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@@ -76,7 +76,7 @@ void Engine::DrawSplachScreen()
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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m_gamestate = GameState::OPTIONS;
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m_gamestate = GameState::MAIN_MENU;
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}
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@@ -159,7 +159,7 @@ void Engine::DrawMenu()
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glVertex2i(0, 200);
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glEnd();*/
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/*MenuOptionsTexture.Bind();
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MenuOptionsTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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@@ -170,7 +170,7 @@ void Engine::DrawMenu()
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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glEnd();
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MenuQuitTexture.Bind();
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glTranslated(0, -100, 0);
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@@ -188,7 +188,7 @@ void Engine::DrawMenu()
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}
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else
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{
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/*MenuOptionsTexture.Bind();
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MenuOptionsTexture.Bind();
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glTranslated(200, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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@@ -201,7 +201,7 @@ void Engine::DrawMenu()
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glVertex2i(0, 200);
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glEnd();
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WireFrameTexture.Bind();
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/*WireFrameTexture.Bind();
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glTranslated(0, 300, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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@@ -212,9 +212,9 @@ void Engine::DrawMenu()
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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glEnd();*/
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OnOffBtnTexture.Bind();
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/*OnOffBtnTexture.Bind();
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glTranslated(200, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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@@ -226,7 +226,7 @@ void Engine::DrawMenu()
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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glTranslated(-400, -300, 0);
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glTranslated(-400, -300, 0);*/
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MusicTexture.Bind();
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glTranslated(200, 200, 0);
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@@ -265,7 +265,7 @@ void Engine::DrawMenu()
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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glEnd();
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}
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//glEnable(GL_LIGHTING);
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@@ -278,7 +278,7 @@ void Engine::DrawMenu()
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ShowCursor();
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}
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void Engine::DrawPause()
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void Engine::DrawOption()
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{
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static const int sTitle = 400;
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static const int sButton = 225;
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@@ -295,19 +295,36 @@ void Engine::DrawPause()
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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PauseBGTexture.Bind();
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MenuBGTexture.Bind();
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glLoadIdentity();
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(800, 0);
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glVertex2i(Width(), 0); //
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glTexCoord2f(1, 1);
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glVertex2i(800, 600);
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glVertex2i(Width(), Height());
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glTexCoord2f(0, 1);
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glVertex2i(0, 600);
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glVertex2i(0, Height());
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glEnd();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glEnable(GL_BLEND);
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//glEnable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_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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ShowCursor();
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}
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void Engine::Init() {
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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@@ -440,7 +457,9 @@ void Engine::LoadResource() {
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LoadTexture(MenuTitleTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
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LoadTexture(MenuBGTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
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LoadTexture(PauseBGTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
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LoadTexture(MenuBGOptionTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
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LoadTexture(SplachScreenTexture, TEXTURE_PATH "sc2.png");
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LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
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LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
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@@ -1294,14 +1313,15 @@ void Engine::Render(float elapsedTime) {
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lsPck.clear();
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}
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}
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else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
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else if (m_gamestate == GameState::MAIN_MENU)
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{
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if (!m_soloMultiChoiceMade) {
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DisplaySingleOrMultiplayerMenu();
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}
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else {
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DrawMenu();
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}
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DrawMenu();
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}
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else if (m_gamestate == GameState::SINGLEMULTI)
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DisplaySingleOrMultiplayerMenu();
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else if (m_gamestate == GameState::OPTIONS)
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{
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DrawOption();
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}
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else if (m_gamestate == GameState::PAUSE)
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{
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@@ -1514,11 +1534,13 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
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else if (m_gamestate == GameState::MAIN_MENU)
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{
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if ((m_mousemx >= 285 && m_mousemx <= 490) && (m_mousemy >= 150 && m_mousemy <= 250))
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m_gamestate = GameState::PLAY;
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m_gamestate = GameState::SINGLEMULTI;
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if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400))
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m_gamestate = GameState::OPTIONS;
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if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 450 && m_mousemy <= 500))
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m_gamestate = GameState::QUIT;
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}
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else if (m_gamestate == GameState::OPTIONS)
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else if (m_gamestate == GameState::SINGLEMULTI)
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{
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float buttonWidthProportion = 0.4f;
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float buttonHeightProportion = 0.075f;
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