booster quasi fonctionnel
affichage seulement visible a travers un autre booster. ne se ramasse pas encore.
This commit is contained in:
parent
570bef266c
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@ -131,6 +131,7 @@
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClInclude Include="booster.h" />
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<ClInclude Include="array2d.h" />
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<ClInclude Include="array3d.h" />
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<ClInclude Include="blockinfo.h" />
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@ -147,6 +148,7 @@
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<ClInclude Include="world.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="booster.cpp" />
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<ClCompile Include="blockinfo.cpp" />
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<ClCompile Include="boostinfo.cpp" />
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<ClCompile Include="bullet.cpp" />
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@ -54,6 +54,9 @@
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<ClInclude Include="transformation.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="booster.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="boostinfo.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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@ -83,6 +86,9 @@
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<ClCompile Include="transformation.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="booster.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="boostinfo.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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38
SQCSim-common/booster.cpp
Normal file
38
SQCSim-common/booster.cpp
Normal file
@ -0,0 +1,38 @@
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#include "booster.h"
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Booster::Booster()
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{
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}
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Booster::Booster(Vector3f tpos, BOOST_TYPE ttype)
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{
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pos = tpos;
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type = ttype;
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available = true;
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}
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Booster::~Booster()
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{
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}
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Vector3f Booster::GetPosition()
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{
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return pos;
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}
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BOOST_TYPE Booster::GetType()
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{
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return type;
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}
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bool Booster::GetAvailability()
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{
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return available;
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}
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void Booster::SetAvailability(bool value)
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{
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available = value;
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}
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@ -1,18 +1,13 @@
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#ifndef BOOSTER_H__
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#define BOOSTER_H__
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#include "define.h"
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#include "textureatlas.h"
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#include "shader.h"
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#include "../SQCSim-common/vector3.h"
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#include "../SQCSim-common/transformation.h"
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#include "../SQCSim-common/player.h"
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#include "vector3.h"
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class Booster {
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public:
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Booster();
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Booster(Vector3f tpos, BOOST_TYPE ttype);
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~Booster();
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void RenderBillboard(TextureAtlas& textureAtlas, Shader& shader, Transformation tran, Player player);
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Vector3f GetPosition();
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BOOST_TYPE GetType();
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bool GetAvailability();
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@ -31,7 +31,7 @@
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#define TEXTURE_SIZE 512
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#define MAX_BULLETS 512
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#define NB_BOOST 1
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#define NB_BOOST 2
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#define TIME_SPEED_BOOST 10 //secondes
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#define TIME_DAMAGE_BOOST 10 //secondes
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#define TIME_INVINCIBLE_BOOST 4 //secondes
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@ -216,7 +216,8 @@ void Player::TakeBooster(Booster booster_table[])
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{
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for (int i = 0; i < sizeof(booster_table); i++)
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{
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if (abs((m_position.x + m_position.y + m_position.z) - (booster_table[i].GetPosition().x + booster_table[i].GetPosition().y + booster_table[i].GetPosition().z)) <= 0.5f && booster_table[i].GetAvailability() == true)
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Vector3f pos = booster_table[i].GetPosition();
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if (abs((m_position.x + m_position.y + m_position.z) - (pos.x + pos.y +pos.z)) <= 0.5f && booster_table[i].GetAvailability() == true)
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{
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GetBooster(booster_table[i].GetType());
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booster_table[i].SetAvailability(false);
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@ -4,7 +4,7 @@
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#include <cmath>
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#include "transformation.h"
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#include "vector3.h"
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#include "../SQCSim2021/booster.h"
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#include "booster.h"
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#include "define.h"
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@ -20,7 +20,6 @@
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="audio.h" />
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<ClInclude Include="booster.h" />
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<ClInclude Include="connector.h" />
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<ClInclude Include="define.h" />
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<ClInclude Include="engine.h" />
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@ -38,7 +37,6 @@
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="audio.cpp" />
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<ClCompile Include="booster.cpp" />
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<ClCompile Include="connector.cpp" />
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<ClCompile Include="engine.cpp" />
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<ClCompile Include="main.cpp" />
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@ -53,9 +53,6 @@
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<ClInclude Include="remoteplayer.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="booster.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="settings.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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@ -103,9 +100,6 @@
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<ClCompile Include="remoteplayer.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="booster.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="settings.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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@ -1,81 +0,0 @@
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#include "booster.h"
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Booster::Booster(Vector3f tpos, BOOST_TYPE ttype)
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{
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pos = tpos;
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type = ttype;
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}
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Booster::~Booster()
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{
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}
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Vector3f Booster::GetPosition()
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{
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return pos;
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}
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BOOST_TYPE Booster::GetType()
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{
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return type;
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}
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bool Booster::GetAvailability()
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{
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return available;
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}
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void Booster::SetAvailability(bool value)
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{
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available = value;
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}
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void Booster::RenderBillboard(TextureAtlas& textureAtlas, Shader& shader, Transformation tran, Player player)
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{
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float width = 1.0f;
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float height = 1.7f;
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Matrix4 mat4 = tran.GetMatrix();
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Vector3f DiffCam = GetPosition() - player.GetPosition();
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Vector3f UpCam = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
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Vector3f CrossA = DiffCam.Cross(UpCam);
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Vector3f CrossB = DiffCam.Cross(CrossA);
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CrossA.Normalize();
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CrossB.Normalize();
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Vector3f playerPosition = GetPosition() + Vector3f(0.f, 0.f, 0.f);
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Vector3f v1 = (playerPosition + CrossA * 0.5 * width + CrossB * 0.5 * height);
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Vector3f v2 = (playerPosition - CrossA * 0.5 * width + CrossB * 0.5 * height);
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Vector3f v3 = (playerPosition + CrossA * 0.5 * width - CrossB * 0.5 * height);
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Vector3f v4 = (playerPosition - CrossA * 0.5 * width - CrossB * 0.5 * height);
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float u, v, w, h;
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shader.Use();
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textureAtlas.Bind();
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textureAtlas.TextureIndexToCoord(0, u, v, w, h);
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glEnable(GL_BLEND);
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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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glLoadMatrixf(tran.GetMatrix().GetInternalValues());
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glBegin(GL_QUADS);
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glTexCoord2f(u, v); glVertex3f(v1.x, v1.y, v1.z);
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glTexCoord2f(u + w, v); glVertex3f(v2.x, v2.y, v2.z);
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glTexCoord2f(u + w, v + h); glVertex3f(v3.x, v3.y, v3.z);
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glTexCoord2f(u, v + h); glVertex3f(v4.x, v4.y, v4.z);
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glEnd();
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendEquation(GL_FUNC_SUBTRACT);
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glDisable(GL_BLEND);
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shader.Disable();
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}
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//#define SFML_STATIC true
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#include "../SQCSim-common/define.h"
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#include <iostream>
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#include <chrono>
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#include <iomanip>
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#include <GL/glew.h>
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#include <SFML/Window.hpp>
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#include <SFML/Graphics.hpp>
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#include "../SQCSim-common/define.h"
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#ifdef _WIN32
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#include <gl/GL.h>
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std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
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abort();
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}
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
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@ -124,15 +123,15 @@ void Engine::LoadResource() {
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LoadTexture(m_textureMenuQuit, TEXTURE_PATH "menus/buttons/main/mainQuit.png", false);
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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");
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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");
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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");
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TextureAtlas::TextureIndex texBoostSpd = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterBleu.png");
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TextureAtlas::TextureIndex texBoostInv = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterJaune.png");
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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); //0
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TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); //1
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); //2
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png"); //3
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TextureAtlas::TextureIndex texGreenGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "greengrass.png"); //4
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TextureAtlas::TextureIndex texBoostHeal = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterVert.png"); //5
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TextureAtlas::TextureIndex texBoostDmg = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterRouge.png"); //6
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TextureAtlas::TextureIndex texBoostSpd = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterBleu.png"); //7
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TextureAtlas::TextureIndex texBoostInv = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterJaune.png"); //8
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//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
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@ -1326,6 +1325,8 @@ void Engine::Render(float elapsedTime) {
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static float pollTime = 0;
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static float bulletTime = 0;
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static BlockType bloc = 1;
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booster_table[0] = Booster({ 215, 15, 195 }, BTYPE_SPEED);
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booster_table[1] = Booster({ 213, 15, 195 }, BTYPE_HEAL);
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if (elapsedTime > 0.1f) return;
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@ -1424,17 +1425,14 @@ void Engine::Render(float elapsedTime) {
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}
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}
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}
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gameTime += elapsedTime * 10;
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Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
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dance.Normalize();
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booster_table[0] = Booster({ 195, 16, 195 }, BTYPE_SPEED);
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m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime, booster_table);
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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);
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m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
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booster_table[0].RenderBillboard(m_textureAtlas, m_shader01, all, m_player);
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glDisable(GL_CULL_FACE);
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for (Booster booster : booster_table) {
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glClear(GL_STENCIL_BUFFER_BIT);
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m_renderer.RenderBooster(m_textureAtlas, m_shader01, all, m_player, booster);
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}
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glEnable(GL_CULL_FACE);
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if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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@ -5,6 +5,7 @@
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#include <chrono>
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#include <cmath>
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#include <unordered_map>
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#include <set>
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#include "../SQCSim-common/array2d.h"
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#include "../SQCSim-common/blockinfo.h"
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#include "../SQCSim-common/boostinfo.h"
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@ -13,6 +14,7 @@
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#include "../SQCSim-common/world.h"
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#include "../SQCSim-common/transformation.h"
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#include "../SQCSim-common/player.h"
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#include "../SQCSim-common/booster.h"
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#include "define.h"
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#include "openglcontext.h"
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#include "texture.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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#include "booster.h"
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#include "settings.h"
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class Engine : public OpenglContext {
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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 DrawPause();
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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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@ -41,96 +42,159 @@ public:
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virtual void KeyPressEvent(unsigned char key);
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virtual void KeyReleaseEvent(unsigned char key);
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virtual void MouseMoveEvent(int x, int y);
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virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y);
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virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
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virtual void MousePressEvent(const MOUSE_BUTTON& button, int x, int y);
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virtual void MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y);
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private:
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int GetFps(float elapsedTime) const;
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int GetCountdown(float elapsedTime);
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int GetOptionsChoice();
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bool StartMultiplayerGame();
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bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
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void ChangeResolution(Resolution resolution);
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void InstantDamage();
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void SystemNotification(std::string systemLog);
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void KillNotification(Player killer, Player killed);
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void DisplayNotification(std::string message);
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void ProcessNotificationQueue();
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void DisplayCrosshair();
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void DisplayPovGun();
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void DisplayCurrentItem();
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void DisplayHud(int timer);
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void DisplayInfo(float elapsedTime, BlockType bloc);
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void DisplaySingleOrMultiplayerMenu();
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void DrawHud(float elapsedTime, BlockType bloc);
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void DisplayInfo(float elapsedTime, BlockType bloc);
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void DisplaySplashScreen();
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void DisplayMainMenu();
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void DrawButtonBackgrounds(float centerX, float centerY, int iterations);
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void DrawMainMenuButtons(float centerX, float centerY);
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void DrawSingleMultiButtons(float centerX, float centerY);
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void DisplayLobbyMenu(float elapsedTime);
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void SetPlayerUsername(float elapsedTime);
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void SetServerAddress(float elapsedTime);
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void DisplayPauseMenu(float elapsedTime);
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void DisplayOptionsMenu();
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void DisplayAudioMenu(float centerX, float centerY);
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void DisplayGraphicsMenu(float centerX, float centerY);
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void DisplayGameplayMenu(float centerX, float centerY);
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void DrawSliderBackground(float centerX, float centerY, float minVal, float maxVal, float bottomSideValue, float topSideValue);
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void DisplayBarPercentValue(float centerX, float centerY, float posX, float posY, float minVal, float maxVal, float value);
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void DrawSlider(float centerX, float centerY, float value, float minVal, float maxVal, float bottomSideValue, float topSideValue);
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void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
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void ProcessNotificationQueue();
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char SimulateKeyboard(unsigned char key);
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void HandlePlayerInput(float elapsedTime);
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Audio m_audio = Audio(AUDIO_PATH "music01.wav", AUDIO_PATH "menumusic01.wav");
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irrklang::ISound* m_powpow, * m_scream;
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irrklang::ISound* m_whoosh[MAX_BULLETS];
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Bullet* m_bullets[MAX_BULLETS];
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//Menu
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Vector3f m_otherplayerpos = Vector3f(999, 999, 999);
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Connector m_conn;
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Shader m_shader01;
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World m_world = World();
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Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
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|
||||
Renderer m_renderer = Renderer();
|
||||
|
||||
Booster booster_table[NB_BOOST];
|
||||
BlockInfo* m_blockinfo[BTYPE_LAST];
|
||||
BoostInfo* m_boostinfo[BTYPE_BOOST_LAST];
|
||||
GameState m_gamestate = GameState::SPLASH;
|
||||
|
||||
Shader m_shader01;
|
||||
|
||||
Skybox m_skybox;
|
||||
|
||||
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
|
||||
TextureAtlas m_animeAtlas = TextureAtlas(TYPE_LAST + POS_LAST);
|
||||
|
||||
World m_world = World();
|
||||
Renderer m_renderer = Renderer();
|
||||
Booster* booster_table;
|
||||
TextureAtlas::TextureIndex texBoostHeal;
|
||||
|
||||
Texture m_textureCrosshair;
|
||||
Texture m_textureFont;
|
||||
Texture m_textureGun;
|
||||
Texture m_texturePovGun;
|
||||
Texture m_textureSkybox;
|
||||
Texture m_textureSoloMultiMenu;
|
||||
Texture m_textureSoloText;
|
||||
Texture m_textureMultiText;
|
||||
Texture m_textureTitle;
|
||||
|
||||
TextureAtlas::TextureIndex texBoostHeal;
|
||||
Texture m_textureLobbyMenu;
|
||||
Texture m_textureMainMenu;
|
||||
Texture m_textureOptionsMenu;
|
||||
Texture m_texturePauseMenu;
|
||||
Texture m_textureSplashScreen;
|
||||
|
||||
Skybox m_skybox;
|
||||
Audio m_audio = Audio(AUDIO_PATH "start.wav");
|
||||
Texture m_textureHd;
|
||||
Texture m_textureFhd;
|
||||
Texture m_textureQhd;
|
||||
Texture m_textureUhd;
|
||||
|
||||
irrklang::ISound* m_powpow,
|
||||
* m_scream;
|
||||
irrklang::ISound *m_whoosh[MAX_BULLETS];
|
||||
Texture m_textureLobbyServer;
|
||||
Texture m_textureLobbyIdentify;
|
||||
Texture m_textureCheck;
|
||||
Texture m_textureChecked;
|
||||
|
||||
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
|
||||
|
||||
Bullet* m_bullets[MAX_BULLETS];
|
||||
Texture m_texturePauseResume;
|
||||
Texture m_texturePauseMainMenu;
|
||||
|
||||
std::unordered_map<uint64_t, Player*> m_players;
|
||||
netprot::Buffer m_buf, m_bufout;
|
||||
std::chrono::high_resolution_clock::time_point m_startTime;
|
||||
Texture m_textureOptAudio;
|
||||
Texture m_textureOptBack;
|
||||
Texture m_textureOptGameplay;
|
||||
Texture m_textureOptGraphics;
|
||||
Texture m_textureOptMain;
|
||||
Texture m_textureOptMusic;
|
||||
Texture m_textureOptOptions;
|
||||
Texture m_textureOptResolution;
|
||||
Texture m_textureOptSensitivity;
|
||||
Texture m_textureOptSfx;
|
||||
|
||||
//Menu
|
||||
enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE };
|
||||
GameState m_gamestate = GameState::MAIN_MENU;
|
||||
Texture MenuTitleTexture;
|
||||
Texture MenuBGTexture;
|
||||
Texture MenuStartTexture;
|
||||
Texture MenuQuitTexture;
|
||||
Texture MenuOptionsTexture;
|
||||
Texture PauseBGTexture;
|
||||
Texture SplachScreenTexture;
|
||||
Texture m_textureMenuBack;
|
||||
Texture m_textureMenuMulti;
|
||||
Texture m_textureMenuOptions;
|
||||
Texture m_textureMenuPlay;
|
||||
Texture m_textureMenuQuit;
|
||||
Texture m_textureMenuSingle;
|
||||
Texture m_textureMenuTitle;
|
||||
|
||||
Settings m_options = Settings(m_audio);
|
||||
|
||||
Resolution m_resolution = HD;
|
||||
|
||||
float m_splashTime = 2.0f;
|
||||
float m_scale;
|
||||
float m_time = 0;
|
||||
float m_time_SplashScreen = 0;
|
||||
|
||||
float m_titleX = 0;
|
||||
float m_titleY = 0;
|
||||
float m_Width = 0;
|
||||
float m_Height = 0;
|
||||
|
||||
|
||||
|
||||
int m_renderCount = 0;
|
||||
int m_countdown = COUNTDOWN;
|
||||
int m_nbReductionChunk = 4;
|
||||
int m_timerReductionChunk = 30;
|
||||
|
||||
float m_mainvolume;
|
||||
float m_musicvolume;
|
||||
float m_sfxvolume;
|
||||
float m_sensitivity;
|
||||
|
||||
int m_selectedOption = 0;
|
||||
|
||||
bool m_selectedOptAudioMainBar = false;
|
||||
bool m_selectedOptAudioMusicBar = false;
|
||||
bool m_selectedOptAudioSfxBar = false;
|
||||
bool m_selectedGameplaySensitivityBar = false;
|
||||
|
||||
bool m_damage = false;
|
||||
|
||||
bool m_wireframe = false;
|
||||
@ -143,7 +207,26 @@ private:
|
||||
bool m_resetcountdown = false;
|
||||
bool m_soloMultiChoiceMade = false;
|
||||
bool m_stopcountdown = false;
|
||||
|
||||
|
||||
bool m_selectedPlayOptions = false;
|
||||
bool m_selectedOptions = false;
|
||||
bool m_selectedQuit = false;
|
||||
|
||||
std::string m_currentInputString;
|
||||
std::string m_username;
|
||||
std::string m_serverAddr;
|
||||
|
||||
char m_inputChar = 0;
|
||||
bool m_invalidChar = false;
|
||||
bool m_charChanged = false;
|
||||
bool m_settingUsername = false;
|
||||
bool m_settingServer = false;
|
||||
bool m_selectedSinglePlayer = false;
|
||||
bool m_selectedMultiPlayer = false;
|
||||
bool m_singleReady = false;
|
||||
bool m_multiReady = false;
|
||||
|
||||
|
||||
bool m_key1 = false;
|
||||
bool m_key2 = false;
|
||||
|
||||
@ -153,20 +236,31 @@ private:
|
||||
bool m_keyA = false;
|
||||
bool m_keyS = false;
|
||||
bool m_keyD = false;
|
||||
bool m_keyEnter = false;
|
||||
bool m_keySpace = false;
|
||||
bool m_keyShift = false;
|
||||
bool m_keyBackspace = false;
|
||||
|
||||
bool m_mouseL = false;
|
||||
bool m_mouseR = false;
|
||||
bool m_mouseC = false;
|
||||
bool m_mouseWU = false;
|
||||
bool m_mouseWD = false;
|
||||
//Pour trouver ou est la souris
|
||||
|
||||
float m_mousemx = 0;
|
||||
float m_mousemy = 0;
|
||||
|
||||
bool m_networkgame = false;
|
||||
netprot::PlayerInfo m_pinfo;
|
||||
RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(),Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f));
|
||||
|
||||
Connector m_conn;
|
||||
std::deque<netprot::ChunkMod*> m_chunkmod_manifest;
|
||||
std::chrono::high_resolution_clock::time_point m_startTime;
|
||||
std::unordered_map<uint64_t, Player*> m_players;
|
||||
netprot::Buffer m_buf, m_bufout;
|
||||
netprot::ChunkMod* m_chunkmod = nullptr;
|
||||
|
||||
std::unordered_map<uint64_t, netprot::Sync> m_syncs;
|
||||
std::string m_messageNotification = "";
|
||||
};
|
||||
|
||||
#endif // ENGINE_H__
|
||||
#endif // ENGINE_H__
|
@ -120,7 +120,7 @@ void Renderer::RenderWorld(World* origin, int& rendercount, const Vector3f& play
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
|
||||
unsigned int sx, sy, cx, cy;
|
||||
origin->GetScope(sx,sy);
|
||||
origin->GetScope(sx, sy);
|
||||
|
||||
for (int index = 0; index < rendercount; ++index) {
|
||||
int chx = (renderManifest[index].x - sx) * CHUNK_SIZE_X, chy = (renderManifest[index].z - sy) * CHUNK_SIZE_Z;
|
||||
@ -129,9 +129,9 @@ void Renderer::RenderWorld(World* origin, int& rendercount, const Vector3f& play
|
||||
glLoadMatrixf(world.GetMatrix().GetInternalValues());
|
||||
float blcolor = renderManifest[index].y / (VIEW_DISTANCE / 50.f);
|
||||
glBlendColor(blcolor, blcolor, blcolor, 1.f);
|
||||
origin->ChunkAt(chx, 1, chy)->GetPosition(cx,cy);
|
||||
origin->ChunkAt(chx, 1, chy)->GetPosition(cx, cy);
|
||||
if (m_meshes.Get(cx - sx, cy - sy))
|
||||
m_meshes.Get(cx - sx, cy -sy)->Render();
|
||||
m_meshes.Get(cx - sx, cy - sy)->Render();
|
||||
world.ApplyTranslation(-chx, 0, -chy);
|
||||
}
|
||||
shader.Disable();
|
||||
@ -147,7 +147,7 @@ void Renderer::UpdateMesh(World* origin, const Vector3f& player, BlockInfo* bloc
|
||||
int threads = 0;
|
||||
std::future<Mesh*> updateThList[THREADS_UPDATE_CHUNKS];
|
||||
|
||||
unsigned int mx = 0 , my = 0, sx, sy;
|
||||
unsigned int mx = 0, my = 0, sx, sy;
|
||||
|
||||
origin->GetScope(sx, sy);
|
||||
|
||||
@ -244,27 +244,75 @@ void Renderer::UpdateMesh(World* origin, const Vector3f& player, BlockInfo* bloc
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::RenderBillboard(const Vector3f pos, TextureAtlas textureAtlas, TextureAtlas::TextureIndex idx, Shader& shader, Transformation tran)
|
||||
void Renderer::RenderBooster(TextureAtlas& textureAtlas, Shader& shader, Transformation tran, Player player, Booster booster)
|
||||
{
|
||||
//float x = pos.x;
|
||||
//float y = pos.y;
|
||||
//float z = pos.z;
|
||||
//float width = 1.0f;
|
||||
//float height = 1.0f;
|
||||
if (booster.GetAvailability() == true)
|
||||
{
|
||||
float width = 1.f;
|
||||
float height = 1.f;
|
||||
|
||||
//float u, v, w, h;
|
||||
//shader.Use();
|
||||
//textureAtlas.Bind();
|
||||
//textureAtlas.TextureIndexToCoord(idx, u, v, w, h);
|
||||
Vector3f DiffCam = booster.GetPosition() - player.GetPosition();
|
||||
Vector3f UpCam = Vector3f(0.f, 1.f, 0.f);
|
||||
|
||||
//glLoadMatrixf(tran.GetMatrix().GetInternalValues());
|
||||
//glBegin(GL_QUADS);
|
||||
//glTexCoord2f(u, v); glVertex3f(x - width / 2., y - height, z); //glVertex3f(v4.x, v4.y, v4.z);//glVertex3f(0, 50, 0);
|
||||
//glTexCoord2f(u + w, v); glVertex3f(x + width / 2., y - height, z); //glVertex3f(v3.x, v3.y, v3.z); //glVertex3f(50,50, 0);
|
||||
//glTexCoord2f(u + w, v + h); glVertex3f(x + width / 2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0);
|
||||
//glTexCoord2f(u, v + h); glVertex3f(x - width / 2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0);
|
||||
//glEnd();
|
||||
//shader.Disable();
|
||||
Vector3f CrossA = DiffCam.Cross(UpCam);
|
||||
Vector3f CrossB = DiffCam.Cross(CrossA);
|
||||
|
||||
CrossA.Normalize();
|
||||
CrossB.Normalize();
|
||||
|
||||
Vector3f playerPosition = booster.GetPosition() + Vector3f(0.f, -.75f, 0.f);
|
||||
|
||||
Vector3f v2 = (playerPosition + CrossA * 0.5 * width + CrossB * 0.5 * height);
|
||||
Vector3f v1 = (playerPosition - CrossA * 0.5 * width + CrossB * 0.5 * height);
|
||||
Vector3f v3 = (playerPosition + CrossA * 0.5 * width - CrossB * 0.5 * height);
|
||||
Vector3f v4 = (playerPosition - CrossA * 0.5 * width - CrossB * 0.5 * height);
|
||||
|
||||
int index;
|
||||
BOOST_TYPE type = booster.GetType();
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case BTYPE_HEAL:
|
||||
index = 5;
|
||||
break;
|
||||
case BTYPE_DAMAGE:
|
||||
index = 6;
|
||||
break;
|
||||
case BTYPE_SPEED:
|
||||
index = 7;
|
||||
break;
|
||||
case BTYPE_INVINCIBLE:
|
||||
index = 8;
|
||||
break;
|
||||
default:
|
||||
index = 1;
|
||||
break;
|
||||
}
|
||||
float u, v, w, h;
|
||||
|
||||
shader.Use();
|
||||
textureAtlas.Bind();
|
||||
textureAtlas.TextureIndexToCoord(index, u, v, w, h);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
|
||||
glLoadMatrixf(tran.GetMatrix().GetInternalValues());
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(u, v); glVertex3f(v1.x, v1.y, v1.z);
|
||||
glTexCoord2f(u + w, v); glVertex3f(v2.x, v2.y, v2.z);
|
||||
glTexCoord2f(u + w, v + h); glVertex3f(v3.x, v3.y, v3.z);
|
||||
glTexCoord2f(u, v + h); glVertex3f(v4.x, v4.y, v4.z);
|
||||
|
||||
glEnd();
|
||||
|
||||
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
|
||||
glBlendEquation(GL_FUNC_SUBTRACT);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
shader.Disable();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -29,7 +29,7 @@ public:
|
||||
|
||||
void UpdateMesh(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]);
|
||||
|
||||
void RenderBillboard(const Vector3f pos, TextureAtlas textureAtlas, TextureAtlas::TextureIndex idx, Shader& shader, Transformation tran);
|
||||
void RenderBooster(TextureAtlas& textureAtlas, Shader& shader, Transformation tran, Player player, Booster booster);
|
||||
|
||||
void RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation world, Shader& shader, TextureAtlas& atlas) const;
|
||||
void RenderPlayer(Player* player, Transformation tran) const;
|
||||
|
Loading…
Reference in New Issue
Block a user