SQCSimulator2023/SQCSim2021/engine.cpp

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#include "engine.h"
#include <algorithm>
#include <filesystem>
#include <fstream>
#include <iostream>
#include <chrono>
#include <thread>
#include <queue>
// Define a structure to represent notifications
struct Notification {
std::string message;
float displayStartTime = 0.0f;
};
// Use a queue to manage notifications
//std::queue<Notification> notificationQueue;
// Use a vector to manage notifications
std::vector<Notification> notifications;
Engine::Engine() : m_remotePlayer(&m_pinfo), m_pinfo() {}
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)
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for (int y = 0; y < WORLD_SIZE_Y; ++y)
if (m_world.GetChunks().Get(x, y))
m_world.GetChunks().Get(x, y)->~Chunk();
}
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void Engine::Init() {
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uint64_t seed = SEED;
if (m_istarted)
return;
else m_istarted = true;
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// Objet de skybox avec sa propre texture et son propre shader!
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m_skybox.Init(0.2f);
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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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m_whoosh[x] = nullptr;
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}
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// Init Chunks
m_world.GetChunks().Reset(nullptr);
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char* ch = new char[2];
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std::cout << "Jouer en ligne? [o/N] ";
std::cin.getline(ch, 2);
std::cout << std::endl;
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if (*ch == 'o' || *ch == 'O') {
char* input = new char[32];
std::string playname, srvname;
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while (playname.size() < 1) {
std::cout << "Veuillez entrer un nom de joueur: ";
std::cin.getline(input, 32);
std::cout << std::endl;
playname = input;
if (playname.size() < 1 || playname.size() > 32)
std::puts("Nom invalide.");
}
while (srvname.size() < 1) {
std::cout << "Veuillez entrer une adresse de serveur: ";
std::cin.getline(input, 32);
std::cout << std::endl;
srvname = input;
if (srvname.size() < 1 || srvname.size() > 32)
std::puts("Adresse serveur invalide.");
}
delete[] input;
if (!m_conn.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;
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//std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
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m_player = Player(m_conn.getOrigin().position);
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for (auto& [key, player] : m_conn.m_players) {
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m_players[key] = new RemotePlayer(player);
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RemotePlayer* rt = (RemotePlayer*)m_players[key];
rt->SetPosition(Vector3f(555, 555, 555));
}
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m_player.m_username = playname;
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seed = 9370707;//m_conn.getSeed();
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m_networkgame = true;
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}
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else std::cout << "Erreur de connexion." << std::endl;
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}
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else std::cout << "Erreur de creation de socket." << std::endl;
}
delete[] ch;
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m_world.SetSeed(seed);
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m_startTime = std::chrono::high_resolution_clock::now();
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m_remotePlayer.SetPosition(Vector3f(.5, CHUNK_SIZE_Y + 10., .5));
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// Gestion de souris.
CenterMouse();
HideCursor();
}
void Engine::DeInit() {}
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void Engine::LoadResource() {
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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_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false);
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LoadTexture(m_textureMainMenu, TEXTURE_PATH "menus/backgrounds/bgMainMenu.png", false);
LoadTexture(m_texturePauseMenu, TEXTURE_PATH "menus/backgrounds/bgPause.png", false);
LoadTexture(m_textureOptionsMenu, TEXTURE_PATH "menus/backgrounds/bgOptions.png", false);
LoadTexture(m_textureSplashScreen, TEXTURE_PATH "menus/backgrounds/bgSplash.png", false);
LoadTexture(m_textureCheck, TEXTURE_PATH "menus/others/check.png", false);
LoadTexture(m_textureChecked, TEXTURE_PATH "menus/others/checked.png", false);
LoadTexture(m_textureOptAudio, TEXTURE_PATH "menus/buttons/options/optAudio.png", false);
LoadTexture(m_textureOptBack, TEXTURE_PATH "menus/buttons/options/optBack.png", false);
LoadTexture(m_textureOptGameplay, TEXTURE_PATH "menus/buttons/options/optGameplay.png", false);
LoadTexture(m_textureOptGraphics, TEXTURE_PATH "menus/buttons/options/optGraphics.png", false);
LoadTexture(m_textureOptMain, TEXTURE_PATH "menus/buttons/options/optMain.png", false);
LoadTexture(m_textureOptMusic, TEXTURE_PATH "menus/buttons/options/optMusic.png", false);
LoadTexture(m_textureOptOptions, TEXTURE_PATH "menus/buttons/options/optOptions.png", false);
LoadTexture(m_textureOptResolution, TEXTURE_PATH "menus/buttons/options/optResolution.png", false);
LoadTexture(m_textureOptSensitivity, TEXTURE_PATH "menus/buttons/options/optSensitivity.png", false);
LoadTexture(m_textureOptSfx, TEXTURE_PATH "menus/buttons/options/optSfx.png", false);
LoadTexture(m_textureHd, TEXTURE_PATH "menus/labels/labelHd.png", false);
LoadTexture(m_textureFhd, TEXTURE_PATH "menus/labels/labelFhd.png", false);
LoadTexture(m_textureQhd, TEXTURE_PATH "menus/labels/labelQhd.png", false);
LoadTexture(m_textureUhd, TEXTURE_PATH "menus/labels/labelUhd.png", false);
LoadTexture(m_textureMenuTitle, TEXTURE_PATH "menus/labels/labelTitle.png", false);
LoadTexture(m_textureMenuBack, TEXTURE_PATH "menus/buttons/main/mainBack.png", false);
LoadTexture(m_textureMenuMulti, TEXTURE_PATH "menus/buttons/main/mainMulti.png", false);
LoadTexture(m_textureMenuOptions, TEXTURE_PATH "menus/buttons/main/mainOptions.png", false);
LoadTexture(m_textureMenuPlay, TEXTURE_PATH "menus/buttons/main/mainPlay.png", false);
LoadTexture(m_textureMenuQuit, TEXTURE_PATH "menus/buttons/main/mainQuit.png", false);
LoadTexture(m_textureMenuSingle, TEXTURE_PATH "menus/buttons/main/mainSingle.png", false);
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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
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TextureAtlas::TextureIndex texGreenGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "greengrass.png");
TextureAtlas::TextureIndex texBoostHeal = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterVert.png");
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TextureAtlas::TextureIndex texBoostDmg = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterRouge.png");
TextureAtlas::TextureIndex texBoostSpd = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterBleu.png");
TextureAtlas::TextureIndex texBoostInv = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterJaune.png");
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//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
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//STILL//STANDING
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TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); //0
TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png"); //1
TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png"); //2
TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png"); //3
TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png"); //4
TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png"); //5
TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png"); //6
TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png"); //7
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//SHOOTINGSTILL SANS TIRER
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//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); ////9
//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); ////10
//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png"); ////11
//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png"); ////12
//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png"); ////13
//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png"); ////14
//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png"); ////15
//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png"); ////16
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//SHOOTINGSTILL TIRER
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//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueFrontRightShootingRightShoot1.png"); ////17
//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueLeftShootingLeftShoot1.png"); ////18
//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueRightShootingRightShoot1.png"); ////19
//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingLeftShoot1.png"); ////20
//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingRightShoot1.png"); ////21
//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackLeftShootingLeftShoot1.png"); ////22
//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackRightShootingRightShoot1.png"); ////23
//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueShootingBackRightShoot1.png"); ////24
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//JUMP
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//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png"); ////25
//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png"); ////26
//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png"); ////27
//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png"); ////28
//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png"); ////29
//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png"); ////30
//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png"); ////31
//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png"); ////32
//SHOOTINGJUMP SANS TIRER
//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontJumpRightShootingRight.png"); ////33
//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontLeftJumpLeftShootingLeft.png"); ////34
//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontRightJumpRightShootingRight.png"); ////35
//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueProfilLeftJumpLeftShootingLeft.png"); ////36
//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BluerProfilRightJumprightShootingRight.png"); ////37
//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackLeftJumpLeftShootingLeft.png"); ////38
//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackRightJumpRightShootingRight.png"); ////39
//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackJumpRightShootingRight.png"); ////40
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//SHOOTINGJUMP TIRER
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//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontJumpRightShootingRightShoot1.png"); ////41
//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontLeftJumpLeftShootingLeftShoot1.png"); ////42
//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontRightJumpRightShootingRightShoot1.png"); ////43
//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueProfilLeftJumpLeftShootingLeftShoot1.png"); ////44
//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BluerProfilRightJumprightShootingRightShoot1.png"); ////45
//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackLeftJumpLeftShootingLeftShoot1.png"); ////46
//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackRightJumpRightShootingRightShoot1.png"); ////47
//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackJumpRightShootingRightShoot1.png"); ////48
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if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl;
abort();
}
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if (!m_textureAtlas.Generate(TEXTURE_SIZE, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
abort();
}
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float u, v, s;
m_textureAtlas.TextureIndexToCoord(texDirtIndex, u, v, s, s);
m_blockinfo[BTYPE_DIRT] = new BlockInfo(BTYPE_DIRT, "Dirt", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texGrassIndex, u, v, s, s);
m_blockinfo[BTYPE_GRASS] = new BlockInfo(BTYPE_GRASS, "Grass", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texMetalIndex, u, v, s, s);
m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texGreenGrassIndex, u, v, s, s);
m_blockinfo[BTYPE_GREENGRASS] = new BlockInfo(BTYPE_GREENGRASS, "GreenGrass", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texBoostHeal, u, v, s, s);
m_boostinfo[BTYPE_HEAL] = new BoostInfo(BTYPE_HEAL, "Heal", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texBoostDmg, u, v, s, s);
m_boostinfo[BTYPE_DAMAGE] = new BoostInfo(BTYPE_DAMAGE, "Dmg", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texBoostSpd, u, v, s, s);
m_boostinfo[BTYPE_SPEED] = new BoostInfo(BTYPE_SPEED, "Spd", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
m_boostinfo[BTYPE_INVINCIBLE] = new BoostInfo(BTYPE_INVINCIBLE, "Inv", u, v, s, 1);
m_animeAtlas.TextureIndexToCoord(0, u, v, s, s);
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std::cout << " Loading and compiling shaders ..." << std::endl;
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if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) {
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std::cout << " Failed to load shader " << std::endl;
exit(1);
}
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if (!m_skybox.GetShader().Load(SHADER_PATH "skybox.vert", SHADER_PATH "skybox.frag", true)) {
std::cout << " Failed to load shader " << std::endl;
exit(1);
}
}
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void Engine::UnloadResource() {}
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void Engine::InstantDamage() {
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m_player.InflictDamage(0.10f);
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m_damage = false;
}
void Engine::SystemNotification(std::string systemLog) {
std::string message = "";
message = systemLog;
DisplayNotification(message);
}
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void Engine::KillNotification(Player killer, Player killed) {
std::string message = "";
message = killed.GetUsername() + " killed by -> " + killer.GetUsername();
DisplayNotification(message);
}
void Engine::DisplayNotification(std::string message) {
if (message.length() > 45) {
message = message.substr(0, 45);
}
// Create a new notification and add it to the queue
Notification newNotification;
newNotification.message = message;
newNotification.displayStartTime = m_time;
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notifications.push_back(newNotification);
}
// Add a method to process the notification queue
void Engine::ProcessNotificationQueue() {
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//PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
//float fPosX = (Width() / 100.0f) * scaleX;
//float fPosY = Height() - (Height() * 0.05) * scaleY;
m_textureFont.Bind();
float xOffset = Width() * 0.66f;
float yOffset = Height() * 0.83f;
for (auto it = notifications.begin(); it != notifications.end(); ) {
float timeSinceDisplay = m_time - it->displayStartTime;
float y = yOffset - (20.0f * (it - notifications.begin()));
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
PrintText(xOffset, y, it->message);
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();
if (timeSinceDisplay >= 4.0f) {
it = notifications.erase(it);
}
else {
++it;
}
}
}
void Engine::DisplayCrosshair() {
m_textureCrosshair.Bind();
static const int crossSize = 32;
glLoadIdentity();
glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(crossSize, 0);
glTexCoord2f(1, 1);
glVertex2i(crossSize, crossSize);
glTexCoord2f(0, 1);
glVertex2i(0, crossSize);
glEnd();
}
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void Engine::DisplayCurrentItem() {}
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void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClear(GL_STENCIL_BUFFER_BIT);
float itemBackgroundWidthProportion = 0.25f;
float itemBackgroundHeightProportion = 0.175f;
float itemBackgroundWidth = Width() * itemBackgroundWidthProportion;
float itemBackgroundHeight = Height() * itemBackgroundHeightProportion;
float itemBackgroundXOffset = Width() * 0.05f;
float itemBackgroundYOffset = Height() * 0.6f;
float itemBackgroundXPos = itemBackgroundXOffset;
float itemBackgroundYPos = Height() - itemBackgroundHeight - itemBackgroundYOffset;
// Selected item background
glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
glBegin(GL_QUADS);
glVertex2f(itemBackgroundXPos, itemBackgroundYPos);
glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos);
glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos + itemBackgroundHeight);
glVertex2f(itemBackgroundXPos, itemBackgroundYPos + itemBackgroundHeight);
glEnd();
// HP Bar
float playerHp = m_player.GetHP();
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if (playerHp < 0.)
playerHp == 0;
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
float hpBarWidthProportion = 0.25f;
float hpBarHeightProportion = 0.045f;
float hpBarWidth = Width() * hpBarWidthProportion;
float hpBarHeight = Height() * hpBarHeightProportion;
float hpBarXOffset = Width() * 0.05f;
float hpBarYOffset = Height() * 0.7f;
float hpBarYPos = Height() - hpBarHeight - hpBarYOffset;
// HP Bar Background
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS);
glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight);
glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos - hpBarHeight);
glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos);
glVertex2f(itemBackgroundXPos, hpBarYPos);
glEnd();
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//TODO: Associer avec mechanique de vie du joueur
// Barre HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
glBegin(GL_QUADS);
glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight);
glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos - hpBarHeight);
glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos);
glVertex2f(itemBackgroundXPos, hpBarYPos);
glEnd();
// Equip Bar
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
float equipWidthProportion = 0.8f;
float equipHeightProportion = 0.7f;
float equipWidth = itemBackgroundWidth * equipWidthProportion;
float equipHeight = itemBackgroundHeight * equipHeightProportion;
float equipXOffset = itemBackgroundXPos + (itemBackgroundWidth - equipWidth) * 0.1f;
float equipYOffset = itemBackgroundYPos + (itemBackgroundHeight - equipHeight) * 0.75f;
glTranslatef(equipXOffset, equipYOffset, 0);
m_textureGun.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(0, 0);
glTexCoord2f(1, 0); glVertex2f(equipWidth, 0);
glTexCoord2f(1, 1); glVertex2f(equipWidth, equipHeight);
glTexCoord2f(0, 1); glVertex2f(0, equipHeight);
glEnd();
// Username
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor3f(1.0f, 1.0f, 1.0f);
m_textureFont.Bind();
std::ostringstream ss;
float fUsernamePosY = hpBarYPos - (hpBarHeight * 2);
ss.str("");
ss << m_player.GetUsername();
PrintText(itemBackgroundXPos, fUsernamePosY, ss.str(), 1.5f);
ss.str("");
ss << m_player.GetHP() * 100 << "%";
PrintText(itemBackgroundXPos * 5.25f, fUsernamePosY, ss.str(), 1.5f);
float countdownXOffset = Width() * 0.2f;
float countdownYOffset = Height() * 0.1f;
float countdownXPos = Width() - countdownXOffset;
float countdownYPos = Height() - countdownYOffset;
// Countdown
ss.str("");
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
PrintText(countdownXPos, countdownYPos, ss.str(), 2.0f);
}
void Engine::DrawHud(float elapsedTime, BlockType bloc) {
// 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);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
int timer = GetCountdown(elapsedTime);
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/*for (int i = 1; i < WORLD_SIZE_X; i++) {
if (timer <= COUNTDOWN - m_timerReductionChunk * i) {
m_world.RemoveChunk(m_nbReductionChunk * i);
m_renderer.RemoveChunk(m_nbReductionChunk * i);
}
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}*/
if (m_keyK) {
SystemNotification(m_messageNotification);
m_keyK = false;
}
if (m_keyL) {
KillNotification(m_player, m_player);
m_keyL = false;
}
if (m_displayInfo) {
DisplayInfo(elapsedTime, bloc);
}
if (m_displayHud) {
DisplayHud(timer);
}
if (m_displayCrosshair) {
DisplayCrosshair();
}
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::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 baseXOffsetPercentage = 0.4958;
float baseWidthPercentage = 0.4688;
float baseHeightPercentage = 0.5787;
float xTranslation = baseXOffsetPercentage * Width();
float quadWidth = baseWidthPercentage * Width();
float quadHeight = baseHeightPercentage * Height();
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::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
float windowWidth = static_cast<float>(Width());
float windowHeight = static_cast<float>(Height());
float posX = x * windowWidth;
float posY = y * windowHeight;
float baseCharSize = 20 + (24 - 20) * (windowWidth - 1600) / (1920 - 1600);
float charSize = baseCharSize * charSizeMultiplier;
glPushMatrix();
glLoadIdentity();
glTranslated(x, y, 0);
for (unsigned int i = 0; i < t.length(); ++i) {
float left = (float)((t[i] - 32) % 16) / 16.f;
float top = (float)((t[i] - 32) / 16) / 16.f;
top += 0.5f;
glBegin(GL_QUADS);
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize, 0);
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize, charSize);
glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize);
glEnd();
glTranslated(0.5555f * charSize, 0, 0);
}
glPopMatrix();
}
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
int Engine::GetCountdown(float elapsedTime) {
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//if (m_resetcountdown) {
// m_nbReductionChunk = 4;
// m_timerReductionChunk = 30;
// m_countdown = m_time + COUNTDOWN;
// m_resetcountdown = false;
// }
// if (m_countdown < m_time) {}
// Stop();
//if (!m_stopcountdown)
m_time += elapsedTime;
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return m_countdown;// -(int)m_time;
}
int Engine::GetOptionsChoice() {
return m_selectedOption;
}
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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m_textureFont.Bind();
std::ostringstream ss;
float marginX = Width() * 0.01;
float marginY = Height() * 0.05;
float fPosX = marginX;
float fPosY = Height() - marginY;
float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
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ss << " Fps : " << GetFps(elapsedTime);
PrintText(fPosX, fPosY, ss.str());
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ss.str("");
fPosY -= charSize;
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ss << " Rendered Chunks : " << m_renderCount;
PrintText(fPosX, fPosY, ss.str());
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ss.str("");
fPosY -= charSize;
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
PrintText(fPosX, fPosY, ss.str());
ss.str("");
fPosY -= charSize;
float fPosYJump = Height() * 0.09;
fPosY = fPosYJump;
fPosY -= charSize;
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ss << " Velocity : " << m_player.GetVelocity();
PrintText(fPosX, fPosY, ss.str());
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ss.str("");
fPosY -= charSize;
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ss << " Player Position : " << m_player.GetPosition();
PrintText(fPosX, fPosY, ss.str());
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ss.str("");
fPosY -= charSize;
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ss << " Remote Position : " << m_otherplayerpos;
PrintText(fPosX, fPosY, ss.str());
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ss.str("");
fPosY -= charSize;
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//ss << " Block : ";
//if (bloc == BTYPE_LAST)
// ss << "Weapon";
//else
// ss << (int)bloc;
PrintText(fPosX, fPosYJump, ss.str());
}
void Engine::DisplaySplashScreen() {
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-Width() / 2, Width() / 2, -Height() / 2, Height() / 2, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
int imageWidth = Width();
int imageHeight = Height();
m_textureSplashScreen.Bind();
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();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
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void Engine::DisplayPauseMenu() {
m_texturePauseMenu.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(0, 0);
glTexCoord2f(1, 0); glVertex2i(Width(), 0);
glTexCoord2f(1, 1); glVertex2i(Width(), Height());
glTexCoord2f(0, 1); glVertex2i(0, Height());
glEnd();
}
void Engine::DisplayMainMenu() {
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
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glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
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glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// Background
m_textureMainMenu.Bind();
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glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex2f(Width(), 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex2f(Width(), Height());
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, Height());
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glEnd();
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// Title
float centerX = Width() * 0.5f;
float centerY = Height() * 0.5f;
glColor4f(1.0f, 0.5f, 0.0f, 1.0f);
m_textureMenuTitle.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.05, centerY + Height() * 0.05);
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.45, centerY + Height() * 0.05);
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.45, centerY + Height() * 0.45);
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.05, centerY + Height() * 0.45);
glEnd();
DrawButtonBackgrounds(centerX, centerY, 3);
if (m_gamestate == GameState::MAIN_MENU) {
if (m_selectedPlayOptions) {
DrawSingleMultiButtons(centerX, centerY);
}
else {
DrawMainMenuButtons(centerX, centerY);
}
}
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
ShowCursor();
}
void Engine::DrawMainMenuButtons(float centerX, float centerY) {
m_textureMenuPlay.Bind();
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.16, centerY - Height() * 0.065);
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.34, centerY - Height() * 0.065);
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.34, centerY - Height() * 0.01);
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.16, centerY - Height() * 0.01);
glEnd();
m_textureMenuOptions.Bind();
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.08, centerY - Height() * 0.165);
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.42, centerY - Height() * 0.165);
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.42, centerY - Height() * 0.11);
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.08, centerY - Height() * 0.11);
glEnd();
m_textureMenuQuit.Bind();
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.16, centerY - Height() * 0.265);
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.34, centerY - Height() * 0.265);
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.34, centerY - Height() * 0.21);
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.16, centerY - Height() * 0.21);
glEnd();
}
void Engine::DrawSingleMultiButtons(float centerX, float centerY) {
m_textureMenuSingle.Bind();
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
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glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.06, centerY - Height() * 0.065);
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.44, centerY - Height() * 0.065);
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.44, centerY - Height() * 0.01);
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.06, centerY - Height() * 0.01);
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glEnd();
m_textureMenuMulti.Bind();
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.08, centerY - Height() * 0.165);
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.42, centerY - Height() * 0.165);
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.42, centerY - Height() * 0.11);
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.08, centerY - Height() * 0.11);
glEnd();
m_textureMenuBack.Bind();
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
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glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.16, centerY - Height() * 0.265);
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.34, centerY - Height() * 0.265);
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.34, centerY - Height() * 0.21);
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.16, centerY - Height() * 0.21);
glEnd();
}
void Engine::DrawButtonBackgrounds(float centerX, float centerY, int iterations) {
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glBindTexture(GL_TEXTURE_2D, 0);
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float bottomOffset = 0.075f;
float topOffset = 0.0f;
float distanceBetween = 0.1f;
for (int i = 0; i < iterations; i++) {
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.05, centerY - Height() * bottomOffset);
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.45, centerY - Height() * bottomOffset);
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.45, centerY - Height() * topOffset);
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.05, centerY - Height() * topOffset);
glEnd();
bottomOffset += distanceBetween;
topOffset += distanceBetween;
}
}
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void Engine::DisplayOptionsMenu() {
static const int sTitle = 400;
static const int sButton = 225;
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float centerX = Width() * 0.5f;
float centerY = Height() * 0.5f;
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
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glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
m_textureOptionsMenu.Bind();
glLoadIdentity();
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glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(0, 0);
glTexCoord2f(1, 0); glVertex2i(Width(), 0);
glTexCoord2f(1, 1); glVertex2i(Width(), Height());
glTexCoord2f(0, 1); glVertex2i(0, Height());
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glEnd();
glColor4f(1.0f, 0.0f, 1.0f, 1.0f);
m_textureOptOptions.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.175, centerY + Height() * 0.35);
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.175, centerY + Height() * 0.35);
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.175, centerY + Height() * 0.45);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.175, centerY + Height() * 0.45);
glEnd();
if (m_selectedOption == 0) {
glColor4f(0.5f, 1.0f, 0.0f, 1.0f);
}
m_textureOptAudio.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.35, centerY + Height() * 0.2);
glTexCoord2f(1, 0); glVertex2i(centerX - Width() * 0.2, centerY + Height() * 0.2);
glTexCoord2f(1, 1); glVertex2i(centerX - Width() * 0.2, centerY + Height() * 0.25);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.35, centerY + Height() * 0.25);
glEnd();
glColor4f(1.0f, 0.0f, 1.0f, 1.0f);
if (m_selectedOption == 1) {
glColor4f(0.5f, 1.0f, 0.0f, 1.0f);
}
m_textureOptGraphics.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.4, centerY + Height() * 0.05);
glTexCoord2f(1, 0); glVertex2i(centerX - Width() * 0.2, centerY + Height() * 0.05);
glTexCoord2f(1, 1); glVertex2i(centerX - Width() * 0.2, centerY + Height() * 0.1);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.4, centerY + Height() * 0.1);
glEnd();
glColor4f(1.0f, 0.0f, 1.0f, 1.0f);
if (m_selectedOption == 2) {
glColor4f(0.5f, 1.0f, 0.0f, 1.0f);
}
m_textureOptGameplay.Bind();
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glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.375, centerY - Height() * 0.1);
glTexCoord2f(1, 0); glVertex2i(centerX - Width() * 0.2, centerY - Height() * 0.1);
glTexCoord2f(1, 1); glVertex2i(centerX - Width() * 0.2, centerY - Height() * 0.05);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.375, centerY - Height() * 0.05);
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glEnd();
// Séparateur
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
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glBindTexture(GL_TEXTURE_2D, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.175, centerY - Height() * 0.1);
glTexCoord2f(1, 0); glVertex2i(centerX - Width() * 0.18, centerY - Height() * 0.1);
glTexCoord2f(1, 1); glVertex2i(centerX - Width() * 0.18, centerY + Height() * 0.25);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.175, centerY + Height() * 0.25);
glEnd();
glColor4f(1.0f, 0.0f, 1.0f, 1.0f);
m_textureOptBack.Bind();
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glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.075, centerY - Height() * 0.25);
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.075, centerY - Height() * 0.25);
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.075, centerY - Height() * 0.2);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.075, centerY - Height() * 0.2);
glEnd();
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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if (m_selectedOption == 0) {
DisplayAudioMenu(centerX, centerY);
}
else if (m_selectedOption == 1) {
DisplayGraphicsMenu(centerX, centerY);
}
else if (m_selectedOption == 2) {
DisplayGameplayMenu(centerX, centerY);
}
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
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glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void Engine::DisplayAudioMenu(float centerX, float centerY) {
float minBar = centerX - Width() * 0.15;
float maxBar = centerX + Width() * 0.3;
float percentPosX = centerX + Width() * 0.31f;
glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
m_textureOptMain.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.215);
glTexCoord2f(1, 0); glVertex2i(centerX - Width() * 0.075, centerY + Height() * 0.215);
glTexCoord2f(1, 1); glVertex2i(centerX - Width() * 0.075, centerY + Height() * 0.25);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.25);
glEnd();
float principalBottom = centerY + Height() * 0.165f;
float principalTop = centerY + Height() * 0.2f;
DrawSliderBackground(centerX, centerY, minBar, maxBar, principalBottom, principalTop);
DrawSlider(centerX, centerY, m_volPrincipal, minBar, maxBar, principalBottom, principalTop);
DisplayBarPercentValue(centerX, centerY, percentPosX, principalBottom, minBar, maxBar, m_volPrincipal);
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glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
m_textureOptMusic.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.09);
glTexCoord2f(1, 0); glVertex2i(centerX - Width() * 0.05, centerY + Height() * 0.09);
glTexCoord2f(1, 1); glVertex2i(centerX - Width() * 0.05, centerY + Height() * 0.125);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.125);
glEnd();
float musiqueBottom = centerY + Height() * 0.04f;
float musiqueTop = centerY + Height() * 0.075f;
DrawSliderBackground(centerX, centerY, minBar, maxBar, musiqueBottom, musiqueTop);
DrawSlider(centerX, centerY, m_volMusique, minBar, maxBar, musiqueBottom, musiqueTop);
DisplayBarPercentValue(centerX, centerY, percentPosX, musiqueBottom, minBar, maxBar, m_volMusique);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
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glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
m_textureOptSfx.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY - Height() * 0.035);
glTexCoord2f(1, 0); glVertex2i(centerX - Width() * 0.075, centerY - Height() * 0.035);
glTexCoord2f(1, 1); glVertex2i(centerX - Width() * 0.075, centerY - Height() * 0.00001);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY - Height() * 0.00001);
glEnd();
float effectsBottom = centerY - Height() * 0.085f;
float effectsTop = centerY - Height() * 0.05f;
DrawSliderBackground(centerX, centerY, minBar, maxBar, effectsBottom, effectsTop);
DrawSlider(centerX, centerY, m_volEffets, minBar, maxBar, effectsBottom, effectsTop);
DisplayBarPercentValue(centerX, centerY, percentPosX, effectsBottom, minBar, maxBar, m_volEffets);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
void Engine::DisplayGraphicsMenu(float centerX, float centerY) {
glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
m_textureOptResolution.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.215);
glTexCoord2f(1, 0); glVertex2i(centerX, centerY + Height() * 0.215);
glTexCoord2f(1, 1); glVertex2i(centerX, centerY + Height() * 0.25);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.25);
glEnd();
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glBindTexture(GL_TEXTURE_2D, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.16, centerY + Height() * 0.165);
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.1, centerY + Height() * 0.165);
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.1, centerY - Height() * 0.04);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.16, centerY - Height() * 0.04);
glEnd();
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
m_textureHd.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.125);
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.05, centerY + Height() * 0.125);
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.05, centerY + Height() * 0.15);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.15);
glEnd();
m_textureFhd.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.075);
glTexCoord2f(1, 0); glVertex2i(centerX, centerY + Height() * 0.075);
glTexCoord2f(1, 1); glVertex2i(centerX, centerY + Height() * 0.1);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.1);
glEnd();
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m_textureQhd.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.025);
glTexCoord2f(1, 0); glVertex2i(centerX, centerY + Height() * 0.025);
glTexCoord2f(1, 1); glVertex2i(centerX, centerY + Height() * 0.05);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.05);
glEnd();
m_textureUhd.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY - Height() * 0.025);
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.015, centerY - Height() * 0.025);
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.015, centerY);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY);
glEnd();
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
float heightRatioBottom = 0.125f;
float heightRatioTop = 0.15;
// Checkboxes
for (int i = 0; i < 4; i++) {
if (static_cast<int>(m_resolution) == i) {
m_textureChecked.Bind();
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}
else {
m_textureCheck.Bind();
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}
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glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX + Width() * 0.075, centerY + Height() * heightRatioBottom);
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.09, centerY + Height() * heightRatioBottom);
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.09, centerY + Height() * heightRatioTop);
glTexCoord2f(0, 1); glVertex2i(centerX + Width() * 0.075, centerY + Height() * heightRatioTop);
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glEnd();
heightRatioBottom -= 0.05f;
heightRatioTop -= 0.05f;
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}
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
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void Engine::Render(float elapsedTime) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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if (m_gamestate == GameState::SPLASH) {
if (m_splashTime > 0.0f) {
DisplaySplashScreen();
}
else {
m_gamestate = GameState::MAIN_MENU;
}
m_splashTime -= elapsedTime;
return;
}
if (m_gamestate == GameState::MAIN_MENU) {
DisplayMainMenu();
return;
}
if (m_gamestate == GameState::OPTIONS) {
DisplayOptionsMenu();
return;
}
if (m_gamestate == GameState::PAUSE) {
DisplayPauseMenu();
return;
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}
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if (m_gamestate == GameState::PLAY) {
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HideCursor();
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CenterMouse(); //D<>placement de centermouse dans l'action de jouer
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//static float gameTime = elapsedTime;
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static irrklang::ISound* step; // Pour les sons de pas.
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static float pollTime = 0;
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static float bulletTime = 0;
static float gameTime = 0;
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static BlockType bloc = 1;
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if (elapsedTime > 0.1f) return;
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//gameTime += elapsedTime;
pollTime += elapsedTime;
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Transformation all;
Transformation skybox;
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Transformation remotePlayer;
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Vector3f vstep;
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// Transformations initiales
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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if (bulletTime > 0.f) bulletTime -= elapsedTime;
if (bulletTime < 0.f) bulletTime = 0.f;
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static bool leftright = false;
if (pollTime >= .005f) {
Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
switch (snd) {
case Player::Sound::STEP:
if (leftright)
vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
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m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), false, .8f);
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leftright = !leftright;
break;
case Player::Sound::FALL:
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m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false, 1.f);
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break;
default: break;
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}
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnees du joueur et
// son vecteur de velocite (pour l'effet Doppler)
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pollTime = 0;
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}
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m_player.ApplyTransformation(all);
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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m_player.ApplyTransformation(remotePlayer, true, false);
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//if (m_key1) bloc++;
//else if (m_key2) bloc--;
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//if (m_mouseWU) bloc++;
//else if (m_mouseWD) bloc--;
//if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
//else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
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m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
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netprot::ChunkMod* cmod = nullptr;
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if (m_mouseL) {
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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").
if (!m_bullets[x]) {
m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
break;
}
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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 première balle de l'array.
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m_bullets[0]->~Bullet();
m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
}
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bulletTime = BULLET_TIME;
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, false, .5f);
if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
glClearColor(.8f, .8f, .8f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClearColor(0.f, 0.f, 0.f, 1.f);
return;
}
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}
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}
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else if (m_mouseR)
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cmod = m_world.ChangeBlockAtCursor(BTYPE_METAL, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
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for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
if (m_bullets[x]) {
for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
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if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players, m_networkgame ? &m_chunkmod : nullptr)) {
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m_bullets[x]->~Bullet();
if (m_whoosh[x])
m_whoosh[x]->drop();
m_bullets[x] = nullptr;
m_whoosh[x] = nullptr;
break;
}
else if (!m_whoosh[x]) {
m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
else {
Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel();
m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
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}
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}
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}
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gameTime += elapsedTime * 10;
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m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
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m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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if (m_isSkybox) m_skybox.Render(skybox);
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ProcessNotificationQueue();
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if (m_damage) {
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InstantDamage();
}
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static bool fell = false;
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(), false, 1.f);
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fell = true;
}
if (m_networkgame) { // Pour se gerer le paquet.
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static bool has_synced = false;
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using namespace std::chrono;
using namespace netprot;
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
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static Timestamp last = 0;
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Input input;
Sync sync;
uint64_t id = m_conn.getId();
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static std::vector<char*> lsPck;
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static int sync_acc = 0, cmod_acc = 0;
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if (cmod)
m_chunkmod_manifest.emplace_back(cmod);
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if (last == 0)
last = tstamp;
sync_acc += tstamp - last;
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cmod_acc += tstamp - last;
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if (sync_acc >= 1000) {
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sync_acc -= 1000;
sync.sid = id;
sync.timestamp = tstamp;
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sync.position = m_player.GetPositionAbs();
sync.hp = m_player.GetHP();
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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;
}
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if (cmod_acc >= 1000) {
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while (cmod_acc >= 1000)
cmod_acc -= 1000;
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if (!m_chunkmod_manifest.empty()) {
ChunkMod* cmod = m_chunkmod_manifest.front();
m_chunkmod_manifest.pop_front();
m_world.ChangeBlockAtPosition(cmod->old_b_type, cmod->pos);
delete cmod;
}
}
input.sid = id;
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input.direction = m_player.GetDirection();
input.timestamp = tstamp;
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input.keys.forward = m_keyW;
input.keys.backward = m_keyS;
input.keys.left = m_keyA;
input.keys.right = m_keyD;
input.keys.jump = m_keySpace;
input.keys.block = m_mouseR;
input.keys.shoot = m_mouseL;
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sendPackTo<Input>(m_conn.m_sock_udp, &input, &m_bufout, &m_conn.m_srvsockaddr);
lsPck = recvPacks(m_conn.m_sock_udp, &m_buf);
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char* prevptr = nullptr;
for (auto& pck : lsPck) { // We could make a few threads out of this.
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Sync sync; Output out; ChunkMod cmod; BulletAdd bull; Chat chat;
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if (!prevptr)
prevptr = m_buf.ptr;
uint32_t bsize = m_buf.len - (pck - prevptr);
prevptr = pck;
switch (getType(pck, 1)) {
using enum PACKET_TYPE;
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case SYNC:
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if (Deserialize(&sync, pck, &bsize)) {
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if (sync.sid != m_conn.getId()) {
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SystemNotification("syncsid be no good.");
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break;
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}
if (m_syncs.count(sync.timestamp)) {
Sync comp = m_syncs[sync.timestamp];
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std::cout << "HP: " << sync.hp << std::endl;
//m_player.InflictDamage(sync.hp - comp.hp);
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Vector3f diff = sync.position - comp.position;
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if (diff.y < 1.)
diff.y = 0;
if (diff.Length() > 1.5) {
diff.Normalize();
m_player.Move(-diff);
}
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m_countdown = sync.timer;
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m_syncs.erase(sync.timestamp);
}
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else SystemNotification("sync be no good.");
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}
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break;
case OUTPUT:
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if (Deserialize(&out, pck, &bsize)) {
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if (!m_players.contains(out.id)) {
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SystemNotification(std::to_string(out.id).append(" is id no good."));
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break;
}
RemotePlayer* rt = static_cast<RemotePlayer*>(m_players[out.id]);
rt->Feed(out);
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}
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break;
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case CHUNKMOD:
if (Deserialize(&cmod, pck, &bsize)) {
if (!std::erase_if(m_chunkmod_manifest, // Efface le chunkmod du manifeste s'il est dedans et reset le countdown, sinon fait la modification.
[cmod](ChunkMod* c) {
return cmod.pos == c->pos &&
cmod.b_type == c->b_type &&
cmod.old_b_type == c->old_b_type;
}))
m_world.ChangeBlockAtPosition(cmod.b_type, cmod.pos);
else cmod_acc = 0;
}
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else SystemNotification("cmod iznogoud.");
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break;
case BULLET:
if (Deserialize(&bull, pck, &bsize)) {
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Bullet* bult = new Bullet(bull.pos, bull.dir);
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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").
if (!m_bullets[x]) {
m_bullets[x] = bult;
break;
}
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array.
m_bullets[0]->~Bullet();
m_bullets[0] = bult;
}
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", bull.pos, bull.dir * 10, false, .5f);
}
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else SystemNotification("Bullet is kraput.");
break;
case CHAT:
if (Deserialize(&chat, pck, &bsize))
SystemNotification(chat.mess);
else SystemNotification("Chat iznogoud.");
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break;
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default:
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SystemNotification("packet be no good.");
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break;
}
}
lsPck.clear();
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glDisable(GL_CULL_FACE);
for (auto& [key, player] : m_players) {
RemotePlayer* rt = static_cast<RemotePlayer*>(player);
glClear(GL_STENCIL_BUFFER_BIT);
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rt->Render(m_animeAtlas, m_shader01, all, elapsedTime, m_player);
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m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie.
}
glEnable(GL_CULL_FACE);
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}
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DrawHud(elapsedTime, bloc);
DisplayPovGun();
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}
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}
void Engine::DisplayGameplayMenu(float centerX, float centerY) {
float minBar = centerX - Width() * 0.15;
float maxBar = centerX + Width() * 0.3;
float percentPosX = centerX + Width() * 0.31f;
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glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
m_textureOptSensitivity.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.215);
glTexCoord2f(1, 0); glVertex2i(centerX, centerY + Height() * 0.215);
glTexCoord2f(1, 1); glVertex2i(centerX, centerY + Height() * 0.25);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.25);
glEnd();
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float sensibleBottom = centerY + Height() * 0.165f;
float sensibleTop = centerY + Height() * 0.2f;
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DrawSliderBackground(centerX, centerY, minBar, maxBar, sensibleBottom, sensibleTop);
DrawSlider(centerX, centerY, m_volSensible, minBar, maxBar, sensibleBottom, sensibleTop);
DisplayBarPercentValue(centerX, centerY, percentPosX, sensibleBottom, minBar, maxBar, m_volSensible);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
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void Engine::DrawSliderBackground(float centerX, float centerY, float minVal, float maxVal, float bottomSideValue, float topSideValue) {
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(minVal, bottomSideValue);
glTexCoord2f(1, 0); glVertex2i(maxVal, bottomSideValue);
glTexCoord2f(1, 1); glVertex2i(maxVal, topSideValue);
glTexCoord2f(0, 1); glVertex2i(minVal, topSideValue);
glEnd();
}
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void Engine::DisplayBarPercentValue(float centerX, float centerY, float posX, float posY, float minVal, float maxVal, float value) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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float percentage = (value / (maxVal - minVal)) * 100;
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if (percentage < 0.0f) {
percentage = 0.0f;
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}
else if (percentage > 100.0f) {
percentage = 100.0f;
}
m_textureFont.Bind();
std::ostringstream ss;
ss.str("");
ss << std::fixed << std::setprecision(2);
ss << percentage << "%";
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
PrintText(posX, posY, ss.str(), 2.0f);
glDisable(GL_BLEND);
}
void Engine::DrawSlider(float centerX, float centerY, float value, float minVal, float maxVal, float bottomSideValue, float topSideValue) {
if (value < 0.0f) {
value = 0.0f;
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}
else if (value > (maxVal - minVal)) {
value = (maxVal - minVal);
}
if (value >= 0.0f && value <= (maxVal - minVal)) {
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(minVal, bottomSideValue);
glTexCoord2f(1, 0); glVertex2i(minVal + value, bottomSideValue);
glTexCoord2f(1, 1); glVertex2i(minVal + value, topSideValue);
glTexCoord2f(0, 1); glVertex2i(minVal, topSideValue);
glEnd();
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}
}
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void Engine::KeyPressEvent(unsigned char key) {
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switch (key) {
case 0: // A - Gauche
if (!m_keyA) {
m_keyA = true;
}
break;
case 3: // D - Droite
if (!m_keyD) {
m_keyD = true;
}
break;
case 18: // S - Reculer
if (!m_keyS) {
m_keyS = true;
}
break;
case 22: // W - Avancer
if (!m_keyW) {
m_keyW = true;
}
break;
case 36: // ESC - Quitter
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if (m_networkgame)
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Stop();
if (m_gamestate == GameState::PLAY) {
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m_gamestate = GameState::PAUSE;
}
else if (m_gamestate == GameState::PAUSE) {
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m_gamestate = GameState::PLAY;
}
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//Stop();
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break;
case 57: // Space - Sauter
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if (!m_keySpace) {
m_keySpace = true;
}
break;
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case 94: // F10 - Plein <20>cran
IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true);
//SetFullscreen(!IsFullscreen());
break;
case 2: // C - Ignorer
break;
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case 5: // F - Ignorer
break;
case 10: // K - Debugging DisplayNotification()
m_keyK = true;
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m_messageNotification = "notifications systeme peuvent etre affichees";
break;
case 11: // L - Debugging DisplayNotification()
m_keyL = true;
break;
case 6: // G - Ignorer
break;
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case 12: // M - Ignorer
break;
case 7: // H - Ignorer
break;
case 8: // I - Ignorer
break;
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case 9: // J - InstantDamage
m_damage = true;
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case 15: // P - Ignorer
break;
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case 17: // R - Ignorer
break;
case 19: // T - Ignorer
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break;
case 24: // Y - Ignorer
break;
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case 27: // 1
break;
case 28: // 2
break;
case 255: // Fn - Ignorer
break;
default:
std::cout << "Unhandled key: " << (int)key << std::endl;
}
}
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void Engine::KeyReleaseEvent(unsigned char key) {
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switch (key) {
case 0: // A - Stop gauche
m_keyA = false;
break;
case 2: // C - Toggle crosshair
m_displayCrosshair = !m_displayCrosshair;
break;
case 3: // D - Stop droite
m_keyD = false;
break;
case 5: // F - Toggle flash
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m_flash = !m_flash;
break;
case 6: // G - Toggle Stop Countdown
m_stopcountdown = !m_stopcountdown;
std::cout << "STOP COUNTDOWN " << (m_stopcountdown ? "enabled" : "disabled") << std::endl;
break;
case 7: // H - Toggle HUD
m_displayHud = !m_displayHud;
std::cout << "DISPLAY HUD " << (m_displayHud ? "enabled" : "disabled") << std::endl;
break;
case 8: // I - Toggle render data
m_displayInfo = !m_displayInfo;
std::cout << "DISPLAY INFO " << (m_displayInfo ? "enabled" : "disabled") << std::endl;
break;
case 10: // K
m_keyK = false;
break;
case 11: // L - Debugging DisplayNotification()
m_keyL = false;
break;
case 12: // M - Toggle music
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m_audio.ToggleMusicState();
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break;
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case 15:
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
if (!m_bullets[x]) {
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m_bullets[x] = new Bullet(m_player.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f, 0.f, 1.f));
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break;
}
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<6D>re balle de l'array.
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m_bullets[0]->~Bullet();
m_bullets[0] = new Bullet(m_player.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f, 0.f, 1.f));
}
break;
case 17: // R - Toggle skybox
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m_isSkybox = !m_isSkybox;
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break;
case 18: // S - Stop reculer
m_keyS = false;
break;
case 19: // T -Reset countdown
m_resetcountdown = true;
std::cout << "RESET COUNTDOWN" << std::endl;
break;
case 22: // W - Stop avancer
m_keyW = false;
break;
case 24: // Y - Wireframe
m_wireframe = !m_wireframe;
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
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case 27: // 1
m_key1 = true;
break;
case 28: // 2
m_key2 = true;
break;
case 57: // Espace - Stop sauter
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m_keySpace = false;
break;
}
}
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void Engine::MouseMoveEvent(int x, int y) {
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if (m_gamestate == GameState::PLAY) {
m_player.TurnLeftRight(x - (Width() / 2));
m_player.TurnTopBottom(y - (Height() / 2));
// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
// MouseMoveEvent, etc
if (x == (Width() / 2) && y == (Height() / 2))
return;
}
else if (m_gamestate == GameState::MAIN_MENU) {
DisplayMainMenu();
}
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else if (m_gamestate == GameState::OPTIONS) {
float centerX = Width() * 0.5f;
float centerY = Height() * 0.5f;
float leftBar = centerX - Width() * 0.15f;
float rightBar = centerX + Width() * 0.3f;
if (m_selectedOption == 0 && m_selectedOptAudioMainBar) {
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m_volPrincipal = x - leftBar;
}
else if (m_selectedOption == 0 && m_selectedOptAudioMusicBar) {
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m_volMusique = x - leftBar;
}
else if (m_selectedOption == 0 && m_selectedOptAudioSfxBar) {
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m_volEffets = x - leftBar;
}
else if (m_selectedOption == 2 && m_selectedGameplaySensitivityBar) {
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m_volSensible = x - leftBar;
}
}
}
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void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
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m_mousemx = x;
m_mousemy = y;
float centerX = Width() * 0.5f;
float centerY = Height() * 0.5f;
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if (m_gamestate == GameState::PLAY) {
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switch (button) {
case MOUSE_BUTTON_LEFT:
m_mouseL = true;
break;
case MOUSE_BUTTON_RIGHT:
m_mouseR = true;
break;
case MOUSE_BUTTON_MIDDLE:
m_mouseC = true;
break;
case MOUSE_BUTTON_WHEEL_UP:
m_mouseWU = true;
break;
case MOUSE_BUTTON_WHEEL_DOWN:
m_mouseWD = true;
break;
case MOUSE_BUTTON_NONE: break;
}
}
else if (m_gamestate == GameState::MAIN_MENU) {
float leftButton = centerX + Width() * 0.045f;
float rightButton = centerX + Width() * 0.4455f;
float topFirst = centerY + Height() * 0.073f;
float bottomFirst = centerY;
float topSecond = centerY + Height() * 0.177f;
float bottomSecond = centerY + Height() * 0.105f;
float topThird = centerY + Height() * 0.275f;
float bottomThird = centerY + Height() * 0.198f;
if (x > leftButton && x < rightButton && y > bottomFirst && y < topFirst) {
if (m_selectedPlayOptions) {
m_gamestate = GameState::PLAY;
}
else {
m_selectedPlayOptions = true;
}
}
else if (x > leftButton && x < rightButton && y > bottomSecond && y < topSecond) {
if (m_selectedPlayOptions) {
m_gamestate = GameState::PLAY;
}
else {
m_gamestate = GameState::OPTIONS;
}
}
else if (x > leftButton && x < rightButton && y > bottomThird && y < topThird) {
if (m_selectedPlayOptions) {
m_selectedPlayOptions = false;
}
else {
m_gamestate = GameState::QUIT;
}
}
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}
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else if (m_gamestate == GameState::OPTIONS) {
float leftAudio = centerX - Width() * 0.35f;
float rightAudio = centerX - Width() * 0.2f;
float topAudio = (Height() * 0.25f) + ((Height() * 0.25f) - (Height() * 0.2f));
float bottomAudio = (Height() * 0.2f) + ((Height() * 0.25f) - (Height() * 0.2f));
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float leftGraph = centerX - Width() * 0.4f;
float rightGraph = centerX - Width() * 0.2f;
float topGraph = centerY - Height() * 0.05f;
float bottomGraph = centerY - Height() * 0.1f;
float leftGameplay = centerX - Width() * 0.375f;
float rightGameplay = centerX - Width() * 0.2f;
float topGameplay = centerY + Height() * 0.1f;
float bottomGameplay = centerY + Height() * 0.05f;
float leftBack = centerX - Width() * 0.075f;
float rightBack = centerX + Width() * 0.075f;
float topBack = centerY + Height() * 0.25f;
float bottomBack = centerY + Height() * 0.2f;
if (x > leftAudio && x < rightAudio && y > bottomAudio && y < topAudio) {
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m_selectedOption = 0; // Volume
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}
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else if (x > leftGraph && x < rightGraph && y > bottomGraph && y < topGraph) {
m_selectedOption = 1; // Graphics
}
else if (x > leftGameplay && x < rightGameplay && y > bottomGameplay && y < topGameplay) {
m_selectedOption = 2; // Gameplay
}
else if (x > leftBack && x < rightBack && y > bottomBack && y < topBack) {
m_gamestate = GameState::MAIN_MENU;
}
// Audio
float leftBar = centerX - Width() * 0.15f;
float rightBar = centerX + Width() * 0.3f;
float topBarPrincipal = centerY - Height() * 0.165f;
float bottomBarPrincipal = centerY - Height() * 0.2f;
float topBarMusique = centerY - Height() * 0.0415f;
float bottomBarMusique = centerY - Height() * 0.075f;
float topBarEffets = centerY + Height() * 0.085f;
float bottomBarEffets = centerY + Height() * 0.05f;
if (m_selectedOption == 0 && x > leftBar && x < rightBar && y > bottomBarPrincipal && y < topBarPrincipal) {
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m_volPrincipal = x - leftBar;
m_selectedOptAudioMainBar = true;
}
else if (m_selectedOption == 0 && x > leftBar && x < rightBar && y > bottomBarMusique && y < topBarMusique) {
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m_volMusique = x - leftBar;
m_selectedOptAudioMusicBar = true;
}
else if (m_selectedOption == 0 && x > leftBar && x < rightBar && y > bottomBarEffets && y < topBarEffets) {
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m_volEffets = x - leftBar;
m_selectedOptAudioSfxBar = true;
}
// Resolution
float leftChk = centerX + Width() * 0.075f;
float rightChk = centerX + Width() * 0.09f;
float topChkHD = centerY - Height() * 0.125f;
float bottomChkHD = centerY - Height() * 0.155f;
float topChkFHD = centerY - Height() * 0.0725f;
float bottomChkFHD = centerY - Height() * 0.1f;
float topChkQHD = centerY - Height() * 0.025f;
float bottomChkQHD = centerY - Height() * 0.05f;
float topChkUHD = centerY + Height() * 0.025f;
float bottomChkUHD = centerY;
if (m_selectedOption == 1 && leftChk && x < rightChk && y > bottomChkHD && y < topChkHD) {
m_resolution = HD;
}
else if (m_selectedOption == 1 && x > leftChk && x < rightChk && y > bottomChkFHD && y < topChkFHD) {
m_resolution = FHD;
}
else if (m_selectedOption == 1 && x > leftChk && x < rightChk && y > bottomChkQHD && y < topChkQHD) {
m_resolution = QHD;
}
else if (m_selectedOption == 1 && x > leftChk && x < rightChk && y > bottomChkUHD && y < topChkUHD) {
m_resolution = UHD;
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}
// Gameplay
if (m_selectedOption == 2 && x > leftBar && x < rightBar && y > bottomBarPrincipal && y < topBarPrincipal) {
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m_volSensible = x - leftBar;
m_selectedGameplaySensitivityBar = true;
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}
}
}
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void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
switch (button) {
case MOUSE_BUTTON_LEFT:
m_mouseL = false;
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m_block = false;
m_selectedOptAudioMainBar = false;
m_selectedOptAudioMusicBar = false;
m_selectedOptAudioSfxBar = false;
m_selectedGameplaySensitivityBar = false;
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break;
case MOUSE_BUTTON_RIGHT:
m_mouseR = false;
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m_block = false;
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break;
case MOUSE_BUTTON_MIDDLE:
m_mouseC = false;
break;
case MOUSE_BUTTON_WHEEL_UP:
m_mouseWU = false;
break;
case MOUSE_BUTTON_WHEEL_DOWN:
m_mouseWD = false;
break;
case MOUSE_BUTTON_NONE: break;
}
}
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError) {
texture.Load(filename, useMipmaps);
if (!texture.IsValid()) {
std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
if (stopOnError)
Stop();
return false;
}
return true;
}
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