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6 Commits

Author SHA1 Message Date
mduval76
a26929fe66 Merge branch 'master' into SQC-31 2023-11-27 16:54:58 -05:00
Rynort
9bb8b1c9e5 Ajout de la page Option
Pas de bouton encore
2023-11-27 02:57:22 -05:00
Rynort
83e438583f Avancement Page Option 2023-11-20 17:34:39 -05:00
Rynort
75a32270b5 mini-push 2023-11-20 15:45:08 -05:00
Rynort
3ca941f0ce Update engine.cpp 2023-11-13 17:20:33 -05:00
Rynort
4c695fbe47 mini changement 2023-11-13 15:42:04 -05:00
64 changed files with 235 additions and 402 deletions

View File

@@ -41,11 +41,8 @@ typedef uint8_t BlockType;
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST };
typedef uint8_t BoostType;
enum BOOST_TYPE { BTYPE_SPEED, BTYPE_HEAL, BTYPE_DAMAGE, BTYPE_INVINCIBLE, BTYPE_BOOST_LAST };
//anim
enum ANIM_TYPE { STILL = 0, SHOOTING = 8, JUMPING = 16, JUMPINGSHOOTING = 24, DEAD = 32, TYPE_LAST = 40};
enum ANIM_POS {FRONT, QUARTER_FRONT_LEFT, QUATER_FRONT_RIGHT, PROFIL_LEFT, PROFIL_RIGHT, QUARTER_BACK_LEFT, QUARTER_BACK_RIGHT, BACK , POS_LAST};
typedef uint64_t Timestamp;
#ifdef _WIN32
@@ -76,7 +73,6 @@ typedef uint64_t Timestamp;
#include <arpa/inet.h>
#include <netinet/in.h>
#include <cstring>
#include <poll.h>
#define flag_t unsigned int
#define addrlen_t unsigned int

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@@ -29,13 +29,13 @@ void netprot::Serialize(Input* in, char* buf[], uint32_t* buflen) {
Keys keys = in->keys;
uint8_t keys8 = // Reste un bit.
(keys.forward? 0b10000000: 0) |
(keys.backward? 0b01000000: 0) |
(keys.left? 0b00100000: 0) |
(keys.right? 0b00010000: 0) |
(keys.jump? 0b00001000: 0) |
(keys.shoot? 0b00000100: 0) |
(keys.block? 0b00000010: 0);
keys.forward & 0b10000000 |
keys.backward & 0b01000000 |
keys.left & 0b00100000 |
keys.right & 0b00010000 |
keys.jump & 0b00001000 |
keys.shoot & 0b00000100 |
keys.block & 0b00000010;
memcpy(*buf + sizeof(uint64_t) * 2 + 1, &keys8, sizeof(uint8_t));
@@ -90,14 +90,14 @@ void netprot::Serialize(Output* out, char* buf[], uint32_t* buflen) {
States states = out->states;
uint8_t states8 =
(states.jumping? 0b10000000: 0) |
(states.shooting? 0b01000000: 0) |
(states.hit? 0b00100000: 0) |
(states.powerup? 0b00010000: 0) |
(states.dead? 0b00001000: 0) |
(states.still? 0b00000100: 0) |
(states.jumpshot? 0b00000010: 0) |
(states.running? 0b00000001: 0);
states.jumping & 0b10000000 |
states.shooting & 0b01000000 |
states.hit & 0b00100000 |
states.powerup & 0b00010000 |
states.dead & 0b00001000 |
states.still & 0b00000100 |
states.jumpshot & 0b00000010 |
states.running & 0b00000001;
memcpy(*buf + sizeof(uint64_t) * 2 + 1, &states8, sizeof(uint8_t));

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@@ -14,21 +14,17 @@ void Player::TurnLeftRight(float value) {
m_rotY += value;
if (m_rotY > 360) m_rotY = 0;
else if (m_rotY < -360) m_rotY = 0;
float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
float xrotrad = (m_rotX / 57.2957795056f);
m_direction = Vector3f(cos(xrotrad) * sin(yrotrad),
-sin(xrotrad),
cos(xrotrad) * -cos(yrotrad));
m_direction.Normalize();
}
void Player::TurnTopBottom(float value) {
m_rotX += value;
if (m_rotX > 80) m_rotX = 80;
else if (m_rotX < -80) m_rotX = -80;
}
Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) {
Vector3f delta = Vector3f(0, 0, 0);
float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
float xrotrad = (m_rotX / 57.2957795056f);
@@ -38,29 +34,23 @@ void Player::TurnTopBottom(float value) {
cos(xrotrad) * -cos(yrotrad));
m_direction.Normalize();
}
Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) {
Vector3f delta = Vector3f(0, 0, 0);
Vector3f dir = m_direction;
dir.y = 0;
if (front) {
delta += dir;
delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
}
else if (back) {
delta -= dir;
delta.x += float(-sin(yrotrad)) * elapsedTime * 10.f;
delta.z += float(cos(yrotrad)) * elapsedTime * 10.f;
}
if (left) {
delta.x += dir.z;
delta.z += -dir.x;
delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f;
delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f;
}
else if (right) {
delta.x -= dir.z;
delta.z -= -dir.x;
delta.x += float(cos(yrotrad)) * elapsedTime * 10.f;
delta.z += float(sin(yrotrad)) * elapsedTime * 10.f;
}
delta.Normalize();
@@ -256,12 +246,8 @@ void Player::RemoveBooster(float elapsedtime)
}
void Player::SetDirection(Vector3f dir) { m_direction = dir; }
void Player::Move(Vector3f diff) { m_position -= diff; }
Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); }
Vector3f Player::GetPositionAbs() const { return m_position; }
Vector3f Player::GetVelocity() const { return m_velocity; }
Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); }

View File

@@ -25,9 +25,7 @@ public:
void ApplyTransformation(Transformation& transformation, bool rel = true, bool rot = true) const;
void SetDirection(Vector3f dir);
void Move(Vector3f diff);
Vector3f GetPosition() const;
Vector3f GetPositionAbs() const;
Vector3f GetDirection() const;
Vector3f GetVelocity() const;
Vector3f GetPOV() const;

View File

@@ -21,7 +21,7 @@ uint64_t Connection::GetTeamHash() const { return m_loginfo.tid; }
std::string Connection::GetName() const { return m_loginfo.name; }
void Connection::AddInput(Input in) { m_input_manifest.insert({ in.timestamp, in }); m_input_vector.push_back(in); }
void Connection::AddInput(Input in) { m_input_manifest.insert({ in.timestamp, in }); }
Output* Connection::getOutput(Timestamp time) {
auto out = m_output_manifest.find(time);
@@ -50,62 +50,33 @@ sockaddr_in* Connection::getAddr() const { return (sockaddr_in*)&m_addr; }
void Connection::getPacks(SOCKET sock) {
std::vector<char*> lsPck;
Input in;
Sync sync;
while (true) {
lsPck = recvPacksFrom(sock, &m_buf, m_addr);
for (auto& pck : lsPck) {
uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
switch (netprot::getType(pck, 1)) {
using enum netprot::PACKET_TYPE;
case INPUT:
if (Deserialize(&in, pck, &bsize)) {
if (Deserialize(&in, pck, &bsize))
m_input_manifest[in.timestamp] = in;
m_input_vector.push_back(in);
}
break;
case SYNC:
if (Deserialize(&sync, pck, &bsize))
m_nsync = true;
break;
default: break;
}
}
lsPck.clear();
}
}
void Connection::sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns) {
while (m_last_out < m_output_manifest.size()) {
Output out = m_output_manifest.at(m_last_out++);
void Connection::sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns, const uint32_t timer) {
static int outs = 0;
static Timestamp last = 0;
while (!m_output_vector.empty()) {
Output out = m_output_vector.front();
for (auto& [key, conn] : conns) {
if (m_playinfo.id == conn->GetHash(false))
if (m_playinfo.id == conn->GetHash(true))
continue;
//std::cout << m_playinfo.id << ": " << m_playinfo.name << ": " << conn->GetName() << std::endl;
//std::cout << out.id << ": " << out.position << std::endl;
sendPackTo<Output>(sock, &out, &m_bufout, conn->getAddr());
}
++outs;
[[unlikely]] if (last == 0) // !
last = out.timestamp;
outs += out.timestamp + last;
if (outs >= 1000) {
outs -= 1000;
Sync sync;
sync.hp = player.get()->GetHP();
sync.timestamp = out.timestamp;
sync.position = out.position;
sync.sid = m_loginfo.sid;
sync.timer = timer;
sync.timestamp = out.timestamp;
sync.ammo = -1;
sendPackTo<Sync>(sock, &sync, &m_bufout, &m_addr);
}
m_output_vector.pop_front();
}
}
@@ -117,36 +88,32 @@ void Connection::Run(World* world) {
if (m_input_manifest.size() < 2)
return;
while (m_last_in < m_input_vector.size() - 1) {
in = m_input_vector.at(m_last_in + 1);
last = m_input_vector.at(m_last_in);
while (m_last_in < m_input_manifest.size()) {
in = m_input_manifest.at(m_last_in + 1);
last = m_input_manifest.at(m_last_in);
el = (double)(in.timestamp - last.timestamp) / 1000.;
std::cout << 1. / el << std::endl;
el = (float)(in.timestamp - last.timestamp) / 1000.;
player.get()->SetDirection(in.direction);
std::cout << in.direction << std::endl;
player.get()->ApplyPhysics(player.get()->GetInput(in.keys.forward,
in.keys.backward,
in.keys.left,
in.keys.right,
in.keys.jump, false, el), world, el);
out.position = player.get()->GetPositionAbs();
player.get()->GetPositionAbs().Afficher();
out.position = player.get()->GetPosition();
out.direction = in.direction;
out.timestamp = in.timestamp;
out.id = m_playinfo.id;
m_output_manifest[out.timestamp] = out;
m_output_vector.push_back(out);
++m_last_in;
}
}
void Connection::CleanInputManifest(Timestamp time) {
// auto wat = m_input_manifest.find(time);
auto wat = m_input_manifest.find(time);
// while (wat != m_input_manifest.begin())
// m_input_manifest.erase(wat--);
while (wat != m_input_manifest.begin())
m_input_manifest.erase(wat--);
}

View File

@@ -34,18 +34,14 @@ public:
sockaddr_in* getAddr() const;
void getPacks(SOCKET sock);
void sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns, const uint32_t timer);
void sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns);
void Run(World* world);
void CleanInputManifest(Timestamp time);
bool m_nsync = true;
private:
std::unordered_map<Timestamp, Input> m_input_manifest;
std::vector<Input> m_input_vector;
std::unordered_map<Timestamp, Output> m_output_manifest;
std::deque<Output> m_output_vector;
std::unordered_map<Timestamp, Chat> m_chatlog;
SOCKET m_sock;

View File

@@ -21,7 +21,6 @@ Server::~Server() {
for (const auto& [key, player] : m_players)
closesocket(player->getSock());
m_players.clear();
delete m_world;
#ifdef _WIN32
WSACleanup();
#endif
@@ -86,7 +85,7 @@ int Server::Ready() {
Log("Entrez le seed de la partie: ", false, false);
std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
try {
m_game.seed = 9370707;//std::stoi(m_buf.ptr);
m_game.seed = std::stoi(m_buf.ptr);
} catch(const std::exception& e) {
Log(e.what(), true, false);
m_game.seed = 0;
@@ -146,23 +145,24 @@ int Server::Ready() {
Log(str.append(" Nom: ").append(log->name), false, false);
str.clear();
Log(str.append(log->name).append(" SID: [").append(std::to_string(log->sid).append("]")), false, false);
sendPackTo<LoginInfo>(m_sock_udp, log, &m_buf, &sockad);
sendPack<LoginInfo>(sock, log, &m_buf);
play.id = getUniqueId();
play.tid = log->tid;
strcpy(play.name, log->name);
Log(str.append(play.name).append(" SID: [").append(std::to_string(log->sid)).append("]")
.append(" ID: [").append(std::to_string(play.id)).append("]")
.append(" TID: [").append(std::to_string(play.tid)).append("]"), false, false);
play.tid = log->tid;
sendPackTo<GameInfo>(m_sock_udp, &m_game, &m_buf, &sockad);
std::cout << m_game.seed << std::endl;
sendPack<GameInfo>(sock, &m_game, &m_buf);
Connection* conn = new Connection(sock, sockad, *log, play);
m_players[log->sid] = conn;
for (auto& [key, player] : m_players) {
sendPack<PlayerInfo>(player->getSock(), &play, &m_buf); // Envoyer les infos de joueur distant aux joueurs d<>j<EFBFBD> connect<63>s
sendPack<PlayerInfo>(sock, player->getInfo(), &m_buf); // et envoyer les infos des joueurs distants au nouveau joueur.
}
m_players[log->sid] = std::move(conn);
delete log;
@@ -171,13 +171,6 @@ int Server::Ready() {
}
}
}
for (auto& [keyin, playin] : m_players) // Not pretty, but it works.
for (auto& [keyout, playout] : m_players) {
if (keyin == keyout)
continue;
sendPackTo<PlayerInfo>(m_sock_udp, playout->getInfo(), &m_buf, playin->getAddr()); // et envoyer les infos des joueurs distants au nouveau joueur.
}
return 0;
}
@@ -197,77 +190,53 @@ void Server::Run() {
m_world->BuildWorld();
for (auto& [key, conn] : m_players) { // Creation des instances de joueurs et premier sync.
int x = rand() % (CHUNK_SIZE_X + WORLD_SIZE_X - 1), y = rand() % (CHUNK_SIZE_Y + WORLD_SIZE_Y - 1);
conn->player = std::make_unique<Player>(Vector3f(x + .5f, CHUNK_SIZE_Y + 1.8f, y + .5f));
conn->player = std::make_unique<Player>(Vector3f(8.5f, CHUNK_SIZE_Y + 1.8f, 8.5f));
Sync sync;
sync.position = conn->player->GetPositionAbs();
sync.position = conn->player->GetPosition();
sync.hp = conn->player->GetHP();
sync.sid = key;
sync.ammo = 0;
sync.timestamp = 0;
sync.timer = m_game.countdown;
sendPackTo<Sync>(m_sock_udp, &sync, &m_buf, conn->getAddr());
int timer = m_game.countdown, sync_acc = 0;
std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
Timestamp last = 0;
sendPack<Sync>(conn->getSock(), &sync, &m_buf);
}
while (!endgame) {
using namespace std::chrono;
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - start).count();
if (last == 0)
last = tstamp;
sync_acc += tstamp - last;
if (sync_acc >= 1000) {
sync_acc -= 1000;
--timer;
}
for (auto& [key, conn] : m_players) {
int deadplayers = 0;
std::vector<char*> lsPck;
Input in;
Sync sync;
lsPck = recvPacks(m_sock_udp, &m_buf);
for (auto& pck : lsPck) {
uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
switch (netprot::getType(pck, 1)) {
using enum netprot::PACKET_TYPE;
case INPUT:
if (Deserialize(&in, pck, &bsize)) {
m_players[in.sid]->AddInput(in);
}
break;
case SYNC:
if (Deserialize(&sync, pck, &bsize)) {}
break;
case CHAT:
// TODO: Pitcher les chats à tous le monde.
break;
default: break;
}
}
lsPck.clear();
if (conn->m_nsync) {
if (conn->player->AmIDead()) {
++deadplayers;
continue;
}
conn->getPacks(m_sock_udp);
conn->Run(m_world);
conn->sendPacks(m_sock_udp, m_players, timer);
}
if (deadplayers == players - 1 || timer <= 0)
endgame = true;
conn->sendPacks(m_sock_udp, m_players);
}
}
// TODO: Gérer les 2-3 secondes post-game avant le billboard pour pas avoir un whiplash à la fin de la game.
//while (true) {
// if (recvfrom(m_sock_udp, m_buf.ptr, m_buf.len, 0, (sockaddr*)&sockad, &socklen) > 0) {
// Packet pck = getPack(&m_buf);
// switch (pck.type) {
// using enum netprot::PACKET_TYPE;
// case ERR: std::puts("ERROR!"); break;
// case INPUT: std::puts("INPUT!"); break;
// case OUTPUT: std::puts("OUTPUT!"); break;
// case SYNC: std::puts("SYNC!"); break;
// case TEAMINF: std::puts("TEAMINF!"); break;
// case SELFINF: std::puts("SELFINF!"); break;
// case PLAYINF: std::puts("PLAYINF!"); break;
// case LOGINF: std::puts("LOGINF!"); break;
// case CHUNKMOD: std::puts("CHUNKMOD!"); break;
// case PLAYERMOD: std::puts("PLAYERMOD!"); break;
// case PICKUPMOD: std::puts("PICKUPMOD!"); break;
// case GAMEINFO: std::puts("GAMEINFO!"); break;
// case ENDINFO: std::puts("ENDINFO!"); break;
// case CHAT: std::puts("CHAT!"); break;
// case ERRLOG: std::puts("ERRLOG!"); break;
// case LAST_PACK: [[falltrough]];
// default: std::puts("wtf?!"); break;
// }
// netprot::emptyPack(pck);
// }
//}
}
}
inline std::string Server::LogTimestamp() {
time_t rawtime;
@@ -310,7 +279,6 @@ void Server::Log(std::string str, bool is_error = false, bool is_fatal = false)
for (const auto& [key, player] : m_players) {
closesocket(player->getSock());
}
delete m_world;
m_players.clear();
#ifdef _WIN32
WSACleanup();

View File

@@ -1,4 +1,4 @@
#include "booster.h"
#include "booster.h";
void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran)
{

View File

@@ -28,7 +28,6 @@ include_directories(
add_library(SQCSim-common
"${SQCSIM_COMMON_DIR}boostinfo.cpp"
"${SQCSIM_COMMON_DIR}blockinfo.cpp"
"${SQCSIM_COMMON_DIR}bullet.cpp"
"${SQCSIM_COMMON_DIR}chunk.cpp"
@@ -41,7 +40,6 @@ add_library(SQCSim-common
add_executable(SQCSim-client
"../audio.cpp"
"../booster.cpp"
"../connector.cpp"
"../engine.cpp"
"../mesh.cpp"

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@@ -78,7 +78,7 @@ int Connector::Connect(const char* srv_addr, std::string name) {
int errors = 0;
std::vector<char*> lsPck;
while (!ready) {
lsPck = netprot::recvPacks(m_sock_udp, &bf);
lsPck = netprot::recvPacks(m_sock_tcp, &bf);
for (auto& pck : lsPck) {
uint32_t bsize = bf.len - (pck - bf.ptr);
@@ -97,9 +97,7 @@ int Connector::Connect(const char* srv_addr, std::string name) {
pl = new netprot::PlayerInfo();
if (!netprot::Deserialize(pl, pck, &bsize))
++errors;
else {
m_players[pl->id] = pl;
}
else m_players[pl->id] = pl;
break;
case TEAMINF:
// TODO: Faire dequoi avec TeamInfo si on fini par avoir des teams.

View File

@@ -28,17 +28,8 @@
#define BASE_WIDTH 640
#define BASE_HEIGHT 480
#define ANIME_PATH_JUMP "./media/textures/AssetOtherPlayer/FinalPNGJumping/"
#define ANIME_PATH_STILL "./media/textures/AssetOtherPlayer/FinalPNGStanding/"
//1 = jump shoot sans anim, 2 = jump shoot avec anim
#define ANIM_PATH_JSHOOT1 "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/"
#define ANIM_PATH_JSHOOT2 "./media/textures/AssetOtherPlayer/FinalPNGJumpingShooting/ShootingJump/"
//1 = shoot sans anim, 2 = shoot avec anim
#define ANIM_PATH_SSHOOT1 "./media/textures/AssetOtherPlayer/FinalPNGShooting/"
#define ANIM_PATH_SSHOOT2 "./media/textures/AssetOtherPlayer/FinalPNGShooting/Shooting/"
#define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/"

View File

@@ -76,7 +76,7 @@ void Engine::DrawSplachScreen()
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
m_gamestate = GameState::OPTIONS;
m_gamestate = GameState::MAIN_MENU;
}
@@ -159,7 +159,7 @@ void Engine::DrawMenu()
glVertex2i(0, 200);
glEnd();*/
/*MenuOptionsTexture.Bind();
MenuOptionsTexture.Bind();
glTranslated(0, -100, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
@@ -170,7 +170,7 @@ void Engine::DrawMenu()
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
glEnd();
MenuQuitTexture.Bind();
glTranslated(0, -100, 0);
@@ -188,7 +188,7 @@ void Engine::DrawMenu()
}
else
{
/*MenuOptionsTexture.Bind();
MenuOptionsTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
@@ -201,7 +201,7 @@ void Engine::DrawMenu()
glVertex2i(0, 200);
glEnd();
WireFrameTexture.Bind();
/*WireFrameTexture.Bind();
glTranslated(0, 300, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
@@ -212,9 +212,9 @@ void Engine::DrawMenu()
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
glEnd();*/
OnOffBtnTexture.Bind();
/*OnOffBtnTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
@@ -226,7 +226,7 @@ void Engine::DrawMenu()
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
glTranslated(-400, -300, 0);
glTranslated(-400, -300, 0);*/
MusicTexture.Bind();
glTranslated(200, 200, 0);
@@ -265,7 +265,7 @@ void Engine::DrawMenu()
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
glEnd();
}
//glEnable(GL_LIGHTING);
@@ -278,7 +278,7 @@ void Engine::DrawMenu()
ShowCursor();
}
void Engine::DrawPause()
void Engine::DrawOption()
{
static const int sTitle = 400;
static const int sButton = 225;
@@ -295,19 +295,36 @@ void Engine::DrawPause()
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
PauseBGTexture.Bind();
MenuBGTexture.Bind();
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(800, 0);
glVertex2i(Width(), 0); //
glTexCoord2f(1, 1);
glVertex2i(800, 600);
glVertex2i(Width(), Height());
glTexCoord2f(0, 1);
glVertex2i(0, 600);
glVertex2i(0, Height());
glEnd();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
//glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
ShowCursor();
}
void Engine::Init() {
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
@@ -319,8 +336,33 @@ void Engine::DrawPause()
void Engine::Init() {
GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
abort();
}
uint64_t seed = SEED;
glDisable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
//glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT);
if (m_istarted)
return;
else m_istarted = true;
@@ -338,9 +380,6 @@ void Engine::Init() {
m_whoosh[x] = nullptr;
}
// Init Chunks
m_world.GetChunks().Reset(nullptr);
char* ch = new char[2];
std::cout << "Jouer en ligne? [o/N] ";
@@ -373,16 +412,13 @@ void Engine::Init() {
if (!m_conn.Connect(srvname.c_str(), playname)) {
// setup jeu en reseau.
std::cout << "ID recu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
//std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
m_player = Player(m_conn.getOrigin().position);
for (auto& [key, player] : m_conn.m_players) {
for (auto& [key, player] : m_conn.m_players)
m_players[key] = new RemotePlayer(player);
RemotePlayer* rt = (RemotePlayer*)m_players[key];
rt->SetPosition(Vector3f(555, 555, 555));
}
seed = 9370707;//m_conn.getSeed();
seed = m_conn.getSeed();
m_networkgame = true;
}
else std::cout << "Erreur de connexion." << std::endl;
@@ -393,8 +429,12 @@ void Engine::Init() {
m_world.SetSeed(seed);
// Init Chunks
m_world.GetChunks().Reset(nullptr);
m_startTime = std::chrono::high_resolution_clock::now();
m_remotePlayer.SetPosition(Vector3f(.5,CHUNK_SIZE_Y + 10., .5));
// Gestion de souris.
CenterMouse();
HideCursor();
@@ -403,31 +443,6 @@ void Engine::Init() {
void Engine::DeInit() {}
void Engine::LoadResource() {
GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
abort();
}
glDisable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT);
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
//LoadTexture(m_skybox2.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
@@ -442,7 +457,9 @@ void Engine::LoadResource() {
LoadTexture(MenuTitleTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
LoadTexture(MenuBGTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
LoadTexture(PauseBGTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
LoadTexture(MenuBGOptionTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
LoadTexture(SplachScreenTexture, TEXTURE_PATH "sc2.png");
LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
@@ -461,70 +478,28 @@ void Engine::LoadResource() {
//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
//STILL//STANDING
TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png");
//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png");
//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png");
//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png");
//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png");
//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png");
//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png");
//SHOOTINGSTILL SANS TIRER
//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png");
//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png");
//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png");
//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png");
//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png");
//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png");
//SHOOTINGSTILL TIRER
//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueFrontRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingLeftShoot1.png");
//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueShootingBackRightShoot1.png");
//JUMP
//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png");
//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png");
//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
//SHOOTINGJUMP SANS TIRER
//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontJumpRightShootingRight.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontLeftJumpLeftShootingLeft.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontRightJumpRightShootingRight.png");
//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueProfilLeftJumpLeftShootingLeft.png");
//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BluerProfilRightJumprightShootingRight.png");
//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackLeftJumpLeftShootingLeft.png");
//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackRightJumpRightShootingRight.png");
//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackJumpRightShootingRight.png");
//SHOOTINGJUMP TIRER
//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontJumpRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontLeftJumpLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontRightJumpRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueProfilLeftJumpLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BluerProfilRightJumprightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackLeftJumpLeftShootingLeftShoot1.png");
//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackRightJumpRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackJumpRightShootingRightShoot1.png");
//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
//STILL
//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackRight.png");
TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBack.png");
//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBack.png");
//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilLeft.png");
//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilRight.png");
//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeft.png");
//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRight.png");
//SHOOTINGSTILL
//SHOOTINGJUMP
if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl;
@@ -738,7 +713,6 @@ void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClear(GL_STENCIL_BUFFER_BIT);
float itemBackgroundWidthProportion = 0.25f;
float itemBackgroundHeightProportion = 0.175f;
@@ -871,7 +845,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
fPosY = fPosYJump;
fPosY -= charSize;
ss << " Velocity : " << m_player.GetVelocity();
ss << " Velocity : " << m_remotePlayer.GetVelocity();
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
@@ -881,7 +855,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
ss.str("");
fPosY -= charSize;
ss << " Remote Position : " << m_otherplayerpos;
ss << " Remote Position : " << m_remotePlayer.GetPosition();//m_player.GetPosition();
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
@@ -1123,11 +1097,11 @@ int Engine::GetCountdown(float elapsedTime) {
void Engine::Render(float elapsedTime) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
/*m_time_SplashScreen += elapsedTime;
m_time_SplashScreen += elapsedTime;
if (m_time_SplashScreen < 2) {
DrawSplachScreen();
}
else */if (m_gamestate == GameState::PLAY)
else if (m_gamestate == GameState::PLAY)
{
HideCursor();
CenterMouse(); //D<>placement de centermouse dans l'action de jouer
@@ -1244,10 +1218,18 @@ void Engine::Render(float elapsedTime) {
gameTime += elapsedTime * 10;
Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
dance.Normalize();
m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime);
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
//m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
@@ -1271,33 +1253,20 @@ void Engine::Render(float elapsedTime) {
}
if (m_networkgame) { // Pour se gerer le paquet.
static bool has_synced = false;
using namespace std::chrono;
using namespace netprot;
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
static Timestamp last = 0;
Input input;
Sync sync;
uint64_t id = m_conn.getId();
static std::vector<char*> lsPck;
static int sync_acc = 0;
if (last == 0)
last = tstamp;
sync_acc += tstamp - last;
if (sync_acc >= 1000) {
sync_acc -= 1000;
if (false) { // TODO: Faire un checkup pour chaque ~1000ms.
sync.sid = id;
sync.timestamp = tstamp;
sync.position = m_player.GetPositionAbs();
sync.position = m_player.GetPosition();
sync.hp = m_player.GetHP();
if (!has_synced) {
has_synced = true;
sendPackTo<Sync>(m_conn.m_sock_udp, &sync, &m_bufout, &m_conn.m_srvsockaddr);
}
m_syncs[sync.timestamp] = sync;
// TODO: Garrocher ca quelque-part.
}
input.sid = id;
@@ -1326,70 +1295,33 @@ void Engine::Render(float elapsedTime) {
using enum PACKET_TYPE;
case SYNC:
if (Deserialize(&sync, pck, &bsize)) {
if (sync.sid != m_conn.getId()) {
std::cout << "syncsid be no good.";
if (sync.sid != m_conn.getId())
break;
}
if (m_syncs.count(sync.timestamp)) {
Sync comp = m_syncs[sync.timestamp];
m_player.InflictDamage(sync.hp - comp.hp);
Vector3f diff = sync.position - comp.position;
if (diff.y < 1.)
diff.y = 0;
//std::cout << sync.timestamp << " ms: " << comp.position << " - " << sync.position << " Diff: " << diff.Length() << std::endl;
if (diff.Length() > 1.5) {
diff.Normalize();
m_player.Move(-diff);
}
// TODO: Syncer sync.timer avec le timer
m_syncs.erase(sync.timestamp);
}
else std::cout << "sync be no good.";
// TODO: Vérifier si les positions concordent au sync local.
}
break;
case OUTPUT:
if (Deserialize(&out, pck, &bsize)) {
if (!m_players.contains(out.id)) {
std::cout << out.id << " is id no good." << std::endl;
break;
}
RemotePlayer* rt = static_cast<RemotePlayer*>(m_players[out.id]);
rt->Feed(out);
RemotePlayer* r = (RemotePlayer*)m_players[out.id];
r->Feed(out);
}
break;
default:
std::cout << "packet be no good.";
break;
}
}
lsPck.clear();
glDisable(GL_CULL_FACE);
for (auto& [key, player] : m_players) {
RemotePlayer* rt = static_cast<RemotePlayer*>(player);
glClear(GL_STENCIL_BUFFER_BIT);
rt->Render(m_animeAtlas, m_shader01, all, elapsedTime);
m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie.
}
glEnable(GL_CULL_FACE);
}
}
else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
else if (m_gamestate == GameState::MAIN_MENU)
{
if (!m_soloMultiChoiceMade) {
DisplaySingleOrMultiplayerMenu();
}
else {
DrawMenu();
}
else if (m_gamestate == GameState::SINGLEMULTI)
DisplaySingleOrMultiplayerMenu();
else if (m_gamestate == GameState::OPTIONS)
{
DrawOption();
}
else if (m_gamestate == GameState::PAUSE)
{
@@ -1602,11 +1534,13 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
else if (m_gamestate == GameState::MAIN_MENU)
{
if ((m_mousemx >= 285 && m_mousemx <= 490) && (m_mousemy >= 150 && m_mousemy <= 250))
m_gamestate = GameState::PLAY;
m_gamestate = GameState::SINGLEMULTI;
if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400))
m_gamestate = GameState::OPTIONS;
if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 450 && m_mousemy <= 500))
m_gamestate = GameState::QUIT;
}
else if (m_gamestate == GameState::OPTIONS)
else if (m_gamestate == GameState::SINGLEMULTI)
{
float buttonWidthProportion = 0.4f;
float buttonHeightProportion = 0.075f;

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@@ -31,7 +31,7 @@ public:
Engine();
virtual ~Engine();
virtual void DrawMenu();
virtual void DrawPause();
virtual void DrawOption();
virtual void DrawSplachScreen();
virtual void Init();
virtual void DeInit();
@@ -107,17 +107,21 @@ private:
std::chrono::high_resolution_clock::time_point m_startTime;
//Menu
enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE };
GameState m_gamestate = GameState::PLAY;
enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY,SINGLEMULTI };
GameState m_gamestate = GameState::MAIN_MENU;
Texture MenuTitleTexture;
Texture MenuBGTexture;
Texture MenuBGOptionTexture;
Texture MenuStartTexture;
Texture MenuQuitTexture;
Texture MenuOptionsTexture;
Texture PauseBGTexture;
Texture SplachScreenTexture;
Texture MusicTexture; //TODO
Texture OnOffBtnTexture;//TODO
Texture BackBtnTexture;//TODO
Vector3f m_otherplayerpos = Vector3f(999, 999, 999);
float m_scale;
float m_time = 0;
@@ -166,7 +170,6 @@ private:
bool m_networkgame = false;
netprot::PlayerInfo m_pinfo;
std::unordered_map<uint64_t, netprot::Sync> m_syncs;
RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(),Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f));
std::string m_messageNotification = "";
};

View File

@@ -5,5 +5,5 @@
int main() {
Engine engine;
engine.SetMaxFps(60);
engine.Start("Syndicat Quebecois de la Construction Simulator 2023", 800, 600, false);
engine.Start("Syndicat Quebecois de la Construction Simulator 2023", BASE_WIDTH, BASE_HEIGHT, false);
}

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@@ -16,8 +16,8 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
m_fullscreen = fullscreen;
InitWindow(width, height);
LoadResource();
Init();
LoadResource();
sf::Clock clock;

View File

@@ -33,7 +33,6 @@ void RemotePlayer::Init()
void RemotePlayer::Feed(const netprot::Output out) {
m_position = Vector3f(out.position);
//current.position = out.position;
//current.direction = out.direction;
//current.states = out.states;
@@ -76,19 +75,18 @@ void RemotePlayer::Feed(const netprot::Output out) {
//previous.position = current.position;
//previous.states = current.states;
//previous.id = current.id;
//m_direction = current.direction;
//m_position = current.position;
}
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)
{
float x = GetPosition().x;
float y = GetPosition().y;
float z = GetPosition().z;
float width = 1.f;
float height = 1.7f;
//Matrix4 mat4 = tran.GetMatrix();
//mat4 VP = pMatrix * vMatrix;
//Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());