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16 Commits

Author SHA1 Message Date
mduval76
fc4a22e844 Push sans le menu solo/multi. 2023-10-27 13:27:15 -04:00
mduval76
c7271f6217 Push skybox ciel éclairé 2023-10-25 02:06:29 -04:00
mduval76
8ebe7b95fc Push menu solo/multi avec titre et quads contenant choix. Manque persistence du menu en 2D et nom des choix dans les quads. 2023-10-25 01:01:25 -04:00
mduval76
df5b7960b2 Push placement text notification queue 2023-10-23 16:11:35 -04:00
mduval76
db0a39f64a Remaniement du HUD. TOUT est scalable aux dimensions du game window. % de vie ajouté. Font size multipliable. 2023-10-15 23:36:26 -04:00
MarcEricMartel
54c25e6f78 Merge pull request #13 from CegepSTH/thehell_affichageMESS
SQC-8_Messagerie
2023-10-02 16:37:02 -04:00
Jonathan Trottier
bf164af23b changement de la grosseur du texte
les touches K et L pour faire afficher du texte
2023-10-02 16:27:41 -04:00
Claudel-D-Roy
0d948e3a28 Merge branch 'master' of https://github.com/CegepSTH/SQCSim2023 2023-10-02 16:27:26 -04:00
Claudel-D-Roy
b97890fff3 BrasDuJoueur 2023-10-02 16:27:21 -04:00
MarcEricMartel
432b8545a7 Merge branch 'master' into affichage_des_messages 2023-10-02 16:14:22 -04:00
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
Frederic Leger
47906776c8 Merge pull request #10 from CegepSTH/sqc_51-fin
Corrections fichiers pour avoir la version x86 du client fonctionnelle
2023-10-02 15:52:28 -04:00
Claudel-D-Roy
fa9f0a3a8a Merge branch 'master' of https://github.com/CegepSTH/SQCSim2023 2023-10-01 13:59:07 -04:00
Claudel-D-Roy
43f3ce1428 Bouton pour menu 2023-10-01 13:58:59 -04:00
MarcEricMartel
8b3baa9063 Corrections fichiers pour avoir la version x86 fonctionnelle 2023-09-30 18:33:23 -04:00
704 changed files with 120924 additions and 117 deletions

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@@ -22,7 +22,7 @@
#define FRAMES_DELETE_CHUNKS 1
#define THREADS_GENERATE_CHUNKS 8
#define THREADS_UPDATE_CHUNKS 3
#define THREADS_UPDATE_CHUNKS 6
#define THREADS_DELETE_CHUNKS 3
#define VIEW_DISTANCE 512 // Si les chunks arr<72>tent de s'afficher pendant une game et qu'il y a un access violation quand tu quitte, il faut augmenter ce chiffre.

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@@ -5,7 +5,7 @@ Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(po
m_velocity = Vector3f(0, 0, 0);
m_airborne = true;
m_hp = 0.75f; //TODO: Remettre <20> 1.0f
m_username = "Zelda Bee-Bop";
m_username = "Zelda Bee-Bop56";
}
void Player::TurnLeftRight(float value) {

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@@ -105,8 +105,8 @@
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
<IncludePath>external\irrKlang-1.6.0\include;external\glew210\include;external\devil178\include;external\sfml251\include;$(IncludePath)</IncludePath>
<LibraryPath>external\glew210\lib;external\sfml251\lib;external\devil178\lib;external\irrKlang-1.6.0\lib\Win32-visualStudio;$(LibraryPath)</LibraryPath>
<IncludePath>external\irrKlang-1.6.0\include;external\glew210\include;external\devil180\include;external\sfml251-32\include;$(IncludePath)</IncludePath>
<LibraryPath>external\glew210\lib\Release\Win32;external\sfml251-32\lib;external\devil180\lib\x86\Release;external\irrKlang-1.6.0\lib\Win32-visualStudio;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
@@ -115,8 +115,8 @@
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<IncludePath>external\devil180\include;external\irrKlang-1.6.0\include;external\sfml251\include;external\glew210\include;$(IncludePath)</IncludePath>
<LibraryPath>external\sfml251\lib;external\devil180\lib\x86\Release;external\glew210\lib\Release\Win32;$(LibraryPath);external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath>
<IncludePath>external\devil180\include;external\irrKlang-1.6.0\include;external\sfml251-32\include;external\glew210\include;$(IncludePath)</IncludePath>
<LibraryPath>external\sfml251-32\lib;external\devil180\lib\x86\Release;external\glew210\lib\Release\Win32;$(LibraryPath);external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>

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@@ -1,6 +1,8 @@
#ifndef CLI_DEFINE_H__
#define CLI_DEFINE_H__
//#define SFML_STATIC true
#include <iostream>
#include <chrono>
#include <iomanip>
@@ -18,12 +20,12 @@
#define SRV_ADDR "127.0.0.1"
#define COUNTDOWN 300
#define BASE_WIDTH 640
#define BASE_HEIGHT 480
#define BASE_WIDTH 1600
#define BASE_HEIGHT 900
#define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/"
#define CHUNK_PATH "./media/chunks/"
#define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/"
#define CHUNK_PATH "./media/chunks/"
#endif // DEFINE_H__

View File

@@ -1,5 +1,21 @@
#include "engine.h"
#include <iostream>
#include <chrono>
#include <thread>
#include <queue>
// 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() {
@@ -78,6 +94,9 @@ void Engine::LoadResource() {
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false);
LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false);
TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
@@ -113,78 +132,226 @@ void Engine::LoadResource() {
void Engine::UnloadResource() {}
void Engine::SystemNotification(std::string systemLog) {
std::string message = "";
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() {
//PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
//float fPosX = (Width() / 100.0f) * scaleX;
//float fPosY = Height() - (Height() * 0.05) * scaleY;
m_textureFont.Bind();
auto [scaleX, scaleY] = GetScale();
float xOffset = (Width() / 1.5f) * scaleX;
float yOffset = (Height() / 1.2f) * scaleY;
for (auto it = notifications.begin(); it != notifications.end(); ) {
float timeSinceDisplay = m_time - it->displayStartTime;
float y = yOffset - (20.0f * scaleX * (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, 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();
if (timeSinceDisplay >= 4.0f) {
it = notifications.erase(it);
}
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::DisplayPovGun() {
// Setter le blend function, tout ce qui sera noir sera transparent
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
float scaleX = (Width()) / BASE_WIDTH;
float scaleY = (Height()) / BASE_HEIGHT;
float baseXOffset = 0.4958 * BASE_WIDTH;
float baseWidth = 0.4688 * BASE_WIDTH;
float baseHeight = 0.5787 * BASE_HEIGHT;
float xTranslation = baseXOffset * scaleX;
float quadWidth = baseWidth * scaleX;
float quadHeight = baseHeight * scaleY;
m_texturePovGun.Bind();
glLoadIdentity();
glTranslated(xTranslation, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(quadWidth, 0);
glTexCoord2f(1, 1);
glVertex2i(quadWidth, quadHeight);
glTexCoord2f(0, 1);
glVertex2i(0, quadHeight);
glEnd();
// Reset du blend function
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void Engine::DisplayCurrentItem() {
}
void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity();
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
auto [scaleX, scaleY] = GetScale();
float fBackPosX = (Width() / 25.0f) * scaleX;
float fBackPosY = (Height() - (Height() * 0.815) * scaleY);
float fBackWidth = (Width() / 4.0f) * scaleX;
float fBackHeight = (Height() / 5.5f) * scaleY;
glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
glBegin(GL_QUADS);
glVertex2f(fBackPosX, fBackPosY);
glVertex2f(fBackPosX + fBackWidth, fBackPosY);
glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight);
glVertex2f(fBackPosX, fBackPosY + fBackHeight);
glEnd();
// 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);
// 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<EFBFBD>re-plan (Barre HP)
// HP Bar Background
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite
glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite
glVertex2f(fPosX, fPosY); // Haut-Gauche
glVertex2f(fPosX, fBarPosY - fBarHeight);
glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight);
glVertex2f(fPosX + fBarWidth, fBarPosY);
glVertex2f(fPosX, fBarPosY);
glEnd();
//TODO: Associer avec m<>chanique de vie du joueur
// Barre HP
// Current HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite
glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite
glVertex2f(fPosX, fPosY); // Haut-Gauche
glVertex2f(fPosX, fBarPosY - fBarHeight);
glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight);
glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY);
glVertex2f(fPosX, fBarPosY);
glEnd();
// Barre <20>quip
// Equip Bar
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
float fEquipWidth = (Width() * 0.175f) * scaleX;
float fEquipHeight = (fEquipWidth / 2.5) * scaleY;
float fEquipPosY = (Height() - (Height() * 0.765) * scaleY);
glTranslatef(fPosX, fEquipPosY, 0);
m_textureGun.Bind();
float margin = Width() * 0.05;
float itemWidth = Width() * 0.33;
float itemHeight = itemWidth / 2.208;
float startX = Width() - itemWidth - margin;
float startY = margin;
glTranslated(startX, startY, 0);
glBegin(GL_QUADS);
glTexCoord2f(1, 0); glVertex2i(0, 0);
glTexCoord2f(0, 0); glVertex2i(itemWidth, 0);
glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight);
glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
glTexCoord2f(0, 0); glVertex2i(0, 0);
glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0);
glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight);
glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight);
glEnd();
glDisable(GL_BLEND);
@@ -192,54 +359,161 @@ void Engine::DisplayHud(int timer) {
// Username
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor3f(1.0f, 1.0f, 1.0f);
float scale = GetScale();
m_textureFont.Bind();
std::ostringstream ss;
ss << m_player.GetUsername();
PrintText(fPosX, fPosY, scale, ss.str());
float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY;
//Countdown
ss.str("");
ss << m_player.GetUsername();
PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
ss.str("");
ss << m_player.GetHP() * 100 << "%";
PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f);
// Countdown
ss.str("");
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str());
PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f);
}
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
// Bind de la texture pour le font
m_textureFont.Bind();
std::ostringstream ss;
float scale = GetScale();
unsigned int x = Width() / 25;
auto [scaleX, scaleY] = GetScale();
float fPosX = (Width() / 100.0f) * scaleX;
float fPosY = Height() - (Height() * 0.05) * scaleY;
float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
ss << " Fps : " << GetFps(elapsedTime);
PrintText(x, Height() - (Height() / 19.2), scale, ss.str());
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
ss << " Rendered Chunks : " << m_renderCount;
PrintText(x, Height() - (Height() / 13.7), scale, ss.str());
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
PrintText(x, Height() - (Height() / 10.7), scale, ss.str());
PrintText(fPosX, fPosY, ss.str());
ss.str("");
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
PrintText(x, Height() / 48, scale, ss.str());
fPosY -= charSize;
float fPosYJump = ((Height() - (Height() * 0.9f)) * scaleY);
fPosY = fPosYJump;
fPosY -= charSize;
ss << " Velocity : " << m_player.GetVelocity();
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
ss << " Direction : " << m_player.GetDirection();
PrintText(x, Height() / 24, scale, ss.str());
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
ss << " Position : " << m_player.GetPosition();
PrintText(x, Height() / 16, scale, ss.str());
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
ss << " Block : ";
if (bloc == BTYPE_LAST)
ss << "Weapon.";
else ss << (int)bloc;
ss << "Weapon";
else
ss << (int)bloc;
PrintText(fPosX, fPosYJump, ss.str());
}
PrintText(x, Height() / 12, scale, ss.str());
void Engine::DisplaySingleOrMultiplayerMenu() {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
auto [scaleX, scaleY] = GetScale();
float fBackPosX = 0.0f;
float fBackPosY = 0.0f;
float fBackWidth = Width();
float fBackHeight = Height();
m_textureSoloMultiMenu.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fBackPosX, fBackPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fBackWidth, fBackPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fBackWidth, fBackHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(fBackPosX, fBackHeight);
glEnd();
float centerX = (Width() / 2.0f);
float centerY = (Height() / 2.0f);
float titleWidth = (centerX * 1.85f) * scaleX;
float titleHeight = (centerY * 1.85f) * scaleY;
// Solo game indicator
m_textureTitle.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX, centerY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(titleWidth, centerY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(titleWidth, titleHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX, titleHeight);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
// Solo game indicator
float fPosX = (centerX * 1.1f) * scaleX;
float fPosXWidth = (centerX * 1.75f) * scaleX;
float soloPosY = (centerY * 0.75f) * scaleY;
float soloHeight = (centerY * 0.9f) * scaleY;
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, soloPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, soloPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, soloHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, soloHeight);
glEnd();
// Multiplayer game indicator
float multiPosY = (centerY * 0.5f) * scaleY;
float multiHeight = (centerY * 0.65f) * scaleY;
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, multiPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, multiPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, multiHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, multiHeight);
glEnd();
// TODO: Add SOLO / MULTIPLAYER text with font
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void Engine::DrawHud(float elapsedTime, BlockType bloc) {
@@ -261,6 +535,16 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
int timer = GetCountdown(elapsedTime);
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);
}
@@ -273,7 +557,6 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
DisplayCrosshair();
}
// Reset du blend function
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
@@ -287,31 +570,36 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
glPopMatrix();
}
void Engine::PrintText(float x, float y, float scale, const std::string& t) {
void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
auto [scaleX, scaleY] = GetScale();
float scale = std::min(scaleX, scaleY);
float baseCharSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
float charSize = baseCharSize * charSizeMultiplier;
glLoadIdentity();
glTranslated(x, y, 0);
for (unsigned int i = 0; i < t.length(); ++i) {
float left = (float)((t[i] - 32) % 16) / 16.f;
float top = (float)((t[i] - 32) / 16) / 16.f;
top += .5f;
top += 0.5f;
glBegin(GL_QUADS);
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(12 * scale, 0);
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12 * scale, 12 * scale);
glTexCoord2f(left, 1.f - top); glVertex2f(0, 12 * scale);
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize * scale, 0);
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize * scale, charSize * scale);
glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize * scale);
glEnd();
glTranslated(8 * scale, 0, 0);
glTranslated(0.5555f * charSize * scale, 0, 0);
}
}
float Engine::GetScale() const {
float widthRatio = Width() / BASE_WIDTH;
float heightRatio = Height() / BASE_HEIGHT;
return (widthRatio + heightRatio) / 2.0f;
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; }
@@ -323,7 +611,7 @@ int Engine::GetCountdown(float elapsedTime) {
}
if (m_countdown < m_time)
Stop();
if(!m_stopcountdown)
if (!m_stopcountdown)
m_time += elapsedTime;
return m_countdown - (int)m_time;
}
@@ -423,7 +711,14 @@ void Engine::Render(float elapsedTime) {
if (m_isSkybox) m_skybox.Render(skybox);
DrawHud(elapsedTime, bloc);
DisplayPovGun();
ProcessNotificationQueue();
/*if (m_soloMultiChoiceMade) {
DisplaySingleOrMultiplayerMenu();
}*/
static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) {
@@ -474,6 +769,13 @@ void Engine::KeyPressEvent(unsigned char key) {
break;
case 5: // F - 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
@@ -522,6 +824,12 @@ void Engine::KeyReleaseEvent(unsigned char key) {
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;

View File

@@ -36,19 +36,25 @@ public:
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private:
float GetScale() const;
std::pair<float, float> GetScale() const;
int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime);
bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
void SystemNotification(std::string systemLog);
void KillNotification(Player killer, Player killed);
void DisplayNotification(std::string message);
void ProcessNotificationQueue();
void DisplayCrosshair();
void DisplayPovGun();
void DisplayCurrentItem();
void DisplayHud(int timer);
void DisplayInfo(float elapsedTime, BlockType bloc);
void DisplaySingleOrMultiplayerMenu();
void DrawHud(float elapsedTime, BlockType bloc);
void PrintText(float x, float y, float scale, const std::string& t);
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
Connector m_conn;
Shader m_shader01;
@@ -58,10 +64,13 @@ private:
World m_world = World();
WorldRenderer m_wrenderer = WorldRenderer();
Texture m_textureSkybox;
Texture m_textureFont;
Texture m_textureCrosshair;
Texture m_textureFont;
Texture m_textureGun;
Texture m_texturePovGun;
Texture m_textureSkybox;
Texture m_textureSoloMultiMenu;
Texture m_textureTitle;
Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav");
@@ -87,8 +96,11 @@ private:
bool m_displayHud = true;
bool m_displayInfo = false;
bool m_resetcountdown = false;
bool m_soloMultiChoiceMade = true;
bool m_stopcountdown = false;
bool m_keyK = false;
bool m_keyL = false;
bool m_keyW = false;
bool m_keyA = false;
bool m_keyS = false;
@@ -99,6 +111,8 @@ private:
bool m_mouseC = false;
bool m_mouseWU = false;
bool m_mouseWD = false;
std::string m_messageNotification = "";
};
#endif // ENGINE_H__

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@@ -0,0 +1,98 @@
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<div class="textblock"><code>#include &lt;SFML/Config.hpp&gt;</code><br />
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<tr class="memitem:ab0233c2d867cbd561036ed2440a4fec0"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="GpuPreference_8hpp.html#ab0233c2d867cbd561036ed2440a4fec0">SFML_DEFINE_DISCRETE_GPU_PREFERENCE</a></td></tr>
<tr class="memdesc:ab0233c2d867cbd561036ed2440a4fec0"><td class="mdescLeft">&#160;</td><td class="mdescRight">A macro to encourage usage of the discrete GPU. <a href="#ab0233c2d867cbd561036ed2440a4fec0">More...</a><br /></td></tr>
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<p>A macro to encourage usage of the discrete GPU. </p>
<p>In order to inform the Nvidia/AMD driver that an SFML application could benefit from using the more powerful discrete GPU, special symbols have to be publicly exported from the final executable.</p>
<p>SFML defines a helper macro to easily do this.</p>
<p>Place SFML_DEFINE_DISCRETE_GPU_PREFERENCE in the global scope of a source file that will be linked into the final executable. Typically it is best to place it where the main function is also defined. </p>
<p class="definition">Definition at line <a class="el" href="GpuPreference_8hpp_source.html#l00069">69</a> of file <a class="el" href="GpuPreference_8hpp_source.html">GpuPreference.hpp</a>.</p>
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