Compare commits
21 Commits
linux
...
sqc-20_aud
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43f3ce1428 | ||
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8b3baa9063 |
BIN
Debug/glew32.dll
BIN
Debug/glew32.dll
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@@ -7,8 +7,9 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur
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Bullet::~Bullet() {}
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bool Bullet::Update(World* world, float elapsedtime) {
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for (int x = 0; x < 1000; ++x) {
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bool Bullet::Update(World* world, float elapsedtime, int perframe) {
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int max = 100 / perframe;
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for (int x = 0; x < max; ++x) {
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m_currentpos += m_velocity * elapsedtime;
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if (!world->ChunkAt(m_currentpos))
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@@ -30,10 +31,14 @@ void Bullet::Transpose(int& x, int& z) {
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m_startpos.z -= z * CHUNK_SIZE_Z;
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}
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Vector3f Bullet::getPos() {
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Vector3f Bullet::getPos() const {
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return m_currentpos;
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}
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Vector3f Bullet::getVel() const {
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return m_velocity;
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}
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uint64_t Bullet::getTeamID(){
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return m_tid;
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}
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@@ -12,9 +12,10 @@ public:
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Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
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~Bullet();
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bool Update(World* world, float elapsedtime);
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bool Update(World* world, float elapsedtime, int perframe);
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void Transpose(int& x, int& z);
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Vector3f getPos();
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Vector3f getPos() const;
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Vector3f getVel() const;
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uint64_t getTeamID();
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private:
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|
@@ -22,7 +22,7 @@
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#define FRAMES_DELETE_CHUNKS 1
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#define THREADS_GENERATE_CHUNKS 8
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#define THREADS_UPDATE_CHUNKS 3
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#define THREADS_UPDATE_CHUNKS 6
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#define THREADS_DELETE_CHUNKS 3
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#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
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m_velocity = Vector3f(0, 0, 0);
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m_airborne = true;
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m_hp = 0.75f; //TODO: Remettre <20> 1.0f
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m_username = "Zelda Bee-Bop";
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m_username = "Zelda Bee-Bop56";
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}
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void Player::TurnLeftRight(float value) {
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@@ -105,8 +105,8 @@
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<LinkIncremental>true</LinkIncremental>
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<IncludePath>external\irrKlang-1.6.0\include;external\glew210\include;external\devil178\include;external\sfml251\include;$(IncludePath)</IncludePath>
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<LibraryPath>external\glew210\lib;external\sfml251\lib;external\devil178\lib;external\irrKlang-1.6.0\lib\Win32-visualStudio;$(LibraryPath)</LibraryPath>
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<IncludePath>external\irrKlang-1.6.0\include;external\glew210\include;external\devil180\include;external\sfml251-32\include;$(IncludePath)</IncludePath>
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<LibraryPath>external\glew210\lib\Release\Win32;external\sfml251-32\lib;external\devil180\lib\x86\Release;external\irrKlang-1.6.0\lib\Win32-visualStudio;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<LinkIncremental>true</LinkIncremental>
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@@ -115,8 +115,8 @@
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<LinkIncremental>false</LinkIncremental>
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<IncludePath>external\devil180\include;external\irrKlang-1.6.0\include;external\sfml251\include;external\glew210\include;$(IncludePath)</IncludePath>
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<LibraryPath>external\sfml251\lib;external\devil180\lib\x86\Release;external\glew210\lib\Release\Win32;$(LibraryPath);external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath>
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<IncludePath>external\devil180\include;external\irrKlang-1.6.0\include;external\sfml251-32\include;external\glew210\include;$(IncludePath)</IncludePath>
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<LibraryPath>external\sfml251-32\lib;external\devil180\lib\x86\Release;external\glew210\lib\Release\Win32;$(LibraryPath);external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<LinkIncremental>false</LinkIncremental>
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@@ -2,17 +2,17 @@
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Audio::Audio() {
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m_engine = irrklang::createIrrKlangDevice();
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m_engine->setDopplerEffectParameters(1);
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m_engine->setRolloffFactor(1);
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m_engine->setDefault3DSoundMinDistance(1);
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m_engine->setDopplerEffectParameters(10);
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m_engine->setRolloffFactor(2);
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m_engine->setDefault3DSoundMinDistance(.1);
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m_engine->setDefault3DSoundMaxDistance(1000);
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}
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Audio::Audio(const char * music) {
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m_engine = irrklang::createIrrKlangDevice();
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m_engine->setDopplerEffectParameters(1);
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m_engine->setRolloffFactor(1);
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m_engine->setDefault3DSoundMinDistance(1);
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m_engine->setRolloffFactor(2);
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m_engine->setDefault3DSoundMinDistance(.1);
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m_engine->setDefault3DSoundMaxDistance(1000);
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m_music = m_engine->play2D(music, false, true, true, irrklang::ESM_STREAMING);
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}
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@@ -28,10 +28,11 @@ void Audio::Update3DAudio(Vector3f pos, Vector3f dir, Vector3f vel) {
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irrklang::vec3df(vel.x, vel.y, vel.z));
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}
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void Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume = 1) {
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sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), false, false, true, irrklang::ESM_NO_STREAMING, true);
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irrklang::ISound* Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped = false, float volume = 1) {
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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);
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sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z));
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sound->setVolume(volume);
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return sound;
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}
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void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume = 1) {
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@@ -14,17 +14,17 @@
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class Audio {
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private:
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irrklang::ISoundEngine* m_engine;
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irrklang::ISound* m_music;
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public:
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Audio();
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Audio(const char* music);
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~Audio();
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irrklang::ISoundEngine* m_engine;
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void Update3DAudio(Vector3f pos, Vector3f dir, Vector3f speed);
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void Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume);
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irrklang::ISound* Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped, float volume);
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void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume);
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@@ -1,6 +1,8 @@
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#ifndef CLI_DEFINE_H__
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#define CLI_DEFINE_H__
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//#define SFML_STATIC true
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#include <iostream>
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#include <chrono>
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#include <iomanip>
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@@ -22,12 +24,16 @@
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#define SRV_ADDR "127.0.0.1"
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#define COUNTDOWN 300
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#define BULLET_UPDATES_PER_FRAME 20
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#define BASE_WIDTH 640
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#define BASE_HEIGHT 480
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#define TEXTURE_PATH "./media/textures/"
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#define SHADER_PATH "./media/shaders/"
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#define AUDIO_PATH "./media/audio/"
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#define CHUNK_PATH "./media/chunks/"
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#define MENU_ITEM_PATH "./media/menu_items/"
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#endif // DEFINE_H__
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@@ -1,5 +1,23 @@
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#include "engine.h"
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#include <iostream>
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#include <chrono>
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#include <thread>
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#include <queue>
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// Define a structure to represent notifications
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struct Notification {
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std::string message;
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float displayStartTime = 0.0f;
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};
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// Use a queue to manage notifications
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//std::queue<Notification> notificationQueue;
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// Use a vector to manage notifications
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std::vector<Notification> notifications;
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Engine::Engine() {}
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Engine::~Engine() {
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@@ -10,6 +28,200 @@ Engine::~Engine() {
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m_world.GetChunks().Get(x, y)->~Chunk();
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}
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void Engine::DrawMenu()
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{
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static const int sTitle = 400;
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static const int sButton = 225;
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, Width(), 0, Height(), -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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MenuBGTexture.Bind();
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glLoadIdentity();
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(800, 0);
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glTexCoord2f(1, 1);
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glVertex2i(800, 600);
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glTexCoord2f(0, 1);
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glVertex2i(0, 600);
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glEnd();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glEnable(GL_BLEND);
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if (m_gamestate != GameState::OPTIONS)
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{
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MenuTitleTexture.Bind();
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glTranslated(200, 300, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 200);
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glTexCoord2f(1, 0);
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glVertex2i(sTitle, 200);
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glTexCoord2f(1, 1);
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glVertex2i(sTitle, 300);
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glTexCoord2f(0, 1);
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glVertex2i(0, 300);
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glEnd();
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MenuStartTexture.Bind();
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glTranslated(80, -225, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 100);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 100);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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/*MenuResumeTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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/*MenuOptionsTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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MenuQuitTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 100);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 100);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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||||
glEnd();
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||||
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||||
}
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||||
else
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{
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||||
/*MenuOptionsTexture.Bind();
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glTranslated(200, 0, 0);
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||||
glBegin(GL_QUADS);
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||||
glTexCoord2f(0, 0);
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||||
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() {
|
||||
GLenum glewErr = glewInit();
|
||||
if (glewErr != GLEW_OK) {
|
||||
@@ -35,6 +247,7 @@ void Engine::Init() {
|
||||
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);
|
||||
@@ -43,22 +256,24 @@ void Engine::Init() {
|
||||
//m_audio.ToggleMusicState();
|
||||
|
||||
// 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_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;
|
||||
std::string playname = "La Chienne <20> Jacques";
|
||||
if (NETWORK_TEST) { // Test connexion r<>seau.
|
||||
std::string playname = "La Chienne <20> Jacques";
|
||||
if (NETWORK_TEST) { // Test connexion r<>seau.
|
||||
if (!m_conn.Init()) {
|
||||
if (!m_conn.Connect(SRV_ADDR, playname)) {
|
||||
// setup jeu en r<>seau.
|
||||
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;
|
||||
// setup jeu en r<>seau.
|
||||
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;
|
||||
seed = m_conn.getSeed();
|
||||
}
|
||||
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);
|
||||
@@ -66,6 +281,8 @@ void Engine::Init() {
|
||||
// Init Chunks
|
||||
m_world.GetChunks().Reset(nullptr);
|
||||
|
||||
|
||||
|
||||
// Gestion de souris.
|
||||
CenterMouse();
|
||||
HideCursor();
|
||||
@@ -77,8 +294,13 @@ void Engine::LoadResource() {
|
||||
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);
|
||||
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", true);
|
||||
|
||||
LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png");
|
||||
LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.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 texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
|
||||
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
|
||||
@@ -113,6 +335,89 @@ 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() {
|
||||
m_textureFont.Bind();
|
||||
float scale = GetScale();
|
||||
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;
|
||||
@@ -133,6 +438,7 @@ void Engine::DisplayCrosshair() {
|
||||
void Engine::DisplayCurrentItem() {
|
||||
}
|
||||
|
||||
|
||||
void Engine::DisplayHud(int timer) {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glLoadIdentity();
|
||||
@@ -146,7 +452,7 @@ void Engine::DisplayHud(int timer) {
|
||||
float playerHp = m_player.GetHP();
|
||||
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
|
||||
|
||||
// Arri<72>re-plan (Barre HP)
|
||||
// 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
|
||||
@@ -155,7 +461,7 @@ void Engine::DisplayHud(int timer) {
|
||||
glVertex2f(fPosX, fPosY); // Haut-Gauche
|
||||
glEnd();
|
||||
|
||||
//TODO: Associer avec m<>chanique de vie du joueur
|
||||
//TODO: Associer avec m<>chanique de vie du joueur
|
||||
|
||||
// Barre HP
|
||||
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
|
||||
@@ -166,7 +472,7 @@ void Engine::DisplayHud(int timer) {
|
||||
glVertex2f(fPosX, fPosY); // Haut-Gauche
|
||||
glEnd();
|
||||
|
||||
// Barre <20>quip
|
||||
// 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);
|
||||
@@ -187,7 +493,7 @@ void Engine::DisplayHud(int timer) {
|
||||
glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
|
||||
glEnd();
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
//glDisable(GL_BLEND);
|
||||
|
||||
// Username
|
||||
glEnable(GL_BLEND);
|
||||
@@ -224,7 +530,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
|
||||
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
|
||||
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();
|
||||
@@ -249,6 +555,7 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
@@ -261,6 +568,17 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
|
||||
|
||||
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);
|
||||
}
|
||||
@@ -329,111 +647,129 @@ int Engine::GetCountdown(float elapsedTime) {
|
||||
}
|
||||
|
||||
void Engine::Render(float elapsedTime) {
|
||||
//static float gameTime = elapsedTime;
|
||||
static irrklang::ISound* step; // Pour les sons de pas.
|
||||
static float pollTime = 0;
|
||||
static float bulletTime = 0;
|
||||
static BlockType bloc = 1;
|
||||
|
||||
if (elapsedTime > 0.1f) return;
|
||||
|
||||
//gameTime += elapsedTime;
|
||||
pollTime += elapsedTime;
|
||||
|
||||
Transformation all;
|
||||
Transformation skybox;
|
||||
Vector3f vstep;
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
// Transformations initiales
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
if (m_gamestate == GameState::PLAY)
|
||||
{
|
||||
HideCursor();
|
||||
CenterMouse(); //D<>placement de centermouse dans l'action de jouer
|
||||
|
||||
if (bulletTime > 0.f) bulletTime -= elapsedTime;
|
||||
if (bulletTime < 0.f) bulletTime = 0.f;
|
||||
//static float gameTime = elapsedTime;
|
||||
static irrklang::ISound* step; // Pour les sons de pas.
|
||||
static float pollTime = 0;
|
||||
static float bulletTime = 0;
|
||||
static BlockType bloc = 1;
|
||||
|
||||
static bool leftright = false;
|
||||
if (pollTime >= .005f) {
|
||||
Player::Sound snd = 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);
|
||||
switch (snd) {
|
||||
case Player::Sound::STEP:
|
||||
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);
|
||||
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);
|
||||
leftright = !leftright;
|
||||
break;
|
||||
case Player::Sound::FALL:
|
||||
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f);
|
||||
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
|
||||
// son vecteur de v<>locit<69> (pour l'effet Doppler)
|
||||
pollTime = 0;
|
||||
}
|
||||
if (elapsedTime > 0.1f) return;
|
||||
|
||||
m_player.ApplyTransformation(all);
|
||||
//gameTime += elapsedTime;
|
||||
pollTime += elapsedTime;
|
||||
|
||||
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!).
|
||||
Transformation all;
|
||||
Transformation skybox;
|
||||
Vector3f vstep;
|
||||
|
||||
if (m_mouseWU) bloc++;
|
||||
else if (m_mouseWD) bloc--;
|
||||
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.
|
||||
m_mouseWU = m_mouseWD = false;
|
||||
// Transformations initiales
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
if (m_mouseL) {
|
||||
if (bloc != BTYPE_LAST)
|
||||
m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
|
||||
else if (bulletTime <= 0.f) {
|
||||
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() + m_player.GetDirection(), m_player.GetDirection());
|
||||
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() + 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;
|
||||
if (bulletTime > 0.f) bulletTime -= elapsedTime;
|
||||
if (bulletTime < 0.f) bulletTime = 0.f;
|
||||
|
||||
static bool leftright = false;
|
||||
if (pollTime >= .005f) {
|
||||
Player::Sound snd = 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);
|
||||
switch (snd) {
|
||||
case Player::Sound::STEP:
|
||||
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);
|
||||
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);
|
||||
leftright = !leftright;
|
||||
break;
|
||||
case Player::Sound::FALL:
|
||||
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f);
|
||||
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
|
||||
// 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!).
|
||||
|
||||
if (m_mouseWU) bloc++;
|
||||
else if (m_mouseWD) bloc--;
|
||||
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.
|
||||
m_mouseWU = m_mouseWD = false;
|
||||
|
||||
if (m_mouseL) {
|
||||
if (bloc != BTYPE_LAST)
|
||||
m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
|
||||
else if (bulletTime <= 0.f) {
|
||||
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() + m_player.GetDirection(), m_player.GetDirection());
|
||||
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() + m_player.GetDirection(), m_player.GetDirection());
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (m_mouseR)
|
||||
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.
|
||||
if (m_bullets[x])
|
||||
if (m_bullets[x]->Update(&m_world, elapsedTime)) {
|
||||
m_bullets[x]->~Bullet();
|
||||
m_bullets[x] = nullptr;
|
||||
}
|
||||
|
||||
m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
|
||||
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
|
||||
m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo);
|
||||
|
||||
if (m_isSkybox) m_skybox.Render(skybox);
|
||||
|
||||
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);
|
||||
fell = true;
|
||||
for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
|
||||
if (m_bullets[x]) {
|
||||
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();
|
||||
if (m_whoosh[x])
|
||||
m_whoosh[x]->drop();
|
||||
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());
|
||||
}
|
||||
}
|
||||
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.
|
||||
fell = false;
|
||||
|
||||
m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
|
||||
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
|
||||
m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo);
|
||||
|
||||
if (m_isSkybox) m_skybox.Render(skybox);
|
||||
|
||||
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);
|
||||
fell = true;
|
||||
}
|
||||
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.
|
||||
fell = false;
|
||||
}
|
||||
|
||||
}
|
||||
else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
|
||||
{
|
||||
DrawMenu();
|
||||
}
|
||||
else if (m_gamestate == GameState::QUIT)
|
||||
Stop();
|
||||
}
|
||||
|
||||
void Engine::KeyPressEvent(unsigned char key) {
|
||||
@@ -459,14 +795,15 @@ void Engine::KeyPressEvent(unsigned char key) {
|
||||
}
|
||||
break;
|
||||
case 36: // ESC - Quitter
|
||||
Stop();
|
||||
m_gamestate = GameState::MAIN_MENU;
|
||||
//Stop();
|
||||
break;
|
||||
case 57: // Space - Sauter
|
||||
if (!m_keySpace) {
|
||||
m_keySpace = true;
|
||||
}
|
||||
break;
|
||||
case 94: // F10 - Plein <20>cran
|
||||
case 94: // F10 - Plein <20>cran
|
||||
IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true);
|
||||
//SetFullscreen(!IsFullscreen());
|
||||
break;
|
||||
@@ -474,6 +811,13 @@ 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
|
||||
@@ -482,6 +826,8 @@ void Engine::KeyPressEvent(unsigned char key) {
|
||||
break;
|
||||
case 8: // I - Ignorer
|
||||
break;
|
||||
case 15: // P - Ignorer
|
||||
break;
|
||||
case 17: // R - Ignorer
|
||||
break;
|
||||
case 19: // T - Ignorer
|
||||
@@ -522,9 +868,26 @@ 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;
|
||||
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
|
||||
m_isSkybox = !m_isSkybox;
|
||||
break;
|
||||
@@ -555,35 +918,47 @@ void Engine::MouseMoveEvent(int x, int y) {
|
||||
m_player.TurnLeftRight(x - (Width() / 2));
|
||||
m_player.TurnTopBottom(y - (Height() / 2));
|
||||
|
||||
// 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
|
||||
// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
|
||||
// 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
|
||||
// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
|
||||
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
|
||||
// MouseMoveEvent, etc
|
||||
if (x == (Width() / 2) && y == (Height() / 2))
|
||||
return;
|
||||
|
||||
CenterMouse();
|
||||
}
|
||||
|
||||
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
|
||||
switch (button) {
|
||||
case MOUSE_BUTTON_LEFT:
|
||||
m_mouseL = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_RIGHT:
|
||||
m_mouseR = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_MIDDLE:
|
||||
m_mouseC = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_WHEEL_UP:
|
||||
m_mouseWU = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_WHEEL_DOWN:
|
||||
m_mouseWD = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_NONE: break;
|
||||
m_mousemx = x;
|
||||
m_mousemy = y;
|
||||
|
||||
if (m_gamestate == GameState::PLAY)
|
||||
{
|
||||
switch (button) {
|
||||
case MOUSE_BUTTON_LEFT:
|
||||
m_mouseL = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_RIGHT:
|
||||
m_mouseR = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_MIDDLE:
|
||||
m_mouseC = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_WHEEL_UP:
|
||||
m_mouseWU = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_WHEEL_DOWN:
|
||||
m_mouseWD = true;
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -24,6 +24,7 @@ class Engine : public OpenglContext {
|
||||
public:
|
||||
Engine();
|
||||
virtual ~Engine();
|
||||
virtual void DrawMenu();
|
||||
virtual void Init();
|
||||
virtual void DeInit();
|
||||
virtual void LoadResource();
|
||||
@@ -43,6 +44,10 @@ private:
|
||||
|
||||
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 DisplayCurrentItem();
|
||||
void DisplayHud(int timer);
|
||||
@@ -66,13 +71,23 @@ private:
|
||||
Skybox m_skybox;
|
||||
Audio m_audio = Audio(AUDIO_PATH "start.wav");
|
||||
|
||||
irrklang::ISound* m_powpow;
|
||||
irrklang::ISound* m_scream;
|
||||
irrklang::ISound* m_powpow,
|
||||
* m_scream;
|
||||
irrklang::ISound *m_whoosh[MAX_BULLETS];
|
||||
|
||||
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
|
||||
|
||||
|
||||
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;
|
||||
|
||||
float m_scale;
|
||||
float m_time = 0;
|
||||
|
||||
@@ -89,6 +104,8 @@ private:
|
||||
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;
|
||||
@@ -99,6 +116,11 @@ private:
|
||||
bool m_mouseC = false;
|
||||
bool m_mouseWU = false;
|
||||
bool m_mouseWD = false;
|
||||
//Pour trouver ou est la souris
|
||||
float m_mousemx = 0;
|
||||
float m_mousemy = 0;
|
||||
|
||||
std::string m_messageNotification = "";
|
||||
};
|
||||
|
||||
#endif // ENGINE_H__
|
||||
|
58
SQCSim2021/external/sfml251-32/doc/html/AlResource_8hpp_source.html
vendored
Normal file
58
SQCSim2021/external/sfml251-32/doc/html/AlResource_8hpp_source.html
vendored
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56
SQCSim2021/external/sfml251-32/doc/html/Audio_2Export_8hpp_source.html
vendored
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56
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vendored
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56
SQCSim2021/external/sfml251-32/doc/html/Audio_8hpp_source.html
vendored
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56
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vendored
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77
SQCSim2021/external/sfml251-32/doc/html/BlendMode_8hpp_source.html
vendored
Normal file
77
SQCSim2021/external/sfml251-32/doc/html/BlendMode_8hpp_source.html
vendored
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60
SQCSim2021/external/sfml251-32/doc/html/CircleShape_8hpp_source.html
vendored
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60
SQCSim2021/external/sfml251-32/doc/html/CircleShape_8hpp_source.html
vendored
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59
SQCSim2021/external/sfml251-32/doc/html/Clipboard_8hpp_source.html
vendored
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59
SQCSim2021/external/sfml251-32/doc/html/Clipboard_8hpp_source.html
vendored
Normal file
File diff suppressed because one or more lines are too long
59
SQCSim2021/external/sfml251-32/doc/html/Clock_8hpp_source.html
vendored
Normal file
59
SQCSim2021/external/sfml251-32/doc/html/Clock_8hpp_source.html
vendored
Normal file
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71
SQCSim2021/external/sfml251-32/doc/html/Color_8hpp_source.html
vendored
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71
SQCSim2021/external/sfml251-32/doc/html/Color_8hpp_source.html
vendored
Normal file
File diff suppressed because one or more lines are too long
57
SQCSim2021/external/sfml251-32/doc/html/Config_8hpp_source.html
vendored
Normal file
57
SQCSim2021/external/sfml251-32/doc/html/Config_8hpp_source.html
vendored
Normal file
File diff suppressed because one or more lines are too long
70
SQCSim2021/external/sfml251-32/doc/html/ContextSettings_8hpp_source.html
vendored
Normal file
70
SQCSim2021/external/sfml251-32/doc/html/ContextSettings_8hpp_source.html
vendored
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61
SQCSim2021/external/sfml251-32/doc/html/Context_8hpp_source.html
vendored
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61
SQCSim2021/external/sfml251-32/doc/html/Context_8hpp_source.html
vendored
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File diff suppressed because one or more lines are too long
60
SQCSim2021/external/sfml251-32/doc/html/ConvexShape_8hpp_source.html
vendored
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60
SQCSim2021/external/sfml251-32/doc/html/ConvexShape_8hpp_source.html
vendored
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74
SQCSim2021/external/sfml251-32/doc/html/Cursor_8hpp_source.html
vendored
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74
SQCSim2021/external/sfml251-32/doc/html/Cursor_8hpp_source.html
vendored
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File diff suppressed because one or more lines are too long
61
SQCSim2021/external/sfml251-32/doc/html/Drawable_8hpp_source.html
vendored
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61
SQCSim2021/external/sfml251-32/doc/html/Drawable_8hpp_source.html
vendored
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File diff suppressed because one or more lines are too long
58
SQCSim2021/external/sfml251-32/doc/html/Err_8hpp_source.html
vendored
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58
SQCSim2021/external/sfml251-32/doc/html/Err_8hpp_source.html
vendored
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File diff suppressed because one or more lines are too long
146
SQCSim2021/external/sfml251-32/doc/html/Event_8hpp_source.html
vendored
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146
SQCSim2021/external/sfml251-32/doc/html/Event_8hpp_source.html
vendored
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60
SQCSim2021/external/sfml251-32/doc/html/FileInputStream_8hpp_source.html
vendored
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60
SQCSim2021/external/sfml251-32/doc/html/FileInputStream_8hpp_source.html
vendored
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63
SQCSim2021/external/sfml251-32/doc/html/Font_8hpp_source.html
vendored
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63
SQCSim2021/external/sfml251-32/doc/html/Font_8hpp_source.html
vendored
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File diff suppressed because one or more lines are too long
70
SQCSim2021/external/sfml251-32/doc/html/Ftp_8hpp_source.html
vendored
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70
SQCSim2021/external/sfml251-32/doc/html/Ftp_8hpp_source.html
vendored
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File diff suppressed because one or more lines are too long
60
SQCSim2021/external/sfml251-32/doc/html/GlResource_8hpp_source.html
vendored
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60
SQCSim2021/external/sfml251-32/doc/html/GlResource_8hpp_source.html
vendored
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File diff suppressed because one or more lines are too long
70
SQCSim2021/external/sfml251-32/doc/html/Glsl_8hpp_source.html
vendored
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70
SQCSim2021/external/sfml251-32/doc/html/Glsl_8hpp_source.html
vendored
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File diff suppressed because one or more lines are too long
63
SQCSim2021/external/sfml251-32/doc/html/Glyph_8hpp_source.html
vendored
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63
SQCSim2021/external/sfml251-32/doc/html/Glyph_8hpp_source.html
vendored
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File diff suppressed because one or more lines are too long
98
SQCSim2021/external/sfml251-32/doc/html/GpuPreference_8hpp.html
vendored
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98
SQCSim2021/external/sfml251-32/doc/html/GpuPreference_8hpp.html
vendored
Normal file
@@ -0,0 +1,98 @@
|
||||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html xmlns="http://www.w3.org/1999/xhtml">
|
||||
<head>
|
||||
<title>SFML - Simple and Fast Multimedia Library</title>
|
||||
<meta http-equiv="Content-Type" content="text/html;"/>
|
||||
<meta charset="utf-8"/>
|
||||
<!--<link rel='stylesheet' type='text/css' href="https://fonts.googleapis.com/css?family=Ubuntu:400,700,400italic"/>-->
|
||||
<link rel="stylesheet" type="text/css" href="doxygen.css" title="default" media="screen,print" />
|
||||
<script type="text/javascript" src="jquery.js"></script>
|
||||
<script type="text/javascript" src="dynsections.js"></script>
|
||||
</head>
|
||||
<body>
|
||||
<div id="banner-container">
|
||||
<div id="banner">
|
||||
<span id="sfml">SFML 2.5.1</span>
|
||||
</div>
|
||||
</div>
|
||||
<div id="content">
|
||||
<!-- Generated by Doxygen 1.8.14 -->
|
||||
<div id="navrow1" class="tabs">
|
||||
<ul class="tablist">
|
||||
<li><a href="index.html"><span>Main Page</span></a></li>
|
||||
<li><a href="pages.html"><span>Related Pages</span></a></li>
|
||||
<li><a href="modules.html"><span>Modules</span></a></li>
|
||||
<li><a href="namespaces.html"><span>Namespaces</span></a></li>
|
||||
<li><a href="annotated.html"><span>Classes</span></a></li>
|
||||
<li class="current"><a href="files.html"><span>Files</span></a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="navrow2" class="tabs2">
|
||||
<ul class="tablist">
|
||||
<li><a href="files.html"><span>File List</span></a></li>
|
||||
<li><a href="globals.html"><span>File Members</span></a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div id="nav-path" class="navpath">
|
||||
<ul>
|
||||
<li class="navelem"><a class="el" href="dir_d44c64559bbebec7f509842c48db8b23.html">include</a></li><li class="navelem"><a class="el" href="dir_c0a853e81d6f1c1f0a3eb7a27dc24256.html">SFML</a></li> </ul>
|
||||
</div>
|
||||
</div><!-- top -->
|
||||
<div class="header">
|
||||
<div class="summary">
|
||||
<a href="#define-members">Macros</a> </div>
|
||||
<div class="headertitle">
|
||||
<div class="title">GpuPreference.hpp File Reference</div> </div>
|
||||
</div><!--header-->
|
||||
<div class="contents">
|
||||
|
||||
<p>Headers.
|
||||
<a href="#details">More...</a></p>
|
||||
<div class="textblock"><code>#include <SFML/Config.hpp></code><br />
|
||||
</div>
|
||||
<p><a href="GpuPreference_8hpp_source.html">Go to the source code of this file.</a></p>
|
||||
<table class="memberdecls">
|
||||
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="define-members"></a>
|
||||
Macros</h2></td></tr>
|
||||
<tr class="memitem:ab0233c2d867cbd561036ed2440a4fec0"><td class="memItemLeft" align="right" valign="top">#define </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"> </td><td class="mdescRight">A macro to encourage usage of the discrete GPU. <a href="#ab0233c2d867cbd561036ed2440a4fec0">More...</a><br /></td></tr>
|
||||
<tr class="separator:ab0233c2d867cbd561036ed2440a4fec0"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table>
|
||||
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
|
||||
<div class="textblock"><p>Headers. </p>
|
||||
<p>File containing SFML_DEFINE_DISCRETE_GPU_PREFERENCE </p>
|
||||
|
||||
<p class="definition">Definition in file <a class="el" href="GpuPreference_8hpp_source.html">GpuPreference.hpp</a>.</p>
|
||||
</div><h2 class="groupheader">Macro Definition Documentation</h2>
|
||||
<a id="ab0233c2d867cbd561036ed2440a4fec0"></a>
|
||||
<h2 class="memtitle"><span class="permalink"><a href="#ab0233c2d867cbd561036ed2440a4fec0">◆ </a></span>SFML_DEFINE_DISCRETE_GPU_PREFERENCE</h2>
|
||||
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">#define SFML_DEFINE_DISCRETE_GPU_PREFERENCE</td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<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>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
</div><!-- contents -->
|
||||
</div>
|
||||
<div id="footer-container">
|
||||
<div id="footer">
|
||||
SFML is licensed under the terms and conditions of the <a href="https://www.sfml-dev.org/license.php">zlib/png license</a>.<br>
|
||||
Copyright © Laurent Gomila ::
|
||||
Documentation generated by <a href="http://www.doxygen.org/" title="doxygen website">doxygen</a> ::
|
||||
</div>
|
||||
</div>
|
||||
</body>
|
||||
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