SQC-15_online #1
| @@ -41,8 +41,11 @@ typedef uint8_t BlockType; | |||||||
| enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST }; | enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST }; | ||||||
| typedef uint8_t BoostType; | typedef uint8_t BoostType; | ||||||
| enum BOOST_TYPE { BTYPE_SPEED, BTYPE_HEAL, BTYPE_DAMAGE, BTYPE_INVINCIBLE, BTYPE_BOOST_LAST }; | 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_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}; | 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; | typedef uint64_t Timestamp; | ||||||
|  |  | ||||||
| #ifdef _WIN32 | #ifdef _WIN32 | ||||||
|   | |||||||
| @@ -28,8 +28,17 @@ | |||||||
| #define BASE_WIDTH 640 | #define BASE_WIDTH 640 | ||||||
| #define BASE_HEIGHT 480 | #define BASE_HEIGHT 480 | ||||||
|  |  | ||||||
|  |  | ||||||
| #define ANIME_PATH_JUMP		"./media/textures/AssetOtherPlayer/FinalPNGJumping/" | #define ANIME_PATH_JUMP		"./media/textures/AssetOtherPlayer/FinalPNGJumping/" | ||||||
| #define ANIME_PATH_STILL	"./media/textures/AssetOtherPlayer/FinalPNGStanding/" | #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 TEXTURE_PATH        "./media/textures/" | ||||||
| #define SHADER_PATH		    "./media/shaders/" | #define SHADER_PATH		    "./media/shaders/" | ||||||
| #define AUDIO_PATH			"./media/audio/" | #define AUDIO_PATH			"./media/audio/" | ||||||
|   | |||||||
| @@ -459,28 +459,70 @@ void Engine::LoadResource() { | |||||||
|  |  | ||||||
| 	//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM  | 	//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 | 	//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 JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.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 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 JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png"); | ||||||
| 	//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.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"); | ||||||
| 	 | 	 | ||||||
| 	//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)) { | 	if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) { | ||||||
| 		std::cout << " Unable to generate texture atlas ..." << std::endl; | 		std::cout << " Unable to generate texture atlas ..." << std::endl; | ||||||
|   | |||||||
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