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@@ -8,7 +8,7 @@ Engine::Engine() { }
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Engine::~Engine() {
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m_world.CleanUpWorld(m_renderCount, true);
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for (int x = 0; x < WORLD_SIZE_X; ++x) // Les destructeurs de Chunks ont de la mis<69>re, je les aide un peu!
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for (int x = 0; x < WORLD_SIZE_X; ++x)
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for (int y = 0; y < WORLD_SIZE_Y; ++y)
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if (m_world.GetChunks().Get(x, y))
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m_world.GetChunks().Get(x, y)->~Chunk();
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@@ -45,6 +45,10 @@ void Engine::Init() {
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// Objet de musique!
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m_audio.ToggleMusicState();
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// Array pour les balles.
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for (int x = 0; x < MAX_BULLETS; ++x)
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m_bullets[x] = nullptr;
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// Init Chunks
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m_world.GetChunks().Reset(nullptr);
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@@ -93,7 +97,7 @@ void Engine::LoadResource() {
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void Engine::UnloadResource() {}
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void Engine::DrawHud(float elapsedTime) {
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void Engine::DrawHud(float elapsedTime, BlockType bloc) {
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// Setter le blend function , tout ce qui sera noir sera transparent
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glDisable(GL_STENCIL_TEST);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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@@ -124,6 +128,12 @@ void Engine::DrawHud(float elapsedTime) {
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ss.str("");
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ss << " Position : " << m_player.GetPosition();
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PrintText(10, 30, ss.str());
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ss.str("");
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ss << " Block : ";
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if (bloc == BTYPE_LAST)
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ss << "Weapon.";
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else ss << (int)bloc;
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PrintText(10, 40, ss.str());
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m_textureCrosshair.Bind();
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static const int crossSize = 32;
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glLoadIdentity();
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@@ -173,19 +183,26 @@ int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
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void Engine::Render(float elapsedTime) {
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static float gameTime = elapsedTime;
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static float bulletTime = 0;
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static BlockType bloc = 1;
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if (elapsedTime > 0.1f) return;
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gameTime += elapsedTime;
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Transformation all;
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Transformation skybox;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// Transformations initiales
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, m_keylshift, elapsedTime), m_world, elapsedTime);
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if (bulletTime > 0.f) bulletTime -= elapsedTime;
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if (bulletTime < 0.f) bulletTime = 0.f;
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m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), m_world, elapsedTime, &m_audio);
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
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// son vecteur de v<>locit<69> (pour l'effet Doppler)
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m_player.ApplyTransformation(all);
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@@ -193,34 +210,64 @@ void Engine::Render(float elapsedTime) {
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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static BlockType bloc = 1;
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if (m_mouseWU) bloc++;
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else if (m_mouseWD) bloc--;
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if (bloc == BTYPE_LAST)
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bloc = BTYPE_DIRT;
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else if (bloc == BTYPE_AIR)
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bloc = BTYPE_LAST - 1;
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if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
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else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
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m_mouseWU = m_mouseWD = false;
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if (m_mouseL)
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m_world.ChangeBlockAtCursor(bloc, m_player, m_block);
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if (m_mouseL) {
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if (bloc != BTYPE_LAST)
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m_world.ChangeBlockAtCursor(bloc, m_player, m_block);
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else if (bulletTime <= 0.f) {
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for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
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if (!m_bullets[x]) {
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m_bullets[x] = new Bullet(m_player);
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break;
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}
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else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<6D>re balle de l'array.
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m_bullets[0]->~Bullet();
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m_bullets[0] = new Bullet(m_player);
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}
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bulletTime = .1f;
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m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
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if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
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glClearColor(.8f, .8f, .8f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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return;
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}
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}
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}
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else if (m_mouseR)
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m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player, m_block);
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m_world.Update(m_renderCount, m_badHitCount, m_player, all, m_shader01, m_textureAtlas, m_perlin, m_blockinfo);
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for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu.
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if (m_bullets[x])
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if (m_bullets[x]->Update(&m_world, all, elapsedTime)) {
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m_bullets[x]->~Bullet();
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m_bullets[x] = nullptr;
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}
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m_world.Update(m_renderCount, m_bullets, m_player, all, m_shader01, m_textureAtlas, m_perlin, m_blockinfo);
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if (m_isSkybox) m_skybox.Render(skybox);
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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DrawHud(elapsedTime);
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DrawHud(elapsedTime, bloc);
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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if (m_player.GetPosition().y < -20.f)
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static bool fell = false;
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if (m_player.GetPosition().y < 1.7f && !fell) {
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m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), 1.f);
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fell = true;
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}
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else if (m_player.GetPosition().y < -20.f) {
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m_player = Player(Vector3f(0, CHUNK_SIZE_Y + 1.8f, 0)); // Respawn si le bonho- joueur tombe en bas du monde.
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fell = false;
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}
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}
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void Engine::KeyPressEvent(unsigned char key) {
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@@ -267,6 +314,7 @@ void Engine::KeyPressEvent(unsigned char key) {
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m_keySpace = true;
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}
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break;
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case 5: // F - Ignorer
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case 24: // Y - Ignorer
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case 255: // Fn - Ignorer
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case 12: // M - Ignorer
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@@ -279,6 +327,9 @@ void Engine::KeyPressEvent(unsigned char key) {
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void Engine::KeyReleaseEvent(unsigned char key) {
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switch (key) {
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case 5:
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m_flash = !m_flash;
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break;
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case 12:
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m_audio.ToggleMusicState();
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break;
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