SQC-06 et une partie du SQC-09
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8e40f17b75
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6668127f15
@ -65,5 +65,6 @@ enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BT
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#define SHADER_PATH "./media/shaders/"
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#define AUDIO_PATH "./media/audio/"
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#define CHUNK_PATH "./media/chunks/"
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#define MENU_ITEM_PATH "./media/menu_items/"
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#endif // DEFINE_H__
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@ -14,7 +14,199 @@ Engine::~Engine() {
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m_world.GetChunks().Get(x, y)->~Chunk();
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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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static const int sButton = 225;
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glDisable(GL_LIGHTING);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, Width(), 0, Height(), -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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MenuBGTexture.Bind();
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glLoadIdentity();
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(800, 0);
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glTexCoord2f(1, 1);
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glVertex2i(800, 600);
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glTexCoord2f(0, 1);
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glVertex2i(0, 600);
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glEnd();
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if (m_gamestate != GameState::OPTIONS)
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{
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MenuTitleTexture.Bind();
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glTranslated(200, 300, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 200);
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glTexCoord2f(1, 0);
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glVertex2i(sTitle, 200);
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glTexCoord2f(1, 1);
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glVertex2i(sTitle, 300);
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glTexCoord2f(0, 1);
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glVertex2i(0, 300);
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glEnd();
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MenuStartTexture.Bind();
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glTranslated(80, -225, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 100);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 100);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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/*MenuResumeTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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/*MenuOptionsTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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MenuQuitTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 100);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 100);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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}
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else
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{
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/*MenuOptionsTexture.Bind();
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glTranslated(200, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(sTitle, 0);
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glTexCoord2f(1, 1);
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glVertex2i(sTitle, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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WireFrameTexture.Bind();
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glTranslated(0, 300, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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OnOffBtnTexture.Bind();
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glTranslated(200, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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glTranslated(-400, -300, 0);
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MusicTexture.Bind();
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glTranslated(200, 200, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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OnOffBtnTexture.Bind();
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glTranslated(200, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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BackBtnTexture.Bind();
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glTranslated(-375, 175, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 140);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 140);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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}
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glEnable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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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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ShowCursor();
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}
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void Engine::Init() {
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m_gamestate = GameState::MAIN_MENU;
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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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@ -63,6 +255,11 @@ void Engine::LoadResource() {
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png");
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp");
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp");
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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(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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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
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TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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@ -185,97 +382,108 @@ void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t) {
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int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
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void Engine::Render(float elapsedTime) {
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//static float gameTime = 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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if (elapsedTime > 0.1f) return;
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//gameTime += elapsedTime;
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pollTime += elapsedTime;
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Transformation all;
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Transformation skybox;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// Transformations initiales
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (m_gamestate == GameState::PLAY)
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{
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//static float gameTime = 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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if (bulletTime > 0.f) bulletTime -= elapsedTime;
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if (bulletTime < 0.f) bulletTime = 0.f;
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if (elapsedTime > 0.1f) return;
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if (pollTime >= .005f) {
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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, &m_audio);
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnées du joueur et
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// son vecteur de vélocité (pour l'effet Doppler)
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pollTime = 0;
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}
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//gameTime += elapsedTime;
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pollTime += elapsedTime;
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m_player.ApplyTransformation(all);
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Transformation all;
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Transformation skybox;
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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if (m_mouseWU) bloc++;
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else if (m_mouseWD) bloc--;
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if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
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else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST équipe l'arme.
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m_mouseWU = m_mouseWD = false;
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// Transformations initiales
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (m_mouseL) {
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if (bloc != BTYPE_LAST)
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m_world.ChangeBlockAtCursor(bloc, m_player, m_block);
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else if (bulletTime <= 0.f) {
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for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
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if (!m_bullets[x]) {
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m_bullets[x] = new Bullet(m_player);
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break;
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if (bulletTime > 0.f) bulletTime -= elapsedTime;
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if (bulletTime < 0.f) bulletTime = 0.f;
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if (pollTime >= .005f) {
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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, &m_audio);
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnées du joueur et
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// son vecteur de vélocité (pour l'effet Doppler)
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pollTime = 0;
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}
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m_player.ApplyTransformation(all);
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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if (m_mouseWU) bloc++;
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else if (m_mouseWD) bloc--;
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if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
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else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST équipe l'arme.
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m_mouseWU = m_mouseWD = false;
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if (m_mouseL) {
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if (bloc != BTYPE_LAST)
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m_world.ChangeBlockAtCursor(bloc, m_player, m_block);
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else if (bulletTime <= 0.f) {
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for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
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if (!m_bullets[x]) {
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m_bullets[x] = new Bullet(m_player);
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break;
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}
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else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array.
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m_bullets[0]->~Bullet();
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m_bullets[0] = new Bullet(m_player);
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}
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bulletTime = .1f;
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m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
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if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
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glClearColor(.8f, .8f, .8f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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return;
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}
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else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array.
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m_bullets[0]->~Bullet();
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m_bullets[0] = new Bullet(m_player);
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}
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bulletTime = .1f;
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m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
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if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
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glClearColor(.8f, .8f, .8f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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return;
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}
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}
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else if (m_mouseR)
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m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player, m_block);
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for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu.
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if (m_bullets[x])
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if (m_bullets[x]->Update(&m_world, all, elapsedTime)) {
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m_bullets[x]->~Bullet();
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m_bullets[x] = nullptr;
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}
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m_world.Update(m_renderCount, m_bullets, m_player, all, m_shader01, m_textureAtlas, m_blockinfo);
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if (m_isSkybox) m_skybox.Render(skybox);
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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DrawHud(elapsedTime, bloc);
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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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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fell = true;
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}
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else if (m_player.GetPosition().y < -20.f) {
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m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
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fell = false;
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}
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}
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else if (m_mouseR)
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m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player, m_block);
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for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu.
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if (m_bullets[x])
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if (m_bullets[x]->Update(&m_world, all, elapsedTime)) {
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m_bullets[x]->~Bullet();
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m_bullets[x] = nullptr;
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}
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m_world.Update(m_renderCount, m_bullets, m_player, all, m_shader01, m_textureAtlas, m_blockinfo);
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if (m_isSkybox) m_skybox.Render(skybox);
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else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
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{
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DrawMenu();
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}
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else if (m_gamestate == GameState::QUIT)
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Stop();
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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DrawHud(elapsedTime, bloc);
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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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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fell = true;
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}
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else if (m_player.GetPosition().y < -20.f) {
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m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
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fell = false;
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}
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}
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void Engine::KeyPressEvent(unsigned char key) {
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@ -390,27 +598,40 @@ void Engine::MouseMoveEvent(int x, int y) {
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if (x == (Width() / 2) && y == (Height() / 2))
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return;
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CenterMouse();
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||||
//CenterMouse();
|
||||
}
|
||||
|
||||
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
|
||||
switch (button) {
|
||||
case MOUSE_BUTTON_LEFT:
|
||||
m_mouseL = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_RIGHT:
|
||||
m_mouseR = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_MIDDLE:
|
||||
m_mouseC = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_WHEEL_UP:
|
||||
m_mouseWU = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_WHEEL_DOWN:
|
||||
m_mouseWD = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_NONE: break;
|
||||
m_mousemx = x;
|
||||
m_mousemy = y;
|
||||
|
||||
if (m_gamestate == GameState::PLAY)
|
||||
{
|
||||
switch (button) {
|
||||
case MOUSE_BUTTON_LEFT:
|
||||
m_mouseL = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_RIGHT:
|
||||
m_mouseR = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_MIDDLE:
|
||||
m_mouseC = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_WHEEL_UP:
|
||||
m_mouseWU = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_WHEEL_DOWN:
|
||||
m_mouseWD = true;
|
||||
break;
|
||||
case MOUSE_BUTTON_NONE: break;
|
||||
}
|
||||
}
|
||||
else if (m_gamestate == GameState::MAIN_MENU)
|
||||
{
|
||||
if ((m_mousemx >= 285 && m_mousemx <= 490) && (m_mousemy >= 150 && m_mousemy <= 250))
|
||||
m_gamestate = GameState::PLAY;
|
||||
if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400))
|
||||
m_gamestate = GameState::QUIT;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -19,6 +19,7 @@ class Engine : public OpenglContext {
|
||||
public:
|
||||
Engine();
|
||||
virtual ~Engine();
|
||||
virtual void DrawMenu();
|
||||
virtual void Init();
|
||||
virtual void DeInit();
|
||||
virtual void LoadResource();
|
||||
@ -51,6 +52,7 @@ private:
|
||||
Texture m_textureFont;
|
||||
Texture m_textureCrosshair;
|
||||
|
||||
|
||||
Skybox m_skybox;
|
||||
Audio m_audio = Audio(AUDIO_PATH "music01.wav");
|
||||
|
||||
@ -61,6 +63,15 @@ private:
|
||||
|
||||
Bullet* m_bullets[MAX_BULLETS];
|
||||
|
||||
//Menu
|
||||
enum class GameState { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY };
|
||||
GameState m_gamestate;
|
||||
Texture MenuTitleTexture;
|
||||
Texture MenuBGTexture;
|
||||
Texture MenuStartTexture;
|
||||
Texture MenuQuitTexture;
|
||||
Texture MenuOptionsTexture;
|
||||
|
||||
bool m_keyW = false;
|
||||
bool m_keyA = false;
|
||||
bool m_keyS = false;
|
||||
@ -72,6 +83,9 @@ private:
|
||||
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_block = false;
|
||||
bool m_flash = true;
|
||||
|
BIN
SQCSim2021/media/menu_items/BasicPlay.png
Normal file
BIN
SQCSim2021/media/menu_items/BasicPlay.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 7.9 KiB |
BIN
SQCSim2021/media/menu_items/BasicQuit.png
Normal file
BIN
SQCSim2021/media/menu_items/BasicQuit.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 8.6 KiB |
BIN
SQCSim2021/media/menu_items/test.png
Normal file
BIN
SQCSim2021/media/menu_items/test.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 289 KiB |
Loading…
Reference in New Issue
Block a user