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4 Commits

Author SHA1 Message Date
MarcEricMartel
a054a7bff1 On l'a eu! 2023-10-16 17:36:04 -04:00
MarcEricMartel
b712c950c6 Merge branch 'master' into SQC-09 2023-10-16 16:35:26 -04:00
Rynort
3f774d7c2e Réparation de la vitesse de la souris 2023-10-16 03:06:00 -04:00
Rynort
6668127f15 SQC-06 et une partie du SQC-09 2023-10-02 17:09:03 -04:00
18 changed files with 408 additions and 306 deletions

2
.gitignore vendored
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@@ -373,5 +373,3 @@ FodyWeavers.xsd
/x64/Release/SQCSim2023.exe /x64/Release/SQCSim2023.exe
/x64/Debug/SQCSim2023.exe /x64/Debug/SQCSim2023.exe
/x64/Debug/SQCSim2021.pdb /x64/Debug/SQCSim2021.pdb
SQCSim2021/SQCSim2021.vcxproj.filters
SQCSim2021/SQCSim2021.vcxproj

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@@ -33,11 +33,7 @@ namespace netprot {
bool jumping, bool jumping,
shooting, shooting,
hit, hit,
powerup, powerup;
dead,
still,
jumpshot,
running;
}; };
struct Input { // cli -> srv UDP ~frame struct Input { // cli -> srv UDP ~frame

View File

@@ -8,8 +8,6 @@ Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(po
m_username = "Zelda Bee-Bop56"; m_username = "Zelda Bee-Bop56";
} }
Player::~Player() {}
void Player::TurnLeftRight(float value) { void Player::TurnLeftRight(float value) {
m_rotY += value; m_rotY += value;
if (m_rotY > 360) m_rotY = 0; if (m_rotY > 360) m_rotY = 0;
@@ -208,9 +206,3 @@ void Player::Teleport(int& x, int& z) {
m_position.x -= x * CHUNK_SIZE_X; m_position.x -= x * CHUNK_SIZE_X;
m_position.z -= z * CHUNK_SIZE_Z; m_position.z -= z * CHUNK_SIZE_Z;
} }
uint64_t Player::getId() const { return id; }
Vector3f Player::InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now) {
return Vector3f();
}

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@@ -12,8 +12,6 @@ public:
enum Sound { NOSOUND, STEP, FALL }; enum Sound { NOSOUND, STEP, FALL };
Player(const Vector3f& position, float rotX = 0, float rotY = 0); Player(const Vector3f& position, float rotX = 0, float rotY = 0);
~Player();
void TurnLeftRight(float value); void TurnLeftRight(float value);
void TurnTopBottom(float value); void TurnTopBottom(float value);
Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime); Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
@@ -28,13 +26,12 @@ public:
float GetHP() const; float GetHP() const;
void Teleport(int& x, int& z); void Teleport(int& x, int& z);
protected: private:
Vector3f m_position; Vector3f m_position;
Vector3f m_velocity; Vector3f m_velocity;
Vector3f m_direction; Vector3f m_direction;
std::string m_username; std::string m_username;
uint64_t id = 0;
float m_rotX = 0; float m_rotX = 0;
float m_rotY = 0; float m_rotY = 0;
@@ -43,9 +40,6 @@ protected:
float m_hp; float m_hp;
bool m_airborne; bool m_airborne;
Vector3f InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now);
}; };
#endif //_PLAYER_H__ #endif //_PLAYER_H__

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@@ -25,14 +25,13 @@
<ClInclude Include="engine.h" /> <ClInclude Include="engine.h" />
<ClInclude Include="mesh.h" /> <ClInclude Include="mesh.h" />
<ClInclude Include="openglcontext.h" /> <ClInclude Include="openglcontext.h" />
<ClInclude Include="remoteplayer.h" />
<ClInclude Include="shader.h" /> <ClInclude Include="shader.h" />
<ClInclude Include="skybox.h" /> <ClInclude Include="skybox.h" />
<ClInclude Include="texture.h" /> <ClInclude Include="texture.h" />
<ClInclude Include="textureatlas.h" /> <ClInclude Include="textureatlas.h" />
<ClInclude Include="tool.h" /> <ClInclude Include="tool.h" />
<ClInclude Include="vertexbuffer.h" /> <ClInclude Include="vertexbuffer.h" />
<ClInclude Include="renderer.h" /> <ClInclude Include="worldrenderer.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="audio.cpp" /> <ClCompile Include="audio.cpp" />
@@ -41,14 +40,13 @@
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
<ClCompile Include="mesh.cpp" /> <ClCompile Include="mesh.cpp" />
<ClCompile Include="openglcontext.cpp" /> <ClCompile Include="openglcontext.cpp" />
<ClCompile Include="remoteplayer.cpp" />
<ClCompile Include="shader.cpp" /> <ClCompile Include="shader.cpp" />
<ClCompile Include="skybox.cpp" /> <ClCompile Include="skybox.cpp" />
<ClCompile Include="texture.cpp" /> <ClCompile Include="texture.cpp" />
<ClCompile Include="textureatlas.cpp" /> <ClCompile Include="textureatlas.cpp" />
<ClCompile Include="tool.cpp" /> <ClCompile Include="tool.cpp" />
<ClCompile Include="vertexbuffer.cpp" /> <ClCompile Include="vertexbuffer.cpp" />
<ClCompile Include="renderer.cpp" /> <ClCompile Include="worldrenderer.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\SQCSim-common\SQCSim-common.vcxproj"> <ProjectReference Include="..\SQCSim-common\SQCSim-common.vcxproj">

View File

@@ -47,10 +47,7 @@
<ClInclude Include="mesh.h"> <ClInclude Include="mesh.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="renderer.h"> <ClInclude Include="worldrenderer.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="remoteplayer.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>
@@ -91,10 +88,7 @@
<ClCompile Include="mesh.cpp"> <ClCompile Include="mesh.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="renderer.cpp"> <ClCompile Include="worldrenderer.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="remoteplayer.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
</ItemGroup> </ItemGroup>

View File

@@ -17,8 +17,6 @@ public:
//void SendInput(); //void SendInput();
//int Sync(); //int Sync();
// void updateRemotePlayers(std::map<RemotePlayers> rplayers);
private: private:
#ifdef _WIN32 #ifdef _WIN32
WSADATA m_wsaData; WSADATA m_wsaData;

View File

@@ -20,12 +20,13 @@
#define SRV_ADDR "127.0.0.1" #define SRV_ADDR "127.0.0.1"
#define COUNTDOWN 300 #define COUNTDOWN 300
#define BASE_WIDTH 1920 #define BASE_WIDTH 640
#define BASE_HEIGHT 1080 #define BASE_HEIGHT 480
#define TEXTURE_PATH "./media/textures/" #define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/" #define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/" #define AUDIO_PATH "./media/audio/"
#define CHUNK_PATH "./media/chunks/" #define CHUNK_PATH "./media/chunks/"
#define MENU_ITEM_PATH "./media/menu_items/"
#endif // DEFINE_H__ #endif // DEFINE_H__

View File

@@ -28,6 +28,200 @@ Engine::~Engine() {
m_world.GetChunks().Get(x, y)->~Chunk(); m_world.GetChunks().Get(x, y)->~Chunk();
} }
void Engine::DrawMenu()
{
static const int sTitle = 400;
static const int sButton = 225;
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
MenuBGTexture.Bind();
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(800, 0);
glTexCoord2f(1, 1);
glVertex2i(800, 600);
glTexCoord2f(0, 1);
glVertex2i(0, 600);
glEnd();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
if (m_gamestate != GameState::OPTIONS)
{
MenuTitleTexture.Bind();
glTranslated(200, 300, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 200);
glTexCoord2f(1, 0);
glVertex2i(sTitle, 200);
glTexCoord2f(1, 1);
glVertex2i(sTitle, 300);
glTexCoord2f(0, 1);
glVertex2i(0, 300);
glEnd();
MenuStartTexture.Bind();
glTranslated(80, -225, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 100);
glTexCoord2f(1, 0);
glVertex2i(sButton, 100);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
/*MenuResumeTexture.Bind();
glTranslated(0, -100, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
/*MenuOptionsTexture.Bind();
glTranslated(0, -100, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
MenuQuitTexture.Bind();
glTranslated(0, -100, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 100);
glTexCoord2f(1, 0);
glVertex2i(sButton, 100);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
}
else
{
/*MenuOptionsTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(sTitle, 0);
glTexCoord2f(1, 1);
glVertex2i(sTitle, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
WireFrameTexture.Bind();
glTranslated(0, 300, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
OnOffBtnTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
glTranslated(-400, -300, 0);
MusicTexture.Bind();
glTranslated(200, 200, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
OnOffBtnTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
BackBtnTexture.Bind();
glTranslated(-375, 175, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 140);
glTexCoord2f(1, 0);
glVertex2i(sButton, 140);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
}
//glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
ShowCursor();
}
void Engine::Init() { void Engine::Init() {
GLenum glewErr = glewInit(); GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) { if (glewErr != GLEW_OK) {
@@ -53,6 +247,7 @@ void Engine::Init() {
glDisable(GL_BLEND); glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT); glBlendEquation(GL_FUNC_SUBTRACT);
// //
// Objet de skybox avec sa propre texture et son propre shader! // Objet de skybox avec sa propre texture et son propre shader!
m_skybox.Init(0.2f); m_skybox.Init(0.2f);
@@ -65,18 +260,18 @@ void Engine::Init() {
m_bullets[x] = nullptr; m_bullets[x] = nullptr;
uint64_t seed = SEED; uint64_t seed = SEED;
std::string playname = "La Chienne <20> Jacques"; std::string playname = "La Chienne <20> Jacques";
if (NETWORK_TEST) { // Test connexion r<>seau. if (NETWORK_TEST) { // Test connexion r<>seau.
if (!m_conn.Init()) { if (!m_conn.Init()) {
if (!m_conn.Connect(SRV_ADDR, playname)) { if (!m_conn.Connect(SRV_ADDR, playname)) {
// setup jeu en r<>seau. // setup jeu en r<>seau.
std::cout << "ID re<72>u du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl; std::cout << "ID re<72>u du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
std::cout << "Seed re<72>u du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl; std::cout << "Seed re<72>u du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
seed = m_conn.getSeed(); seed = m_conn.getSeed();
} }
else std::cout << "Erreur de connexion." << std::endl; else std::cout << "Erreur de connexion." << std::endl;
} }
else std::cout << "Erreur de cr<63>ation de socket." << std::endl; else std::cout << "Erreur de cr<63>ation de socket." << std::endl;
} }
m_world.SetSeed(seed); m_world.SetSeed(seed);
@@ -95,8 +290,13 @@ void Engine::LoadResource() {
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true); LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.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 texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
@@ -188,8 +388,6 @@ void Engine::ProcessNotificationQueue() {
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
PrintText(xOffset, y, scale, it->message); PrintText(xOffset, y, scale, it->message);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
@@ -236,6 +434,7 @@ void Engine::DisplayCrosshair() {
void Engine::DisplayCurrentItem() { void Engine::DisplayCurrentItem() {
} }
void Engine::DisplayHud(int timer) { void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity(); glLoadIdentity();
@@ -249,7 +448,7 @@ void Engine::DisplayHud(int timer) {
float playerHp = m_player.GetHP(); float playerHp = m_player.GetHP();
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
// Arri<72>re-plan (Barre HP) // Arri<72>re-plan (Barre HP)
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
@@ -258,7 +457,7 @@ void Engine::DisplayHud(int timer) {
glVertex2f(fPosX, fPosY); // Haut-Gauche glVertex2f(fPosX, fPosY); // Haut-Gauche
glEnd(); glEnd();
//TODO: Associer avec m<>chanique de vie du joueur //TODO: Associer avec m<>chanique de vie du joueur
// Barre HP // Barre HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
@@ -269,7 +468,7 @@ void Engine::DisplayHud(int timer) {
glVertex2f(fPosX, fPosY); // Haut-Gauche glVertex2f(fPosX, fPosY); // Haut-Gauche
glEnd(); glEnd();
// Barre <20>quip // Barre <20>quip
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
@@ -290,7 +489,7 @@ void Engine::DisplayHud(int timer) {
glTexCoord2f(1, 1); glVertex2i(0, itemHeight); glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
glEnd(); glEnd();
glDisable(GL_BLEND); //glDisable(GL_BLEND);
// Username // Username
glEnable(GL_BLEND); glEnable(GL_BLEND);
@@ -327,7 +526,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted(); ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
PrintText(x, Height() - (Height() / 10.7), scale, ss.str()); PrintText(x, Height() - (Height() / 10.7), scale, ss.str());
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()); PrintText(x, Height() / 48, scale, ss.str());
ss.str(""); ss.str("");
ss << " Direction : " << m_player.GetDirection(); ss << " Direction : " << m_player.GetDirection();
@@ -352,6 +551,7 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPushMatrix(); glPushMatrix();
@@ -443,112 +643,125 @@ int Engine::GetCountdown(float elapsedTime) {
} }
void Engine::Render(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); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Transformations initiales if (m_gamestate == GameState::PLAY)
glMatrixMode(GL_MODELVIEW); {
glLoadIdentity(); HideCursor();
CenterMouse(); //D<>placement de centermouse dans l'action de jouer
if (bulletTime > 0.f) bulletTime -= elapsedTime; //static float gameTime = elapsedTime;
if (bulletTime < 0.f) bulletTime = 0.f; 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 (elapsedTime > 0.1f) return;
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); //gameTime += elapsedTime;
switch (snd) { pollTime += elapsedTime;
case Player::Sound::STEP:
if (leftright) Transformation all;
vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x); Transformation skybox;
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); Vector3f vstep;
m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f);
leftright = !leftright; // Transformations initiales
break; glMatrixMode(GL_MODELVIEW);
case Player::Sound::FALL: glLoadIdentity();
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f);
break; if (bulletTime > 0.f) bulletTime -= elapsedTime;
default: break; 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_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(all);
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation 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++; if (m_mouseWU) bloc++;
else if (m_mouseWD) bloc--; else if (m_mouseWD) bloc--;
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1; if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme. else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
m_mouseWU = m_mouseWD = false; m_mouseWU = m_mouseWD = false;
if (m_mouseL) { if (m_mouseL) {
if (bloc != BTYPE_LAST) if (bloc != BTYPE_LAST)
m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block); m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
else if (bulletTime <= 0.f) { 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"). 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]) { if (!m_bullets[x]) {
m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
break; break;
}
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<6D>re balle de l'array.
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;
} }
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;
} }
} }
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);
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_mouseR) else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block); {
DrawMenu();
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_renderer.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_renderer.UpdateMesh(&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::QUIT)
Stop();
} }
void Engine::KeyPressEvent(unsigned char key) { void Engine::KeyPressEvent(unsigned char key) {
@@ -574,14 +787,15 @@ void Engine::KeyPressEvent(unsigned char key) {
} }
break; break;
case 36: // ESC - Quitter case 36: // ESC - Quitter
Stop(); m_gamestate = GameState::MAIN_MENU;
//Stop();
break; break;
case 57: // Space - Sauter case 57: // Space - Sauter
if (!m_keySpace) { if (!m_keySpace) {
m_keySpace = true; m_keySpace = true;
} }
break; break;
case 94: // F10 - Plein <20>cran case 94: // F10 - Plein <20>cran
IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true); IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true);
//SetFullscreen(!IsFullscreen()); //SetFullscreen(!IsFullscreen());
break; break;
@@ -591,7 +805,7 @@ void Engine::KeyPressEvent(unsigned char key) {
break; break;
case 10: // K - Debugging DisplayNotification() case 10: // K - Debugging DisplayNotification()
m_keyK = true; m_keyK = true;
m_messageNotification = "notifications systeme peuvent <20>tre affich<63>"; m_messageNotification = "notifications systeme peuvent <20>tre affich<63>";
break; break;
case 11: // L - Debugging DisplayNotification() case 11: // L - Debugging DisplayNotification()
m_keyL = true; m_keyL = true;
@@ -683,35 +897,47 @@ void Engine::MouseMoveEvent(int x, int y) {
m_player.TurnLeftRight(x - (Width() / 2)); m_player.TurnLeftRight(x - (Width() / 2));
m_player.TurnTopBottom(y - (Height() / 2)); m_player.TurnTopBottom(y - (Height() / 2));
// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e // Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber // Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un // dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre // MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
// MouseMoveEvent, etc // MouseMoveEvent, etc
if (x == (Width() / 2) && y == (Height() / 2)) if (x == (Width() / 2) && y == (Height() / 2))
return; return;
CenterMouse();
} }
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) { void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
switch (button) { m_mousemx = x;
case MOUSE_BUTTON_LEFT: m_mousemy = y;
m_mouseL = true;
break; if (m_gamestate == GameState::PLAY)
case MOUSE_BUTTON_RIGHT: {
m_mouseR = true; switch (button) {
break; case MOUSE_BUTTON_LEFT:
case MOUSE_BUTTON_MIDDLE: m_mouseL = true;
m_mouseC = true; break;
break; case MOUSE_BUTTON_RIGHT:
case MOUSE_BUTTON_WHEEL_UP: m_mouseR = true;
m_mouseWU = true; break;
break; case MOUSE_BUTTON_MIDDLE:
case MOUSE_BUTTON_WHEEL_DOWN: m_mouseC = true;
m_mouseWD = true; break;
break; case MOUSE_BUTTON_WHEEL_UP:
case MOUSE_BUTTON_NONE: break; 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;
} }
} }

View File

@@ -18,12 +18,13 @@
#include "audio.h" #include "audio.h"
#include "textureatlas.h" #include "textureatlas.h"
#include "connector.h" #include "connector.h"
#include "renderer.h" #include "worldrenderer.h"
class Engine : public OpenglContext { class Engine : public OpenglContext {
public: public:
Engine(); Engine();
virtual ~Engine(); virtual ~Engine();
virtual void DrawMenu();
virtual void Init(); virtual void Init();
virtual void DeInit(); virtual void DeInit();
virtual void LoadResource(); virtual void LoadResource();
@@ -60,7 +61,7 @@ private:
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST); TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
World m_world = World(); World m_world = World();
Renderer m_renderer = Renderer(); WorldRenderer m_wrenderer = WorldRenderer();
Texture m_textureSkybox; Texture m_textureSkybox;
Texture m_textureFont; Texture m_textureFont;
@@ -77,6 +78,15 @@ private:
Bullet* m_bullets[MAX_BULLETS]; Bullet* m_bullets[MAX_BULLETS];
//Menu
enum class GameState { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY };
GameState m_gamestate = GameState::MAIN_MENU;
Texture MenuTitleTexture;
Texture MenuBGTexture;
Texture MenuStartTexture;
Texture MenuQuitTexture;
Texture MenuOptionsTexture;
float m_scale; float m_scale;
float m_time = 0; float m_time = 0;
@@ -105,6 +115,9 @@ private:
bool m_mouseC = false; bool m_mouseC = false;
bool m_mouseWU = false; bool m_mouseWU = false;
bool m_mouseWD = false; bool m_mouseWD = false;
//Pour trouver ou est la souris
float m_mousemx = 0;
float m_mousemy = 0;
std::string m_messageNotification = ""; std::string m_messageNotification = "";
}; };

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@@ -1,70 +0,0 @@
#include "remoteplayer.h"
#include <iostream>
#include <cstring>
RemotePlayer::RemotePlayer() : Player(Vector3f(0, 0, 0), 0, 0), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous() {
}
void RemotePlayer::Init() {
}
void RemotePlayer::Feed(const netprot::Output out) {
current.position = out.position;
current.direction = out.direction;
current.states = out.states;
current.id = out.id;
//a revoir pour le jump et le shoot en meme temps lorsque les test seront possible
if (current.position != previous.position)
{
Vector3f positionDelta = current.position - previous.position;
m_position = current.position + positionDelta;
m_direction = current.direction;
}
if(current.direction != previous.direction)
{
m_direction = current.direction;
current.direction = current.direction;
}
if (current.states.shooting) {
//true;
m_animstate = Anim::SHOOTING;
}
else if (current.states.jumping) {
//true;
m_animstate = Anim::JUMPING;
}
else if (current.states.dead) {
//true;
m_animstate = Anim::DEAD;
}
else if(current.states.powerup){
//true;
m_animstate = Anim::POWERUP;
}
else if (current.states.still) {
//true;
m_animstate = Anim::STILL;
}
else if (current.states.running) {
//true;
m_animstate = Anim::RUNNING;
}
previous.direction = current.direction;
previous.position = current.position;
previous.states = current.states;
previous.id = current.id;
}

View File

@@ -1,25 +0,0 @@
#ifndef REMOTEPLAYER_H__
#define REMOTEPLAYER_H__
#include "../SQCSim-common/player.h"
#include "../SQCSim-common/netprotocol.h"
#include "define.h"
#include "textureatlas.h"
#include "shader.h"
class RemotePlayer : public Player {
public:
enum Anim { STILL = 1, RUNNING = 2, JUMPING = 4, SHOOTING = 8, POWERUP = 16, DEAD = 32 };
RemotePlayer();
void Init();
void Feed(const netprot::Output out);
private:
netprot::Output current, previous;
float m_aminacc;
Anim m_animstate;
uint64_t m_team_id;
};
#endif

View File

@@ -1,30 +0,0 @@
#ifndef RENDERER_H__
#define RENDERER_H__
#include <future>
#include <thread>
#include "../SQCSim-common/world.h"
#include "../SQCSim-common/transformation.h"
#include "define.h"
#include "mesh.h"
#include "textureatlas.h"
#include "shader.h"
#include "remoteplayer.h"
class Renderer {
private:
Array2d<Mesh*> m_meshes = Array2d<Mesh*>(WORLD_SIZE_X, WORLD_SIZE_Y);
TextureAtlas* m_playertext = nullptr;
Shader* m_playershader = nullptr;
public:
Renderer();
~Renderer();
void UpdateMesh(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]);
void RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas) const;
void RenderPlayer(Player* player, Transformation tran) const;
void RenderPlayer(RemotePlayer* rplayer, const Vector3f& player_pos, const Vector3f& player_dir) const;
};
#endif

View File

@@ -1,13 +1,13 @@
#include "renderer.h" #include "worldrenderer.h"
Renderer::Renderer() { WorldRenderer::WorldRenderer() {
m_meshes.Reset(nullptr); m_meshes.Reset(nullptr);
} }
Renderer::~Renderer() { WorldRenderer::~WorldRenderer() {
} }
void Renderer::RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas) const { void WorldRenderer::RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas) {
rendercount = 0; rendercount = 0;
Vector3f angle; Vector3f angle;
Vector3f cursor; Vector3f cursor;
@@ -107,7 +107,7 @@ void Renderer::RenderWorld(World* origin, int& rendercount, const Vector3f& play
glStencilFunc(GL_GREATER, 1, 0xFF); glStencilFunc(GL_GREATER, 1, 0xFF);
}; };
void Renderer::UpdateMesh(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]) { void WorldRenderer::UpdateWorld(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]) {
int cx = player.x; int cx = player.x;
int cy = player.z; int cy = player.z;
static int frameUpdate = 2; static int frameUpdate = 2;
@@ -211,9 +211,3 @@ void Renderer::UpdateMesh(World* origin, const Vector3f& player, BlockInfo* bloc
} }
} }
} }
void Renderer::RenderPlayer(Player* player, Transformation tran) const {
}
void Renderer::RenderPlayer(RemotePlayer* rplayer, const Vector3f& player_pos, const Vector3f& player_dir) const {
}

View File

@@ -0,0 +1,23 @@
#ifndef WORLDRENDERER_H__
#define WORLDRENDERER_H__
#include <future>
#include <thread>
#include "../SQCSim-common/world.h"
#include "../SQCSim-common/transformation.h"
#include "define.h"
#include "mesh.h"
#include "textureatlas.h"
#include "shader.h"
class WorldRenderer {
private:
Array2d<Mesh*> m_meshes = Array2d<Mesh*>(WORLD_SIZE_X, WORLD_SIZE_Y);
public:
WorldRenderer();
~WorldRenderer();
void RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation& world, Shader& shader, TextureAtlas& atlas);
void UpdateWorld(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]);
};
#endif