Compare commits

..

23 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
MarcEricMartel
102153a093 Merge pull request #18 from CegepSTH/L-CSplash
Créé branche_L_C
2023-10-27 12:38:40 -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
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
a054a7bff1 On l'a eu! 2023-10-16 17:36:04 -04:00
MarcEricMartel
b712c950c6 Merge branch 'master' into SQC-09 2023-10-16 16:35:26 -04:00
MarcEricMartel
9cbf20ba21 whoooosh! 2023-10-16 12:02:37 -04:00
Rynort
3f774d7c2e Réparation de la vitesse de la souris 2023-10-16 03:06:00 -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
Rynort
6668127f15 SQC-06 et une partie du SQC-09 2023-10-02 17:09:03 -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
31 changed files with 824 additions and 292 deletions

5
.gitignore vendored
View File

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

View File

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

View File

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

View File

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

View File

@@ -130,7 +130,7 @@ void World::GetScope(unsigned int& x, unsigned int& y) {
y = m_center[1]; 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); UpdateWorld(player_pos, blockinfo);
//TransposeWorld(player_pos, bullets); //TransposeWorld(player_pos, bullets);
} }

View File

@@ -30,7 +30,7 @@ public:
BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const; BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const;
BlockType BlockAt(const Vector3f& pos, 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); void GetScope(unsigned int& x, unsigned int& y);

View File

@@ -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)

View File

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

View File

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

View File

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

View File

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

View File

@@ -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}
)

View File

@@ -6,26 +6,34 @@
#include <iostream> #include <iostream>
#include <chrono> #include <chrono>
#include <iomanip> #include <iomanip>
#include <GL/glew.h>
#include <SFML/Window.hpp> #include <SFML/Window.hpp>
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include "../SQCSim-common/define.h" #include "../SQCSim-common/define.h"
#ifdef _WIN32 #ifdef _WIN32
#include <GL/glew.h>
#include <gl/GL.h> #include <gl/GL.h>
#include <gl/GLU.h> #include <gl/GLU.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#include <climits>
#endif #endif
#define NETWORK_TEST false #define NETWORK_TEST false
#define SRV_ADDR "127.0.0.1" #define SRV_ADDR "127.0.0.1"
#define COUNTDOWN 300 #define COUNTDOWN 300
#define BASE_WIDTH 1600 #define BULLET_UPDATES_PER_FRAME 20
#define BASE_HEIGHT 900
#define BASE_WIDTH 640
#define BASE_HEIGHT 480
#define TEXTURE_PATH "./media/textures/" #define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/" #define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/" #define AUDIO_PATH "./media/audio/"
#define CHUNK_PATH "./media/chunks/" #define CHUNK_PATH "./media/chunks/"
#define MENU_ITEM_PATH "./media/menu_items/"
#endif // DEFINE_H__ #endif // DEFINE_H__

View File

View File

@@ -0,0 +1 @@

View File

@@ -26,7 +26,255 @@ Engine::~Engine() {
m_world.GetChunks().Get(x, y)->~Chunk(); 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;
static const int sButton = 225;
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
MenuBGTexture.Bind();
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(800, 0);
glTexCoord2f(1, 1);
glVertex2i(800, 600);
glTexCoord2f(0, 1);
glVertex2i(0, 600);
glEnd();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
if (m_gamestate != GameState::OPTIONS)
{
MenuTitleTexture.Bind();
glTranslated(200, 300, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 200);
glTexCoord2f(1, 0);
glVertex2i(sTitle, 200);
glTexCoord2f(1, 1);
glVertex2i(sTitle, 300);
glTexCoord2f(0, 1);
glVertex2i(0, 300);
glEnd();
MenuStartTexture.Bind();
glTranslated(80, -225, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 100);
glTexCoord2f(1, 0);
glVertex2i(sButton, 100);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
/*MenuResumeTexture.Bind();
glTranslated(0, -100, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
/*MenuOptionsTexture.Bind();
glTranslated(0, -100, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
MenuQuitTexture.Bind();
glTranslated(0, -100, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 100);
glTexCoord2f(1, 0);
glVertex2i(sButton, 100);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
}
else
{
/*MenuOptionsTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(sTitle, 0);
glTexCoord2f(1, 1);
glVertex2i(sTitle, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
WireFrameTexture.Bind();
glTranslated(0, 300, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
OnOffBtnTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
glTranslated(-400, -300, 0);
MusicTexture.Bind();
glTranslated(200, 200, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
OnOffBtnTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
BackBtnTexture.Bind();
glTranslated(-375, 175, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 140);
glTexCoord2f(1, 0);
glVertex2i(sButton, 140);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
}
//glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
ShowCursor();
}
void Engine::Init() { void Engine::Init() {
GLenum glewErr = glewInit(); GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) { if (glewErr != GLEW_OK) {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
@@ -51,6 +299,7 @@ void Engine::Init() {
glDisable(GL_BLEND); glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT); glBlendEquation(GL_FUNC_SUBTRACT);
// //
// Objet de skybox avec sa propre texture et son propre shader! // Objet de skybox avec sa propre texture et son propre shader!
m_skybox.Init(0.2f); m_skybox.Init(0.2f);
@@ -59,22 +308,24 @@ void Engine::Init() {
//m_audio.ToggleMusicState(); //m_audio.ToggleMusicState();
// Array pour les balles. // 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_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; uint64_t seed = SEED;
std::string playname = "La Chienne <20> Jacques"; std::string playname = "La Chienne <20> Jacques";
if (NETWORK_TEST) { // Test connexion r<>seau. if (NETWORK_TEST) { // Test connexion r<>seau.
if (!m_conn.Init()) { if (!m_conn.Init()) {
if (!m_conn.Connect(SRV_ADDR, playname)) { if (!m_conn.Connect(SRV_ADDR, playname)) {
// setup jeu en r<>seau. // setup jeu en r<>seau.
std::cout << "ID re<72>u du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl; std::cout << "ID re<72>u du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
std::cout << "Seed re<72>u du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl; std::cout << "Seed re<72>u du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
seed = m_conn.getSeed(); seed = m_conn.getSeed();
} }
else std::cout << "Erreur de connexion." << std::endl; else std::cout << "Erreur de connexion." << std::endl;
} }
else std::cout << "Erreur de cr<63>ation de socket." << std::endl; else std::cout << "Erreur de cr<63>ation de socket." << std::endl;
} }
m_world.SetSeed(seed); m_world.SetSeed(seed);
@@ -82,6 +333,8 @@ void Engine::Init() {
// Init Chunks // Init Chunks
m_world.GetChunks().Reset(nullptr); m_world.GetChunks().Reset(nullptr);
// Gestion de souris. // Gestion de souris.
CenterMouse(); CenterMouse();
HideCursor(); HideCursor();
@@ -96,8 +349,17 @@ void Engine::LoadResource() {
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false); LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false); LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false);
LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.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(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");
TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
@@ -167,16 +429,13 @@ void Engine::ProcessNotificationQueue() {
//float fPosY = Height() - (Height() * 0.05) * scaleY; //float fPosY = Height() - (Height() * 0.05) * scaleY;
m_textureFont.Bind(); m_textureFont.Bind();
float xOffset = Width() * 0.66f;
auto [scaleX, scaleY] = GetScale(); float yOffset = Height() * 0.83f;
float xOffset = (Width() / 1.5f) * scaleX;
float yOffset = (Height() / 1.2f) * scaleY;
for (auto it = notifications.begin(); it != notifications.end(); ) { for (auto it = notifications.begin(); it != notifications.end(); ) {
float timeSinceDisplay = m_time - it->displayStartTime; float timeSinceDisplay = m_time - it->displayStartTime;
float y = yOffset - (20.0f * scaleX * (it - notifications.begin())); float y = yOffset - (20.0f * (it - notifications.begin()));
glDisable(GL_STENCIL_TEST); glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
@@ -249,14 +508,13 @@ void Engine::DisplayPovGun() {
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
float scaleX = (Width()) / BASE_WIDTH; float baseXOffsetPercentage = 0.4958;
float scaleY = (Height()) / BASE_HEIGHT; float baseWidthPercentage = 0.4688;
float baseXOffset = 0.4958 * BASE_WIDTH; float baseHeightPercentage = 0.5787;
float baseWidth = 0.4688 * BASE_WIDTH;
float baseHeight = 0.5787 * BASE_HEIGHT; float xTranslation = baseXOffsetPercentage * Width();
float xTranslation = baseXOffset * scaleX; float quadWidth = baseWidthPercentage * Width();
float quadWidth = baseWidth * scaleX; float quadHeight = baseHeightPercentage * Height();
float quadHeight = baseHeight * scaleY;
m_texturePovGun.Bind(); m_texturePovGun.Bind();
glLoadIdentity(); glLoadIdentity();
@@ -281,7 +539,6 @@ void Engine::DisplayPovGun() {
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPopMatrix(); glPopMatrix();
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPopMatrix(); glPopMatrix();
} }
@@ -289,50 +546,58 @@ void Engine::DisplayPovGun() {
void Engine::DisplayCurrentItem() { void Engine::DisplayCurrentItem() {
} }
void Engine::DisplayHud(int timer) { void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity(); glLoadIdentity();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
auto [scaleX, scaleY] = GetScale();
float fBackPosX = (Width() / 25.0f) * scaleX; float itemBackgroundWidthProportion = 0.25f;
float fBackPosY = (Height() - (Height() * 0.815) * scaleY); float itemBackgroundHeightProportion = 0.175f;
float fBackWidth = (Width() / 4.0f) * scaleX; float itemBackgroundWidth = Width() * itemBackgroundWidthProportion;
float fBackHeight = (Height() / 5.5f) * scaleY; 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); glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fBackPosX, fBackPosY); glVertex2f(itemBackgroundXPos, itemBackgroundYPos);
glVertex2f(fBackPosX + fBackWidth, fBackPosY); glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos);
glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight); glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos + itemBackgroundHeight);
glVertex2f(fBackPosX, fBackPosY + fBackHeight); glVertex2f(itemBackgroundXPos, itemBackgroundYPos + itemBackgroundHeight);
glEnd(); glEnd();
// HP Bar // HP Bar
float fBarWidth = (Width() / 4.0f) * scaleX;
float fBarHeight = (Height() / 25.0f) * scaleY;
float fPosX = (Width() / 25.0f) * scaleX;
float fBarPosY = (Height() - (Height() * 0.775) * scaleY);
float playerHp = m_player.GetHP(); float playerHp = m_player.GetHP();
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
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 // HP Bar Background
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fPosX, fBarPosY - fBarHeight); glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight);
glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight); glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos - hpBarHeight);
glVertex2f(fPosX + fBarWidth, fBarPosY); glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos);
glVertex2f(fPosX, fBarPosY); glVertex2f(itemBackgroundXPos, hpBarYPos);
glEnd(); glEnd();
// Current HP // Current HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fPosX, fBarPosY - fBarHeight); glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight);
glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight); glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos - hpBarHeight);
glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY); glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos);
glVertex2f(fPosX, fBarPosY); glVertex2f(itemBackgroundXPos, hpBarYPos);
glEnd(); glEnd();
// Equip Bar // Equip Bar
@@ -340,22 +605,23 @@ void Engine::DisplayHud(int timer) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
float fEquipWidth = (Width() * 0.175f) * scaleX; float equipWidthProportion = 0.8f;
float fEquipHeight = (fEquipWidth / 2.5) * scaleY; float equipHeightProportion = 0.7f;
float fEquipPosY = (Height() - (Height() * 0.765) * scaleY); float equipWidth = itemBackgroundWidth * equipWidthProportion;
float equipHeight = itemBackgroundHeight * equipHeightProportion;
float equipXOffset = itemBackgroundXPos + (itemBackgroundWidth - equipWidth) * 0.1f;
float equipYOffset = itemBackgroundYPos + (itemBackgroundHeight - equipHeight) * 0.75f;
glTranslatef(fPosX, fEquipPosY, 0); glTranslatef(equipXOffset, equipYOffset, 0);
m_textureGun.Bind(); m_textureGun.Bind();
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(0, 0); glTexCoord2f(0, 0); glVertex2f(0, 0);
glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0); glTexCoord2f(1, 0); glVertex2f(equipWidth, 0);
glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight); glTexCoord2f(1, 1); glVertex2f(equipWidth, equipHeight);
glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight); glTexCoord2f(0, 1); glVertex2f(0, equipHeight);
glEnd(); glEnd();
glDisable(GL_BLEND);
// Username // Username
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -363,30 +629,37 @@ void Engine::DisplayHud(int timer) {
m_textureFont.Bind(); m_textureFont.Bind();
std::ostringstream ss; std::ostringstream ss;
float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY; float fUsernamePosY = hpBarYPos - (hpBarHeight * 2);
ss.str(""); ss.str("");
ss << m_player.GetUsername(); ss << m_player.GetUsername();
PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f); PrintText(itemBackgroundXPos, fUsernamePosY, ss.str(), 1.5f);
ss.str(""); ss.str("");
ss << m_player.GetHP() * 100 << "%"; ss << m_player.GetHP() * 100 << "%";
PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f); 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 // Countdown
ss.str(""); ss.str("");
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60; ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f); PrintText(countdownXPos, countdownYPos, ss.str(), 2.0f);
} }
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
m_textureFont.Bind(); m_textureFont.Bind();
std::ostringstream ss; std::ostringstream ss;
auto [scaleX, scaleY] = GetScale(); float marginX = Width() * 0.01;
float marginY = Height() * 0.05;
float fPosX = marginX;
float fPosY = Height() - marginY;
float fPosX = (Width() / 100.0f) * scaleX;
float fPosY = Height() - (Height() * 0.05) * scaleY;
float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600); float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
ss << " Fps : " << GetFps(elapsedTime); ss << " Fps : " << GetFps(elapsedTime);
@@ -404,7 +677,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
ss.str(""); ss.str("");
fPosY -= charSize; fPosY -= charSize;
float fPosYJump = ((Height() - (Height() * 0.9f)) * scaleY); float fPosYJump = Height() * 0.09;
fPosY = fPosYJump; fPosY = fPosYJump;
fPosY -= charSize; fPosY -= charSize;
@@ -432,6 +705,9 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
} }
void Engine::DisplaySingleOrMultiplayerMenu() { void Engine::DisplaySingleOrMultiplayerMenu() {
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
@@ -448,64 +724,92 @@ void Engine::DisplaySingleOrMultiplayerMenu() {
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
auto [scaleX, scaleY] = GetScale(); // Background
float fBackPosX = 0.0f;
float fBackPosY = 0.0f;
float fBackWidth = Width();
float fBackHeight = Height();
m_textureSoloMultiMenu.Bind(); m_textureSoloMultiMenu.Bind();
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fBackPosX, fBackPosY); glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fBackWidth, fBackPosY); glTexCoord2f(1.0f, 0.0f); glVertex2f(Width(), 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fBackWidth, fBackHeight); glTexCoord2f(1.0f, 1.0f); glVertex2f(Width(), Height());
glTexCoord2f(0.0f, 1.0f); glVertex2f(fBackPosX, fBackHeight); glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, Height());
glEnd(); glEnd();
float centerX = (Width() / 2.0f); // Title
float centerY = (Height() / 2.0f); float titleWidthProportion = 0.4f;
float titleWidth = (centerX * 1.85f) * scaleX; float titleHeightProportion = 0.4f;
float titleHeight = (centerY * 1.85f) * scaleY; 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());
// Solo game indicator
m_textureTitle.Bind(); m_textureTitle.Bind();
glColor4f(1.0f, 0.5f, 0.0f, 1.0f);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX, centerY); glTexCoord2f(0.0f, 0.0f); glVertex2f(m_titleX, m_titleY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(titleWidth, centerY); glTexCoord2f(1.0f, 0.0f); glVertex2f(m_titleX + titleWidth, m_titleY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(titleWidth, titleHeight); glTexCoord2f(1.0f, 1.0f); glVertex2f(m_titleX + titleWidth, m_titleY + titleHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX, titleHeight); glTexCoord2f(0.0f, 1.0f); glVertex2f(m_titleX, m_titleY + titleHeight);
glEnd(); glEnd();
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
// Solo game indicator // Single Player and Multiplayer button background quads
float fPosX = (centerX * 1.1f) * scaleX; float buttonWidthProportion = 0.4f;
float fPosXWidth = (centerX * 1.75f) * scaleX; float buttonHeightProportion = 0.075f;
float soloPosY = (centerY * 0.75f) * scaleY; float buttonWidth = buttonWidthProportion * Width();
float soloHeight = (centerY * 0.9f) * scaleY; 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); glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, soloPosY); glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, soloPosY); glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, soloHeight); glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY + buttonHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, soloHeight); glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonSinglePosY + buttonHeight);
glEnd(); glEnd();
// Multiplayer game indicator // Single Player text
float multiPosY = (centerY * 0.5f) * scaleY; m_textureSoloText.Bind();
float multiHeight = (centerY * 0.65f) * scaleY; glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, multiPosY); glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, multiPosY); glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, multiHeight); glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY + buttonHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, multiHeight); 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(); glEnd();
// TODO: Add SOLO / MULTIPLAYER text with font
glColor4f(1.0f, 1.0f, 1.0f, 1.0f); 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_STENCIL_TEST);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
@@ -514,6 +818,8 @@ void Engine::DisplaySingleOrMultiplayerMenu() {
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPopMatrix(); glPopMatrix();
ShowCursor();
} }
void Engine::DrawHud(float elapsedTime, BlockType bloc) { void Engine::DrawHud(float elapsedTime, BlockType bloc) {
@@ -523,6 +829,7 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPushMatrix(); glPushMatrix();
@@ -571,10 +878,13 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
} }
void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) { void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
auto [scaleX, scaleY] = GetScale(); float windowWidth = static_cast<float>(Width());
float scale = std::min(scaleX, scaleY); float windowHeight = static_cast<float>(Height());
float baseCharSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600); float posX = x * windowWidth;
float posY = y * windowHeight;
float baseCharSize = 20 + (24 - 20) * (windowWidth - 1600) / (1920 - 1600);
float charSize = baseCharSize * charSizeMultiplier; float charSize = baseCharSize * charSizeMultiplier;
glLoadIdentity(); glLoadIdentity();
@@ -587,21 +897,15 @@ void Engine::PrintText(float x, float y, const std::string& t, float charSizeMul
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0); glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize * scale, 0); glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize, 0);
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize * scale, charSize * scale); glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize, charSize);
glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize * scale); glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize);
glEnd(); glEnd();
glTranslated(0.5555f * charSize * scale, 0, 0); glTranslated(0.5555f * charSize, 0, 0);
} }
} }
std::pair<float, float> Engine::GetScale() const {
float widthRatio = static_cast<float>(Width()) / BASE_WIDTH;
float heightRatio = static_cast<float>(Height()) / BASE_HEIGHT;
return { widthRatio, heightRatio };
}
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; } int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
int Engine::GetCountdown(float elapsedTime) { int Engine::GetCountdown(float elapsedTime) {
if (m_resetcountdown) if (m_resetcountdown)
@@ -617,6 +921,17 @@ int Engine::GetCountdown(float elapsedTime) {
} }
void Engine::Render(float elapsedTime) { void Engine::Render(float elapsedTime) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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
//static float gameTime = elapsedTime; //static float gameTime = elapsedTime;
static irrklang::ISound* step; // Pour les sons de pas. static irrklang::ISound* step; // Pour les sons de pas.
static float pollTime = 0; static float pollTime = 0;
@@ -631,7 +946,6 @@ void Engine::Render(float elapsedTime) {
Transformation all; Transformation all;
Transformation skybox; Transformation skybox;
Vector3f vstep; Vector3f vstep;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Transformations initiales // Transformations initiales
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
@@ -648,16 +962,16 @@ void Engine::Render(float elapsedTime) {
if (leftright) 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); 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); 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; leftright = !leftright;
break; break;
case Player::Sound::FALL: 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; break;
default: break; default: break;
} }
m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
// son vecteur de v<>locit<69> (pour l'effet Doppler) // son vecteur de v<>locit<69> (pour l'effet Doppler)
pollTime = 0; pollTime = 0;
} }
@@ -669,7 +983,7 @@ void Engine::Render(float elapsedTime) {
if (m_mouseWU) bloc++; if (m_mouseWU) bloc++;
else if (m_mouseWD) bloc--; else if (m_mouseWD) bloc--;
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1; if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme. else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
m_mouseWU = m_mouseWD = false; m_mouseWU = m_mouseWD = false;
if (m_mouseL) { if (m_mouseL) {
@@ -681,28 +995,31 @@ void Engine::Render(float elapsedTime) {
m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
break; 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. 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]->~Bullet();
m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); 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) else if (m_mouseR)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block); 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. for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
if (m_bullets[x]) if (m_bullets[x]) {
if (m_bullets[x]->Update(&m_world, elapsedTime)) { 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(); m_bullets[x]->~Bullet();
if (m_whoosh[x])
m_whoosh[x]->drop();
m_bullets[x] = nullptr; 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); m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
@@ -711,24 +1028,32 @@ void Engine::Render(float elapsedTime) {
if (m_isSkybox) m_skybox.Render(skybox); if (m_isSkybox) m_skybox.Render(skybox);
DrawHud(elapsedTime, bloc); DrawHud(elapsedTime, bloc);
DisplayPovGun(); DisplayPovGun();
ProcessNotificationQueue(); ProcessNotificationQueue();
/*if (m_soloMultiChoiceMade) {
DisplaySingleOrMultiplayerMenu();
}*/
static bool fell = false; static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) { 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; fell = true;
} }
else if (m_player.GetPosition().y < -20.f) { 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. m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
fell = false; 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();
} }
void Engine::KeyPressEvent(unsigned char key) { void Engine::KeyPressEvent(unsigned char key) {
@@ -754,14 +1079,15 @@ void Engine::KeyPressEvent(unsigned char key) {
} }
break; break;
case 36: // ESC - Quitter case 36: // ESC - Quitter
Stop(); m_gamestate = GameState::MAIN_MENU;
//Stop();
break; break;
case 57: // Space - Sauter case 57: // Space - Sauter
if (!m_keySpace) { if (!m_keySpace) {
m_keySpace = true; m_keySpace = true;
} }
break; break;
case 94: // F10 - Plein <20>cran case 94: // F10 - Plein <20>cran
IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true); IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true);
//SetFullscreen(!IsFullscreen()); //SetFullscreen(!IsFullscreen());
break; break;
@@ -771,7 +1097,7 @@ void Engine::KeyPressEvent(unsigned char key) {
break; break;
case 10: // K - Debugging DisplayNotification() case 10: // K - Debugging DisplayNotification()
m_keyK = true; m_keyK = true;
m_messageNotification = "notifications systeme peuvent <20>tre affich<63>"; m_messageNotification = "notifications systeme peuvent <20>tre affich<63>";
break; break;
case 11: // L - Debugging DisplayNotification() case 11: // L - Debugging DisplayNotification()
m_keyL = true; m_keyL = true;
@@ -784,6 +1110,8 @@ void Engine::KeyPressEvent(unsigned char key) {
break; break;
case 8: // I - Ignorer case 8: // I - Ignorer
break; break;
case 15: // P - Ignorer
break;
case 17: // R - Ignorer case 17: // R - Ignorer
break; break;
case 19: // T - Ignorer case 19: // T - Ignorer
@@ -833,6 +1161,17 @@ void Engine::KeyReleaseEvent(unsigned char key) {
case 12: // M - Toggle music case 12: // M - Toggle music
m_audio.ToggleMusicState(); m_audio.ToggleMusicState();
break; 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 case 17: // R - Toggle skybox
m_isSkybox = !m_isSkybox; m_isSkybox = !m_isSkybox;
break; break;
@@ -863,18 +1202,22 @@ void Engine::MouseMoveEvent(int x, int y) {
m_player.TurnLeftRight(x - (Width() / 2)); m_player.TurnLeftRight(x - (Width() / 2));
m_player.TurnTopBottom(y - (Height() / 2)); m_player.TurnTopBottom(y - (Height() / 2));
// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e // Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber // Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un // dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre // MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
// MouseMoveEvent, etc // MouseMoveEvent, etc
if (x == (Width() / 2) && y == (Height() / 2)) if (x == (Width() / 2) && y == (Height() / 2))
return; return;
CenterMouse();
} }
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) { void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
m_mousemx = x;
m_mousemy = y;
if (m_gamestate == GameState::PLAY)
{
switch (button) { switch (button) {
case MOUSE_BUTTON_LEFT: case MOUSE_BUTTON_LEFT:
m_mouseL = true; m_mouseL = true;
@@ -894,6 +1237,45 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
case MOUSE_BUTTON_NONE: break; case MOUSE_BUTTON_NONE: break;
} }
} }
else if (m_gamestate == GameState::MAIN_MENU)
{
if ((m_mousemx >= 285 && m_mousemx <= 490) && (m_mousemy >= 150 && m_mousemy <= 250))
m_gamestate = GameState::PLAY;
if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400))
m_gamestate = GameState::QUIT;
}
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) { void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
switch (button) { switch (button) {

View File

@@ -24,6 +24,8 @@ class Engine : public OpenglContext {
public: public:
Engine(); Engine();
virtual ~Engine(); virtual ~Engine();
virtual void DrawMenu();
virtual void DrawSplachScreen();
virtual void Init(); virtual void Init();
virtual void DeInit(); virtual void DeInit();
virtual void LoadResource(); virtual void LoadResource();
@@ -36,8 +38,6 @@ public:
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private: private:
std::pair<float, float> GetScale() const;
int GetFps(float elapsedTime) const; int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime); int GetCountdown(float elapsedTime);
@@ -70,20 +70,38 @@ private:
Texture m_texturePovGun; Texture m_texturePovGun;
Texture m_textureSkybox; Texture m_textureSkybox;
Texture m_textureSoloMultiMenu; Texture m_textureSoloMultiMenu;
Texture m_textureSoloText;
Texture m_textureMultiText;
Texture m_textureTitle; Texture m_textureTitle;
Skybox m_skybox; Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav"); Audio m_audio = Audio(AUDIO_PATH "start.wav");
irrklang::ISound* m_powpow; irrklang::ISound* m_powpow,
irrklang::ISound* m_scream; * m_scream;
irrklang::ISound *m_whoosh[MAX_BULLETS];
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
Bullet* m_bullets[MAX_BULLETS]; Bullet* m_bullets[MAX_BULLETS];
//Menu
enum class GameState { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY };
GameState m_gamestate = GameState::MAIN_MENU;
Texture MenuTitleTexture;
Texture MenuBGTexture;
Texture MenuStartTexture;
Texture MenuQuitTexture;
Texture MenuOptionsTexture;
Texture SplachScreenTexture;
float m_scale; float m_scale;
float m_time = 0; 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_renderCount = 0;
int m_countdown = COUNTDOWN; int m_countdown = COUNTDOWN;
@@ -96,7 +114,7 @@ private:
bool m_displayHud = true; bool m_displayHud = true;
bool m_displayInfo = false; bool m_displayInfo = false;
bool m_resetcountdown = false; bool m_resetcountdown = false;
bool m_soloMultiChoiceMade = true; bool m_soloMultiChoiceMade = false;
bool m_stopcountdown = false; bool m_stopcountdown = false;
bool m_keyK = false; bool m_keyK = false;
@@ -111,6 +129,9 @@ private:
bool m_mouseC = false; bool m_mouseC = false;
bool m_mouseWU = false; bool m_mouseWU = false;
bool m_mouseWD = false; bool m_mouseWD = false;
//Pour trouver ou est la souris
float m_mousemx = 0;
float m_mousemy = 0;
std::string m_messageNotification = ""; std::string m_messageNotification = "";
}; };

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 289 KiB

View File

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

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.5 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 195 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 KiB

View File

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

View File

@@ -9,6 +9,7 @@ OpenglContext::~OpenglContext()
{ {
} }
bool OpenglContext::Start(const std::string& title, int width, int height, bool fullscreen) bool OpenglContext::Start(const std::string& title, int width, int height, bool fullscreen)
{ {
m_title = title; m_title = title;
@@ -22,6 +23,7 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
while (m_app.isOpen()) while (m_app.isOpen())
{ {
clock.restart(); clock.restart();
sf::Event Event; sf::Event Event;

View File

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

View File

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