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96 Commits

Author SHA1 Message Date
Louis-CharlesG
2c73a2ed00 Correction des arbres. 2023-12-04 17:17:15 -05:00
Louis-CharlesG
d444b4de30 Re-Changement des textures. 2023-12-04 16:17:59 -05:00
Louis-CharlesG
bb100fd5cb ajustement texture. 2023-12-04 16:12:02 -05:00
Louis-CharlesG
a137666546 Merge branch 'master' into Améloration_Gen_Monde 2023-12-04 15:44:22 -05:00
Louis-CharlesG
841947bc7a Changment pour lac/arbre 2023-12-04 15:05:27 -05:00
MarcEricMartel
bc5c28a373 Merge pull request #34 from CegepSTH/MenusMenusMenus
Menus menus menus
2023-12-04 13:25:55 -05:00
MarcEricMartel
754130ec39 Merge pull request #36 from CegepSTH/revert-35-SQC-15_paquets
Revert "IGNORE THIS"
2023-12-04 13:16:03 -05:00
MarcEricMartel
8569e17c93 Revert "IGNORE THIS" 2023-12-04 13:14:54 -05:00
MarcEricMartel
c5700ae9fd Merge pull request #35 from CegepSTH/SQC-15_paquets
IGNORE THIS
2023-12-04 13:14:33 -05:00
MarcEricMartel
78b3ed85cb Merge branch 'MenusMenusMenus' into SQC-15_paquets 2023-12-04 13:13:54 -05:00
mduval76
4b6c641c97 Push replacer Render 2023-12-04 13:02:28 -05:00
MarcEricMartel
9ed8ef3273 Moar random? 2023-12-03 11:14:08 -05:00
mduval76
8b448f5072 Push pre-gamestate Pause 2023-12-03 00:47:04 -05:00
mduval76
a67499049b Push gros paquets de menus. Nouvelle hierarchie Clean up de larborescence des textures pour elements des menus. 2023-12-03 00:15:18 -05:00
MarcEricMartel
0af76b3f2e Merge pull request #33 from CegepSTH/SQC32_sauveParams
Sqc32 sauve params
2023-12-02 15:09:14 -05:00
MarcEricMartel
b2c73c930e Merge pull request #32 from CegepSTH/SQC-35_nouvelles_structures
Sqc 35 nouvelles structures
2023-12-02 14:59:21 -05:00
MarcEricMartel
4aa0aedd61 Update connector.cpp 2023-12-02 14:52:25 -05:00
MarcEricMartel
e52dbd3705 Merge branch 'master' into SQC-15_paquets 2023-12-02 14:05:41 -05:00
MarcEricMartel
5a491c5446 omg 💣 2023-12-02 11:05:00 -05:00
MarcEricMartel
20eb410b08 Hahaha il manquait les ChunkMods dans netprot :finnadie: 2023-12-02 10:04:18 -05:00
MarcEricMartel
c44d1453ae Oh wow 2023-12-02 09:23:26 -05:00
MarcEricMartel
37ea09aaf3 Merge branch 'SQC-15_paquets' of https://github.com/CegepSTH/SQCSim2023 into SQC-15_paquets 2023-12-02 09:06:54 -05:00
MarcEricMartel
62b7719eb4 Erratas! 2023-12-02 09:06:41 -05:00
mduval76
3842ca3485 Push bouton pour retourner au menu principal. Makeover des anciens boutons. 2023-12-01 20:26:52 -05:00
mduval76
98390c878f Push pourcentage dynamique pour sliders menu options 2023-12-01 19:20:55 -05:00
mduval76
def1ab284e Push sliders fonctionnels (x4) 2023-12-01 17:55:25 -05:00
mduval76
90e736a14c push ajouts des barres pour "sliders" 2023-12-01 15:46:08 -05:00
mduval76
ac3628ec0b Push zones cliquables sliders et checks 2023-12-01 14:37:12 -05:00
mduval76
3e3a7650e8 Push options Volume et Resolution de base 2023-12-01 13:48:48 -05:00
mduval76
28082a018d Push menu options de base 2023-12-01 09:49:00 -05:00
Marc-Eric Martel
681ac61a74 ajouts dans les cmakelists pour leenuqs 2023-11-29 19:02:16 -05:00
Marc-Eric Martel
38cfa95297 ajouts dans les cmakelists pour leenuqs 2023-11-29 18:59:58 -05:00
Marc-Eric Martel
34ad4724f2 Tibug + Linux 2023-11-28 19:19:24 -05:00
MarcEricMartel
12ef911e79 Delete the world... delete the children... 2023-11-28 11:53:21 -05:00
MarcEricMartel
5c346c48e6 🏥 2023-11-28 11:38:38 -05:00
MarcEricMartel
e89b5914fb Sync ees almöss de voork! 2023-11-27 17:44:52 -05:00
mduval76
15882dc506 Merge branch 'master' into SQC32_sauveParams 2023-11-27 17:14:53 -05:00
mduval76
6db90a3a16 Push reajustements apres merge 31 2023-11-27 17:07:51 -05:00
mduval76
b23b2c6838 Merge pull request #31 from CegepSTH/SQC-31
Sqc 31 smerge
2023-11-27 16:55:31 -05:00
mduval76
a26929fe66 Merge branch 'master' into SQC-31 2023-11-27 16:54:58 -05:00
Louis-CharlesG
e3b59e37eb Les arbres avec le seed. 2023-11-27 16:47:10 -05:00
MarcEricMartel
10b8d77734 ehm 2023-11-27 16:43:18 -05:00
MarcEricMartel
e8ca08ecab Superman + Alfred 2023-11-27 16:12:12 -05:00
mduval76
4a9ad70d48 Push changement pour Parametres -> Settings 2023-11-27 16:03:06 -05:00
Jonathan Trottier
e330f5dd67 Merge branch 'master' into SQC-35_nouvelles_structures 2023-11-27 15:58:34 -05:00
Jonathan Trottier
2f5579875e little modif 2023-11-27 15:57:31 -05:00
Jonathan Trottier
114c1631a8 randomness no more random 2023-11-27 15:56:47 -05:00
MarcEricMartel
cfc7f7e01d Ça s'ra pas long. 2023-11-27 15:15:21 -05:00
MarcEricMartel
0b5c30b693 123457 💯 2023-11-27 15:03:53 -05:00
MarcEricMartel
f9c3571ab2 1080p 2023-11-27 14:56:43 -05:00
MarcEricMartel
2a7fe7e806 LA CLAN PANNETON POUR DÉMÉNAGER FAUT SIGNALER LE (/&)&)&! 2023-11-27 14:53:23 -05:00
MarcEricMartel
8ea5af6ef9 16 tons. 2023-11-27 14:48:18 -05:00
MarcEricMartel
841b0176f6 HAHAHAHA HEY! MOSKAU MOSKAU BADDABADBADBABDBAD 2023-11-27 14:42:56 -05:00
MarcEricMartel
702a65c5b0 EEEEEEEH BO DEREK, EH 2023-11-27 14:24:11 -05:00
MarcEricMartel
b6d5975648 I know what boys like. 2023-11-27 13:52:49 -05:00
MarcEricMartel
6e556b4f84 IDBENOGOOD 2023-11-27 13:29:59 -05:00
MarcEricMartel
e6b3f2fb1c UDP to the rescue 2023-11-27 13:21:50 -05:00
MarcEricMartel
5e57a13820 Fuck around and find out 2023-11-27 13:15:39 -05:00
MarcEricMartel
9a7d25c1d9 EH LALA. 2023-11-27 13:11:24 -05:00
MarcEricMartel
c24123362a ah. 2023-11-27 12:42:46 -05:00
MarcEricMartel
6c0d65ea22 Info. 2023-11-27 12:39:36 -05:00
Rynort
9bb8b1c9e5 Ajout de la page Option
Pas de bouton encore
2023-11-27 02:57:22 -05:00
MarcEricMartel
35a5ddd9bd static_cast? 2023-11-26 12:40:08 -05:00
MarcEricMartel
85ab712032 Summary (required) 2023-11-26 12:31:17 -05:00
MarcEricMartel
0f1a864282 🎶 If you want to destroy my renderrrrrrrrrr... 2023-11-26 12:23:17 -05:00
MarcEricMartel
0200f77be8 Johnny B. NoGood! 🎶 2023-11-26 12:19:05 -05:00
MarcEricMartel
935216e9c3 Ça plane pour pasmoi. 2023-11-26 12:12:09 -05:00
mduval76
1ab83a85a7 Transfert classe Paramteres de common à SQCSim 2021 2023-11-25 14:05:47 -05:00
mduval76
2ab201e93c Validation changements indexes. Fusion main vers sauveparams 2023-11-25 13:59:51 -05:00
MarcEricMartel
ea3d2ffc34 2023-11-24 15:56:58 -05:00
MarcEricMartel
775c8cf26f 440hz 2023-11-24 15:32:53 -05:00
MarcEricMartel
0c1714dd14 INXS 2023-11-24 15:25:40 -05:00
MarcEricMartel
981d66c730 M*SYNCs 2023-11-24 15:24:46 -05:00
MarcEricMartel
bd3f677118 PATATE PLAY 2023-11-24 15:11:16 -05:00
MarcEricMartel
35c55f2e26 -__- 2023-11-24 15:01:32 -05:00
MarcEricMartel
9bf5188e0f 5 2023-11-24 14:54:38 -05:00
MarcEricMartel
e8d456cc09 -danse de la pluie- 2023-11-24 14:36:55 -05:00
MarcEricMartel
3043b1ff6b débébitter 2023-11-24 14:33:48 -05:00
MarcEricMartel
7ccecdfd4a if notaire break. 2023-11-24 14:27:11 -05:00
MarcEricMartel
6f13e8fb70 🔡 2023-11-24 14:22:05 -05:00
MarcEricMartel
d1c3d17055 ayoye bobo 2023-11-24 14:18:37 -05:00
MarcEricMartel
573316682b Jim Babwe 2023-11-24 14:15:40 -05:00
MarcEricMartel
bd14cd3962 Cleanup II 2023-11-24 13:47:47 -05:00
MarcEricMartel
480521ebaf Cleanup 2023-11-24 13:47:24 -05:00
MarcEricMartel
312542857a united states of remoteplayer 2023-11-24 13:46:16 -05:00
MarcEricMartel
c1aa321f2b 💩 2023-11-24 13:42:53 -05:00
MarcEricMartel
d7bd36d134 DE 🐛 2023-11-24 13:05:17 -05:00
MarcEricMartel
ce2d03c354 Render other players 2023-11-24 12:58:06 -05:00
Rynort
83e438583f Avancement Page Option 2023-11-20 17:34:39 -05:00
Rynort
75a32270b5 mini-push 2023-11-20 15:45:08 -05:00
Louis-CharlesG
732f74de91 Changement dans le chunk a ajout des arbes avec le seed. 2023-11-20 15:39:11 -05:00
mduval76
8e041a314d Push premiere esquisse des parametres de sauvegarde 2023-11-16 23:39:44 -05:00
mduval76
6bb3ee9667 push changement de location 2023-11-16 20:47:20 -05:00
mduval76
f654c5effa Push initial pour sauvegarde des paramètres 2023-11-16 18:01:00 -05:00
Rynort
3ca941f0ce Update engine.cpp 2023-11-13 17:20:33 -05:00
Rynort
4c695fbe47 mini changement 2023-11-13 15:42:04 -05:00
96 changed files with 1453 additions and 834 deletions

View File

@@ -1,54 +1,86 @@
#include "chunk.h"
#include "world.h"
#include <random>
Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y) {
//std::ostringstream pos; // V<>rifie l'existence d'un fichier .chunk avec sa position.
//std::ostringstream pos; // V<>rifie l'existence d'un fichier .chunk avec sa position.
//pos << CHUNK_PATH << x << '_' << y << ".chunk";
//std::ifstream input(pos.str(), std::fstream::binary);
//if (input.fail()) {
OpenSimplexNoise::Noise simplex = OpenSimplexNoise::Noise(seed);
int ratio = 0;
ratio = x * y % 7;
m_blocks.Reset(BTYPE_AIR);
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Montagnes
#pragma region Montagnes et Grass des montagnes
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix)
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 4096.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 4096.;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 4796.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 4796.;
double height = 0;
for (int x = 0; x < 39; ++x) {
height += simplex.eval(xnoiz, ynoiz);
height *= .79;
xnoiz *= 1.139;
ynoiz *= 1.139;
xnoiz *= 1.1305;
ynoiz *= 1.1305;
}
height = height * 2000. * simplex.eval((double)(ix + x * CHUNK_SIZE_X) / 512., (double)(iz + y * CHUNK_SIZE_Z) / 512.);
height /= (CHUNK_SIZE_Y / 1.9);
height += 15.;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy)
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy) {
if (iy < 20)
{
//std::cout << "" << ynoiz << std::endl;
SetBlock(ix, iy, iz, BTYPE_GRASS, nullptr);
}
else if (iy == 20 || iy == 21) {
double fractionalPart = ynoiz - static_cast<int>(ynoiz);
if (iy == 20) {
if (fractionalPart < 0.3) {
SetBlock(ix, iy, iz, BTYPE_GRASS, nullptr);
}
else {
SetBlock(ix, iy, iz, BTYPE_METAL, nullptr);
}
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Collines
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 512.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 512.;
float height = simplex.eval(xnoiz, ynoiz) * 50.f;// +1.f;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
SetBlock(ix, iy, iz, BTYPE_GREENGRASS, nullptr);
}
else if (iy == 21) {
if (fractionalPart < 0.6) {
SetBlock(ix, iy, iz, BTYPE_GRASS, nullptr);
}
else {
SetBlock(ix, iy, iz, BTYPE_METAL, nullptr);
}
}
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Lacs"
}
else
{
SetBlock(ix, iy, iz, BTYPE_METAL, nullptr);
}
}
}
#pragma endregion
#pragma region Lacs
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix)
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 13; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
if (iy < 5 && GetBlock(ix, iy, iz) == BTYPE_AIR) {
SetBlock(ix, iy, iz, BTYPE_ICE, nullptr);
}
else if (iy >= 5 && GetBlock(ix, iy, iz) == BTYPE_AIR) {
SetBlock(ix, iy, iz, BTYPE_ICE, nullptr);
}
}
}
#pragma endregion
int rnd = rand() % 15;
if (rnd == 4)
//int rnd = rand() % 15;
if (ratio == 1)
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // structure
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 14; ++iy) {
@@ -57,16 +89,16 @@ Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y
Structure(ix, iy, iz, 2);
}
}
if (rnd == 3)
if (ratio == 3)
for (int ix = 0; ix < CHUNK_SIZE_Z; ++ix) // structure
for (int iz = 0; iz < CHUNK_SIZE_X; ++iz) {
for (int iy = 0; iy < 14; ++iy) {
if (iz == 4)
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
Structure(ix, iy, iz, 2);
Structure(ix, iy, iz, 1);
}
}
if (rnd == 6)
if (ratio == 5)
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // structure
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 14; ++iy) {
@@ -77,38 +109,146 @@ Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y
}
//for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Arbres"
#pragma region Arbre
double valeurRnd = 0;
int treeheight = 10;
int lastTreeX = -1;
int lastTreeZ = -1;
int minDistanceBetweenTrees = 10; // Définir la distance minimale entre les arbres
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) {
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
if (GetBlock(ix, 0, iz) != BTYPE_ICE) {
float xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 4796.;
float ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 4796.;
double height = 0;
for (int i = 0; i < 39; ++i) {
height += simplex.eval(xnoiz, ynoiz);
height *= .79;
xnoiz *= 1.1305;
ynoiz *= 1.1305;
}
height = height * 2000. * simplex.eval((double)(ix + x * CHUNK_SIZE_X) / 512., (double)(iz + y * CHUNK_SIZE_Z) / 512.);
height /= (CHUNK_SIZE_Y / 1.9);
height += 15.;
if (GetBlock(ix, (int)height, iz) == BTYPE_GRASS || (GetBlock(ix, (int)height, iz) == BTYPE_METAL)) {
valeurRnd = simplex.eval(xnoiz, ynoiz);
int distanceThreshold = 20;
// Vérifie si l'emplacement n'est pas à l'intérieur des lacs
bool isInsideLake = false;
for (int iy = 0; iy < 13; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_ICE) {
isInsideLake = true;
break;
}
}
if (!isInsideLake && ((valeurRnd > -0.4 && valeurRnd < -0.38) || (valeurRnd > -0.35 && valeurRnd < -0.31)
|| (valeurRnd > 0.3 && valeurRnd < 0.32) || (valeurRnd > 0.37 && valeurRnd < 0.39))
) {
if (lastTreeX == -1 || abs(ix - lastTreeX) > minDistanceBetweenTrees || abs(iz - lastTreeZ) > minDistanceBetweenTrees) {
if (valeurRnd < 0.1)
treeheight = 10;
else {
treeheight = valeurRnd * 20;
if (treeheight < 5)
treeheight = 5;
}
PlaceTree(ix, height, iz, treeheight);
lastTreeX = ix;
lastTreeZ = iz;
}
}
}
}
}
}
#pragma endregion
//else {
// input.seekg(0, std::ios_base::end);
// int size = input.tellg();
// input.seekg(0, std::ios_base::beg);
// char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
// input.read(data, size);
// input.close();
// for (int ix = 0; ix < CHUNK_SIZE_X; ++ix)
// for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz)
// for (int iy = 0; iy < CHUNK_SIZE_Y; ++iy)
// m_blocks.Set(ix, iy, iz, data[ix + (iz * CHUNK_SIZE_X) + (iy * CHUNK_SIZE_Z * CHUNK_SIZE_X)]);
//}*/
//for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Collines
// for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
// float xnoiz, ynoiz;
// xnoiz = (double)(iz * CHUNK_SIZE_Y + x * CHUNK_SIZE_X) / 256.;
// ynoiz = (double)(ix * CHUNK_SIZE_Y + y * CHUNK_SIZE_Z) / 256.;
// bool tree = (int)(abs(simplex.eval(xnoiz, ynoiz)) * 17933.f) % CHUNK_SIZE_Y > 126 ? true : false;
// for (int iy = 0; iy < CHUNK_SIZE_Y - 10; ++iy)
// if (GetBlock(ix, iy, iz) == BTYPE_AIR)
// if (GetBlock(ix, iy - 1, iz) == BTYPE_GRASS)
// if (tree) {
// for (int i = 0; i < (int)(abs(simplex.eval(xnoiz, ynoiz) * 4)) % 42 + 1; ++i)
// SetBlock(ix, iy + i, iz, BTYPE_DIRT, nullptr);
// break;
// xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 512.;
// ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 512.;
// float height = simplex.eval(xnoiz, ynoiz) * 50.f;// +1.f;
// for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy) {
// if (iy < 10 && GetBlock(ix, iy, iz) == BTYPE_AIR) {
// SetBlock(ix, iy, iz, BTYPE_METAL, nullptr); // Collines
// }
// else if (iy >= 10 && GetBlock(ix, iy, iz) == BTYPE_AIR) {
// SetBlock(ix, iy, iz, BTYPE_GRASS, nullptr); // Grass des collines
// }
// }
// }
/* }
else {
input.seekg(0, std::ios_base::end);
int size = input.tellg();
input.seekg(0, std::ios_base::beg);
char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
input.read(data, size);
input.close();
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix)
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz)
for (int iy = 0; iy < CHUNK_SIZE_Y; ++iy)
m_blocks.Set(ix, iy, iz, data[ix + (iz * CHUNK_SIZE_X) + (iy * CHUNK_SIZE_Z * CHUNK_SIZE_X)]);
}*/
}
void Chunk::PlaceTree(int x, int y, int z, int height) {
// Vérifie si les coordonnées x, y, z sont dans les limites du chunk
if (x < 0 || x >= CHUNK_SIZE_X || y < 0 || y >= CHUNK_SIZE_Y || z < 0 || z >= CHUNK_SIZE_Z) {
// Coordonnées hors limites du chunk, sortie anticipée pour éviter tout accès non valide
return;
}
// Place la tige de l'arbre
for (int iy = 0; iy < height + 1; ++iy) {
if (y + iy < CHUNK_SIZE_Y) { // Vérifie si la hauteur est à l'intérieur des limites du chunk
SetBlock(x, y + iy, z, BTYPE_DIRT, nullptr);
}
}
// Place les feuilles de l'arbre
int foliageHeight = height / 2;
for (int dy = 0; dy < foliageHeight; ++dy) {
for (int dx = -4; dx <= 4; ++dx) {
for (int dz = -4; dz <= 4; ++dz) {
// Vérifie que les coordonnées se trouvent à l'intérieur des limites du chunk
if (x + dx >= 0 && x + dx < CHUNK_SIZE_X && y + height + dy >= 0 && y + height + dy < CHUNK_SIZE_Y &&
z + dz >= 0 && z + dz < CHUNK_SIZE_Z) {
// Vérifie si le bloc est à une distance acceptable du centre des feuilles pour les placer
double distanceSquared = dx * dx + dy * dy + dz * dz;
if (distanceSquared < 20) {
SetBlock(x + dx, y + height + dy, z + dz, BTYPE_GREENGRASS, nullptr);
}
}
}
}
}
}
Chunk::~Chunk() {
/*if (m_isModified) {
char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
@@ -135,7 +275,7 @@ void Chunk::RemoveBlock(int x, int y, int z, World* world) {
void Chunk::SetBlock(int x, int y, int z, BlockType type, World* world) {
m_blocks.Set(x, y, z, type);
if (world) CheckNeighbors(x, z, world); // Si nullptr, ne pas v<>rifier les chunks voisines.
if (world) CheckNeighbors(x, z, world); // Si nullptr, ne pas v<>rifier les chunks voisines.
m_isDirty = true;
}
@@ -163,6 +303,10 @@ void Chunk::CheckNeighbors(unsigned int x, unsigned int z, World* world) {
void Chunk::GetPosition(unsigned int& x, unsigned int& y) const { x = m_posX; y = m_posY; }
bool Chunk::IsDirty() const { return m_isDirty; }
void Chunk::MakeDirty() { m_isDirty = true; }
@@ -174,28 +318,8 @@ void Chunk::MakeModified() { m_isModified = true; }
void Chunk::Structure(int x, int y, int z,int height)
{
for (int i = 0; i < height; i++)
{
SetBlock(x, i + y, z, BTYPE_GRASS, nullptr);
}
}

View File

@@ -27,6 +27,7 @@ class Chunk {
BlockType GetBlock(int x, int y, int z);
void CheckNeighbors(unsigned int x, unsigned int z, World* world);
void GetPosition(unsigned int& x, unsigned int& y) const;
void PlaceTree(int x, int y, int z, int height);
void Structure(int x, int y, int z, int height);
bool IsDirty() const;

View File

@@ -41,17 +41,15 @@ typedef uint8_t BlockType;
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST };
typedef uint8_t BoostType;
enum BOOST_TYPE { BTYPE_SPEED, BTYPE_HEAL, BTYPE_DAMAGE, BTYPE_INVINCIBLE, BTYPE_BOOST_LAST };
//anim
enum ANIM_TYPE { STILL = 0, SHOOTING = 8, JUMPING = 16, JUMPINGSHOOTING = 24, DEAD = 32, TYPE_LAST = 40};
enum ANIM_POS {FRONT, QUARTER_FRONT_LEFT, QUATER_FRONT_RIGHT, PROFIL_LEFT, PROFIL_RIGHT, QUARTER_BACK_LEFT, QUARTER_BACK_RIGHT, BACK , POS_LAST};
typedef uint64_t Timestamp;
#ifdef _WIN32
#pragma comment(lib,"wsock32.lib") // Pour pouvoir faire fonctionner le linker sans le vcxproject
#pragma comment(lib,"ws2_32.lib")
#include <ws2tcpip.h>
#include <Windows.h>
#include <cstdio>

View File

@@ -248,8 +248,6 @@ void Player::SetDirection(Vector3f dir) { m_direction = dir; }
Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); }
Vector3f Player::GetPositionAbs() const { return m_position; }
Vector3f Player::GetVelocity() const { return m_velocity; }
Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); }

View File

@@ -26,7 +26,6 @@ public:
void SetDirection(Vector3f dir);
Vector3f GetPosition() const;
Vector3f GetPositionAbs() const;
Vector3f GetDirection() const;
Vector3f GetVelocity() const;
Vector3f GetPOV() const;

View File

@@ -100,7 +100,7 @@ void Connection::Run(World* world) {
in.keys.right,
in.keys.jump, false, el), world, el);
out.position = player.get()->GetPositionAbs();
out.position = player.get()->GetPosition();
out.direction = in.direction;
out.timestamp = in.timestamp;
out.id = m_playinfo.id;

View File

@@ -27,6 +27,7 @@
<ClInclude Include="mesh.h" />
<ClInclude Include="openglcontext.h" />
<ClInclude Include="remoteplayer.h" />
<ClInclude Include="settings.h" />
<ClInclude Include="shader.h" />
<ClInclude Include="skybox.h" />
<ClInclude Include="texture.h" />
@@ -44,6 +45,7 @@
<ClCompile Include="mesh.cpp" />
<ClCompile Include="openglcontext.cpp" />
<ClCompile Include="remoteplayer.cpp" />
<ClCompile Include="settings.cpp" />
<ClCompile Include="shader.cpp" />
<ClCompile Include="skybox.cpp" />
<ClCompile Include="texture.cpp" />

View File

@@ -56,6 +56,9 @@
<ClInclude Include="booster.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="settings.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="engine.cpp">
@@ -103,5 +106,8 @@
<ClCompile Include="booster.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="settings.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>
</Project>

View File

@@ -48,3 +48,7 @@ void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& v
void Audio::ToggleMusicState() { m_music->setIsPaused(!m_music->getIsPaused()); }
void Audio::PauseEngine() { m_engine->setAllSoundsPaused(); }
float Audio::GetMusicVolume() const {
return m_music->getVolume();
}

View File

@@ -33,6 +33,8 @@ public:
void ToggleMusicState();
void PauseEngine();
float GetMusicVolume() const;
};
#endif // AUDIO_H__

View File

@@ -28,22 +28,28 @@
#define BASE_WIDTH 640
#define BASE_HEIGHT 480
#define ANIME_PATH_JUMP "./media/textures/AssetOtherPlayer/FinalPNGJumping/"
#define ANIME_PATH_STILL "./media/textures/AssetOtherPlayer/FinalPNGStanding/"
//1 = jump shoot sans anim, 2 = jump shoot avec anim
#define ANIM_PATH_JSHOOT1 "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/"
#define ANIM_PATH_JSHOOT2 "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/ShootingJump/"
//1 = shoot sans anim, 2 = shoot avec anim
#define ANIM_PATH_SSHOOT1 "./media/textures/AssetOtherPlayer/FinalPNGShooting/"
#define ANIM_PATH_SSHOOT2 "./media/textures/AssetOtherPlayer/FinalPNGShooting/Shooting/"
#define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/"
#define CHUNK_PATH "./media/chunks/"
#define MENU_ITEM_PATH "./media/menu_items/"
#define BOOSTER_TEXTURE_PATH "./media/textures/Booster/"
enum GameState {
MAIN_MENU,
SPLASH,
OPTIONS,
QUIT,
PLAY,
PAUSE
};
enum Resolution {
HD = 0, // 1280x720 (High Definition)
FHD, // 1920x1080 (Full HD)
QHD, // 2560x1440 (Quad HD)
UHD // 3840x2160 (Ultra HD)
};
#endif // DEFINE_H__

File diff suppressed because it is too large Load Diff

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@@ -24,15 +24,12 @@
#include "renderer.h"
#include "remoteplayer.h"
#include "booster.h"
#include "settings.h"
class Engine : public OpenglContext {
public:
Engine();
virtual ~Engine();
virtual void DrawMenu();
virtual void DrawPause();
virtual void DrawSplachScreen();
virtual void Init();
virtual void DeInit();
virtual void LoadResource();
@@ -47,90 +44,142 @@ public:
private:
int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime);
int GetOptionsChoice();
bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
void InstantDamage();
void SystemNotification(std::string systemLog);
void KillNotification(Player killer, Player killed);
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 DisplayInfo(float elapsedTime, BlockType bloc);
void DisplaySplashScreen();
void DisplayPauseMenu();
void DisplayMainMenu();
void DrawButtonBackgrounds(float centerX, float centerY, int iterations);
void DrawMainMenuButtons(float centerX, float centerY);
void DrawSingleMultiButtons(float centerX, float centerY);
void DisplayOptionsMenu();
void DisplayAudioMenu(float centerX, float centerY);
void DisplayGraphicsMenu(float centerX, float centerY);
void DisplayGameplayMenu(float centerX, float centerY);
void DrawSliderBackground(float centerX, float centerY, float minVal, float maxVal, float bottomSideValue, float topSideValue);
void DisplayBarPercentValue(float centerX, float centerY, float posX, float posY, float minVal, float maxVal, float value);
void DrawSlider(float centerX, float centerY, float value, float minVal, float maxVal, float bottomSideValue, float topSideValue);
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
void ProcessNotificationQueue();
Connector m_conn;
Shader m_shader01;
Audio m_audio = Audio(AUDIO_PATH "start.wav");
irrklang::ISound* m_powpow, * m_scream;
irrklang::ISound* m_whoosh[MAX_BULLETS];
Bullet* m_bullets[MAX_BULLETS];
std::chrono::high_resolution_clock::time_point m_startTime;
std::unordered_map<uint64_t, Player*> m_players;
netprot::Buffer m_buf, m_bufout;
netprot::PlayerInfo m_pinfo;
RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(), Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f));
std::string m_messageNotification = "";
World m_world = World();
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
Renderer m_renderer = Renderer();
Booster m_booster = Booster();
BlockInfo* m_blockinfo[BTYPE_LAST];
BoostInfo* m_boostinfo[BTYPE_BOOST_LAST];
GameState m_gamestate = GameState::SPLASH;
Shader m_shader01;
Skybox m_skybox;
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
TextureAtlas m_animeAtlas = TextureAtlas(TYPE_LAST + POS_LAST);
World m_world = World();
Renderer m_renderer = Renderer();
Booster m_booster = Booster();
TextureAtlas::TextureIndex texBoostHeal;
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;
TextureAtlas::TextureIndex texBoostHeal;
Texture m_textureMainMenu;
Texture m_textureOptionsMenu;
Texture m_texturePauseMenu;
Texture m_textureSplashScreen;
Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav");
Texture m_textureHd;
Texture m_textureFhd;
Texture m_textureQhd;
Texture m_textureUhd;
Texture m_textureCheck;
Texture m_textureChecked;
irrklang::ISound* m_powpow,
* m_scream;
irrklang::ISound *m_whoosh[MAX_BULLETS];
Texture m_textureOptAudio;
Texture m_textureOptBack;
Texture m_textureOptGameplay;
Texture m_textureOptGraphics;
Texture m_textureOptMain;
Texture m_textureOptMusic;
Texture m_textureOptOptions;
Texture m_textureOptResolution;
Texture m_textureOptSensitivity;
Texture m_textureOptSfx;
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
Texture m_textureMenuBack;
Texture m_textureMenuMulti;
Texture m_textureMenuOptions;
Texture m_textureMenuPlay;
Texture m_textureMenuQuit;
Texture m_textureMenuSingle;
Texture m_textureMenuTitle;
Bullet* m_bullets[MAX_BULLETS];
std::unordered_map<uint64_t, Player*> m_players;
netprot::Buffer m_buf, m_bufout;
std::chrono::high_resolution_clock::time_point m_startTime;
//Menu
enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE };
GameState m_gamestate = GameState::MAIN_MENU;
Texture MenuTitleTexture;
Texture MenuBGTexture;
Texture MenuStartTexture;
Texture MenuQuitTexture;
Texture MenuOptionsTexture;
Texture PauseBGTexture;
Texture SplachScreenTexture;
Settings m_options = Settings(m_audio);
Resolution m_resolution = HD;
float m_splashTime = 2.0f;
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;
int m_nbReductionChunk = 4;
int m_timerReductionChunk = 30;
float m_volPrincipal = 0.0f;
float m_volMusique = 0.0f;
float m_volEffets = 0.0f;
float m_volSensible = 0.0f;
int m_selectedOption = 0;
bool m_selectedOptAudioMainBar = false;
bool m_selectedOptAudioMusicBar = false;
bool m_selectedOptAudioSfxBar = false;
bool m_selectedGameplaySensitivityBar = false;
bool m_damage = false;
bool m_wireframe = false;
@@ -144,9 +193,12 @@ private:
bool m_soloMultiChoiceMade = false;
bool m_stopcountdown = false;
bool m_selectedPlayOptions = false;
bool m_selectedOptions = false;
bool m_selectedQuit = false;
bool m_key1 = false;
bool m_key2 = false;
bool m_keyK = false;
bool m_keyL = false;
bool m_keyW = false;
@@ -154,19 +206,17 @@ private:
bool m_keyS = false;
bool m_keyD = false;
bool m_keySpace = false;
bool m_mouseL = false;
bool m_mouseR = false;
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;
bool m_networkgame = false;
netprot::PlayerInfo m_pinfo;
RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(),Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f));
std::string m_messageNotification = "";
};
#endif // ENGINE_H__

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@@ -33,51 +33,48 @@ void RemotePlayer::Init()
void RemotePlayer::Feed(const netprot::Output out) {
current.position = out.position;
current.direction = out.direction;
current.states = out.states;
current.id = out.id;
//current.position = out.position;
//current.direction = out.direction;
//current.states = out.states;
//current.id = out.id;
if (current.position != previous.position)
{
Vector3f positionDelta = current.position - previous.position;
m_position = current.position + positionDelta;
m_direction = current.direction;
//if (current.position != previous.position)
//{
// Vector3f positionDelta = current.position - previous.position;
// m_position = current.position + positionDelta;
// m_direction = current.direction;
}
//}
if(current.direction != previous.direction)
{
m_direction = current.direction;
current.direction = current.direction;
}
//if(current.direction != previous.direction)
//{
// m_direction = current.direction;
// current.direction = current.direction;
//}
if (current.states.shooting) {
m_animstate = Anim::SHOOTING;
}
else if (current.states.jumping) {
m_animstate = Anim::JUMPING;
}
else if (current.states.dead) {
m_animstate = Anim::DEAD;
}
else if(current.states.powerup){
m_animstate = Anim::POWERUP;
}
else if (current.states.still) {
m_animstate = Anim::STILL;
}
else if (current.states.running) {
m_animstate = Anim::RUNNING;
}
//if (current.states.shooting) {
// m_animstate = Anim::SHOOTING;
//}
//else if (current.states.jumping) {
// m_animstate = Anim::JUMPING;
//}
//else if (current.states.dead) {
// m_animstate = Anim::DEAD;
//}
//else if(current.states.powerup){
// m_animstate = Anim::POWERUP;
//}
//else if (current.states.still) {
// m_animstate = Anim::STILL;
//}
//else if (current.states.running) {
// m_animstate = Anim::RUNNING;
//}
previous.direction = current.direction;
previous.position = current.position;
previous.states = current.states;
previous.id = current.id;
m_direction = current.direction;
m_position = current.position;
//previous.direction = current.direction;
//previous.position = current.position;
//previous.states = current.states;
//previous.id = current.id;
}
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)

146
SQCSim2021/settings.cpp Normal file
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@@ -0,0 +1,146 @@
#include "settings.h"
Settings::Settings(Audio& audio)
: m_audio(audio),
m_mainVolume(0.5f),
m_musicVolume(0.5f),
m_sfxVolume(0.5f),
m_resolution(FHD),
m_fullscreen(false),
m_brightness(0.5f),
m_contrast(0.5f),
m_mouseSensitivity(0.5f) {
ApplyResolution(m_resolution);
}
void Settings::SaveFile(const std::string& filename) {
std::ofstream file(filename);
if (!file.is_open()) {
std::cerr << "Failed to open file for saving parameters" << std::endl;
return;
}
file << m_mainVolume << '\n';
file << m_musicVolume << '\n';
file << m_sfxVolume << '\n';
file << static_cast<int>(m_resolution) << '\n';
file << m_fullscreen << '\n';
file << m_brightness << '\n';
file << m_contrast << '\n';
file << m_mouseSensitivity << '\n';
file.close();
}
void Settings::LoadFile(const std::string& filename) {
std::ifstream file(filename);
if (!file.is_open()) {
std::cerr << "Failed to open file for loading parameters" << std::endl;
return;
}
file >> m_mainVolume;
file >> m_musicVolume;
file >> m_sfxVolume;
int resolutionValue;
file >> resolutionValue;
m_resolution = static_cast<Resolution>(resolutionValue);
file >> m_fullscreen;
file >> m_brightness;
file >> m_contrast;
file >> m_mouseSensitivity;
file.close();
}
float Settings::GetMainVolume() const {
return m_mainVolume;
}
void Settings::SetMainVolume(float volume) {
m_mainVolume = volume;
}
void Settings::GetMusicVolume() {
m_musicVolume = m_audio.GetMusicVolume();
}
void Settings::SetMusicVolume(float volume) {
m_musicVolume = volume;
}
float Settings::GetSfxVolume() const {
return m_sfxVolume;
}
void Settings::SetSfxVolume(float volume) {
m_sfxVolume = volume;
}
float Settings::GetBrightness() const {
return m_brightness;
}
void Settings::SetBrightness(float brightness) {
m_brightness = brightness;
}
float Settings::GetContrast() const {
return m_contrast;
}
void Settings::SetContrast(float contrast) {
m_contrast = contrast;
}
bool Settings::GetFullscreen() const {
return m_fullscreen;
}
void Settings::SetFullscreen(bool fullscreen) {
m_fullscreen = fullscreen;
}
const Resolution& Settings::GetResolution() const {
return m_resolution;
}
void Settings::SetResolution(const Resolution& resolution) {
m_resolution = resolution;
}
float Settings::GetMouseSensitivity() const {
return m_mouseSensitivity;
}
void Settings::SetMouseSensitivity(float sensitivity) {
m_mouseSensitivity = sensitivity;
}
void Settings::ApplyResolution(Resolution resolution) {
switch (resolution) {
case HD:
m_rezWidth = 1280;
m_rezHeight = 720;
break;
case FHD:
m_rezWidth = 1920;
m_rezHeight = 1080;
break;
case QHD:
m_rezWidth = 2560;
m_rezHeight = 1440;
break;
case UHD:
m_rezWidth = 3840;
m_rezHeight = 2160;
break;
default:
break;
}
}

70
SQCSim2021/settings.h Normal file
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@@ -0,0 +1,70 @@
#ifndef SETTINGS_H__
#define SETTINGS_H__
#include <iostream>
#include <fstream>
#include <sstream>
#include <string>
#include <map>
#include "define.h"
#include "audio.h"
class Settings {
public:
Settings(Audio& audio);
void SaveFile(const std::string& filename);
void LoadFile(const std::string& filename);
// Audio
float GetMainVolume() const;
void SetMainVolume(float volume);
void GetMusicVolume();
void SetMusicVolume(float volume);
float GetSfxVolume() const;
void SetSfxVolume(float volume);
// Graphic
float GetBrightness() const;
void SetBrightness(float brightness);
float GetContrast() const;
void SetContrast(float contrast);
bool GetFullscreen() const;
void SetFullscreen(bool fullscreen);
const Resolution& GetResolution() const;
void SetResolution(const Resolution& resolution);
// Gameplay
float GetMouseSensitivity() const;
void SetMouseSensitivity(float sensitivity);
void ApplyResolution(Resolution resolution);
private:
Audio& m_audio;
// Audio
float m_mainVolume;
float m_musicVolume;
float m_sfxVolume;
// Graphic
Resolution m_resolution;
bool m_fullscreen;
int m_rezWidth;
int m_rezHeight;
float m_brightness;
float m_contrast;
// Gameplay
float m_mouseSensitivity;
};
#endif // PARAMETERS_H