SQCSimulator2023/SQCSim2021/engine.h

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#ifndef ENGINE_H__
#define ENGINE_H__
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#include <algorithm>
#include <cmath>
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#include "../SQCSim-common/array2d.h"
#include "../SQCSim-common/blockinfo.h"
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#include "../SQCSim-common/bullet.h"
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#include "../SQCSim-common/chunk.h"
#include "../SQCSim-common/world.h"
#include "../SQCSim-common/transformation.h"
#include "../SQCSim-common/player.h"
#include "define.h"
#include "openglcontext.h"
#include "texture.h"
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#include "shader.h"
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#include "skybox.h"
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#include "audio.h"
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#include "textureatlas.h"
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#include "connector.h"
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#include "renderer.h"
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#include "remoteplayer.h"
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class Engine : public OpenglContext {
public:
Engine();
virtual ~Engine();
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virtual void DrawMenu();
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virtual void DrawSplachScreen();
virtual void Init();
virtual void DeInit();
virtual void LoadResource();
virtual void UnloadResource();
virtual void Render(float elapsedTime);
virtual void KeyPressEvent(unsigned char key);
virtual void KeyReleaseEvent(unsigned char key);
virtual void MouseMoveEvent(int x, int y);
virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y);
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private:
int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime);
bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
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void InstantDamage();
void SystemNotification(std::string systemLog);
void KillNotification(Player killer, Player killed);
void DisplayNotification(std::string message);
void ProcessNotificationQueue();
void DisplayCrosshair();
void DisplayPovGun();
void DisplayCurrentItem();
void DisplayHud(int timer);
void DisplayInfo(float elapsedTime, BlockType bloc);
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void DisplaySingleOrMultiplayerMenu();
void DrawHud(float elapsedTime, BlockType bloc);
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
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Connector m_conn;
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Shader m_shader01;
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BlockInfo* m_blockinfo[BTYPE_LAST];
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
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World m_world = World();
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Renderer m_renderer = Renderer();
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Texture m_textureCrosshair;
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Texture m_textureFont;
Texture m_textureGun;
Texture m_texturePovGun;
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Texture m_textureSkybox;
Texture m_textureSoloMultiMenu;
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Texture m_textureSoloText;
Texture m_textureMultiText;
Texture m_textureTitle;
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Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav");
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irrklang::ISound* m_powpow,
* m_scream;
irrklang::ISound *m_whoosh[MAX_BULLETS];
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Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
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Bullet* m_bullets[MAX_BULLETS];
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std::map<uint64_t, Player*> m_players;
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//Menu
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enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY,SINGLEMULTI };
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GameState m_gamestate = GameState::MAIN_MENU;
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Texture MenuTitleTexture;
Texture MenuBGTexture;
Texture MenuStartTexture;
Texture MenuQuitTexture;
Texture MenuOptionsTexture;
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Texture SplachScreenTexture;
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Texture MusicTexture; //TODO
Texture OnOffBtnTexture;//TODO
Texture BackBtnTexture;//TODO
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float m_scale;
float m_time = 0;
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float m_time_SplashScreen = 0;
float m_titleX = 0;
float m_titleY = 0;
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float m_Width = 0;
float m_Height = 0;
int m_renderCount = 0;
int m_countdown = COUNTDOWN;
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bool m_damage = false;
bool m_wireframe = false;
bool m_isSkybox = true;
bool m_block = false;
bool m_flash = true;
bool m_displayCrosshair = true;
bool m_displayHud = true;
bool m_displayInfo = false;
bool m_resetcountdown = false;
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bool m_soloMultiChoiceMade = false;
bool m_stopcountdown = false;
bool m_keyK = false;
bool m_keyL = false;
bool m_keyW = false;
bool m_keyA = false;
bool m_keyS = false;
bool m_keyD = false;
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bool m_keySpace = false;
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bool m_mouseL = false;
bool m_mouseR = false;
bool m_mouseC = false;
bool m_mouseWU = false;
bool m_mouseWD = false;
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//Pour trouver ou est la souris
float m_mousemx = 0;
float m_mousemy = 0;
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bool m_networkgame = false;
std::string m_messageNotification = "";
};
#endif // ENGINE_H__