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@ -31,6 +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 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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@ -68,8 +68,8 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
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delta.x *= .6f;
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delta.z *= .6f;
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if ((jump || shoot ) && !m_airborne) {
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delta.y += jump? .32f: shoot? .1f : 0.f;
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if ((jump || shoot) && !m_airborne) {
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delta.y += jump ? .32f : shoot ? .1f : 0.f;
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m_airborne = true;
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}
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if (boostspeed)
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@ -84,7 +84,7 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
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return delta;
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}
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Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime) {
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Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime, Booster booster_table[]) {
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Player::Sound snd = Player::Sound::NOSOUND;
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static float timing = 0.f;
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/* Gestion de collisions */
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@ -198,37 +198,49 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
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else isStep = false;
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m_POV = m_position.y;
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m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f;
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TakeBooster(booster_table);
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RemoveBooster(elapsedTime);
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return snd;
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}
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void Player::ApplyTransformation(Transformation& transformation, bool rel, bool rot) const {
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transformation.ApplyRotation(-m_rotX, 1, 0, 0);
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transformation.ApplyRotation(-m_rotY, 0, 1, 0);
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if (rel) transformation.ApplyTranslation(-GetPOV());
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}
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void Player::GetBooster(Booster boosttype)
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void Player::TakeBooster(Booster booster_table[])
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{
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if (boosttype == SPEED)
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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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{
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GetBooster(booster_table[i].GetType());
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booster_table[i].SetAvailability(false);
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}
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}
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}
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void Player::GetBooster(BOOST_TYPE boosttype)
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{
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if (boosttype == BTYPE_SPEED)
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{
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boostspeed = true;
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timeboostspeed = 0;
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}
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if (boosttype == HEAL)
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if (boosttype == BTYPE_HEAL)
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{
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m_hp = 100;
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}
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if (boosttype == DAMAGE)
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if (boosttype == BTYPE_DAMAGE)
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{
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boostdamage = true;
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timeboostdamage = 0;
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}
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if (boosttype == INVINCIBLE)
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if (boosttype == BTYPE_INVINCIBLE)
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{
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boostinvincible = true;
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boostinvincible = 0;
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@ -4,6 +4,8 @@
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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 "define.h"
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class World;
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@ -11,7 +13,7 @@ class World;
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class Player {
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public:
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enum Sound { NOSOUND, STEP, FALL };
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enum Booster { SPEED, HEAL, DAMAGE, INVINCIBLE };
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//enum BoosterType { SPEED, HEAL, DAMAGE, INVINCIBLE };
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Player(const Vector3f& position, float rotX = 0, float rotY = 0);
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~Player();
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@ -19,8 +21,9 @@ public:
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void TurnLeftRight(float value, float sensitivity);
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void TurnTopBottom(float value, float sensitivity);
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Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
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Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime);
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void GetBooster(Booster boosttype);
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Sound ApplyPhysics(Vector3f input, World* world, float elapsedTime, Booster booster_table[]);
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void TakeBooster(Booster booster_table[]);
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void GetBooster(BOOST_TYPE boosttype);
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void RemoveBooster(float elapsedtime);
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void ApplyTransformation(Transformation& transformation, bool rel = true, bool rot = true) const;
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@ -1,46 +1,81 @@
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#include "booster.h"
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void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran)
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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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//
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//Vector3f playerToQuad = m_player.GetPosition() - m_position;
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//playerToQuad.Normalize();
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//Vector3f targetPosition = m_player.GetPosition() + playerToQuad * 10.0f;
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//Matrix4f rotationMatrix;
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//rotationMatrix.SetLookAt(m_position, targetPosition, Vector3f(0, 1, 0));
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//glMultMatrixf(rotationMatrix.GetInternalValues());
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float x = pos.x;
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float y = pos.y;
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float z = pos.z;
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float width = 1.0f;
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float height = 1.0f;
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//Pt override les collisions.. a ce point la je sais pas quoi faire
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float height = 1.7f;
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//Matrix4 mat4 = tran.GetMatrix();
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//mat4 VP = pMatrix * vMatrix;
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//Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());
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//Vector3f CameraUp = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
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Matrix4 mat4 = tran.GetMatrix();
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//Vector3f v1 = (m_position + CameraRight * 0.5 * width + CameraUp * -0.5 * width);
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//Vector3f v2 = (m_position + CameraRight * 0.5 * width + CameraUp * 0.5 * width);
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//Vector3f v4 = (m_position + CameraRight * -0.5 * width + CameraUp * -0.5 * width);
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//Vector3f v3 = (m_position + CameraRight * -0.5 * width + CameraUp * 0.5 * width);
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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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//tran.ApplyTranslation(m_position);
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float u, v, w, h;
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//glDisable(GL_DEPTH_TEST);
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shader.Use();
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textureAtlas.Bind();
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textureAtlas.TextureIndexToCoord(8, u, v, w, h);
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//glLoadIdentity();
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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(x - width / 2., y - height, z); //glVertex3f(v4.x, v4.y, v4.z);//glVertex3f(0, 50, 0);
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glTexCoord2f(u + w, v); glVertex3f(x + width / 2., y - height, z); //glVertex3f(v3.x, v3.y, v3.z); //glVertex3f(50,50, 0);
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glTexCoord2f(u + w, v + h); glVertex3f(x + width / 2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0);
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glTexCoord2f(u, v + h); glVertex3f(x - width / 2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0);
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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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//tran.ApplyTranslation(-m_position);
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//glEnable(GL_DEPTH_TEST);
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}
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@ -5,10 +5,21 @@
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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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class Booster {
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public:
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void RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran);
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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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void SetAvailability(bool value);
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private:
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Vector3f pos;
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BOOST_TYPE type;
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bool available;
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};
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#endif
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@ -3,13 +3,13 @@
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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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@ -1346,7 +1346,7 @@ void Engine::Render(float elapsedTime) {
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static bool leftright = false;
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if (pollTime >= .005f) {
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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);
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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, booster_table);
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switch (snd) {
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case Player::Sound::STEP:
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if (leftright)
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@ -1425,9 +1425,22 @@ void Engine::Render(float elapsedTime) {
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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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glDisable(GL_BLEND);
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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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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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//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
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m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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glEnable(GL_BLEND);
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@ -5,7 +5,6 @@
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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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@ -25,12 +24,15 @@
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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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@ -45,150 +47,90 @@ public:
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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 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 DisplaySingleOrMultiplayerMenu();
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void DrawHud(float elapsedTime, BlockType bloc);
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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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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();
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Booster m_booster = Booster();
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Connector m_conn;
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Shader m_shader01;
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BlockInfo* m_blockinfo[BTYPE_LAST];
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BoostInfo* m_boostinfo[BTYPE_BOOST_LAST];
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GameState m_gamestate = GameState::SPLASH;
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Shader m_shader01;
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Skybox m_skybox;
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TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
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TextureAtlas m_animeAtlas = TextureAtlas(TYPE_LAST + POS_LAST);
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TextureAtlas::TextureIndex texBoostHeal;
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World m_world = World();
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Renderer m_renderer = Renderer();
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Booster* booster_table;
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Texture m_textureCrosshair;
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Texture m_textureFont;
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Texture m_textureGun;
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Texture m_texturePovGun;
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Texture m_textureSkybox;
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Texture m_textureSoloMultiMenu;
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Texture m_textureSoloText;
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Texture m_textureMultiText;
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Texture m_textureTitle;
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Texture m_textureLobbyMenu;
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Texture m_textureMainMenu;
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Texture m_textureOptionsMenu;
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Texture m_texturePauseMenu;
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Texture m_textureSplashScreen;
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TextureAtlas::TextureIndex texBoostHeal;
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|
||||
Texture m_textureHd;
|
||||
Texture m_textureFhd;
|
||||
Texture m_textureQhd;
|
||||
Texture m_textureUhd;
|
||||
Skybox m_skybox;
|
||||
Audio m_audio = Audio(AUDIO_PATH "start.wav");
|
||||
|
||||
Texture m_textureLobbyServer;
|
||||
Texture m_textureLobbyIdentify;
|
||||
Texture m_textureCheck;
|
||||
Texture m_textureChecked;
|
||||
irrklang::ISound* m_powpow,
|
||||
* m_scream;
|
||||
irrklang::ISound *m_whoosh[MAX_BULLETS];
|
||||
|
||||
Texture m_texturePauseResume;
|
||||
Texture m_texturePauseMainMenu;
|
||||
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
|
||||
|
||||
Bullet* m_bullets[MAX_BULLETS];
|
||||
|
||||
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;
|
||||
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_textureMenuBack;
|
||||
Texture m_textureMenuMulti;
|
||||
Texture m_textureMenuOptions;
|
||||
Texture m_textureMenuPlay;
|
||||
Texture m_textureMenuQuit;
|
||||
Texture m_textureMenuSingle;
|
||||
Texture m_textureMenuTitle;
|
||||
//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;
|
||||
|
||||
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;
|
||||
@ -201,58 +143,29 @@ 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;
|
||||
|
||||
bool m_keyK = false;
|
||||
bool m_keyL = false;
|
||||
bool m_keyW = false;
|
||||
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;
|
||||
|
||||
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;
|
||||
netprot::PlayerInfo m_pinfo;
|
||||
RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(),Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f));
|
||||
std::string m_messageNotification = "";
|
||||
};
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user