Push branche HUD. Propriétes et getters pour Player (HP, username). Changements minimes à Audio (enlever d'un merge). Modification et ajouts de DrawHud et DrawData
This commit is contained in:
@@ -4,9 +4,9 @@
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#include "transformation.h"
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#include "player.h"
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Engine::Engine() { }
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Engine::Engine() {}
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Engine::~Engine() {
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Engine::~Engine() {
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m_world.CleanUpWorld(m_renderCount, true);
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for (int x = 0; x < WORLD_SIZE_X; ++x)
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for (int y = 0; y < WORLD_SIZE_Y; ++y)
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@@ -21,22 +21,22 @@ void Engine::Init() {
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abort();
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}
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glDisable(GL_FRAMEBUFFER_SRGB);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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//glDisable(GL_FRAMEBUFFER_SRGB);
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//glEnable(GL_DEPTH_TEST);
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//glEnable(GL_STENCIL_TEST);
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//glEnable(GL_POINT_SMOOTH);
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glEnable(GL_CULL_FACE);
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//glEnable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_POINT_SMOOTH);
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glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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//glClearColor(0.f, 0.f, 0.f, 1.f);
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gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
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//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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//glShadeModel(GL_SMOOTH);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_SUBTRACT);
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// Objet de skybox avec sa propre texture et son propre shader!
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@@ -57,7 +57,7 @@ void Engine::Init() {
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HideCursor();
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}
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void Engine::DeInit() { }
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void Engine::DeInit() {}
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void Engine::LoadResource() {
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png");
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@@ -97,47 +97,49 @@ void Engine::LoadResource() {
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void Engine::UnloadResource() {}
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void Engine::DrawHud(float elapsedTime, BlockType bloc) {
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// Setter le blend function , tout ce qui sera noir sera transparent
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void Engine::DrawHud() {
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glDisable(GL_BLEND);
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glDisable(GL_STENCIL_TEST);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, Width(), 0, Height(), -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// Bind de la texture pour le font
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m_textureFont.Bind();
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std::ostringstream ss;
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ss << " Fps : " << GetFps(elapsedTime);
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PrintText(10, Height() - 25, ss.str());
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ss.str("");
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ss << " Rendered Chunks : " << m_renderCount;
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PrintText(10, Height() - 35, ss.str());
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ss.str("");
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ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
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PrintText(10, Height() - 45, ss.str());
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ss.str("");
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ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
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PrintText(10, 10, ss.str());
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ss.str("");
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ss << " Direction : " << m_player.GetDirection();
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PrintText(10, 20, ss.str());
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ss.str("");
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ss << " Position : " << m_player.GetPosition();
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PrintText(10, 30, ss.str());
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ss.str("");
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ss << " Block : ";
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if (bloc == BTYPE_LAST)
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ss << "Weapon.";
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else ss << (int)bloc;
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PrintText(10, 40, ss.str());
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m_textureCrosshair.Bind();
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float fBarWidth = Width() / 6;
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float fBarHeight = Height() / 25;
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float fPosX = Width() / 25;
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float fPosY = Height() - (Height() - (fPosX + fBarHeight));
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float playerHp = m_player.GetHP();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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glColor3f(1.0f, 1.0f, 1.0f);
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glBegin(GL_QUADS);
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glVertex2f(fPosX, fPosY);
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glVertex2f(fPosX + fBarWidth, fPosY);
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glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight);
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glVertex2f(fPosX, fPosY - fBarHeight);
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glEnd();
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glColor3f(0.0f, 1.0f, 0.0f);
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glBegin(GL_QUADS);
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glVertex2f(fPosX, fPosY);
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glVertex2f(fPosX + fBarWidth * playerHp, fPosY);
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glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight);
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glVertex2f(fPosX, fPosY - fBarHeight);
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glEnd();
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glEnable(GL_BLEND);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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/*m_textureCrosshair.Bind();
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static const int crossSize = 32;
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glLoadIdentity();
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glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
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@@ -150,18 +152,82 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
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glVertex2i(crossSize, crossSize);
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glTexCoord2f(0, 1);
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glVertex2i(0, crossSize);
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glEnd();
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glEnd();*/
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glEnable(GL_CULL_FACE);
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m_textureFont.Bind();
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std::ostringstream ss;
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ss << m_player.GetUsername();
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float scale = 1.5f;
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PrintText(fPosX, fPosY + fBarHeight, scale, ss.str());
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendEquation(GL_FUNC_SUBTRACT);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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}
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void Engine::DrawData(float elapsedTime, BlockType bloc) {
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// Setter le blend function , tout ce qui sera noir sera transparent
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_DEPTH_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, Width(), 0, Height(), -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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// Bind de la texture pour le font
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glColor4f(1.f, 1.f, 1.f, 1.f);
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m_textureFont.Bind();
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std::ostringstream ss;
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float scale = 1.0f;
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ss << " Fps : " << GetFps(elapsedTime);
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PrintText(10, Height() - 25, scale, ss.str());
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ss.str("");
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ss << " Rendered Chunks : " << m_renderCount;
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PrintText(10, Height() - 35, scale, ss.str());
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ss.str("");
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ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
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PrintText(10, Height() - 45, scale, ss.str());
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ss.str("");
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ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
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PrintText(10, 10, scale, ss.str());
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ss.str("");
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ss << " Direction : " << m_player.GetDirection();
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PrintText(10, 20, scale, ss.str());
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ss.str("");
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ss << " Position : " << m_player.GetPosition();
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PrintText(10, 30, scale, ss.str());
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ss.str("");
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ss << " Block : ";
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if (bloc == BTYPE_LAST)
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ss << "Weapon.";
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else ss << (int)bloc;
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PrintText(Width() / 25, 40, scale, ss.str());
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendEquation(GL_FUNC_SUBTRACT);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t) {
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void Engine::PrintText(unsigned int x, unsigned int y, float scale, const std::string& t) {
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glLoadIdentity();
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glTranslated(x, y, 0);
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for (unsigned int i = 0; i < t.length(); ++i) {
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@@ -169,15 +235,16 @@ void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t) {
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float top = (float)((t[i] - 32) / 16) / 16.f;
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top += .5f;
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glBegin(GL_QUADS);
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glTexCoord2f(left, 1.f - top - .0625f);
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glVertex2f(0, 0);
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glTexCoord2f(left + .0625f, 1.f - top - .0625f);
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glVertex2f(12, 0);
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glTexCoord2f(left + .0625f, 1.f - top);
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glVertex2f(12, 12);
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glTexCoord2f(left, 1.f - top);
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glVertex2f(0, 12);
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glTexCoord2f(left, 1.f - top - .0625f);
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glVertex2f(0, 0);
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glTexCoord2f(left + .0625f, 1.f - top - .0625f);
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glVertex2f(12, 0);
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glTexCoord2f(left + .0625f, 1.f - top);
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glVertex2f(12, 12);
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glTexCoord2f(left, 1.f - top);
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glVertex2f(0, 12);
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glEnd();
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glTranslated(8, 0, 0);
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}
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}
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@@ -207,17 +274,17 @@ void Engine::Render(float elapsedTime) {
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if (bulletTime < 0.f) bulletTime = 0.f;
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if (pollTime >= .005f) {
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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, &m_audio);
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
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// son vecteur de v<>locit<69> (pour l'effet Doppler)
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pollTime = 0;
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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, &m_audio);
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
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// son vecteur de v<>locit<69> (pour l'effet Doppler)
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pollTime = 0;
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}
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m_player.ApplyTransformation(all);
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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if (m_mouseWU) bloc++;
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else if (m_mouseWD) bloc--;
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if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
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@@ -238,7 +305,7 @@ void Engine::Render(float elapsedTime) {
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m_bullets[0] = new Bullet(m_player);
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}
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bulletTime = .1f;
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m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
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m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
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if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
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glClearColor(.8f, .8f, .8f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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@@ -260,10 +327,16 @@ void Engine::Render(float elapsedTime) {
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m_world.Update(m_renderCount, m_bullets, m_player, all, m_shader01, m_textureAtlas, m_blockinfo);
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if (m_isSkybox) m_skybox.Render(skybox);
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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DrawHud(elapsedTime, bloc);
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if (m_displayHud)
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DrawHud();
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if (m_displayData)
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DrawData(elapsedTime, bloc);
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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@@ -280,54 +353,51 @@ void Engine::Render(float elapsedTime) {
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void Engine::KeyPressEvent(unsigned char key) {
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switch (key) {
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case 36: // ESC
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Stop();
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break;
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case 94: // F10
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SetFullscreen(!IsFullscreen());
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break;
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case 22: // W
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if (!m_keyW) {
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// std::cout << "W " << std::endl;
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m_keyW = true;
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}
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break;
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case 0: // A
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case 0: // A - Gauche
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if (!m_keyA) {
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//std::cout << "A " << std::endl;
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m_keyA = true;
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}
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break;
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case 18: // S
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if (!m_keyS) {
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//std::cout << "S " << std::endl;
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m_keyS = true;
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}
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break;
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case 3: // D
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case 3: // D - Droite
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if (!m_keyD) {
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//std::cout << "D " << std::endl;
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m_keyD = true;
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}
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break;
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case 38: // Left Shift
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if (!m_keylshift) {
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//std::cout << "Dash!" << std::endl;
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m_keylshift = true;
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case 18: // S - Reculer
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if (!m_keyS) {
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m_keyS = true;
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}
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break;
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case 57: // Space
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case 22: // W - Avancer
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if (!m_keyW) {
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m_keyW = true;
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}
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break;
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case 36: // ESC - Quitter
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Stop();
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break;
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case 57: // Space - Sauter
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if (!m_keySpace) {
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//std::cout << "Jump! " << std::endl;
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m_keySpace = true;
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}
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break;
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case 94: // F10 - Plein <20>cran
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SetFullscreen(!IsFullscreen());
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break;
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case 5: // F - Ignorer
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case 24: // Y - Ignorer
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case 255: // Fn - Ignorer
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break;
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case 12: // M - Ignorer
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break;
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case 7: // H - Ignorer
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break;
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case 8: // I - Ignorer
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break;
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case 17: // R - Ignorer
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break;
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case 24: // Y - Ignorer
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break;
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case 255: // Fn - Ignorer
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break;
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default:
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std::cout << "Unhandled key: " << (int)key << std::endl;
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}
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@@ -335,44 +405,43 @@ void Engine::KeyPressEvent(unsigned char key) {
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void Engine::KeyReleaseEvent(unsigned char key) {
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switch (key) {
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case 5:
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case 0: // A - Stop gauche
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m_keyA = false;
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break;
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case 3: // D - Stop droite
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m_keyD = false;
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break;
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case 5: // F - Toggle flash
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m_flash = !m_flash;
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break;
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case 12:
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case 7: // H - Toggle HUD
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m_displayHud = !m_displayHud;
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std::cout << "DISPLAY HUD " << (m_displayHud ? "enabled" : "disabled") << std::endl;
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break;
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case 8: // I - Toggle render data
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m_displayData = !m_displayData;
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std::cout << "DISPLAY DATA " << (m_displayData ? "enabled" : "disabled") << std::endl;
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break;
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case 12: // M - Toggle music
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m_audio.ToggleMusicState();
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break;
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case 17:
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case 17: // R - Toggle skybox
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m_isSkybox = !m_isSkybox;
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break;
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case 24: // Y
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case 18: // S - Stop reculer
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m_keyS = false;
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break;
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case 22: // W - Stop avancer
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m_keyW = false;
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break;
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case 24: // Y - Wireframe
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m_wireframe = !m_wireframe;
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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else
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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break;
|
||||
case 22: // W
|
||||
//std::cout << "rW " << std::endl;
|
||||
m_keyW = false;
|
||||
break;
|
||||
case 0: // A
|
||||
//std::cout << "rA " << std::endl;
|
||||
m_keyA = false;
|
||||
break;
|
||||
case 18: // S
|
||||
//std::cout << "rS " << std::endl;
|
||||
m_keyS = false;
|
||||
break;
|
||||
case 3: // D
|
||||
//std::cout << "rD " << std::endl;
|
||||
m_keyD = false;
|
||||
break;
|
||||
case 38: // Left Shift
|
||||
//std::cout << "rLS " << std::endl;
|
||||
m_keylshift = false;
|
||||
break;
|
||||
case 57: // Espace
|
||||
//std::cout << "rSpace " << std::endl;
|
||||
case 57: // Espace - Stop sauter
|
||||
m_keySpace = false;
|
||||
break;
|
||||
}
|
||||
@@ -439,8 +508,7 @@ void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
|
||||
|
||||
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError) {
|
||||
texture.Load(filename);
|
||||
if (!texture.IsValid())
|
||||
{
|
||||
if (!texture.IsValid()) {
|
||||
std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
|
||||
if (stopOnError)
|
||||
Stop();
|
||||
|
Reference in New Issue
Block a user