SQC-15_online #1
| @@ -5,8 +5,6 @@ | |||||||
| #include <thread> | #include <thread> | ||||||
| #include <queue> | #include <queue> | ||||||
|  |  | ||||||
|  |  | ||||||
|  |  | ||||||
| // Define a structure to represent notifications | // Define a structure to represent notifications | ||||||
| struct Notification { | struct Notification { | ||||||
| 	std::string message; | 	std::string message; | ||||||
| @@ -28,6 +26,56 @@ Engine::~Engine() { | |||||||
| 				m_world.GetChunks().Get(x, y)->~Chunk(); | 				m_world.GetChunks().Get(x, y)->~Chunk(); | ||||||
| } | } | ||||||
|  |  | ||||||
|  | void Engine::DrawSplachScreen() | ||||||
|  | { | ||||||
|  | 	glDisable(GL_LIGHTING); | ||||||
|  | 	glDisable(GL_DEPTH_TEST); | ||||||
|  | 	glDisable(GL_STENCIL_TEST); | ||||||
|  |  | ||||||
|  | 	// Définir la matrice de projection en mode orthographique | ||||||
|  | 	glMatrixMode(GL_PROJECTION); | ||||||
|  | 	glPushMatrix(); | ||||||
|  | 	glLoadIdentity(); | ||||||
|  | 	glOrtho(-Width() / 2, Width() / 2, -Height() / 2, Height() / 2, -1, 1); | ||||||
|  |  | ||||||
|  | 	// Définir la matrice de modèle-vue | ||||||
|  | 	glMatrixMode(GL_MODELVIEW); | ||||||
|  | 	glPushMatrix(); | ||||||
|  | 	glLoadIdentity(); | ||||||
|  |  | ||||||
|  | 	// L'image sera centrée autour de l'origine (0, 0, 0) | ||||||
|  | 	int imageWidth = Width(); // Remplacez par la largeur de votre image | ||||||
|  | 	int imageHeight = Height(); // Remplacez par la hauteur de votre image | ||||||
|  |  | ||||||
|  | 	// Texture | ||||||
|  | 	SplachScreenTexture.Bind(); | ||||||
|  |  | ||||||
|  | 	// Dessiner un quadrilatère centré | ||||||
|  | 	glBegin(GL_QUADS); | ||||||
|  | 	glTexCoord2f(0, 0); | ||||||
|  | 	glVertex2i(-imageWidth / 2, -imageHeight / 2); | ||||||
|  | 	glTexCoord2f(1, 0); | ||||||
|  | 	glVertex2i(imageWidth / 2, -imageHeight / 2); | ||||||
|  | 	glTexCoord2f(1, 1); | ||||||
|  | 	glVertex2i(imageWidth / 2, imageHeight / 2); | ||||||
|  | 	glTexCoord2f(0, 1); | ||||||
|  | 	glVertex2i(-imageWidth / 2, imageHeight / 2); | ||||||
|  | 	glEnd(); | ||||||
|  |  | ||||||
|  | 	// Activer la transparence | ||||||
|  | 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||||
|  | 	glBlendEquation(GL_FUNC_ADD); | ||||||
|  | 	glEnable(GL_BLEND); | ||||||
|  |  | ||||||
|  | 	// Restaurer les matrices précédentes | ||||||
|  | 	glMatrixMode(GL_PROJECTION); | ||||||
|  | 	glPopMatrix(); | ||||||
|  | 	glMatrixMode(GL_MODELVIEW); | ||||||
|  | 	glPopMatrix(); | ||||||
|  | } | ||||||
|  |  | ||||||
|  |  | ||||||
|  |  | ||||||
| void Engine::DrawMenu() | void Engine::DrawMenu() | ||||||
| { | { | ||||||
| 	static const int sTitle = 400; | 	static const int sTitle = 400; | ||||||
| @@ -223,6 +271,8 @@ void Engine::DrawMenu() | |||||||
| } | } | ||||||
|  |  | ||||||
| void Engine::Init() { | void Engine::Init() { | ||||||
|  |  | ||||||
|  |  | ||||||
| 	GLenum glewErr = glewInit(); | 	GLenum glewErr = glewInit(); | ||||||
| 	if (glewErr != GLEW_OK) { | 	if (glewErr != GLEW_OK) { | ||||||
| 		std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; | 		std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; | ||||||
| @@ -312,10 +362,14 @@ 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", true); | 	LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false); | ||||||
|  | 	LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false); | ||||||
|  | 	LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false); | ||||||
|  | 	LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false); | ||||||
|  |  | ||||||
| 	LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png"); | 	LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png"); | ||||||
| 	LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png"); | 	LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png"); | ||||||
|  | 	LoadTexture(SplachScreenTexture, TEXTURE_PATH "sc2.png"); | ||||||
| 	LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png"); | 	LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png"); | ||||||
| 	LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png"); | 	LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png"); | ||||||
| 	LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png"); | 	LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png"); | ||||||
| @@ -368,7 +422,6 @@ void Engine::KillNotification(Player killer, Player killed) { | |||||||
| 	DisplayNotification(message); | 	DisplayNotification(message); | ||||||
| } | } | ||||||
|  |  | ||||||
|  |  | ||||||
| void Engine::DisplayNotification(std::string message) { | void Engine::DisplayNotification(std::string message) { | ||||||
|  |  | ||||||
| 	if (message.length() > 45) { | 	if (message.length() > 45) { | ||||||
| @@ -384,17 +437,22 @@ void Engine::DisplayNotification(std::string message) { | |||||||
|  |  | ||||||
| // Add a method to process the notification queue | // Add a method to process the notification queue | ||||||
| void Engine::ProcessNotificationQueue() { | void Engine::ProcessNotificationQueue() { | ||||||
| 	m_textureFont.Bind(); | 	//PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f); | ||||||
| 	float scale = GetScale(); | 	//float fPosX = (Width() / 100.0f) * scaleX; | ||||||
| 	unsigned int xOffset = Width() - Width() * 0.26; | 	//float fPosY = Height() - (Height() * 0.05) * scaleY; | ||||||
| 	unsigned int yOffset = Height() - (Height() / 2.2); |  | ||||||
|  | 	m_textureFont.Bind(); | ||||||
|  |  | ||||||
|  | 	auto [scaleX, scaleY] = GetScale(); | ||||||
|  |  | ||||||
|  | 	float xOffset = (Width() / 1.5f) * scaleX; | ||||||
|  | 	float yOffset = (Height() / 1.2f) * scaleY; | ||||||
|  |  | ||||||
| 	// Iterate through the notifications and display them |  | ||||||
| 	for (auto it = notifications.begin(); it != notifications.end(); ) { | 	for (auto it = notifications.begin(); it != notifications.end(); ) { | ||||||
| 		float timeSinceDisplay = m_time - it->displayStartTime; | 		float timeSinceDisplay = m_time - it->displayStartTime; | ||||||
|  |  | ||||||
| 		// Display the notification message with vertical offset | 		float y = yOffset - (20.0f * scaleX * (it - notifications.begin())); | ||||||
| 		unsigned int y = yOffset - (static_cast<unsigned int>(scale * 20) * (it - notifications.begin())); |  | ||||||
| 		glDisable(GL_STENCIL_TEST); | 		glDisable(GL_STENCIL_TEST); | ||||||
| 		glDisable(GL_DEPTH_TEST); | 		glDisable(GL_DEPTH_TEST); | ||||||
|  |  | ||||||
| @@ -410,7 +468,7 @@ void Engine::ProcessNotificationQueue() { | |||||||
| 		glMatrixMode(GL_MODELVIEW); | 		glMatrixMode(GL_MODELVIEW); | ||||||
| 		glPushMatrix(); | 		glPushMatrix(); | ||||||
|  |  | ||||||
| 		PrintText(xOffset, y, scale, it->message); | 		PrintText(xOffset, y, it->message); | ||||||
|  |  | ||||||
| 		glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); | 		glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); | ||||||
| 		glBlendEquation(GL_FUNC_SUBTRACT); | 		glBlendEquation(GL_FUNC_SUBTRACT); | ||||||
| @@ -420,22 +478,18 @@ void Engine::ProcessNotificationQueue() { | |||||||
|  |  | ||||||
| 		glMatrixMode(GL_PROJECTION); | 		glMatrixMode(GL_PROJECTION); | ||||||
| 		glPopMatrix(); | 		glPopMatrix(); | ||||||
|  |  | ||||||
| 		glMatrixMode(GL_MODELVIEW); | 		glMatrixMode(GL_MODELVIEW); | ||||||
| 		glPopMatrix(); | 		glPopMatrix(); | ||||||
| 		// Check if it's time to remove the notification (display for 2 seconds) |  | ||||||
| 		if (timeSinceDisplay >= 4.0f) { | 		if (timeSinceDisplay >= 4.0f) { | ||||||
| 			it = notifications.erase(it);  // Remove the notification | 			it = notifications.erase(it); | ||||||
| 		} | 		} | ||||||
| 		else { | 		else { | ||||||
| 			++it; | 			++it; | ||||||
| 		} | 		} | ||||||
| 	} | 	} | ||||||
| 	 |  | ||||||
| } | } | ||||||
|  |  | ||||||
|  |  | ||||||
|  |  | ||||||
| void Engine::DisplayCrosshair() { | void Engine::DisplayCrosshair() { | ||||||
| 	m_textureCrosshair.Bind(); | 	m_textureCrosshair.Bind(); | ||||||
| 	static const int crossSize = 32; | 	static const int crossSize = 32; | ||||||
| @@ -453,6 +507,60 @@ void Engine::DisplayCrosshair() { | |||||||
| 	glEnd(); | 	glEnd(); | ||||||
| } | } | ||||||
|  |  | ||||||
|  | void Engine::DisplayPovGun() { | ||||||
|  | 	// Setter le blend function, tout ce qui sera noir sera transparent | ||||||
|  | 	glDisable(GL_STENCIL_TEST); | ||||||
|  | 	glDisable(GL_DEPTH_TEST); | ||||||
|  |  | ||||||
|  | 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||||
|  | 	glBlendEquation(GL_FUNC_ADD); | ||||||
|  |  | ||||||
|  | 	glMatrixMode(GL_PROJECTION); | ||||||
|  | 	glPushMatrix(); | ||||||
|  |  | ||||||
|  | 	glLoadIdentity(); | ||||||
|  | 	glOrtho(0, Width(), 0, Height(), -1, 1); | ||||||
|  |  | ||||||
|  | 	glMatrixMode(GL_MODELVIEW); | ||||||
|  | 	glPushMatrix(); | ||||||
|  |  | ||||||
|  | 	float scaleX = (Width()) / BASE_WIDTH; | ||||||
|  | 	float scaleY = (Height()) / BASE_HEIGHT; | ||||||
|  | 	float baseXOffset = 0.4958 * BASE_WIDTH; | ||||||
|  | 	float baseWidth = 0.4688 * BASE_WIDTH; | ||||||
|  | 	float baseHeight = 0.5787 * BASE_HEIGHT; | ||||||
|  | 	float xTranslation = baseXOffset * scaleX; | ||||||
|  | 	float quadWidth = baseWidth * scaleX; | ||||||
|  | 	float quadHeight = baseHeight * scaleY; | ||||||
|  |  | ||||||
|  | 	m_texturePovGun.Bind(); | ||||||
|  | 	glLoadIdentity(); | ||||||
|  | 	glTranslated(xTranslation, 0, 0); | ||||||
|  | 	glBegin(GL_QUADS); | ||||||
|  | 	glTexCoord2f(0, 0); | ||||||
|  | 	glVertex2i(0, 0); | ||||||
|  | 	glTexCoord2f(1, 0); | ||||||
|  | 	glVertex2i(quadWidth, 0); | ||||||
|  | 	glTexCoord2f(1, 1); | ||||||
|  | 	glVertex2i(quadWidth, quadHeight); | ||||||
|  | 	glTexCoord2f(0, 1); | ||||||
|  | 	glVertex2i(0, quadHeight); | ||||||
|  | 	glEnd(); | ||||||
|  |  | ||||||
|  | 	// Reset du blend function | ||||||
|  | 	glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); | ||||||
|  | 	glBlendEquation(GL_FUNC_SUBTRACT); | ||||||
|  |  | ||||||
|  | 	glEnable(GL_STENCIL_TEST); | ||||||
|  | 	glEnable(GL_DEPTH_TEST); | ||||||
|  |  | ||||||
|  | 	glMatrixMode(GL_PROJECTION); | ||||||
|  | 	glPopMatrix(); | ||||||
|  |  | ||||||
|  | 	glMatrixMode(GL_MODELVIEW); | ||||||
|  | 	glPopMatrix(); | ||||||
|  | } | ||||||
|  |  | ||||||
| void Engine::DisplayCurrentItem() { | void Engine::DisplayCurrentItem() { | ||||||
| } | } | ||||||
|  |  | ||||||
| @@ -460,23 +568,38 @@ 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(); | ||||||
| 	glDisable(GL_BLEND); | 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||||
|  | 	auto [scaleX, scaleY] = GetScale(); | ||||||
|  |  | ||||||
|  | 	float fBackPosX = (Width() / 25.0f) * scaleX; | ||||||
|  | 	float fBackPosY = (Height() - (Height() * 0.815) * scaleY); | ||||||
|  | 	float fBackWidth = (Width() / 4.0f) * scaleX; | ||||||
|  | 	float fBackHeight = (Height() / 5.5f) * scaleY; | ||||||
|  |  | ||||||
|  | 	glColor4f(1.0f, 1.0f, 1.0f, 0.2f); | ||||||
|  | 	glBegin(GL_QUADS); | ||||||
|  | 	glVertex2f(fBackPosX, fBackPosY); | ||||||
|  | 	glVertex2f(fBackPosX + fBackWidth, fBackPosY); | ||||||
|  | 	glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight); | ||||||
|  | 	glVertex2f(fBackPosX, fBackPosY + fBackHeight); | ||||||
|  | 	glEnd(); | ||||||
|  |  | ||||||
|  | 	// HP Bar | ||||||
|  | 	float fBarWidth = (Width() / 4.0f) * scaleX; | ||||||
|  | 	float fBarHeight = (Height() / 25.0f) * scaleY; | ||||||
|  | 	float fPosX = (Width() / 25.0f) * scaleX; | ||||||
|  | 	float fBarPosY = (Height() - (Height() * 0.775) * scaleY); | ||||||
|  |  | ||||||
| 	// Barre HP |  | ||||||
| 	float fBarWidth = Width() / 4; |  | ||||||
| 	float fBarHeight = Height() / 25; |  | ||||||
| 	float fPosX = Width() / 20; |  | ||||||
| 	float fPosY = Height() - (Height() - (fBarHeight * 4)); |  | ||||||
| 	float playerHp = m_player.GetHP(); | 	float playerHp = m_player.GetHP(); | ||||||
| 	float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; | 	float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; | ||||||
|  |  | ||||||
| 	// Arri<EFBFBD>re-plan (Barre HP) | 	// HP Bar Background | ||||||
| 	glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); | 	glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
| 		glVertex2f(fPosX, fPosY - fBarHeight);				// Bas-Gauche | 	glVertex2f(fPosX, fBarPosY - fBarHeight); | ||||||
| 		glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight);  // Bas-Droite | 	glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight); | ||||||
| 		glVertex2f(fPosX + fBarWidth, fPosY);				// Haut-Droite | 	glVertex2f(fPosX + fBarWidth, fBarPosY); | ||||||
| 		glVertex2f(fPosX, fPosY);							// Haut-Gauche | 	glVertex2f(fPosX, fBarPosY); | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
|  |  | ||||||
| 	//TODO: Associer avec mechanique de vie du joueur | 	//TODO: Associer avec mechanique de vie du joueur | ||||||
| @@ -484,31 +607,29 @@ void Engine::DisplayHud(int timer) { | |||||||
| 	// Barre HP | 	// Barre HP | ||||||
| 	glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); | 	glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
| 		glVertex2f(fPosX, fPosY - fBarHeight);							// Bas-Gauche | 	glVertex2f(fPosX, fBarPosY - fBarHeight); | ||||||
| 		glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight);	// Bas-Droite | 	glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight); | ||||||
| 		glVertex2f(fPosX + fBarWidth * playerHp, fPosY);				// Haut-Droite | 	glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY); | ||||||
| 		glVertex2f(fPosX, fPosY);										// Haut-Gauche | 	glVertex2f(fPosX, fBarPosY); | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
|  |  | ||||||
| 	// Barre equip | 	// Equip Bar | ||||||
| 	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); | ||||||
|  |  | ||||||
|  | 	float fEquipWidth = (Width() * 0.175f) * scaleX; | ||||||
|  | 	float fEquipHeight = (fEquipWidth / 2.5) * scaleY; | ||||||
|  | 	float fEquipPosY = (Height() - (Height() * 0.765) * scaleY); | ||||||
|  |  | ||||||
|  | 	glTranslatef(fPosX, fEquipPosY, 0); | ||||||
|  |  | ||||||
| 	m_textureGun.Bind(); | 	m_textureGun.Bind(); | ||||||
|  |  | ||||||
| 	float margin = Width() * 0.05; |  | ||||||
| 	float itemWidth = Width() * 0.33; |  | ||||||
| 	float itemHeight = itemWidth / 2.208; |  | ||||||
| 	float startX = Width() - itemWidth - margin; |  | ||||||
| 	float startY = margin; |  | ||||||
|  |  | ||||||
| 	glTranslated(startX, startY, 0); |  | ||||||
|  |  | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
| 	glTexCoord2f(1, 0); glVertex2i(0, 0); | 	glTexCoord2f(0, 0); glVertex2i(0, 0); | ||||||
| 	glTexCoord2f(0, 0); glVertex2i(itemWidth, 0); | 	glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0); | ||||||
| 	glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight); | 	glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight); | ||||||
| 	glTexCoord2f(1, 1); glVertex2i(0, itemHeight); | 	glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight); | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
|  |  | ||||||
| 	//glDisable(GL_BLEND); | 	//glDisable(GL_BLEND); | ||||||
| @@ -516,54 +637,161 @@ void Engine::DisplayHud(int timer) { | |||||||
| 	// Username | 	// Username | ||||||
| 	glEnable(GL_BLEND); | 	glEnable(GL_BLEND); | ||||||
| 	glBlendFunc(GL_SRC_ALPHA, GL_ONE); | 	glBlendFunc(GL_SRC_ALPHA, GL_ONE); | ||||||
|  |  | ||||||
| 	glColor3f(1.0f, 1.0f, 1.0f); | 	glColor3f(1.0f, 1.0f, 1.0f); | ||||||
| 	float scale = GetScale(); |  | ||||||
| 	m_textureFont.Bind(); | 	m_textureFont.Bind(); | ||||||
| 	std::ostringstream ss; | 	std::ostringstream ss; | ||||||
|  | 	float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY; | ||||||
|  |  | ||||||
|  | 	ss.str(""); | ||||||
| 	ss << m_player.GetUsername(); | 	ss << m_player.GetUsername(); | ||||||
| 	PrintText(fPosX, fPosY, scale, ss.str()); | 	PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f); | ||||||
|  |  | ||||||
|  | 	ss.str(""); | ||||||
|  | 	ss << m_player.GetHP() * 100 << "%"; | ||||||
|  | 	PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f); | ||||||
|  |  | ||||||
| 	// Countdown | 	// Countdown | ||||||
| 	ss.str(""); | 	ss.str(""); | ||||||
| 	ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60; | 	ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60; | ||||||
| 	PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str()); | 	PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f); | ||||||
| 	 |  | ||||||
| } | } | ||||||
|  |  | ||||||
| void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { | void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { | ||||||
| 	// Bind de la texture pour le font |  | ||||||
| 	m_textureFont.Bind(); | 	m_textureFont.Bind(); | ||||||
| 	std::ostringstream ss; | 	std::ostringstream ss; | ||||||
|  |  | ||||||
| 	float scale = GetScale(); | 	auto [scaleX, scaleY] = GetScale(); | ||||||
| 	unsigned int x = Width() / 25; |  | ||||||
|  | 	float fPosX = (Width() / 100.0f) * scaleX; | ||||||
|  | 	float fPosY = Height() - (Height() * 0.05) * scaleY; | ||||||
|  | 	float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600); | ||||||
|  |  | ||||||
| 	ss << " Fps : " << GetFps(elapsedTime); | 	ss << " Fps : " << GetFps(elapsedTime); | ||||||
| 	PrintText(x, Height() - (Height() / 19.2), scale, ss.str()); | 	PrintText(fPosX, fPosY, ss.str()); | ||||||
| 	ss.str(""); | 	ss.str(""); | ||||||
|  | 	fPosY -= charSize; | ||||||
|  |  | ||||||
| 	ss << " Rendered Chunks : " << m_renderCount; | 	ss << " Rendered Chunks : " << m_renderCount; | ||||||
| 	PrintText(x, Height() - (Height() / 13.7), scale, ss.str()); | 	PrintText(fPosX, fPosY, ss.str()); | ||||||
| 	ss.str(""); | 	ss.str(""); | ||||||
|  | 	fPosY -= charSize; | ||||||
|  |  | ||||||
| 	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(fPosX, fPosY, ss.str()); | ||||||
| 	ss.str(""); | 	ss.str(""); | ||||||
| 	ss << " Velocity  : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position | 	fPosY -= charSize; | ||||||
| 	PrintText(x, Height() / 48, scale, ss.str()); |  | ||||||
|  | 	float fPosYJump = ((Height() - (Height() * 0.9f)) * scaleY); | ||||||
|  | 	fPosY = fPosYJump; | ||||||
|  | 	fPosY -= charSize; | ||||||
|  |  | ||||||
|  | 	ss << " Velocity  : " << m_player.GetVelocity(); | ||||||
|  | 	PrintText(fPosX, fPosY, ss.str()); | ||||||
| 	ss.str(""); | 	ss.str(""); | ||||||
|  | 	fPosY -= charSize; | ||||||
|  |  | ||||||
| 	ss << " Direction : " << m_player.GetDirection(); | 	ss << " Direction : " << m_player.GetDirection(); | ||||||
| 	PrintText(x, Height() / 24, scale, ss.str()); | 	PrintText(fPosX, fPosY, ss.str()); | ||||||
| 	ss.str(""); | 	ss.str(""); | ||||||
|  | 	fPosY -= charSize; | ||||||
|  |  | ||||||
| 	ss << " Position  : " << m_player.GetPosition(); | 	ss << " Position  : " << m_player.GetPosition(); | ||||||
| 	PrintText(x, Height() / 16, scale, ss.str()); | 	PrintText(fPosX, fPosY, ss.str()); | ||||||
| 	ss.str(""); | 	ss.str(""); | ||||||
|  | 	fPosY -= charSize; | ||||||
|  |  | ||||||
| 	ss << " Block  : "; | 	ss << " Block  : "; | ||||||
|  |  | ||||||
| 	if (bloc == BTYPE_LAST) | 	if (bloc == BTYPE_LAST) | ||||||
| 		ss << "Weapon."; | 		ss << "Weapon"; | ||||||
| 	else ss << (int)bloc; | 	else | ||||||
|  | 		ss << (int)bloc; | ||||||
|  | 	PrintText(fPosX, fPosYJump, ss.str()); | ||||||
|  | } | ||||||
|  |  | ||||||
| 	PrintText(x, Height() / 12, scale, ss.str()); | void Engine::DisplaySingleOrMultiplayerMenu() { | ||||||
|  | 	glEnable(GL_BLEND); | ||||||
|  | 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||||
|  | 	glBlendEquation(GL_FUNC_ADD); | ||||||
|  |  | ||||||
|  | 	glDisable(GL_STENCIL_TEST); | ||||||
|  | 	glDisable(GL_DEPTH_TEST); | ||||||
|  |  | ||||||
|  | 	glMatrixMode(GL_PROJECTION); | ||||||
|  | 	glPushMatrix(); | ||||||
|  |  | ||||||
|  | 	glLoadIdentity(); | ||||||
|  | 	glOrtho(0, Width(), 0, Height(), -1, 1); | ||||||
|  |  | ||||||
|  | 	glMatrixMode(GL_MODELVIEW); | ||||||
|  | 	glPushMatrix(); | ||||||
|  |  | ||||||
|  | 	auto [scaleX, scaleY] = GetScale(); | ||||||
|  | 	float fBackPosX = 0.0f; | ||||||
|  | 	float fBackPosY = 0.0f; | ||||||
|  | 	float fBackWidth = Width(); | ||||||
|  | 	float fBackHeight = Height(); | ||||||
|  |  | ||||||
|  | 	m_textureSoloMultiMenu.Bind(); | ||||||
|  | 	glBegin(GL_QUADS); | ||||||
|  | 	glTexCoord2f(0.0f, 0.0f); glVertex2f(fBackPosX, fBackPosY); | ||||||
|  | 	glTexCoord2f(1.0f, 0.0f); glVertex2f(fBackWidth, fBackPosY); | ||||||
|  | 	glTexCoord2f(1.0f, 1.0f); glVertex2f(fBackWidth, fBackHeight);        | ||||||
|  | 	glTexCoord2f(0.0f, 1.0f); glVertex2f(fBackPosX, fBackHeight);    | ||||||
|  | 	glEnd(); | ||||||
|  |  | ||||||
|  | 	float centerX = (Width() / 2.0f); | ||||||
|  | 	float centerY = (Height() / 2.0f); | ||||||
|  | 	float titleWidth = (centerX * 1.85f) * scaleX; | ||||||
|  | 	float titleHeight = (centerY * 1.85f) * scaleY; | ||||||
|  |  | ||||||
|  | 	// Solo game indicator | ||||||
|  | 	m_textureTitle.Bind(); | ||||||
|  | 	glBegin(GL_QUADS); | ||||||
|  | 	glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX, centerY);  | ||||||
|  | 	glTexCoord2f(1.0f, 0.0f); glVertex2f(titleWidth, centerY); | ||||||
|  | 	glTexCoord2f(1.0f, 1.0f); glVertex2f(titleWidth, titleHeight);  | ||||||
|  | 	glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX, titleHeight); | ||||||
|  | 	glEnd(); | ||||||
|  |  | ||||||
|  | 	glBindTexture(GL_TEXTURE_2D, 0); | ||||||
|  |  | ||||||
|  | 	// Solo game indicator | ||||||
|  | 	float fPosX = (centerX * 1.1f) * scaleX; | ||||||
|  | 	float fPosXWidth = (centerX * 1.75f) * scaleX; | ||||||
|  | 	float soloPosY = (centerY * 0.75f) * scaleY; | ||||||
|  | 	float soloHeight = (centerY * 0.9f) * scaleY; | ||||||
|  |  | ||||||
|  | 	glColor4f(1.0f, 1.0f, 1.0f, 0.5f); | ||||||
|  | 	glBegin(GL_QUADS); | ||||||
|  | 	glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, soloPosY);  | ||||||
|  | 	glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, soloPosY);  | ||||||
|  | 	glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, soloHeight);  | ||||||
|  | 	glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, soloHeight); | ||||||
|  | 	glEnd(); | ||||||
|  |  | ||||||
|  | 	// Multiplayer game indicator | ||||||
|  | 	float multiPosY = (centerY * 0.5f) * scaleY; | ||||||
|  | 	float multiHeight = (centerY * 0.65f) * scaleY; | ||||||
|  |  | ||||||
|  | 	glBegin(GL_QUADS); | ||||||
|  | 	glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, multiPosY); | ||||||
|  | 	glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, multiPosY);  | ||||||
|  | 	glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, multiHeight); | ||||||
|  | 	glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, multiHeight);  | ||||||
|  | 	glEnd(); | ||||||
|  |  | ||||||
|  | 	// TODO: Add SOLO / MULTIPLAYER text with font | ||||||
|  | 	glColor4f(1.0f, 1.0f, 1.0f, 1.0f); | ||||||
|  |  | ||||||
|  | 	glEnable(GL_STENCIL_TEST); | ||||||
|  | 	glEnable(GL_DEPTH_TEST); | ||||||
|  |  | ||||||
|  | 	glMatrixMode(GL_PROJECTION); | ||||||
|  | 	glPopMatrix(); | ||||||
|  |  | ||||||
|  | 	glMatrixMode(GL_MODELVIEW); | ||||||
|  | 	glPopMatrix(); | ||||||
| } | } | ||||||
|  |  | ||||||
| void Engine::DrawHud(float elapsedTime, BlockType bloc) { | void Engine::DrawHud(float elapsedTime, BlockType bloc) { | ||||||
| @@ -586,7 +814,6 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) { | |||||||
|  |  | ||||||
| 	int timer = GetCountdown(elapsedTime); | 	int timer = GetCountdown(elapsedTime); | ||||||
|  |  | ||||||
| 	// Appel de la fonction pour l'affichage de notifications |  | ||||||
| 	if (m_keyK) { | 	if (m_keyK) { | ||||||
| 		SystemNotification(m_messageNotification); | 		SystemNotification(m_messageNotification); | ||||||
| 		m_keyK = false; | 		m_keyK = false; | ||||||
| @@ -609,7 +836,6 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) { | |||||||
| 		DisplayCrosshair(); | 		DisplayCrosshair(); | ||||||
| 	} | 	} | ||||||
|  |  | ||||||
| 	// Reset du blend function |  | ||||||
| 	glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); | 	glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); | ||||||
| 	glBlendEquation(GL_FUNC_SUBTRACT); | 	glBlendEquation(GL_FUNC_SUBTRACT); | ||||||
|  |  | ||||||
| @@ -623,31 +849,36 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) { | |||||||
| 	glPopMatrix(); | 	glPopMatrix(); | ||||||
| } | } | ||||||
|  |  | ||||||
| void Engine::PrintText(float x, float y, float scale, const std::string& t) { | void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) { | ||||||
|  | 	auto [scaleX, scaleY] = GetScale(); | ||||||
|  | 	float scale = std::min(scaleX, scaleY); | ||||||
|  |  | ||||||
|  | 	float baseCharSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600); | ||||||
|  | 	float charSize = baseCharSize * charSizeMultiplier; | ||||||
|  |  | ||||||
| 	glLoadIdentity(); | 	glLoadIdentity(); | ||||||
| 	glTranslated(x, y, 0); | 	glTranslated(x, y, 0); | ||||||
|  |  | ||||||
| 	for (unsigned int i = 0; i < t.length(); ++i) { | 	for (unsigned int i = 0; i < t.length(); ++i) { | ||||||
| 		float left = (float)((t[i] - 32) % 16) / 16.f; | 		float left = (float)((t[i] - 32) % 16) / 16.f; | ||||||
| 		float top = (float)((t[i] - 32) / 16) / 16.f; | 		float top = (float)((t[i] - 32) / 16) / 16.f; | ||||||
| 		top += .5f; | 		top += 0.5f; | ||||||
|  |  | ||||||
| 		glBegin(GL_QUADS); | 		glBegin(GL_QUADS); | ||||||
| 		glTexCoord2f(left, 1.f - top - .0625f);          glVertex2f(0, 0); | 		glTexCoord2f(left, 1.f - top - .0625f);          glVertex2f(0, 0); | ||||||
| 			glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(12 * scale, 0); | 		glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize * scale, 0); | ||||||
| 			glTexCoord2f(left + .0625f, 1.f - top);			 glVertex2f(12 * scale, 12 * scale); | 		glTexCoord2f(left + .0625f, 1.f - top);          glVertex2f(charSize * scale, charSize * scale); | ||||||
| 			glTexCoord2f(left, 1.f - top);					 glVertex2f(0, 12 * scale); | 		glTexCoord2f(left, 1.f - top);                   glVertex2f(0, charSize * scale); | ||||||
| 		glEnd(); | 		glEnd(); | ||||||
|  |  | ||||||
| 		glTranslated(8 * scale, 0, 0); | 		glTranslated(0.5555f * charSize * scale, 0, 0); | ||||||
| 	} | 	} | ||||||
| } | } | ||||||
|  |  | ||||||
| float Engine::GetScale() const { | std::pair<float, float> Engine::GetScale() const { | ||||||
| 	float widthRatio = Width() / BASE_WIDTH; | 	float widthRatio = static_cast<float>(Width()) / BASE_WIDTH; | ||||||
| 	float heightRatio = Height() / BASE_HEIGHT; | 	float heightRatio = static_cast<float>(Height()) / BASE_HEIGHT; | ||||||
|  | 	return { widthRatio, heightRatio }; | ||||||
| 	return (widthRatio + heightRatio) / 2.0f; |  | ||||||
| } | } | ||||||
|  |  | ||||||
| int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; } | int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; } | ||||||
| @@ -668,7 +899,10 @@ int Engine::GetCountdown(float elapsedTime) { | |||||||
| void Engine::Render(float elapsedTime) { | void Engine::Render(float elapsedTime) { | ||||||
| 	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); | ||||||
|  |  | ||||||
| 	if (m_gamestate == GameState::PLAY) | 	m_time_SplashScreen += elapsedTime; | ||||||
|  | 	if(m_time_SplashScreen < 2) | ||||||
|  | 	DrawSplachScreen(); | ||||||
|  | 	else if (m_gamestate == GameState::PLAY) | ||||||
| 	{ | 	{ | ||||||
| 		HideCursor(); | 		HideCursor(); | ||||||
| 		CenterMouse(); //D<>placement de centermouse dans l'action de jouer | 		CenterMouse(); //D<>placement de centermouse dans l'action de jouer | ||||||
| @@ -703,11 +937,11 @@ void Engine::Render(float elapsedTime) { | |||||||
| 				if (leftright) | 				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); | 					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); | 				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, false); | 				m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), false,.8f); | ||||||
| 				leftright = !leftright; | 				leftright = !leftright; | ||||||
| 				break; | 				break; | ||||||
| 			case Player::Sound::FALL: | 			case Player::Sound::FALL: | ||||||
| 				m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f, false); | 				m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false,1.f); | ||||||
| 				break; | 				break; | ||||||
| 			default: break; | 			default: break; | ||||||
| 			} | 			} | ||||||
| @@ -781,12 +1015,13 @@ void Engine::Render(float elapsedTime) { | |||||||
|  |  | ||||||
| 		if (m_isSkybox) m_skybox.Render(skybox); | 		if (m_isSkybox) m_skybox.Render(skybox); | ||||||
|  |  | ||||||
| 		ProcessNotificationQueue(); |  | ||||||
| 		DrawHud(elapsedTime, bloc); | 		DrawHud(elapsedTime, bloc); | ||||||
|  | 		DisplayPovGun(); | ||||||
|  | 		ProcessNotificationQueue(); | ||||||
|  |  | ||||||
| 		static bool fell = false; | 		static bool fell = false; | ||||||
| 		if (m_player.GetPosition().y < 1.7f && !fell) { | 		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, false); | 			m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false,1.f); | ||||||
| 			fell = true; | 			fell = true; | ||||||
| 		} | 		} | ||||||
| 		else if (m_player.GetPosition().y < -20.f) { | 		else if (m_player.GetPosition().y < -20.f) { | ||||||
|   | |||||||
| @@ -26,6 +26,7 @@ public: | |||||||
|     Engine(); |     Engine(); | ||||||
|     virtual ~Engine(); |     virtual ~Engine(); | ||||||
|     virtual void DrawMenu(); |     virtual void DrawMenu(); | ||||||
|  |     virtual void DrawSplachScreen(); | ||||||
|     virtual void Init(); |     virtual void Init(); | ||||||
|     virtual void DeInit(); |     virtual void DeInit(); | ||||||
|     virtual void LoadResource(); |     virtual void LoadResource(); | ||||||
| @@ -38,7 +39,7 @@ public: | |||||||
|     virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); |     virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); | ||||||
|  |  | ||||||
| private: | private: | ||||||
|     float GetScale() const; |     std::pair<float, float> GetScale() const; | ||||||
|  |  | ||||||
|     int GetFps(float elapsedTime) const; |     int GetFps(float elapsedTime) const; | ||||||
|     int GetCountdown(float elapsedTime); |     int GetCountdown(float elapsedTime); | ||||||
| @@ -50,11 +51,13 @@ private: | |||||||
|     void DisplayNotification(std::string message); |     void DisplayNotification(std::string message); | ||||||
|     void ProcessNotificationQueue(); |     void ProcessNotificationQueue(); | ||||||
|     void DisplayCrosshair(); |     void DisplayCrosshair(); | ||||||
|  |     void DisplayPovGun(); | ||||||
|     void DisplayCurrentItem(); |     void DisplayCurrentItem(); | ||||||
|     void DisplayHud(int timer); |     void DisplayHud(int timer); | ||||||
|     void DisplayInfo(float elapsedTime, BlockType bloc); |     void DisplayInfo(float elapsedTime, BlockType bloc); | ||||||
|  |     void DisplaySingleOrMultiplayerMenu(); | ||||||
|     void DrawHud(float elapsedTime, BlockType bloc); |     void DrawHud(float elapsedTime, BlockType bloc); | ||||||
|     void PrintText(float x, float y, float scale, const std::string& t); |     void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f); | ||||||
|  |  | ||||||
|     Connector m_conn; |     Connector m_conn; | ||||||
|     Shader m_shader01; |     Shader m_shader01; | ||||||
| @@ -64,10 +67,13 @@ private: | |||||||
|     World m_world = World(); |     World m_world = World(); | ||||||
|     Renderer m_renderer = Renderer(); |     Renderer m_renderer = Renderer(); | ||||||
|  |  | ||||||
|     Texture m_textureSkybox; |  | ||||||
|     Texture m_textureFont; |  | ||||||
|     Texture m_textureCrosshair; |     Texture m_textureCrosshair; | ||||||
|  |     Texture m_textureFont; | ||||||
|     Texture m_textureGun; |     Texture m_textureGun; | ||||||
|  |     Texture m_texturePovGun; | ||||||
|  |     Texture m_textureSkybox; | ||||||
|  |     Texture m_textureSoloMultiMenu; | ||||||
|  |     Texture m_textureTitle; | ||||||
|  |  | ||||||
|     Skybox m_skybox; |     Skybox m_skybox; | ||||||
|     Audio m_audio = Audio(AUDIO_PATH "start.wav"); |     Audio m_audio = Audio(AUDIO_PATH "start.wav"); | ||||||
| @@ -85,14 +91,18 @@ private: | |||||||
|     //Menu |     //Menu | ||||||
|     enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY }; |     enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY }; | ||||||
|     GameState m_gamestate = GameState::MAIN_MENU; |     GameState m_gamestate = GameState::MAIN_MENU; | ||||||
|     Texture MenuTitleTexture, |     Texture MenuTitleTexture; | ||||||
|             MenuBGTexture, |     Texture MenuBGTexture; | ||||||
|             MenuStartTexture, |     Texture MenuStartTexture; | ||||||
|             MenuQuitTexture, |     Texture MenuQuitTexture; | ||||||
|             MenuOptionsTexture; |     Texture MenuOptionsTexture; | ||||||
|  |     Texture SplachScreenTexture; | ||||||
|  |  | ||||||
|     float m_scale; |     float m_scale; | ||||||
|     float m_time = 0; |     float m_time = 0; | ||||||
|  |     float m_time_SplashScreen = 0; | ||||||
|  |     float m_Width = 0; | ||||||
|  |     float m_Height = 0; | ||||||
|  |  | ||||||
|     int m_renderCount = 0; |     int m_renderCount = 0; | ||||||
|     int m_countdown = COUNTDOWN; |     int m_countdown = COUNTDOWN; | ||||||
| @@ -105,6 +115,7 @@ private: | |||||||
|     bool m_displayHud = true; |     bool m_displayHud = true; | ||||||
|     bool m_displayInfo = false; |     bool m_displayInfo = false; | ||||||
|     bool m_resetcountdown = false; |     bool m_resetcountdown = false; | ||||||
|  |     bool m_soloMultiChoiceMade = true; | ||||||
|     bool m_stopcountdown = false; |     bool m_stopcountdown = false; | ||||||
|      |      | ||||||
|     bool m_keyK = false; |     bool m_keyK = false; | ||||||
|   | |||||||
							
								
								
									
										
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| @@ -9,6 +9,7 @@ OpenglContext::~OpenglContext() | |||||||
| { | { | ||||||
| } | } | ||||||
|  |  | ||||||
|  |  | ||||||
| bool OpenglContext::Start(const std::string& title, int width, int height, bool fullscreen) | bool OpenglContext::Start(const std::string& title, int width, int height, bool fullscreen) | ||||||
| { | { | ||||||
|     m_title = title; |     m_title = title; | ||||||
| @@ -22,6 +23,7 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool | |||||||
|  |  | ||||||
|     while (m_app.isOpen()) |     while (m_app.isOpen()) | ||||||
|     { |     { | ||||||
|  |  | ||||||
|             clock.restart(); |             clock.restart(); | ||||||
|  |  | ||||||
|             sf::Event Event; |             sf::Event Event; | ||||||
|   | |||||||
| @@ -4,6 +4,7 @@ | |||||||
| #include <string> | #include <string> | ||||||
| #include <SFML/Window.hpp> | #include <SFML/Window.hpp> | ||||||
| #include "define.h" | #include "define.h" | ||||||
|  | #include "texture.h" | ||||||
|  |  | ||||||
| // Documentation de SFML: http://www.sfml-dev.org/documentation/index-fr.php | // Documentation de SFML: http://www.sfml-dev.org/documentation/index-fr.php | ||||||
| class OpenglContext | class OpenglContext | ||||||
| @@ -31,7 +32,6 @@ public: | |||||||
|     virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y) = 0; |     virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y) = 0; | ||||||
|     virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y) = 0; |     virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y) = 0; | ||||||
|  |  | ||||||
|  |  | ||||||
|     bool Start(const std::string& title, int width, int height, bool fullscreen); |     bool Start(const std::string& title, int width, int height, bool fullscreen); | ||||||
|     bool Stop(); |     bool Stop(); | ||||||
|  |  | ||||||
|   | |||||||
| @@ -8,30 +8,30 @@ void Skybox::Init(float size){ | |||||||
| 	int count = 0; | 	int count = 0; | ||||||
| 	VertexBuffer::VertexData* vd = new VertexBuffer::VertexData[24]; | 	VertexBuffer::VertexData* vd = new VertexBuffer::VertexData[24]; | ||||||
|  |  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 0.f, .5f); |  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);  | 	vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);  | 	vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 0.f, .75f);    | 	vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 0.f, .75f);    | ||||||
|  | 	vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 0.f, .5f);    | ||||||
|  |  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f); |  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);  | 	vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);  | 	vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);  | 	vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);  | ||||||
|  | 	vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);  | ||||||
|  |  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f); |  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);  | 	vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);  | 	vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);  | 	vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);  | ||||||
|  | 	vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);  | ||||||
|  |  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f); |  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 1.f, .5f);    | 	vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 1.f, .5f);    | ||||||
| 	vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 1.f, .75f);    | 	vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 1.f, .75f);    | ||||||
| 	vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);  | 	vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);  | ||||||
|  | 	vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);  | ||||||
|  |  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .25f, 1.f); | 	vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, .25f, 1.f);   | ||||||
| 	vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, .5f, 1.f); | 	vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f); | ||||||
| 	vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .5f, .75f); | 	vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f); | ||||||
| 	vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .25f, .75f); | 	vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .5f, 1.f);   | ||||||
|  |  | ||||||
| 	vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .5f, .25f); | 	vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .5f, .25f); | ||||||
| 	vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, .75f, .25f); | 	vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, .75f, .25f); | ||||||
|   | |||||||
		Reference in New Issue
	
	Block a user