Compare commits

..

15 Commits

Author SHA1 Message Date
Jonathan Trottier
54e2f32aba comments 2023-10-02 15:58:08 -04:00
Jonathan Trottier
90fdc8ed1b deux méthodes pour afficher message systeme et notification de kill 2023-10-02 15:55:45 -04:00
Claudel-D-Roy
f0912614a4 Merge branch 'master' of https://github.com/CegepSTH/SQCSim2023 2023-09-25 16:05:52 -04:00
Claudel-D-Roy
421632a0d7 Booster Image 2023-09-25 16:05:41 -04:00
Jonathan Trottier
15d3864e4a Merge pull request #4 from CegepSTH/sqc10_compte_à_rebours
ajout countdown + display
ainsi que le bouton stop() avec g
et reset() avec t
2023-09-25 15:40:05 -04:00
Frederic Leger
47d7fbfc27 shutdown sur fin countdown 2023-09-25 15:38:37 -04:00
Claudel-D-Roy
1a215c823b Merge branch 'master' of https://github.com/CegepSTH/SQCSim2023 2023-09-24 13:11:31 -04:00
Claudel-D-Roy
9a0f162f33 Dessin pour animation de l'autre joueur 2023-09-24 13:11:28 -04:00
Frederic Leger
703b432fb7 ajout countdown + display
t = reset countdown
g = stop countdown
2023-09-23 17:15:35 -04:00
Frederic Leger
9aa426b804 Merge pull request #3 from CegepSTH/HUD
Hud
2023-09-18 16:53:01 -04:00
MarcEricMartel
cf75843117 Merge pull request #2 from CegepSTH/escalade_de_bloc
escalade de bloc à évaluer
2023-09-18 15:52:43 -04:00
Mathieu Duval
e546de57c9 Push - Texte sur écran ajusté au window size. Clean up gun01 image. 2023-09-16 21:38:58 -04:00
Mathieu Duval
54ae0b087a PUSH - Ajout section ÉQUIPEMENT/ARME pour le HUD. +1 texture (gun01.png). 2023-09-16 00:12:14 -04:00
Mathieu Duval
8faa67596e Push FIX pour DrawHUD. Toggle (HUD - h) (Crosshair - c) (Infos - i) avec keypress 2023-09-15 20:28:20 -04:00
Mathieu Duval
f8ad857666 Push branche HUD. Propriétes et getters pour Player (HP, username). Changements minimes à Audio (enlever d'un merge). Modification et ajouts de DrawHud et DrawData 2023-09-15 11:24:43 -04:00
119 changed files with 489 additions and 172 deletions

View File

@@ -14,7 +14,7 @@ Audio::Audio(const char * music) {
m_engine->setRolloffFactor(1);
m_engine->setDefault3DSoundMinDistance(1);
m_engine->setDefault3DSoundMaxDistance(1000);
m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING);
m_music = m_engine->play2D(music, false, true, true, irrklang::ESM_STREAMING);
}
Audio::~Audio() {
@@ -40,9 +40,9 @@ void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& v
sound->setVolume(volume);
}
void Audio::PlaySong(const char* music) {
m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING);
}
//void Audio::PlaySong(const char* music) {
// m_music = m_engine->play2D(music, false, false, false, irrklang::ESM_STREAMING);
//}
void Audio::ToggleMusicState() { m_music->setIsPaused(!m_music->getIsPaused()); }

View File

@@ -22,7 +22,7 @@ public:
void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume);
void PlaySong(const char* music);
//void PlaySong(const char* music);
void ToggleMusicState();

View File

@@ -4,6 +4,7 @@
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <iostream>
#include <iomanip>
#ifdef _WIN32
#include <windows.h>
@@ -33,6 +34,10 @@
#define VIEW_DISTANCE 256
#define TEXTURE_SIZE 128
#define MAX_BULLETS 64
#define COUNTDOWN 300
#define BASE_WIDTH 640
#define BASE_HEIGHT 480
#endif
#ifdef NDEBUG

View File

@@ -4,9 +4,27 @@
#include "transformation.h"
#include "player.h"
Engine::Engine() { }
#include <iostream>
#include <chrono>
#include <thread>
#include <queue>
Engine::~Engine() {
// Define a structure to represent notifications
struct Notification {
std::string message;
float displayStartTime = 0.0f;
};
// Use a queue to manage notifications
//std::queue<Notification> notificationQueue;
// Use a vector to manage notifications
std::vector<Notification> notifications;
Engine::Engine() {}
Engine::~Engine() {
m_world.CleanUpWorld(m_renderCount, true);
for (int x = 0; x < WORLD_SIZE_X; ++x)
for (int y = 0; y < WORLD_SIZE_Y; ++y)
@@ -21,24 +39,25 @@ void Engine::Init() {
abort();
}
glDisable(GL_FRAMEBUFFER_SRGB);
glClearColor(0.f, 0.f, 0.f, 1.f);
//glDisable(GL_FRAMEBUFFER_SRGB);
//glEnable(GL_DEPTH_TEST);
//glEnable(GL_STENCIL_TEST);
//glEnable(GL_POINT_SMOOTH);
//glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
//glDisable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glBlendEquation(GL_FUNC_SUBTRACT);
//
// Objet de skybox avec sa propre texture et son propre shader!
m_skybox.Init(0.2f);
@@ -57,12 +76,14 @@ void Engine::Init() {
HideCursor();
}
void Engine::DeInit() { }
void Engine::DeInit() {}
void Engine::LoadResource() {
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png");
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp");
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp");
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
@@ -97,92 +118,317 @@ void Engine::LoadResource() {
void Engine::UnloadResource() {}
void Engine::DrawHud(float elapsedTime, BlockType bloc) {
// Setter le blend function , tout ce qui sera noir sera transparent
glDisable(GL_STENCIL_TEST);
glColor4f(1.f, 1.f, 1.f, 1.f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
void Engine::SystemNotification(std::string systemLog) {
std::string message = "";
// Bind de la texture pour le font
message = systemLog;
DisplayNotification(message);
}
void Engine::KillNotification(Player killer, Player killed) {
std::string message = "";
message = killed.GetUsername() + " killed by -> " + killer.GetUsername();
DisplayNotification(message);
}
void Engine::DisplayNotification(std::string message) {
if (message.length() > 45) {
message = message.substr(0, 45);
}
// Create a new notification and add it to the queue
Notification newNotification;
newNotification.message = message;
newNotification.displayStartTime = m_time;
notifications.push_back(newNotification);
}
// Add a method to process the notification queue
void Engine::ProcessNotificationQueue() {
m_textureFont.Bind();
std::ostringstream ss;
ss << " Fps : " << GetFps(elapsedTime);
PrintText(10, Height() - 25, ss.str());
ss.str("");
ss << " Rendered Chunks : " << m_renderCount;
PrintText(10, Height() - 35, ss.str());
ss.str("");
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
PrintText(10, Height() - 45, ss.str());
ss.str("");
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
PrintText(10, 10, ss.str());
ss.str("");
ss << " Direction : " << m_player.GetDirection();
PrintText(10, 20, ss.str());
ss.str("");
ss << " Position : " << m_player.GetPosition();
PrintText(10, 30, ss.str());
ss.str("");
ss << " Block : ";
if (bloc == BTYPE_LAST)
ss << "Weapon.";
else ss << (int)bloc;
PrintText(10, 40, ss.str());
float scale = GetScale() / 2.0f;
unsigned int xOffset = Width() - Width() * 0.26;
unsigned int yOffset = Height() - (Height() / 2.2);
// Iterate through the notifications and display them
for (auto it = notifications.begin(); it != notifications.end(); ) {
float timeSinceDisplay = m_time - it->displayStartTime;
// Display the notification message with vertical offset
unsigned int y = yOffset - (static_cast<unsigned int>(scale * 20) * (it - notifications.begin()));
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
PrintText(xOffset, y, scale, it->message);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
// Check if it's time to remove the notification (display for 2 seconds)
if (timeSinceDisplay >= 4.0f) {
it = notifications.erase(it); // Remove the notification
}
else {
++it;
}
}
}
void Engine::DisplayCrosshair() {
m_textureCrosshair.Bind();
static const int crossSize = 32;
glLoadIdentity();
glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(crossSize, 0);
glTexCoord2f(1, 1);
glVertex2i(crossSize, crossSize);
glTexCoord2f(0, 1);
glVertex2i(0, crossSize);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(crossSize, 0);
glTexCoord2f(1, 1);
glVertex2i(crossSize, crossSize);
glTexCoord2f(0, 1);
glVertex2i(0, crossSize);
glEnd();
}
void Engine::DisplayCurrentItem() {
}
void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity();
glDisable(GL_BLEND);
// Barre HP
float fBarWidth = Width() / 4;
float fBarHeight = Height() / 25;
float fPosX = Width() / 20;
float fPosY = Height() - (Height() - (fBarHeight * 4));
float playerHp = m_player.GetHP();
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
// Arri<72>re-plan (Barre HP)
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite
glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite
glVertex2f(fPosX, fPosY); // Haut-Gauche
glEnd();
//TODO: Associer avec m<>chanique de vie du joueur
// Barre HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite
glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite
glVertex2f(fPosX, fPosY); // Haut-Gauche
glEnd();
// Barre <20>quip
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
m_textureGun.Bind();
float margin = Width() * 0.05;
float itemWidth = Width() * 0.33;
float itemHeight = itemWidth / 2.208;
float startX = Width() - itemWidth - margin;
float startY = margin;
glTranslated(startX, startY, 0);
glBegin(GL_QUADS);
glTexCoord2f(1, 0); glVertex2i(0, 0);
glTexCoord2f(0, 0); glVertex2i(itemWidth, 0);
glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight);
glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
glEnd();
glDisable(GL_BLEND);
// Username
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor3f(1.0f, 1.0f, 1.0f);
float scale = GetScale();
m_textureFont.Bind();
std::ostringstream ss;
ss << m_player.GetUsername();
PrintText(fPosX, fPosY, scale, ss.str());
//Countdown
ss.str("");
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str());
}
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
// Bind de la texture pour le font
m_textureFont.Bind();
std::ostringstream ss;
float scale = GetScale();
unsigned int x = Width() / 25;
ss << " Fps : " << GetFps(elapsedTime);
PrintText(x, Height() - (Height() / 19.2), scale, ss.str());
ss.str("");
ss << " Rendered Chunks : " << m_renderCount;
PrintText(x, Height() - (Height() / 13.7), scale, ss.str());
ss.str("");
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
PrintText(x, Height() - (Height() / 10.7), scale, ss.str());
ss.str("");
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
PrintText(x, Height() / 48, scale, ss.str());
ss.str("");
ss << " Direction : " << m_player.GetDirection();
PrintText(x, Height() / 24, scale, ss.str());
ss.str("");
ss << " Position : " << m_player.GetPosition();
PrintText(x, Height() / 16, scale, ss.str());
ss.str("");
ss << " Block : ";
if (bloc == BTYPE_LAST)
ss << "Weapon.";
else ss << (int)bloc;
PrintText(x, Height() / 12, scale, ss.str());
}
void Engine::DrawHud(float elapsedTime, BlockType bloc) {
// Setter le blend function, tout ce qui sera noir sera transparent
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
int timer = GetCountdown(elapsedTime);
// Appel de la fonction pour l'affichage de notifications
if (m_keyK) {
SystemNotification(m_messageNotification);
m_keyK = false;
}
if (m_keyL) {
KillNotification(m_player, m_player);
m_keyL = false;
}
if (m_displayInfo) {
DisplayInfo(elapsedTime, bloc);
}
if (m_displayHud) {
DisplayHud(timer);
}
if (m_displayCrosshair) {
DisplayCrosshair();
}
// Reset du blend function
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t) {
void Engine::PrintText(float x, float y, float scale, const std::string& t) {
glLoadIdentity();
glTranslated(x, y, 0);
for (unsigned int i = 0; i < t.length(); ++i) {
float left = (float)((t[i] - 32) % 16) / 16.f;
float top = (float)((t[i] - 32) / 16) / 16.f;
top += .5f;
glBegin(GL_QUADS);
glTexCoord2f(left, 1.f - top - .0625f);
glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f);
glVertex2f(12, 0);
glTexCoord2f(left + .0625f, 1.f - top);
glVertex2f(12, 12);
glTexCoord2f(left, 1.f - top);
glVertex2f(0, 12);
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(12 * scale, 0);
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12 * scale, 12 * scale);
glTexCoord2f(left, 1.f - top); glVertex2f(0, 12 * scale);
glEnd();
glTranslated(8, 0, 0);
glTranslated(8 * scale, 0, 0);
}
}
float Engine::GetScale() const {
float widthRatio = Width() / BASE_WIDTH;
float heightRatio = Height() / BASE_HEIGHT;
return (widthRatio + heightRatio) / 2.0f;
}
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
int Engine::GetCountdown(float elapsedTime) {
if (m_resetcountdown)
{
m_countdown = m_time + COUNTDOWN;
m_resetcountdown = false;
}
if (m_countdown < m_time)
Stop();
if(!m_stopcountdown)
m_time += elapsedTime;
return m_countdown - (int)m_time;
}
void Engine::Render(float elapsedTime) {
//static float gameTime = elapsedTime;
@@ -207,17 +453,17 @@ void Engine::Render(float elapsedTime) {
if (bulletTime < 0.f) bulletTime = 0.f;
if (pollTime >= .005f) {
m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime, &m_audio);
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)
pollTime = 0;
m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime, &m_audio);
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)
pollTime = 0;
}
m_player.ApplyTransformation(all);
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
if (m_mouseWU) bloc++;
else if (m_mouseWD) bloc--;
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
@@ -238,7 +484,7 @@ void Engine::Render(float elapsedTime) {
m_bullets[0] = new Bullet(m_player);
}
bulletTime = .1f;
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
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);
@@ -260,13 +506,10 @@ void Engine::Render(float elapsedTime) {
m_world.Update(m_renderCount, m_bullets, m_player, all, m_shader01, m_textureAtlas, m_blockinfo);
if (m_isSkybox) m_skybox.Render(skybox);
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DrawHud(elapsedTime, bloc);
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
ProcessNotificationQueue();
DrawHud(elapsedTime, bloc);
static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) {
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), 1.f);
@@ -280,54 +523,65 @@ void Engine::Render(float elapsedTime) {
void Engine::KeyPressEvent(unsigned char key) {
switch (key) {
case 36: // ESC
Stop();
break;
case 94: // F10
SetFullscreen(!IsFullscreen());
break;
case 22: // W
if (!m_keyW) {
// std::cout << "W " << std::endl;
m_keyW = true;
}
break;
case 0: // A
case 0: // A - Gauche
if (!m_keyA) {
//std::cout << "A " << std::endl;
m_keyA = true;
}
break;
case 18: // S
if (!m_keyS) {
//std::cout << "S " << std::endl;
m_keyS = true;
}
break;
case 3: // D
case 3: // D - Droite
if (!m_keyD) {
//std::cout << "D " << std::endl;
m_keyD = true;
}
break;
case 38: // Left Shift
if (!m_keylshift) {
//std::cout << "Dash!" << std::endl;
m_keylshift = true;
case 18: // S - Reculer
if (!m_keyS) {
m_keyS = true;
}
break;
case 57: // Space
case 22: // W - Avancer
if (!m_keyW) {
m_keyW = true;
}
break;
case 36: // ESC - Quitter
Stop();
break;
case 57: // Space - Sauter
if (!m_keySpace) {
//std::cout << "Jump! " << std::endl;
m_keySpace = true;
}
break;
case 94: // F10 - Plein <20>cran
IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true);
//SetFullscreen(!IsFullscreen());
break;
case 2: // C - Ignorer
break;
case 5: // F - Ignorer
case 24: // Y - Ignorer
case 255: // Fn - Ignorer
break;
case 10: // K - Debugging DisplayNotification()
m_keyK = true;
m_messageNotification = "notifications systeme peuvent <20>tre affich<63>";
break;
case 11: // L - Debugging DisplayNotification()
m_keyL = true;
break;
case 6: // G - Ignorer
break;
case 12: // M - Ignorer
break;
case 7: // H - Ignorer
break;
case 8: // I - Ignorer
break;
case 17: // R - Ignorer
break;
case 19: // T - Ignorer
break;
case 24: // Y - Ignorer
break;
case 255: // Fn - Ignorer
break;
default:
std::cout << "Unhandled key: " << (int)key << std::endl;
}
@@ -335,44 +589,61 @@ void Engine::KeyPressEvent(unsigned char key) {
void Engine::KeyReleaseEvent(unsigned char key) {
switch (key) {
case 5:
case 0: // A - Stop gauche
m_keyA = false;
break;
case 2: // C - Toggle crosshair
m_displayCrosshair = !m_displayCrosshair;
std::cout << "DISPLAY CROSSHAIR " << (m_displayCrosshair ? "enabled" : "disabled") << std::endl;
break;
case 3: // D - Stop droite
m_keyD = false;
break;
case 5: // F - Toggle flash
m_flash = !m_flash;
break;
case 12:
case 6: // G - Toggle Stop Countdown
m_stopcountdown = !m_stopcountdown;
std::cout << "STOP COUNTDOWN " << (m_stopcountdown ? "enabled" : "disabled") << std::endl;
break;
case 7: // H - Toggle HUD
m_displayHud = !m_displayHud;
std::cout << "DISPLAY HUD " << (m_displayHud ? "enabled" : "disabled") << std::endl;
break;
case 8: // I - Toggle render data
m_displayInfo = !m_displayInfo;
std::cout << "DISPLAY INFO " << (m_displayInfo ? "enabled" : "disabled") << std::endl;
break;
case 10: // K
m_keyK = false;
break;
case 11: // L - Debugging DisplayNotification()
m_keyL = false;
break;
case 12: // M - Toggle music
m_audio.ToggleMusicState();
break;
case 17:
case 17: // R - Toggle skybox
m_isSkybox = !m_isSkybox;
break;
case 24: // Y
case 18: // S - Stop reculer
m_keyS = false;
break;
case 19: // T -Reset countdown
m_resetcountdown = true;
std::cout << "RESET COUNTDOWN" << std::endl;
break;
case 22: // W - Stop avancer
m_keyW = false;
break;
case 24: // Y - Wireframe
m_wireframe = !m_wireframe;
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
case 22: // W
//std::cout << "rW " << std::endl;
m_keyW = false;
break;
case 0: // A
//std::cout << "rA " << std::endl;
m_keyA = false;
break;
case 18: // S
//std::cout << "rS " << std::endl;
m_keyS = false;
break;
case 3: // D
//std::cout << "rD " << std::endl;
m_keyD = false;
break;
case 38: // Left Shift
//std::cout << "rLS " << std::endl;
m_keylshift = false;
break;
case 57: // Espace
//std::cout << "rSpace " << std::endl;
case 57: // Espace - Stop sauter
m_keySpace = false;
break;
}
@@ -437,10 +708,9 @@ void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
}
}
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError) {
texture.Load(filename);
if (!texture.IsValid())
{
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError) {
texture.Load(filename, useMipmaps);
if (!texture.IsValid()) {
std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
if (stopOnError)
Stop();

View File

@@ -1,5 +1,6 @@
#ifndef ENGINE_H__
#define ENGINE_H__
#include "define.h"
#include "openglcontext.h"
#include "texture.h"
@@ -31,15 +32,23 @@ public:
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private:
bool LoadTexture(Texture& texture, const std::string& filename, bool stopOnError = true);
void DrawHud(float elapsedTime, BlockType bloc);
void PrintText(unsigned int x, unsigned int y, const std::string& t);
float GetScale() const;
int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime);
bool m_wireframe = false;
bool m_isSkybox = true;
bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
int m_renderCount = 0;
void SystemNotification(std::string systemLog);
void KillNotification(Player killer, Player killed);
void DisplayNotification(std::string message);
void ProcessNotificationQueue();
void DisplayCrosshair();
void DisplayCurrentItem();
void DisplayHud(int timer);
void DisplayInfo(float elapsedTime, BlockType bloc);
void DrawHud(float elapsedTime, BlockType bloc);
void PrintText(float x, float y, float scale, const std::string& t);
Shader m_shader01;
BlockInfo* m_blockinfo[BTYPE_LAST];
@@ -50,22 +59,40 @@ private:
Texture m_textureSkybox;
Texture m_textureFont;
Texture m_textureCrosshair;
Texture m_textureGun;
Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "music01.wav");
Audio m_audio = Audio(AUDIO_PATH "start.wav");
irrklang::ISound* m_powpow;
irrklang::ISound* m_scream;
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
Bullet* m_bullets[MAX_BULLETS];
float m_scale;
float m_time = 0;
int m_renderCount = 0;
int m_countdown = COUNTDOWN;
bool m_wireframe = false;
bool m_isSkybox = true;
bool m_block = false;
bool m_flash = true;
bool m_displayCrosshair = true;
bool m_displayHud = true;
bool m_displayInfo = false;
bool m_resetcountdown = false;
bool m_stopcountdown = false;
bool m_keyK = false;
bool m_keyL = false;
bool m_keyW = false;
bool m_keyA = false;
bool m_keyS = false;
bool m_keyD = false;
bool m_keylshift = false;
bool m_keySpace = false;
bool m_mouseL = false;
bool m_mouseR = false;
@@ -73,9 +100,7 @@ private:
bool m_mouseWU = false;
bool m_mouseWD = false;
bool m_block = false;
bool m_flash = true;
std::string m_messageNotification = "";
};
#endif // ENGINE_H__

View File

@@ -5,5 +5,5 @@
int main() {
Engine engine;
engine.SetMaxFps(60);
engine.Start("Syndicat Quebecois de la Construction Simulator 2023", 640, 480, false);
engine.Start("Syndicat Quebecois de la Construction Simulator 2023", BASE_WIDTH, BASE_HEIGHT, false);
}

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 262 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 261 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 363 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 363 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 249 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 308 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 370 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 370 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 249 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 308 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 254 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 255 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 270 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 269 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 310 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 310 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 359 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 360 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 367 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 368 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 276 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 276 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 315 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 315 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 338 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 395 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 395 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 338 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 258 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 258 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 655 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 658 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 679 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 654 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 657 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 678 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 473 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 481 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 504 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 474 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 481 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 505 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 688 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 701 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 715 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 843 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 874 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 891 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 842 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 874 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 891 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 688 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 701 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 715 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 397 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 390 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 400 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 398 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 389 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 400 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 244 KiB

Some files were not shown because too many files have changed in this diff Show More