include "../SQCSim-common/transformation.h"
class Booster {
public:
void RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran);
};
#endif

View File

@@ -69,44 +69,51 @@ int Connector::Connect(const char* srv_addr, std::string name) {
netprot::sendPack(m_sock_tcp, &log, &bf);
//using namespace std::chrono_literals;
//std::this_thread::sleep_for(100ms);
memset(bf.ptr, '\0', BUFFER_LENGTH);
bool ready = false;
int errors = 0;
std::vector<netprot::Packet> lsPck;
std::vector<char*> lsPck;
while (!ready) {
lsPck = netprot::recvPacks(m_sock_tcp, &bf);
for (auto& pck : lsPck) {
bool bypass_delete = false;
uint32_t bsize = bf.len - (pck - bf.ptr);
netprot::PlayerInfo* pl = nullptr;
switch (pck.type) {
switch (netprot::getType(pck, 1)) {
using enum netprot::PACKET_TYPE;
case LOGINF:
m_loginfo = netprot::LoginInfo((netprot::LoginInfo*)pck.ptr);
if (!netprot::Deserialize(&m_loginfo, pck, &bsize))
++errors;
break;
case GAMEINFO:
m_gameinfo = netprot::GameInfo((netprot::GameInfo*)pck.ptr);
if (!netprot::Deserialize(&m_gameinfo, pck, &bsize))
++errors;
break;
case PLAYINF:
pl = (netprot::PlayerInfo*)pck.ptr;
m_players[pl->id] = pl;
bypass_delete = true;
pl = new netprot::PlayerInfo();
if (!netprot::Deserialize(pl, pck, &bsize))
++errors;
else m_players[pl->id] = pl;
break;
case TEAMINF:
// TODO: Faire dequoi avec TeamInfo si on fini par avoir des teams.
break;
case SYNC:
m_origin = netprot::Sync((netprot::Sync*)pck.ptr);
if (!netprot::Deserialize(&m_origin, pck, &bsize))
++errors;
ready = true;
break;
default:
errors++;
break;
}
if (!bypass_delete)
netprot::emptyPack(pck);
}
lsPck.clear();
if (errors > 100)
if (errors > 1000)
return 4;
}
return 0;

View File

@@ -2,6 +2,7 @@
#define CONNECTOR_H__
#include <stdlib.h>
#include <unordered_map>
#include "../SQCSim-common/netprotocol.h"
#include "define.h"
@@ -26,13 +27,13 @@ public:
// void updateRemotePlayers(std::map<RemotePlayers> rplayers);
std::map<uint64_t, netprot::PlayerInfo> m_players;
std::unordered_map<uint64_t, netprot::PlayerInfo> m_players;
private:
#ifdef _WIN32
WSADATA m_wsaData;
#endif
std::map<Timestamp, netprot::Input> m_inputmanifest;
std::map<uint64_t, netprot::TeamInfo> m_teams;
std::unordered_map<Timestamp, netprot::Input> m_inputmanifest;
std::unordered_map<uint64_t, netprot::TeamInfo> m_teams;
netprot::LoginInfo m_loginfo;
netprot::GameInfo m_gameinfo;

View File

@@ -28,11 +28,13 @@
#define BASE_WIDTH 640
#define BASE_HEIGHT 480
#define ANIME_PATH_JUMP "./media/textures/AssetOtherPlayer/FinalPNGJumping/"
#define ANIME_PATH_STILL "./media/textures/AssetOtherPlayer/FinalPNGStanding/"
#define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/"
#define CHUNK_PATH "./media/chunks/"
#define MENU_ITEM_PATH "./media/menu_items/"
#define BOOSTER_TEXTURE_PATH "./media/textures/Booster/"
#endif // DEFINE_H__

View File

@@ -1,5 +1,7 @@
#include "engine.h"
#include <algorithm>
#include <filesystem>
#include <fstream>
#include <iostream>
#include <chrono>
#include <thread>
@@ -11,12 +13,13 @@ struct Notification {
float displayStartTime = 0.0f;
};
// Use a queue to manage notifications
//std::queue<Notification> notificationQueue;
// Use a vector to manage notifications
std::vector<Notification> notifications;
Engine::Engine() {}
Engine::Engine() : m_remotePlayer(&m_pinfo), m_pinfo(){}
Engine::~Engine() {
m_world.CleanUpWorld(m_renderCount, true);
@@ -322,6 +325,17 @@ void Engine::DrawOption()
void Engine::Init() {
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
ShowCursor();
}
void Engine::Init() {
GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
@@ -329,14 +343,13 @@ void Engine::Init() {
}
uint64_t seed = SEED;
char ch;
glDisable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
//glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
@@ -349,11 +362,15 @@ void Engine::Init() {
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT);
if (m_istarted)
return;
else m_istarted = true;
//
// Objet de skybox avec sa propre texture et son propre shader!
m_skybox.Init(0.2f);
//m_skybox2.Init(1.f);
// Objet de musique!
//m_audio.ToggleMusicState();
@@ -363,56 +380,61 @@ void Engine::Init() {
m_whoosh[x] = nullptr;
}
std::cout << "Jouer en ligne? [o/N] ";
std::cin >> ch;
std::cout << std::endl;
char* ch = new char[2];
if (ch == 'o' || ch == 'O') {
char* input = new char[32];
std::string playname, srvname;
std::cout << "Jouer en ligne? [o/N] ";
std::cin.getline(ch, 2);
std::cout << std::endl;
while (playname.size() < 1) {
std::cout << "Veuillez entrer un nom de joueur: ";
std::cin.ignore();
std::cin.getline(input, 32);
std::cout << std::endl;
playname = input;
if (playname.size() < 1 || playname.size() > 32)
std::puts("Nom invalide.");
}
while (srvname.size() < 1) {
std::cout << "Veuillez entrer une adresse de serveur: ";
std::cin.getline(input, 32);
std::cout << std::endl;
srvname = input;
if (srvname.size() < 1 || srvname.size() > 32)
std::puts("Adresse serveur invalide.");
}
delete[] input;
if (*ch == 'o' || *ch == 'O') {
char* input = new char[32];
std::string playname, srvname;
if (!m_conn.Init()) {
if (!m_conn.Connect(srvname.c_str(), playname)) {
// setup jeu en reseau.
std::cout << "ID recu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
m_player = Player(m_conn.getOrigin().position);
for (auto& [key, player] : m_conn.m_players)
m_players[key] = new RemotePlayer(player);
seed = m_conn.getSeed();
m_networkgame = true;
}
else std::cout << "Erreur de connexion." << std::endl;
}
else std::cout << "Erreur de creation de socket." << std::endl;
while (playname.size() < 1) {
std::cout << "Veuillez entrer un nom de joueur: ";
std::cin.getline(input, 32);
std::cout << std::endl;
playname = input;
if (playname.size() < 1 || playname.size() > 32)
std::puts("Nom invalide.");
}
while (srvname.size() < 1) {
std::cout << "Veuillez entrer une adresse de serveur: ";
std::cin.getline(input, 32);
std::cout << std::endl;
srvname = input;
if (srvname.size() < 1 || srvname.size() > 32)
std::puts("Adresse serveur invalide.");
}
delete[] input;
if (!m_conn.Init()) {
if (!m_conn.Connect(srvname.c_str(), playname)) {
// setup jeu en reseau.
std::cout << "ID recu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
m_player = Player(m_conn.getOrigin().position);
for (auto& [key, player] : m_conn.m_players)
m_players[key] = new RemotePlayer(player);
seed = m_conn.getSeed();
m_networkgame = true;
}
else std::cout << "Erreur de connexion." << std::endl;
}
else std::cout << "Erreur de creation de socket." << std::endl;
}
delete[] ch;
m_world.SetSeed(seed);
// Init Chunks
m_world.GetChunks().Reset(nullptr);
m_startTime = std::chrono::high_resolution_clock::now();
m_remotePlayer.SetPosition(Vector3f(.5,CHUNK_SIZE_Y + 10., .5));
// Gestion de souris.
CenterMouse();
HideCursor();
@@ -422,6 +444,7 @@ void Engine::DeInit() {}
void Engine::LoadResource() {
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
//LoadTexture(m_skybox2.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
@@ -434,15 +457,54 @@ void Engine::LoadResource() {
LoadTexture(MenuTitleTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
LoadTexture(MenuBGTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
LoadTexture(MenuBGOptionTexture, TEXTURE_PATH "BrouillonbackgroundMenu.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");
TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.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");
//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
//JUMP
//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png");
//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png");
//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png");
//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
//STILL
//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackRight.png");
TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBack.png");
//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBack.png");
//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilLeft.png");
//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeft.png");
//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRight.png");
//SHOOTINGSTILL
//SHOOTINGJUMP
if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl;
abort();
}
if (!m_textureAtlas.Generate(TEXTURE_SIZE, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl;
@@ -458,6 +520,20 @@ void Engine::LoadResource() {
m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texGreenGrassIndex, u, v, s, s);
m_blockinfo[BTYPE_GREENGRASS] = new BlockInfo(BTYPE_GREENGRASS, "GreenGrass", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texBoostHeal, u, v, s, s);
m_boostinfo[BTYPE_HEAL] = new BoostInfo(BTYPE_HEAL, "Heal", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texBoostDmg, u, v, s, s);
m_boostinfo[BTYPE_DAMAGE] = new BoostInfo(BTYPE_DAMAGE, "Dmg", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texBoostSpd, u, v, s, s);
m_boostinfo[BTYPE_SPEED] = new BoostInfo(BTYPE_SPEED, "Spd", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
m_boostinfo[BTYPE_INVINCIBLE] = new BoostInfo(BTYPE_INVINCIBLE, "Inv", u, v, s, 1);
m_animeAtlas.TextureIndexToCoord(0, u, v, s, s);
std::cout << " Loading and compiling shaders ..." << std::endl;
if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) {
@@ -486,6 +562,7 @@ void Engine::SystemNotification(std::string systemLog) {
DisplayNotification(message);
}
void Engine::KillNotification(Player killer, Player killed) {
std::string message = "";
@@ -768,17 +845,17 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
fPosY = fPosYJump;
fPosY -= charSize;
ss << " Velocity : " << m_player.GetVelocity();
ss << " Velocity : " << m_remotePlayer.GetVelocity();
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
ss << " Direction : " << m_player.GetDirection();
ss << " Player Position : " << m_player.GetPosition();
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
ss << " Position : " << m_player.GetPosition();
ss << " Remote Position : " << m_remotePlayer.GetPosition();//m_player.GetPosition();
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
@@ -841,6 +918,7 @@ void Engine::DisplaySingleOrMultiplayerMenu() {
glBindTexture(GL_TEXTURE_2D, 0);
// Single Player and Multiplayer button background quads
float buttonWidthProportion = 0.4f;
float buttonHeightProportion = 0.075f;
@@ -928,7 +1006,13 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
glPushMatrix();
int timer = GetCountdown(elapsedTime);
for (int i = 1; i < WORLD_SIZE_X; i++)
{
if (timer <= COUNTDOWN - m_timerReductionChunk * i) {
m_world.RemoveChunk(m_nbReductionChunk * i);
m_renderer.RemoveChunk(m_nbReductionChunk * i);
}
}
if (m_keyK) {
SystemNotification(m_messageNotification);
m_keyK = false;
@@ -998,6 +1082,8 @@ int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
int Engine::GetCountdown(float elapsedTime) {
if (m_resetcountdown)
{
m_nbReductionChunk = 4;
m_timerReductionChunk = 30;
m_countdown = m_time + COUNTDOWN;
m_resetcountdown = false;
}
@@ -1024,6 +1110,7 @@ void Engine::Render(float elapsedTime) {
static irrklang::ISound* step; // Pour les sons de pas.
static float pollTime = 0;
static float bulletTime = 0;
static float gameTime = 0;
static BlockType bloc = 1;
if (elapsedTime > 0.1f) return;
@@ -1033,6 +1120,8 @@ void Engine::Render(float elapsedTime) {
Transformation all;
Transformation skybox;
Transformation remotePlayer;
Vector3f vstep;
// Transformations initiales
@@ -1050,11 +1139,11 @@ 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(), false,.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(), false,1.f);
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false, 1.f);
break;
default: break;
}
@@ -1067,12 +1156,17 @@ void Engine::Render(float elapsedTime) {
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
m_player.ApplyTransformation(remotePlayer, true, false);
if (m_key1) bloc++;
else if (m_key2) bloc--;
if (m_mouseWU) bloc++;
else if (m_mouseWD) bloc--;
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
m_mouseWU = m_mouseWD = false;
m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
if (m_mouseL) {
if (bloc != BTYPE_LAST)
@@ -1095,36 +1189,49 @@ void Engine::Render(float elapsedTime) {
glClearColor(0.f, 0.f, 0.f, 1.f);
return;
}
}
}
}
else if (m_mouseR)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
if (m_bullets[x]) {
for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) {
m_bullets[x]->~Bullet();
if (m_whoosh[x])
m_whoosh[x]->drop();
m_bullets[x] = nullptr;
m_whoosh[x] = nullptr;
break;
}
else if (!m_whoosh[x]) {
m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
else {
Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel();
m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
else if (m_mouseR)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
if (m_bullets[x]) {
for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) {
m_bullets[x]->~Bullet();
if (m_whoosh[x])
m_whoosh[x]->drop();
m_bullets[x] = nullptr;
m_whoosh[x] = nullptr;
break;
}
else if (!m_whoosh[x]) {
m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
else {
Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel();
m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
}
}
}
}
m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
gameTime += elapsedTime * 10;
Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
dance.Normalize();
m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime);
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
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);
if (m_isSkybox) m_skybox.Render(skybox);
@@ -1137,7 +1244,7 @@ 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(), false,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) {
@@ -1145,15 +1252,26 @@ void Engine::Render(float elapsedTime) {
fell = false;
}
if (m_networkgame) {
static char* buf = new char[BUFFER_LENGTH];
uint32_t buflen = BUFFER_LENGTH;
netprot::Input input;
//sockaddr_in addr = m_conn.m_srvsockaddr;
if (m_networkgame) { // Pour se gerer le paquet.
using namespace std::chrono;
using namespace netprot;
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
Input input;
Sync sync;
uint64_t id = m_conn.getId();
static std::vector<char*> lsPck;
if (false) { // TODO: Faire un checkup pour chaque ~1000ms.
sync.sid = id;
sync.timestamp = tstamp;
sync.position = m_player.GetPosition();
sync.hp = m_player.GetHP();
// TODO: Garrocher ca quelque-part.
}
input.sid = id;
input.direction = m_player.GetDirection();
input.sid = m_conn.getId();
input.timestamp = 12345;
input.timestamp = tstamp;
input.keys.forward = m_keyW;
input.keys.backward = m_keyS;
input.keys.left = m_keyA;
@@ -1162,10 +1280,37 @@ void Engine::Render(float elapsedTime) {
input.keys.block = m_mouseR;
input.keys.shoot = m_mouseL;
//netprot::Serialize(&input, &buf, &buflen);
//sendto(m_conn.m_sock_udp, buf, buflen, 0, (sockaddr*)&addr, sizeof(addr));
sendPackTo<Input>(m_conn.m_sock_udp, &input, &m_bufout, &m_conn.m_srvsockaddr);
netprot::sendPackTo<netprot::Input>(m_conn.m_sock_udp, &input, &buf, &buflen, &m_conn.m_srvsockaddr);
lsPck = recvPacks(m_conn.m_sock_udp, &m_buf);
char* prevptr = nullptr;
for (auto& pck : lsPck) { // We could make a few threads out of this.
Sync sync;
Output out;
if (!prevptr)
prevptr = m_buf.ptr;
uint32_t bsize = m_buf.len - (pck - prevptr);
prevptr = pck;
switch (getType(pck, 1)) {
using enum PACKET_TYPE;
case SYNC:
if (Deserialize(&sync, pck, &bsize)) {
if (sync.sid != m_conn.getId())
break;
// TODO: Vérifier si les positions concordent au sync local.
}
break;
case OUTPUT:
if (Deserialize(&out, pck, &bsize)) {
RemotePlayer* r = (RemotePlayer*)m_players[out.id];
r->Feed(out);
}
break;
default:
break;
}
}
lsPck.clear();
}
}
else if (m_gamestate == GameState::MAIN_MENU)
@@ -1178,6 +1323,10 @@ void Engine::Render(float elapsedTime) {
{
DrawOption();
}
else if (m_gamestate == GameState::PAUSE)
{
DrawPause();
}
else if (m_gamestate == GameState::QUIT)
Stop();
}
@@ -1205,7 +1354,14 @@ void Engine::KeyPressEvent(unsigned char key) {
}
break;
case 36: // ESC - Quitter
m_gamestate = GameState::MAIN_MENU;
if (m_gamestate == GameState::PLAY)
{
m_gamestate = GameState::PAUSE;
}
else if (m_gamestate == GameState::PAUSE)
{
m_gamestate = GameState::PLAY;
}
//Stop();
break;
case 57: // Space - Sauter
@@ -1246,6 +1402,10 @@ void Engine::KeyPressEvent(unsigned char key) {
break;
case 24: // Y - Ignorer
break;
case 27: // 1
break;
case 28: // 2
break;
case 255: // Fn - Ignorer
break;
default:
@@ -1292,7 +1452,7 @@ void Engine::KeyReleaseEvent(unsigned char key) {
case 15:
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
if (!m_bullets[x]) {
m_bullets[x] = new Bullet(m_player.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f,0.f,1.f));
m_bullets[x] = new Bullet(m_player.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f, 0.f, 1.f));
break;
}
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<6D>re balle de l'array.
@@ -1320,6 +1480,12 @@ void Engine::KeyReleaseEvent(unsigned char key) {
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
case 27: // 1
m_key1 = true;
break;
case 28: // 2
m_key2 = true;
break;
case 57: // Espace - Stop sauter
m_keySpace = false;
break;
@@ -1442,3 +1608,5 @@ bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool use
return true;
}

View File

@@ -2,9 +2,12 @@
#define ENGINE_H__
#include <algorithm>
#include <chrono>
#include <cmath>
#include <unordered_map>
#include "../SQCSim-common/array2d.h"
#include "../SQCSim-common/blockinfo.h"
#include "../SQCSim-common/boostinfo.h"
#include "../SQCSim-common/bullet.h"
#include "../SQCSim-common/chunk.h"
#include "../SQCSim-common/world.h"
@@ -20,6 +23,8 @@
#include "connector.h"
#include "renderer.h"
#include "remoteplayer.h"
#include "booster.h"
class Engine : public OpenglContext {
public:
@@ -59,13 +64,20 @@ private:
void DrawHud(float elapsedTime, BlockType bloc);
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
Connector m_conn;
Shader m_shader01;
BlockInfo* m_blockinfo[BTYPE_LAST];
BoostInfo* m_boostinfo[BTYPE_BOOST_LAST];
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
TextureAtlas m_animeAtlas = TextureAtlas(TYPE_LAST + POS_LAST);
World m_world = World();
Renderer m_renderer = Renderer();
Booster m_booster = Booster();
Texture m_textureCrosshair;
Texture m_textureFont;
@@ -77,6 +89,8 @@ private:
Texture m_textureMultiText;
Texture m_textureTitle;
TextureAtlas::TextureIndex texBoostHeal;
Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav");
@@ -88,10 +102,13 @@ private:
Bullet* m_bullets[MAX_BULLETS];
std::map<uint64_t, Player*> m_players;
std::unordered_map<uint64_t, Player*> m_players;
netprot::Buffer m_buf, m_bufout;
std::chrono::high_resolution_clock::time_point m_startTime;
//Menu
enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY,SINGLEMULTI };
GameState m_gamestate = GameState::MAIN_MENU;
Texture MenuTitleTexture;
Texture MenuBGTexture;
@@ -99,11 +116,13 @@ private:
Texture MenuStartTexture;
Texture MenuQuitTexture;
Texture MenuOptionsTexture;
Texture PauseBGTexture;
Texture SplachScreenTexture;
Texture MusicTexture; //TODO
Texture OnOffBtnTexture;//TODO
Texture BackBtnTexture;//TODO
float m_scale;
float m_time = 0;
float m_time_SplashScreen = 0;
@@ -114,6 +133,8 @@ private:
int m_renderCount = 0;
int m_countdown = COUNTDOWN;
int m_nbReductionChunk = 4;
int m_timerReductionChunk = 30;
bool m_damage = false;
@@ -123,11 +144,14 @@ private:
bool m_flash = true;
bool m_displayCrosshair = true;
bool m_displayHud = true;
bool m_displayInfo = false;
bool m_displayInfo = true;
bool m_resetcountdown = false;
bool m_soloMultiChoiceMade = false;
bool m_stopcountdown = false;
bool m_key1 = false;
bool m_key2 = false;
bool m_keyK = false;
bool m_keyL = false;
bool m_keyW = false;
@@ -145,7 +169,8 @@ private:
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));
std::string m_messageNotification = "";
};

View File

@@ -7,7 +7,7 @@ void main()
texel = texture2D(tex,gl_TexCoord[0].st);
texel *= light;
texel.a = 255.;
gl_FragColor = texel;
}

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