Compare commits

...

24 Commits

Author SHA1 Message Date
mduval76
9dd2e1b821 Fix pour resize dynamique de la fenetre de jeu (positionnement et scalaires).
Fix pour le maudit F10-fullscreen
2023-10-31 11:11:14 -04:00
mduval76
eed8f5f04a Push menu solo ou multi. 2023-10-29 15:39:29 -04:00
Claudel-D-Roy
e2fa4fea7c Merge branch 'SQC_17_HUD' 2023-10-27 14:53:45 -04:00
mduval76
fc4a22e844 Push sans le menu solo/multi. 2023-10-27 13:27:15 -04:00
MarcEricMartel
102153a093 Merge pull request #18 from CegepSTH/L-CSplash
Créé branche_L_C
2023-10-27 12:38:40 -04:00
mduval76
c7271f6217 Push skybox ciel éclairé 2023-10-25 02:06:29 -04:00
mduval76
8ebe7b95fc Push menu solo/multi avec titre et quads contenant choix. Manque persistence du menu en 2D et nom des choix dans les quads. 2023-10-25 01:01:25 -04:00
Claudel-D-Roy
5e29c9be54 push menu image 2023-10-23 17:11:13 -04:00
Louis-Charles Gaumond
f8680a318a Changement dans le splachscreen 2023-10-23 16:57:19 -04:00
mduval76
df5b7960b2 Push placement text notification queue 2023-10-23 16:11:35 -04:00
Louis-Charles Gaumond
f4d4f1eca0 Créé branche 2023-10-23 16:10:21 -04:00
MarcEricMartel
793da52871 Merge pull request #14 from CegepSTH/sqc-20_audiobullet
whoooosh!
2023-10-16 17:44:56 -04:00
MarcEricMartel
18a5d98c57 Merge branch 'master' into sqc-20_audiobullet 2023-10-16 17:43:32 -04:00
MarcEricMartel
81240c6f70 Merge pull request #11 from CegepSTH/linux
Serveur Linux
2023-10-16 17:38:59 -04:00
MarcEricMartel
f1ddd67655 Merge pull request #16 from CegepSTH/SQC-09
Sqc 09
2023-10-16 17:38:40 -04:00
MarcEricMartel
9cbf20ba21 whoooosh! 2023-10-16 12:02:37 -04:00
mduval76
db0a39f64a Remaniement du HUD. TOUT est scalable aux dimensions du game window. % de vie ajouté. Font size multipliable. 2023-10-15 23:36:26 -04:00
MarcEricMartel
f2095f6e5b Merge branch 'linux' of https://github.com/CegepSTH/SQCSim2023 into linux 2023-10-07 11:43:55 -04:00
Marc-Eric Martel
93062e49e2 client linux fonctionnel 2023-10-04 15:01:48 -04:00
MarcEricMartel
c85f7df15e Merge branch 'master' into linux 2023-10-03 11:34:02 -04:00
Marc-Eric Martel
cddc59d6cf gitignore 2023-10-01 14:20:24 -04:00
Marc-Éric Martel
965e78309e Changements dans le CMakeLists du serveur pour la compatilité ARM 2023-10-01 14:17:42 -04:00
Marc-Eric Martel
0452920697 Enlevé l'erreur de narrowing 2023-10-01 14:02:43 -04:00
Marc-Eric Martel
8be8852596 Ajout CMakeLists.txt pour compiler le serveur en Linux 2023-10-01 11:52:07 -04:00
32 changed files with 679 additions and 201 deletions

5
.gitignore vendored
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@@ -373,3 +373,8 @@ FodyWeavers.xsd
/x64/Release/SQCSim2023.exe
/x64/Debug/SQCSim2023.exe
/x64/Debug/SQCSim2021.pdb
/SQCSim-srv/cmake/*
!/SQCSim-srv/cmake/CMakeLists.txt
/SQCSim2021/cmake/*
!/SQCSim2021/cmake/CMakeLists.txt
/SQCSim2021/SQCSim-client

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@@ -7,8 +7,9 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur
Bullet::~Bullet() {}
bool Bullet::Update(World* world, float elapsedtime) {
for (int x = 0; x < 1000; ++x) {
bool Bullet::Update(World* world, float elapsedtime, int perframe) {
int max = 100 / perframe;
for (int x = 0; x < max; ++x) {
m_currentpos += m_velocity * elapsedtime;
if (!world->ChunkAt(m_currentpos))
@@ -30,10 +31,14 @@ void Bullet::Transpose(int& x, int& z) {
m_startpos.z -= z * CHUNK_SIZE_Z;
}
Vector3f Bullet::getPos() {
Vector3f Bullet::getPos() const {
return m_currentpos;
}
Vector3f Bullet::getVel() const {
return m_velocity;
}
uint64_t Bullet::getTeamID(){
return m_tid;
}

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@@ -12,9 +12,10 @@ public:
Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
~Bullet();
bool Update(World* world, float elapsedtime);
bool Update(World* world, float elapsedtime, int perframe);
void Transpose(int& x, int& z);
Vector3f getPos();
Vector3f getPos() const;
Vector3f getVel() const;
uint64_t getTeamID();
private:

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@@ -53,6 +53,7 @@ typedef uint64_t Timestamp;
#include <sys/socket.h>
#include <arpa/inet.h>
#include <netinet/in.h>
#include <cstring>
#define SOCKET int
#define INVALID_SOCKET -1

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@@ -130,7 +130,7 @@ void World::GetScope(unsigned int& x, unsigned int& y) {
y = m_center[1];
}
void World::Update(Bullet* bullets[MAX_BULLETS], Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]) {
void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]) {
UpdateWorld(player_pos, blockinfo);
//TransposeWorld(player_pos, bullets);
}

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@@ -30,7 +30,7 @@ public:
BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const;
BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const;
void Update(Bullet* bullets[MAX_BULLETS], Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]);
void Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]);
void GetScope(unsigned int& x, unsigned int& y);

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@@ -0,0 +1,30 @@
cmake_minimum_required(VERSION 3.18.4)
project(SQCSim-Server VERSION 0.1)
add_compile_options("-Wno-narrowing")
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_STANDARD_REQUIRED True)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "../out")
set(SQCSIM_COMMON_DIR "../../SQCSim-common/")
add_library(SQCSim-common
"${SQCSIM_COMMON_DIR}blockinfo.cpp"
"${SQCSIM_COMMON_DIR}bullet.cpp"
"${SQCSIM_COMMON_DIR}chunk.cpp"
"${SQCSIM_COMMON_DIR}netprotocol.cpp"
"${SQCSIM_COMMON_DIR}opensimplex.cpp"
"${SQCSIM_COMMON_DIR}player.cpp"
"${SQCSIM_COMMON_DIR}transformation.cpp"
"${SQCSIM_COMMON_DIR}world.cpp"
)
add_executable(SQCSim-server
"../connection.cpp"
"../server.cpp"
"../main.cpp"
)
target_link_libraries(SQCSim-server PUBLIC SQCSim-common)

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@@ -85,7 +85,7 @@ int Server::Ready() {
while (!readystart) {
sockaddr_in sockad;
int addrlen = sizeof(sockad);
unsigned int addrlen = sizeof(sockad);
SOCKET sock = accept(m_sock_tcp, (sockaddr*)&sockad, &addrlen);
if (sock < 0)
@@ -140,7 +140,7 @@ void Server::Run() {
Log("Partie en cours...", false, false);
}
inline std::string Server::Timestamp() {
inline std::string Server::LogTimestamp() {
time_t rawtime;
struct tm timeinfo;
char buffer[80];
@@ -162,11 +162,11 @@ inline std::string Server::Timestamp() {
void Server::Log(std::string str, bool is_error = false, bool is_fatal = false) {
switch (m_log) {
case LOG_DEST::LOGFILE:
m_logfile << Timestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
m_logfile << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
break;
case LOG_DEST::CONSOLE:
default:
std::cout << Timestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
std::cout << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
break;
}

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@@ -35,7 +35,7 @@ private:
World* m_world = nullptr;
std::string Timestamp();
std::string LogTimestamp();
void Log(std::string str, bool is_error, bool is_fatal);
void buildIdList(size_t size);

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@@ -2,17 +2,17 @@
Audio::Audio() {
m_engine = irrklang::createIrrKlangDevice();
m_engine->setDopplerEffectParameters(1);
m_engine->setRolloffFactor(1);
m_engine->setDefault3DSoundMinDistance(1);
m_engine->setDopplerEffectParameters(10);
m_engine->setRolloffFactor(2);
m_engine->setDefault3DSoundMinDistance(.1);
m_engine->setDefault3DSoundMaxDistance(1000);
}
Audio::Audio(const char * music) {
m_engine = irrklang::createIrrKlangDevice();
m_engine->setDopplerEffectParameters(1);
m_engine->setRolloffFactor(1);
m_engine->setDefault3DSoundMinDistance(1);
m_engine->setRolloffFactor(2);
m_engine->setDefault3DSoundMinDistance(.1);
m_engine->setDefault3DSoundMaxDistance(1000);
m_music = m_engine->play2D(music, false, true, true, irrklang::ESM_STREAMING);
}
@@ -28,10 +28,11 @@ void Audio::Update3DAudio(Vector3f pos, Vector3f dir, Vector3f vel) {
irrklang::vec3df(vel.x, vel.y, vel.z));
}
void Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume = 1) {
sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), false, false, true, irrklang::ESM_NO_STREAMING, true);
irrklang::ISound* Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped = false, float volume = 1) {
sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), is_looped, false, true, is_looped? irrklang::ESM_STREAMING: irrklang::ESM_NO_STREAMING, true);
sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z));
sound->setVolume(volume);
return sound;
}
void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume = 1) {

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@@ -1,24 +1,30 @@
#ifndef AUDIO_H__
#define AUDIO_H__
#ifdef _WIN32
#include <irrKlang.h>
#include <ik_ISoundSource.h>
#else
#include "./external/irrKlang-64bit-1.6.0/include/irrKlang.h"
#include "./external/irrKlang-64bit-1.6.0/include/ik_ISoundSource.h"
#endif
#include "../SQCSim-common/vector3.h"
#include "define.h"
class Audio {
private:
irrklang::ISoundEngine* m_engine;
irrklang::ISound* m_music;
public:
Audio();
Audio(const char* music);
~Audio();
irrklang::ISoundEngine* m_engine;
void Update3DAudio(Vector3f pos, Vector3f dir, Vector3f speed);
void Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume);
irrklang::ISound* Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped, float volume);
void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume);

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@@ -0,0 +1,68 @@
cmake_minimum_required(VERSION 3.18.4)
project(SQCSim-Client VERSION 0.8)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_STANDARD_REQUIRED True)
set(CMAKE_BUILD_DIRECTORY "./build")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "../")
set(SQCSIM_COMMON_DIR "../../SQCSim-common/")
set(SQCSIM_EXTERN_DIR "../external/")
find_package(SFML COMPONENTS system window graphics REQUIRED)
find_package(DevIL REQUIRED)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_library(IRRKLANG_LIBRARY
NAMES libIrrKlang.so
PATHS "${SQCSIM_EXTERN_DIR}/irrKlang-64bit-1.6.0/lib/linux-gcc-64/")
include_directories(
${SQCSIM_EXTERN_DIR}/irrKlang-64bit-1.6.0/include/
${SFML_INCLUDE_DIRS}
${IL_INCLUDE_DIR}
)
add_library(SQCSim-common
"${SQCSIM_COMMON_DIR}blockinfo.cpp"
"${SQCSIM_COMMON_DIR}bullet.cpp"
"${SQCSIM_COMMON_DIR}chunk.cpp"
"${SQCSIM_COMMON_DIR}netprotocol.cpp"
"${SQCSIM_COMMON_DIR}opensimplex.cpp"
"${SQCSIM_COMMON_DIR}player.cpp"
"${SQCSIM_COMMON_DIR}transformation.cpp"
"${SQCSIM_COMMON_DIR}world.cpp"
)
add_executable(SQCSim-client
"../audio.cpp"
"../connector.cpp"
"../engine.cpp"
"../mesh.cpp"
"../openglcontext.cpp"
"../shader.cpp"
"../skybox.cpp"
"../texture.cpp"
"../textureatlas.cpp"
"../tool.cpp"
"../vertexbuffer.cpp"
"../worldrenderer.cpp"
"../main.cpp"
)
target_link_libraries(SQCSim-client PUBLIC SQCSim-common
${IRRKLANG_LIBRARY}
sfml-system
sfml-window
sfml-graphics
GL
GLU
GLEW
${IL_LIBRARIES}
${ILU_LIBRARIES}
)

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@@ -6,23 +6,30 @@
#include <iostream>
#include <chrono>
#include <iomanip>
#include <GL/glew.h>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include "../SQCSim-common/define.h"
#ifdef _WIN32
#include <GL/glew.h>
#include <gl/GL.h>
#include <gl/GLU.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#include <climits>
#endif
#define NETWORK_TEST false
#define SRV_ADDR "127.0.0.1"
#define COUNTDOWN 300
#define BULLET_UPDATES_PER_FRAME 20
#define BASE_WIDTH 640
#define BASE_HEIGHT 480
#define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/"

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@@ -0,0 +1 @@

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@@ -5,8 +5,6 @@
#include <thread>
#include <queue>
// Define a structure to represent notifications
struct Notification {
std::string message;
@@ -28,6 +26,58 @@ Engine::~Engine() {
m_world.GetChunks().Get(x, y)->~Chunk();
}
void Engine::DrawSplachScreen()
{
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
// Définir la matrice de projection en mode orthographique
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-Width() / 2, Width() / 2, -Height() / 2, Height() / 2, -1, 1);
// Définir la matrice de modèle-vue
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// L'image sera centrée autour de l'origine (0, 0, 0)
int imageWidth = Width(); // Remplacez par la largeur de votre image
int imageHeight = Height(); // Remplacez par la hauteur de votre image
// Texture
SplachScreenTexture.Bind();
// Dessiner un quadrilatère centré
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(-imageWidth / 2, -imageHeight / 2);
glTexCoord2f(1, 0);
glVertex2i(imageWidth / 2, -imageHeight / 2);
glTexCoord2f(1, 1);
glVertex2i(imageWidth / 2, imageHeight / 2);
glTexCoord2f(0, 1);
glVertex2i(-imageWidth / 2, imageHeight / 2);
glEnd();
// Activer la transparence
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
// Restaurer les matrices précédentes
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
m_gamestate = GameState::OPTIONS;
}
void Engine::DrawMenu()
{
static const int sTitle = 400;
@@ -223,6 +273,8 @@ void Engine::DrawMenu()
}
void Engine::Init() {
GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
@@ -256,8 +308,10 @@ void Engine::Init() {
//m_audio.ToggleMusicState();
// Array pour les balles.
for (int x = 0; x < MAX_BULLETS; ++x)
for (int x = 0; x < MAX_BULLETS; ++x) {
m_bullets[x] = nullptr;
m_whoosh[x] = nullptr; // = m_audio.m_engine.m_audio.m_engine->addSoundSourceFromFile(AUDIO_PATH "noise.ogg", irrklang::ESM_AUTO_DETECT, false);
}
uint64_t seed = SEED;
std::string playname = "La Chienne <20> Jacques";
@@ -279,6 +333,8 @@ void Engine::Init() {
// Init Chunks
m_world.GetChunks().Reset(nullptr);
// Gestion de souris.
CenterMouse();
HideCursor();
@@ -290,10 +346,17 @@ 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", true);
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false);
LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
LoadTexture(m_textureSoloText, TEXTURE_PATH "single_player.png", false);
LoadTexture(m_textureMultiText, TEXTURE_PATH "multi_player.png", false);
LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false);
LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.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");
@@ -346,7 +409,6 @@ void Engine::KillNotification(Player killer, Player killed) {
DisplayNotification(message);
}
void Engine::DisplayNotification(std::string message) {
if (message.length() > 45) {
@@ -362,17 +424,19 @@ void Engine::DisplayNotification(std::string message) {
// Add a method to process the notification queue
void Engine::ProcessNotificationQueue() {
m_textureFont.Bind();
float scale = GetScale();
unsigned int xOffset = Width() - Width() * 0.26;
unsigned int yOffset = Height() - (Height() / 2.2);
//PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
//float fPosX = (Width() / 100.0f) * scaleX;
//float fPosY = Height() - (Height() * 0.05) * scaleY;
m_textureFont.Bind();
float xOffset = Width() * 0.66f;
float yOffset = Height() * 0.83f;
// Iterate through the notifications and display them
for (auto it = notifications.begin(); it != notifications.end(); ) {
float timeSinceDisplay = m_time - it->displayStartTime;
// Display the notification message with vertical offset
unsigned int y = yOffset - (static_cast<unsigned int>(scale * 20) * (it - notifications.begin()));
float y = yOffset - (20.0f * (it - notifications.begin()));
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
@@ -388,7 +452,7 @@ void Engine::ProcessNotificationQueue() {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
PrintText(xOffset, y, scale, it->message);
PrintText(xOffset, y, it->message);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
@@ -398,22 +462,18 @@ void Engine::ProcessNotificationQueue() {
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
// Check if it's time to remove the notification (display for 2 seconds)
if (timeSinceDisplay >= 4.0f) {
it = notifications.erase(it); // Remove the notification
it = notifications.erase(it);
}
else {
++it;
}
}
}
void Engine::DisplayCrosshair() {
m_textureCrosshair.Bind();
static const int crossSize = 32;
@@ -431,6 +491,58 @@ void Engine::DisplayCrosshair() {
glEnd();
}
void Engine::DisplayPovGun() {
// Setter le blend function, tout ce qui sera noir sera transparent
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
float baseXOffsetPercentage = 0.4958;
float baseWidthPercentage = 0.4688;
float baseHeightPercentage = 0.5787;
float xTranslation = baseXOffsetPercentage * Width();
float quadWidth = baseWidthPercentage * Width();
float quadHeight = baseHeightPercentage * Height();
m_texturePovGun.Bind();
glLoadIdentity();
glTranslated(xTranslation, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(quadWidth, 0);
glTexCoord2f(1, 1);
glVertex2i(quadWidth, quadHeight);
glTexCoord2f(0, 1);
glVertex2i(0, quadHeight);
glEnd();
// Reset du blend function
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void Engine::DisplayCurrentItem() {
}
@@ -438,110 +550,276 @@ void Engine::DisplayCurrentItem() {
void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity();
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Barre HP
float fBarWidth = Width() / 4;
float fBarHeight = Height() / 25;
float fPosX = Width() / 20;
float fPosY = Height() - (Height() - (fBarHeight * 4));
float itemBackgroundWidthProportion = 0.25f;
float itemBackgroundHeightProportion = 0.175f;
float itemBackgroundWidth = Width() * itemBackgroundWidthProportion;
float itemBackgroundHeight = Height() * itemBackgroundHeightProportion;
float itemBackgroundXOffset = Width() * 0.05f;
float itemBackgroundYOffset = Height() * 0.6f;
float itemBackgroundXPos = itemBackgroundXOffset;
float itemBackgroundYPos = Height() - itemBackgroundHeight - itemBackgroundYOffset;
// Selected item background
glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
glBegin(GL_QUADS);
glVertex2f(itemBackgroundXPos, itemBackgroundYPos);
glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos);
glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos + itemBackgroundHeight);
glVertex2f(itemBackgroundXPos, itemBackgroundYPos + itemBackgroundHeight);
glEnd();
// HP Bar
float playerHp = m_player.GetHP();
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
// Arri<72>re-plan (Barre HP)
float hpBarWidthProportion = 0.25f;
float hpBarHeightProportion = 0.045f;
float hpBarWidth = Width() * hpBarWidthProportion;
float hpBarHeight = Height() * hpBarHeightProportion;
float hpBarXOffset = Width() * 0.05f;
float hpBarYOffset = Height() * 0.7f;
float hpBarYPos = Height() - hpBarHeight - hpBarYOffset;
// HP Bar Background
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite
glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite
glVertex2f(fPosX, fPosY); // Haut-Gauche
glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight);
glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos - hpBarHeight);
glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos);
glVertex2f(itemBackgroundXPos, hpBarYPos);
glEnd();
//TODO: Associer avec m<>chanique de vie du joueur
// Barre HP
// Current HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite
glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite
glVertex2f(fPosX, fPosY); // Haut-Gauche
glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight);
glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos - hpBarHeight);
glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos);
glVertex2f(itemBackgroundXPos, hpBarYPos);
glEnd();
// Barre <20>quip
// Equip Bar
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
float equipWidthProportion = 0.8f;
float equipHeightProportion = 0.7f;
float equipWidth = itemBackgroundWidth * equipWidthProportion;
float equipHeight = itemBackgroundHeight * equipHeightProportion;
float equipXOffset = itemBackgroundXPos + (itemBackgroundWidth - equipWidth) * 0.1f;
float equipYOffset = itemBackgroundYPos + (itemBackgroundHeight - equipHeight) * 0.75f;
glTranslatef(equipXOffset, equipYOffset, 0);
m_textureGun.Bind();
float margin = Width() * 0.05;
float itemWidth = Width() * 0.33;
float itemHeight = itemWidth / 2.208;
float startX = Width() - itemWidth - margin;
float startY = margin;
glTranslated(startX, startY, 0);
glBegin(GL_QUADS);
glTexCoord2f(1, 0); glVertex2i(0, 0);
glTexCoord2f(0, 0); glVertex2i(itemWidth, 0);
glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight);
glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
glTexCoord2f(0, 0); glVertex2f(0, 0);
glTexCoord2f(1, 0); glVertex2f(equipWidth, 0);
glTexCoord2f(1, 1); glVertex2f(equipWidth, equipHeight);
glTexCoord2f(0, 1); glVertex2f(0, equipHeight);
glEnd();
//glDisable(GL_BLEND);
// Username
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor3f(1.0f, 1.0f, 1.0f);
float scale = GetScale();
m_textureFont.Bind();
std::ostringstream ss;
ss << m_player.GetUsername();
PrintText(fPosX, fPosY, scale, ss.str());
float fUsernamePosY = hpBarYPos - (hpBarHeight * 2);
//Countdown
ss.str("");
ss << m_player.GetUsername();
PrintText(itemBackgroundXPos, fUsernamePosY, ss.str(), 1.5f);
ss.str("");
ss << m_player.GetHP() * 100 << "%";
PrintText(itemBackgroundXPos * 5.25f, fUsernamePosY, ss.str(), 1.5f);
float countdownXOffset = Width() * 0.2f;
float countdownYOffset = Height() * 0.1f;
float countdownXPos = Width() - countdownXOffset;
float countdownYPos = Height() - countdownYOffset;
// Countdown
ss.str("");
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str());
PrintText(countdownXPos, countdownYPos, ss.str(), 2.0f);
}
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
// Bind de la texture pour le font
m_textureFont.Bind();
std::ostringstream ss;
float scale = GetScale();
unsigned int x = Width() / 25;
float marginX = Width() * 0.01;
float marginY = Height() * 0.05;
float fPosX = marginX;
float fPosY = Height() - marginY;
float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
ss << " Fps : " << GetFps(elapsedTime);
PrintText(x, Height() - (Height() / 19.2), scale, ss.str());
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
ss << " Rendered Chunks : " << m_renderCount;
PrintText(x, Height() - (Height() / 13.7), scale, ss.str());
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
PrintText(x, Height() - (Height() / 10.7), scale, ss.str());
PrintText(fPosX, fPosY, ss.str());
ss.str("");
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
PrintText(x, Height() / 48, scale, ss.str());
fPosY -= charSize;
float fPosYJump = Height() * 0.09;
fPosY = fPosYJump;
fPosY -= charSize;
ss << " Velocity : " << m_player.GetVelocity();
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
ss << " Direction : " << m_player.GetDirection();
PrintText(x, Height() / 24, scale, ss.str());
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
ss << " Position : " << m_player.GetPosition();
PrintText(x, Height() / 16, scale, ss.str());
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
ss << " Block : ";
if (bloc == BTYPE_LAST)
ss << "Weapon.";
else ss << (int)bloc;
ss << "Weapon";
else
ss << (int)bloc;
PrintText(fPosX, fPosYJump, ss.str());
}
PrintText(x, Height() / 12, scale, ss.str());
void Engine::DisplaySingleOrMultiplayerMenu() {
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// Background
m_textureSoloMultiMenu.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex2f(Width(), 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex2f(Width(), Height());
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, Height());
glEnd();
// Title
float titleWidthProportion = 0.4f;
float titleHeightProportion = 0.4f;
float titleWidth = titleWidthProportion * Width();
float titleHeight = titleHeightProportion * Height();
float offsetTitleXFactor = 0.05f;
float offsetTitleYFactor = 0.05f;
m_titleX = (Width() - titleWidth) - (offsetTitleXFactor * Width());
m_titleY = (Height() - titleHeight) - (offsetTitleYFactor * Height());
m_textureTitle.Bind();
glColor4f(1.0f, 0.5f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(m_titleX, m_titleY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(m_titleX + titleWidth, m_titleY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(m_titleX + titleWidth, m_titleY + titleHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(m_titleX, m_titleY + titleHeight);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
// Single Player and Multiplayer button background quads
float buttonWidthProportion = 0.4f;
float buttonHeightProportion = 0.075f;
float buttonWidth = buttonWidthProportion * Width();
float buttonHeight = buttonHeightProportion * Height();
float offsetSingleButtonXFactor = 0.075f;
float offsetSingleButtonYFactor = 0.05f;
float buttonPosX = m_titleX;
float buttonSinglePosY = m_titleY - buttonHeight - (offsetSingleButtonYFactor * Height());
float buttonMultiPosY = (buttonSinglePosY * 0.75);
// Single Player background
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY + buttonHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonSinglePosY + buttonHeight);
glEnd();
// Single Player text
m_textureSoloText.Bind();
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY + buttonHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonSinglePosY + buttonHeight);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
// Multi Player background
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonMultiPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY + buttonHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonMultiPosY + buttonHeight);
glEnd();
// Multi Player text
m_textureMultiText.Bind();
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonMultiPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY + buttonHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonMultiPosY + buttonHeight);
glEnd();
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// Reset the state
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
ShowCursor();
}
void Engine::DrawHud(float elapsedTime, BlockType bloc) {
@@ -564,7 +842,6 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
int timer = GetCountdown(elapsedTime);
// Appel de la fonction pour l'affichage de notifications
if (m_keyK) {
SystemNotification(m_messageNotification);
m_keyK = false;
@@ -587,7 +864,6 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
DisplayCrosshair();
}
// Reset du blend function
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
@@ -601,33 +877,35 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
glPopMatrix();
}
void Engine::PrintText(float x, float y, float scale, const std::string& t) {
void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
float windowWidth = static_cast<float>(Width());
float windowHeight = static_cast<float>(Height());
float posX = x * windowWidth;
float posY = y * windowHeight;
float baseCharSize = 20 + (24 - 20) * (windowWidth - 1600) / (1920 - 1600);
float charSize = baseCharSize * charSizeMultiplier;
glLoadIdentity();
glTranslated(x, y, 0);
for (unsigned int i = 0; i < t.length(); ++i) {
float left = (float)((t[i] - 32) % 16) / 16.f;
float top = (float)((t[i] - 32) / 16) / 16.f;
top += .5f;
top += 0.5f;
glBegin(GL_QUADS);
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(12 * scale, 0);
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12 * scale, 12 * scale);
glTexCoord2f(left, 1.f - top); glVertex2f(0, 12 * scale);
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize, 0);
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize, charSize);
glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize);
glEnd();
glTranslated(8 * scale, 0, 0);
glTranslated(0.5555f * charSize, 0, 0);
}
}
float Engine::GetScale() const {
float widthRatio = Width() / BASE_WIDTH;
float heightRatio = Height() / BASE_HEIGHT;
return (widthRatio + heightRatio) / 2.0f;
}
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
int Engine::GetCountdown(float elapsedTime) {
if (m_resetcountdown)
@@ -637,7 +915,7 @@ int Engine::GetCountdown(float elapsedTime) {
}
if (m_countdown < m_time)
Stop();
if(!m_stopcountdown)
if (!m_stopcountdown)
m_time += elapsedTime;
return m_countdown - (int)m_time;
}
@@ -645,7 +923,11 @@ int Engine::GetCountdown(float elapsedTime) {
void Engine::Render(float elapsedTime) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (m_gamestate == GameState::PLAY)
m_time_SplashScreen += elapsedTime;
if (m_time_SplashScreen < 2) {
DrawSplachScreen();
}
else if (m_gamestate == GameState::PLAY)
{
HideCursor();
CenterMouse(); //D<>placement de centermouse dans l'action de jouer
@@ -680,11 +962,11 @@ 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(), .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(), 1.f);
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false,1.f);
break;
default: break;
}
@@ -717,24 +999,27 @@ void Engine::Render(float elapsedTime) {
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)) {
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_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 m_audio.Render3DAudioObj(m_whoosh[x], m_bullets[x]->getPos(), m_bullets[x]->getVel(), 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
}
m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
@@ -743,23 +1028,30 @@ void Engine::Render(float elapsedTime) {
if (m_isSkybox) m_skybox.Render(skybox);
ProcessNotificationQueue();
DrawHud(elapsedTime, bloc);
DisplayPovGun();
ProcessNotificationQueue();
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);
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) {
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)
{
if (!m_soloMultiChoiceMade) {
DisplaySingleOrMultiplayerMenu();
}
else {
DrawMenu();
}
}
else if (m_gamestate == GameState::QUIT)
Stop();
}
@@ -818,6 +1110,8 @@ void Engine::KeyPressEvent(unsigned char key) {
break;
case 8: // I - Ignorer
break;
case 15: // P - Ignorer
break;
case 17: // R - Ignorer
break;
case 19: // T - Ignorer
@@ -867,6 +1161,17 @@ void Engine::KeyReleaseEvent(unsigned char key) {
case 12: // M - Toggle music
m_audio.ToggleMusicState();
break;
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));
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.
m_bullets[0]->~Bullet();
m_bullets[0] = new Bullet(m_player.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f, 0.f, 1.f));
}
break;
case 17: // R - Toggle skybox
m_isSkybox = !m_isSkybox;
break;
@@ -939,6 +1244,37 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400))
m_gamestate = GameState::QUIT;
}
else if (m_gamestate == GameState::OPTIONS)
{
float buttonWidthProportion = 0.4f;
float buttonHeightProportion = 0.075f;
float buttonWidth = buttonWidthProportion * Width();
float buttonHeight = buttonHeightProportion * Height();
float offsetSingleButtonXFactor = 0.075f;
float offsetSingleButtonYFactor = 0.05f;
float buttonPosX = m_titleX;
float buttonSinglePosY = m_titleY - buttonHeight - (offsetSingleButtonYFactor * Height());
float buttonMultiPosY = buttonSinglePosY * 0.75;
float adjustedMouseY = Height() - m_mousemy;
// Single Player
if (m_mousemx >= buttonPosX && m_mousemx <= (buttonPosX + buttonWidth) &&
adjustedMouseY >= buttonSinglePosY && adjustedMouseY <= (buttonSinglePosY + buttonHeight))
{
std::cout << "Single Player button clicked" << std::endl;
m_soloMultiChoiceMade = true;
m_gamestate = GameState::PLAY;
}
// Multiplayer
else if (m_mousemx >= buttonPosX && m_mousemx <= (buttonPosX + buttonWidth) &&
adjustedMouseY >= buttonMultiPosY && adjustedMouseY <= (buttonMultiPosY + buttonHeight))
{
std::cout << "Multiplayer button clicked" << std::endl;
m_soloMultiChoiceMade = true;
m_gamestate = GameState::PLAY;
}
}
}
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {

View File

@@ -25,6 +25,7 @@ public:
Engine();
virtual ~Engine();
virtual void DrawMenu();
virtual void DrawSplachScreen();
virtual void Init();
virtual void DeInit();
virtual void LoadResource();
@@ -37,8 +38,6 @@ public:
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private:
float GetScale() const;
int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime);
@@ -49,11 +48,13 @@ private:
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 PrintText(float x, float y, float scale, const std::string& t);
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
Connector m_conn;
Shader m_shader01;
@@ -63,16 +64,22 @@ private:
World m_world = World();
WorldRenderer m_wrenderer = WorldRenderer();
Texture m_textureSkybox;
Texture m_textureFont;
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;
Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav");
irrklang::ISound* m_powpow;
irrklang::ISound* m_scream;
irrklang::ISound* m_powpow,
* m_scream;
irrklang::ISound *m_whoosh[MAX_BULLETS];
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
@@ -86,9 +93,15 @@ private:
Texture MenuStartTexture;
Texture MenuQuitTexture;
Texture MenuOptionsTexture;
Texture SplachScreenTexture;
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;
@@ -101,6 +114,7 @@ private:
bool m_displayHud = true;
bool m_displayInfo = false;
bool m_resetcountdown = false;
bool m_soloMultiChoiceMade = false;
bool m_stopcountdown = false;
bool m_keyK = false;

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

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@@ -9,7 +9,7 @@ Mesh::~Mesh() {
void Mesh::FlushMeshToVBO() {
m_vertexBuffer.SetMeshData(m_vd, m_vcount);
m_vcount = 0;
delete[] m_vd;
//delete[] m_vd;
}
void Mesh::FlushVBO() {

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@@ -9,6 +9,7 @@ OpenglContext::~OpenglContext()
{
}
bool OpenglContext::Start(const std::string& title, int width, int height, bool fullscreen)
{
m_title = title;
@@ -22,12 +23,13 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
while (m_app.isOpen())
{
clock.restart();
sf::Event Event;
while (m_app.pollEvent(Event))
{
switch(Event.type)
switch (Event.type)
{
case sf::Event::Closed:
m_app.close();
@@ -51,7 +53,7 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
MouseReleaseEvent(ConvertMouseButton(Event.mouseButton.button), Event.mouseButton.x, Event.mouseButton.y);
break;
case sf::Event::MouseWheelMoved:
if(Event.mouseWheel.delta > 0)
if (Event.mouseWheel.delta > 0)
MousePressEvent(MOUSE_BUTTON_WHEEL_UP, Event.mouseButton.x, Event.mouseButton.y);
else
MousePressEvent(MOUSE_BUTTON_WHEEL_DOWN, Event.mouseButton.x, Event.mouseButton.y);
@@ -68,7 +70,7 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
// Handle ourself frame rate limit, sf::Window::setFramerateLimit doesn't seems to work
float waitTime = (1.f / m_maxFps) - m_lastFrameTime;
if(waitTime > 0)
if (waitTime > 0)
{
sf::sleep(sf::seconds(waitTime));

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@@ -4,6 +4,7 @@
#include <string>
#include <SFML/Window.hpp>
#include "define.h"
#include "texture.h"
// Documentation de SFML: http://www.sfml-dev.org/documentation/index-fr.php
class OpenglContext
@@ -31,7 +32,6 @@ public:
virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y) = 0;
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y) = 0;
bool Start(const std::string& title, int width, int height, bool fullscreen);
bool Stop();

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@@ -8,30 +8,30 @@ void Skybox::Init(float size){
int count = 0;
VertexBuffer::VertexData* vd = new VertexBuffer::VertexData[24];
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 0.f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 0.f, .75f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 0.f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 1.f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 1.f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .25f, 1.f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, .5f, 1.f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, .25f, 1.f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .5f, 1.f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .5f, .25f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, .75f, .25f);

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@@ -211,3 +211,4 @@ void WorldRenderer::UpdateWorld(World* origin, const Vector3f& player, BlockInfo
}
}
}