commit
102153a093
@ -28,6 +28,56 @@ Engine::~Engine() {
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m_world.GetChunks().Get(x, y)->~Chunk();
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}
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void Engine::DrawSplachScreen()
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{
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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// Définir la matrice de projection en mode orthographique
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(-Width() / 2, Width() / 2, -Height() / 2, Height() / 2, -1, 1);
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// Définir la matrice de modèle-vue
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// L'image sera centrée autour de l'origine (0, 0, 0)
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int imageWidth = Width(); // Remplacez par la largeur de votre image
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int imageHeight = Height(); // Remplacez par la hauteur de votre image
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// Texture
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SplachScreenTexture.Bind();
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// Dessiner un quadrilatère centré
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(-imageWidth / 2, -imageHeight / 2);
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glTexCoord2f(1, 0);
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glVertex2i(imageWidth / 2, -imageHeight / 2);
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glTexCoord2f(1, 1);
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glVertex2i(imageWidth / 2, imageHeight / 2);
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glTexCoord2f(0, 1);
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glVertex2i(-imageWidth / 2, imageHeight / 2);
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glEnd();
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// Activer la transparence
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glEnable(GL_BLEND);
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// Restaurer les matrices précédentes
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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void Engine::DrawMenu()
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{
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static const int sTitle = 400;
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@ -223,6 +273,8 @@ void Engine::DrawMenu()
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}
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void Engine::Init() {
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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK) {
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std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
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@ -298,6 +350,7 @@ void Engine::LoadResource() {
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LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(SplachScreenTexture, TEXTURE_PATH "sc2.png");
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LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
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LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png");
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@ -649,7 +702,10 @@ int Engine::GetCountdown(float elapsedTime) {
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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::PLAY)
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m_time_SplashScreen += elapsedTime;
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if(m_time_SplashScreen < 2)
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DrawSplachScreen();
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else if (m_gamestate == GameState::PLAY)
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{
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HideCursor();
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CenterMouse(); //D<>placement de centermouse dans l'action de jouer
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@ -684,11 +740,11 @@ void Engine::Render(float elapsedTime) {
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if (leftright)
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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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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(), .8f);
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m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), false,.8f);
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leftright = !leftright;
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break;
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case Player::Sound::FALL:
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m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f);
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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;
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default: break;
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}
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@ -755,7 +811,7 @@ void Engine::Render(float elapsedTime) {
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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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m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false,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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@ -25,6 +25,7 @@ public:
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Engine();
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virtual ~Engine();
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virtual void DrawMenu();
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virtual void DrawSplachScreen();
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virtual void Init();
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virtual void DeInit();
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virtual void LoadResource();
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@ -87,9 +88,13 @@ private:
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Texture MenuStartTexture;
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Texture MenuQuitTexture;
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Texture MenuOptionsTexture;
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Texture SplachScreenTexture;
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float m_scale;
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float m_time = 0;
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float m_time_SplashScreen = 0;
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float m_Width = 0;
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float m_Height = 0;
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int m_renderCount = 0;
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int m_countdown = COUNTDOWN;
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BIN
SQCSim2021/media/textures/sc2.png
Normal file
BIN
SQCSim2021/media/textures/sc2.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 195 KiB |
@ -9,6 +9,7 @@ OpenglContext::~OpenglContext()
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{
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}
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bool OpenglContext::Start(const std::string& title, int width, int height, bool fullscreen)
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{
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m_title = title;
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@ -22,13 +23,14 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
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while (m_app.isOpen())
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{
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clock.restart();
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sf::Event Event;
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while (m_app.pollEvent(Event))
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{
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switch(Event.type)
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clock.restart();
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sf::Event Event;
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while (m_app.pollEvent(Event))
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{
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switch (Event.type)
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{
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case sf::Event::Closed:
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m_app.close();
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break;
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@ -51,29 +53,29 @@ bool OpenglContext::Start(const std::string& title, int width, int height, bool
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MouseReleaseEvent(ConvertMouseButton(Event.mouseButton.button), Event.mouseButton.x, Event.mouseButton.y);
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break;
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case sf::Event::MouseWheelMoved:
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if(Event.mouseWheel.delta > 0)
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if (Event.mouseWheel.delta > 0)
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MousePressEvent(MOUSE_BUTTON_WHEEL_UP, Event.mouseButton.x, Event.mouseButton.y);
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else
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MousePressEvent(MOUSE_BUTTON_WHEEL_DOWN, Event.mouseButton.x, Event.mouseButton.y);
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break;
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default: break;
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}
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}
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}
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m_app.setActive();
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Render(m_lastFrameTime);
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m_app.display();
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m_lastFrameTime = clock.getElapsedTime().asSeconds();
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// Handle ourself frame rate limit, sf::Window::setFramerateLimit doesn't seems to work
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float waitTime = (1.f / m_maxFps) - m_lastFrameTime;
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if(waitTime > 0)
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{
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sf::sleep(sf::seconds(waitTime));
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m_app.setActive();
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Render(m_lastFrameTime);
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m_app.display();
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m_lastFrameTime = clock.getElapsedTime().asSeconds();
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}
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// Handle ourself frame rate limit, sf::Window::setFramerateLimit doesn't seems to work
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float waitTime = (1.f / m_maxFps) - m_lastFrameTime;
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if (waitTime > 0)
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{
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sf::sleep(sf::seconds(waitTime));
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m_lastFrameTime = clock.getElapsedTime().asSeconds();
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}
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}
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UnloadResource();
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@ -4,6 +4,7 @@
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#include <string>
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#include <SFML/Window.hpp>
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#include "define.h"
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#include "texture.h"
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// Documentation de SFML: http://www.sfml-dev.org/documentation/index-fr.php
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class OpenglContext
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@ -31,7 +32,6 @@ public:
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virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y) = 0;
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virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y) = 0;
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bool Start(const std::string& title, int width, int height, bool fullscreen);
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bool Stop();
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