diff --git a/SQCSim2021/define.h b/SQCSim2021/define.h index 9c4a040..35b261d 100644 --- a/SQCSim2021/define.h +++ b/SQCSim2021/define.h @@ -20,12 +20,13 @@ #define SRV_ADDR "127.0.0.1" #define COUNTDOWN 300 -#define BASE_WIDTH 1920 -#define BASE_HEIGHT 1080 +#define BASE_WIDTH 640 +#define BASE_HEIGHT 480 #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/" #endif // DEFINE_H__ diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp index f44eb96..e7bff11 100644 --- a/SQCSim2021/engine.cpp +++ b/SQCSim2021/engine.cpp @@ -28,6 +28,200 @@ Engine::~Engine() { m_world.GetChunks().Get(x, y)->~Chunk(); } +void Engine::DrawMenu() +{ + static const int sTitle = 400; + static const int sButton = 225; + + glDisable(GL_LIGHTING); + + + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, Width(), 0, Height(), -1, 1); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + + MenuBGTexture.Bind(); + glLoadIdentity(); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 0); + glTexCoord2f(1, 0); + glVertex2i(800, 0); + glTexCoord2f(1, 1); + glVertex2i(800, 600); + glTexCoord2f(0, 1); + glVertex2i(0, 600); + glEnd(); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); + glEnable(GL_BLEND); + + if (m_gamestate != GameState::OPTIONS) + { + MenuTitleTexture.Bind(); + glTranslated(200, 300, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 200); + glTexCoord2f(1, 0); + glVertex2i(sTitle, 200); + glTexCoord2f(1, 1); + glVertex2i(sTitle, 300); + glTexCoord2f(0, 1); + glVertex2i(0, 300); + glEnd(); + + MenuStartTexture.Bind(); + glTranslated(80, -225, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 100); + glTexCoord2f(1, 0); + glVertex2i(sButton, 100); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd(); + + /*MenuResumeTexture.Bind(); + glTranslated(0, -100, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 125); + glTexCoord2f(1, 0); + glVertex2i(sButton, 125); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd();*/ + + /*MenuOptionsTexture.Bind(); + glTranslated(0, -100, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 125); + glTexCoord2f(1, 0); + glVertex2i(sButton, 125); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd();*/ + + MenuQuitTexture.Bind(); + glTranslated(0, -100, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 100); + glTexCoord2f(1, 0); + glVertex2i(sButton, 100); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd(); + + } + else + { + /*MenuOptionsTexture.Bind(); + glTranslated(200, 0, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 0); + glTexCoord2f(1, 0); + glVertex2i(sTitle, 0); + glTexCoord2f(1, 1); + glVertex2i(sTitle, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd(); + + WireFrameTexture.Bind(); + glTranslated(0, 300, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 125); + glTexCoord2f(1, 0); + glVertex2i(sButton, 125); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd(); + + OnOffBtnTexture.Bind(); + glTranslated(200, 0, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 125); + glTexCoord2f(1, 0); + glVertex2i(sButton, 125); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd(); + glTranslated(-400, -300, 0); + + MusicTexture.Bind(); + glTranslated(200, 200, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 125); + glTexCoord2f(1, 0); + glVertex2i(sButton, 125); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd(); + + OnOffBtnTexture.Bind(); + glTranslated(200, 0, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 125); + glTexCoord2f(1, 0); + glVertex2i(sButton, 125); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd(); + + BackBtnTexture.Bind(); + glTranslated(-375, 175, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 140); + glTexCoord2f(1, 0); + glVertex2i(sButton, 140); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd();*/ + } + + //glEnable(GL_LIGHTING); + 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) { @@ -53,6 +247,7 @@ void Engine::Init() { glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_SUBTRACT); + // // Objet de skybox avec sa propre texture et son propre shader! m_skybox.Init(0.2f); @@ -65,18 +260,18 @@ void Engine::Init() { m_bullets[x] = nullptr; uint64_t seed = SEED; - std::string playname = "La Chienne à Jacques"; - if (NETWORK_TEST) { // Test connexion réseau. + std::string playname = "La Chienne � Jacques"; + if (NETWORK_TEST) { // Test connexion r�seau. if (!m_conn.Init()) { if (!m_conn.Connect(SRV_ADDR, playname)) { - // setup jeu en réseau. - std::cout << "ID reçu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl; - std::cout << "Seed reçu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl; + // setup jeu en r�seau. + std::cout << "ID re�u du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl; + std::cout << "Seed re�u du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl; seed = m_conn.getSeed(); } else std::cout << "Erreur de connexion." << std::endl; } - else std::cout << "Erreur de création de socket." << std::endl; + else std::cout << "Erreur de cr�ation de socket." << std::endl; } m_world.SetSeed(seed); @@ -95,8 +290,13 @@ void Engine::LoadResource() { 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); - LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false); + LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", true); + LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png"); + LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.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"); @@ -188,8 +388,6 @@ void Engine::ProcessNotificationQueue() { glMatrixMode(GL_MODELVIEW); glPushMatrix(); - - PrintText(xOffset, y, scale, it->message); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); @@ -236,6 +434,7 @@ void Engine::DisplayCrosshair() { void Engine::DisplayCurrentItem() { } + void Engine::DisplayHud(int timer) { glBindTexture(GL_TEXTURE_2D, 0); glLoadIdentity(); @@ -249,7 +448,7 @@ void Engine::DisplayHud(int timer) { float playerHp = m_player.GetHP(); float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; - // Arrière-plan (Barre HP) + // Arri�re-plan (Barre HP) glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glBegin(GL_QUADS); glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche @@ -258,7 +457,7 @@ void Engine::DisplayHud(int timer) { glVertex2f(fPosX, fPosY); // Haut-Gauche glEnd(); - //TODO: Associer avec méchanique de vie du joueur + //TODO: Associer avec m�chanique de vie du joueur // Barre HP glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); @@ -269,7 +468,7 @@ void Engine::DisplayHud(int timer) { glVertex2f(fPosX, fPosY); // Haut-Gauche glEnd(); - // Barre équip + // Barre �quip glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); @@ -290,7 +489,7 @@ void Engine::DisplayHud(int timer) { glTexCoord2f(1, 1); glVertex2i(0, itemHeight); glEnd(); - glDisable(GL_BLEND); + //glDisable(GL_BLEND); // Username glEnable(GL_BLEND); @@ -327,7 +526,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted(); PrintText(x, Height() - (Height() / 10.7), scale, ss.str()); ss.str(""); - ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l ’ operateur << pour afficher la position + ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l � operateur << pour afficher la position PrintText(x, Height() / 48, scale, ss.str()); ss.str(""); ss << " Direction : " << m_player.GetDirection(); @@ -352,6 +551,7 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) { glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); + glEnable(GL_BLEND); glMatrixMode(GL_PROJECTION); glPushMatrix(); @@ -443,112 +643,125 @@ int Engine::GetCountdown(float elapsedTime) { } void Engine::Render(float elapsedTime) { - //static float gameTime = elapsedTime; - static irrklang::ISound* step; // Pour les sons de pas. - static float pollTime = 0; - static float bulletTime = 0; - static BlockType bloc = 1; - - if (elapsedTime > 0.1f) return; - - //gameTime += elapsedTime; - pollTime += elapsedTime; - - Transformation all; - Transformation skybox; - Vector3f vstep; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - // Transformations initiales - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + if (m_gamestate == GameState::PLAY) + { + HideCursor(); + CenterMouse(); //D�placement de centermouse dans l'action de jouer - if (bulletTime > 0.f) bulletTime -= elapsedTime; - if (bulletTime < 0.f) bulletTime = 0.f; + //static float gameTime = elapsedTime; + static irrklang::ISound* step; // Pour les sons de pas. + static float pollTime = 0; + static float bulletTime = 0; + static BlockType bloc = 1; - 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); - switch (snd) { - case Player::Sound::STEP: - 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); - leftright = !leftright; - break; - case Player::Sound::FALL: - m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f); - break; - default: break; + if (elapsedTime > 0.1f) return; + + //gameTime += elapsedTime; + pollTime += elapsedTime; + + Transformation all; + Transformation skybox; + Vector3f vstep; + + // Transformations initiales + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + if (bulletTime > 0.f) bulletTime -= elapsedTime; + if (bulletTime < 0.f) bulletTime = 0.f; + + 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); + switch (snd) { + case Player::Sound::STEP: + 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); + leftright = !leftright; + break; + case Player::Sound::FALL: + m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f); + break; + default: break; + } + m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn�es du joueur et + // son vecteur de v�locit� (pour l'effet Doppler) + pollTime = 0; } - m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnées du joueur et - // son vecteur de vélocité (pour l'effet Doppler) - pollTime = 0; - } - m_player.ApplyTransformation(all); + m_player.ApplyTransformation(all); - 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(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!). - 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 équipe l'arme. - m_mouseWU = m_mouseWD = false; + 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 �quipe l'arme. + m_mouseWU = m_mouseWD = false; - if (m_mouseL) { - if (bloc != BTYPE_LAST) - m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block); - else if (bulletTime <= 0.f) { - 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() + m_player.GetDirection(), m_player.GetDirection()); - break; + if (m_mouseL) { + if (bloc != BTYPE_LAST) + m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block); + else if (bulletTime <= 0.f) { + 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() + m_player.GetDirection(), m_player.GetDirection()); + break; + } + else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi�re balle de l'array. + m_bullets[0]->~Bullet(); + m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); + } + bulletTime = .1f; + m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f); + if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash. + glClearColor(.8f, .8f, .8f, 1.f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glClearColor(0.f, 0.f, 0.f, 1.f); + return; } - else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array. - m_bullets[0]->~Bullet(); - m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); - } - bulletTime = .1f; - m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f); - if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash. - glClearColor(.8f, .8f, .8f, 1.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - 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]) + if (m_bullets[x]->Update(&m_world, elapsedTime)) { + m_bullets[x]->~Bullet(); + m_bullets[x] = nullptr; + } + + m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); + m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo); + m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo); + + if (m_isSkybox) m_skybox.Render(skybox); + + ProcessNotificationQueue(); + DrawHud(elapsedTime, bloc); + + 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); + fell = true; + } + else if (m_player.GetPosition().y < -20.f) { + m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde. + fell = false; + } } - 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]) - if (m_bullets[x]->Update(&m_world, elapsedTime)) { - m_bullets[x]->~Bullet(); - m_bullets[x] = nullptr; - } - - m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); - m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo); - m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo); - - if (m_isSkybox) m_skybox.Render(skybox); - - ProcessNotificationQueue(); - DrawHud(elapsedTime, bloc); - - 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); - fell = true; - } - else if (m_player.GetPosition().y < -20.f) { - m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde. - fell = false; + else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS) + { + DrawMenu(); } + else if (m_gamestate == GameState::QUIT) + Stop(); } void Engine::KeyPressEvent(unsigned char key) { @@ -574,14 +787,15 @@ void Engine::KeyPressEvent(unsigned char key) { } break; case 36: // ESC - Quitter - Stop(); + m_gamestate = GameState::MAIN_MENU; + //Stop(); break; case 57: // Space - Sauter if (!m_keySpace) { m_keySpace = true; } break; - case 94: // F10 - Plein écran + case 94: // F10 - Plein �cran IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true); //SetFullscreen(!IsFullscreen()); break; @@ -591,7 +805,7 @@ void Engine::KeyPressEvent(unsigned char key) { break; case 10: // K - Debugging DisplayNotification() m_keyK = true; - m_messageNotification = "notifications systeme peuvent être affiché"; + m_messageNotification = "notifications systeme peuvent �tre affich�"; break; case 11: // L - Debugging DisplayNotification() m_keyL = true; @@ -683,35 +897,47 @@ void Engine::MouseMoveEvent(int x, int y) { m_player.TurnLeftRight(x - (Width() / 2)); m_player.TurnTopBottom(y - (Height() / 2)); - // Centrer la souris seulement si elle n'est pas déjà centrée - // Il est nécessaire de faire la vérification pour éviter de tomber - // dans une boucle infinie où l'appel à CenterMouse génère un + // Centrer la souris seulement si elle n'est pas d�j� centr�e + // Il est n�cessaire de faire la v�rification pour �viter de tomber + // dans une boucle infinie o� l'appel � CenterMouse g�n�re un // MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre // MouseMoveEvent, etc if (x == (Width() / 2) && y == (Height() / 2)) return; - CenterMouse(); } void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) { - switch (button) { - case MOUSE_BUTTON_LEFT: - m_mouseL = true; - break; - case MOUSE_BUTTON_RIGHT: - m_mouseR = true; - break; - case MOUSE_BUTTON_MIDDLE: - m_mouseC = true; - break; - case MOUSE_BUTTON_WHEEL_UP: - m_mouseWU = true; - break; - case MOUSE_BUTTON_WHEEL_DOWN: - m_mouseWD = true; - break; - case MOUSE_BUTTON_NONE: break; + m_mousemx = x; + m_mousemy = y; + + if (m_gamestate == GameState::PLAY) + { + switch (button) { + case MOUSE_BUTTON_LEFT: + m_mouseL = true; + break; + case MOUSE_BUTTON_RIGHT: + m_mouseR = true; + break; + case MOUSE_BUTTON_MIDDLE: + m_mouseC = true; + break; + case MOUSE_BUTTON_WHEEL_UP: + m_mouseWU = true; + break; + case MOUSE_BUTTON_WHEEL_DOWN: + m_mouseWD = true; + break; + case MOUSE_BUTTON_NONE: break; + } + } + else if (m_gamestate == GameState::MAIN_MENU) + { + if ((m_mousemx >= 285 && m_mousemx <= 490) && (m_mousemy >= 150 && m_mousemy <= 250)) + m_gamestate = GameState::PLAY; + if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400)) + m_gamestate = GameState::QUIT; } } diff --git a/SQCSim2021/engine.h b/SQCSim2021/engine.h index fa3a088..c66c202 100644 --- a/SQCSim2021/engine.h +++ b/SQCSim2021/engine.h @@ -24,6 +24,7 @@ class Engine : public OpenglContext { public: Engine(); virtual ~Engine(); + virtual void DrawMenu(); virtual void Init(); virtual void DeInit(); virtual void LoadResource(); @@ -77,6 +78,15 @@ private: Bullet* m_bullets[MAX_BULLETS]; + //Menu + enum class GameState { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY }; + GameState m_gamestate = GameState::MAIN_MENU; + Texture MenuTitleTexture; + Texture MenuBGTexture; + Texture MenuStartTexture; + Texture MenuQuitTexture; + Texture MenuOptionsTexture; + float m_scale; float m_time = 0; @@ -105,6 +115,9 @@ private: 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; std::string m_messageNotification = ""; }; diff --git a/SQCSim2021/media/menu_items/BasicPlay.png b/SQCSim2021/media/menu_items/BasicPlay.png new file mode 100644 index 0000000..9b3bb02 Binary files /dev/null and b/SQCSim2021/media/menu_items/BasicPlay.png differ diff --git a/SQCSim2021/media/menu_items/BasicQuit.png b/SQCSim2021/media/menu_items/BasicQuit.png new file mode 100644 index 0000000..503aca6 Binary files /dev/null and b/SQCSim2021/media/menu_items/BasicQuit.png differ diff --git a/SQCSim2021/media/menu_items/test.png b/SQCSim2021/media/menu_items/test.png new file mode 100644 index 0000000..22e66e9 Binary files /dev/null and b/SQCSim2021/media/menu_items/test.png differ