Merge pull request #21 from CegepSTH/SQC_21_MenuSoloMulti
Push menu solo ou multi.
This commit is contained in:
commit
79013fe5d1
@ -72,6 +72,8 @@ void Engine::DrawSplachScreen()
|
|||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
glMatrixMode(GL_MODELVIEW);
|
glMatrixMode(GL_MODELVIEW);
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
|
|
||||||
|
m_gamestate = GameState::OPTIONS;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -381,6 +383,9 @@ void Engine::LoadResource() {
|
|||||||
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
|
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
|
||||||
LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false);
|
LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false);
|
||||||
LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
|
LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
|
||||||
|
LoadTexture(m_textureSoloText, TEXTURE_PATH "single_player.png", false);
|
||||||
|
LoadTexture(m_textureMultiText, TEXTURE_PATH "multi_player.png", false);
|
||||||
|
LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
|
||||||
LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false);
|
LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false);
|
||||||
|
|
||||||
LoadTexture(MenuTitleTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
|
LoadTexture(MenuTitleTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png");
|
||||||
@ -464,16 +469,13 @@ void Engine::ProcessNotificationQueue() {
|
|||||||
//float fPosY = Height() - (Height() * 0.05) * scaleY;
|
//float fPosY = Height() - (Height() * 0.05) * scaleY;
|
||||||
|
|
||||||
m_textureFont.Bind();
|
m_textureFont.Bind();
|
||||||
|
float xOffset = Width() * 0.66f;
|
||||||
auto [scaleX, scaleY] = GetScale();
|
float yOffset = Height() * 0.83f;
|
||||||
|
|
||||||
float xOffset = (Width() / 1.5f) * scaleX;
|
|
||||||
float yOffset = (Height() / 1.2f) * scaleY;
|
|
||||||
|
|
||||||
for (auto it = notifications.begin(); it != notifications.end(); ) {
|
for (auto it = notifications.begin(); it != notifications.end(); ) {
|
||||||
float timeSinceDisplay = m_time - it->displayStartTime;
|
float timeSinceDisplay = m_time - it->displayStartTime;
|
||||||
|
|
||||||
float y = yOffset - (20.0f * scaleX * (it - notifications.begin()));
|
float y = yOffset - (20.0f * (it - notifications.begin()));
|
||||||
|
|
||||||
glDisable(GL_STENCIL_TEST);
|
glDisable(GL_STENCIL_TEST);
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
@ -546,14 +548,13 @@ void Engine::DisplayPovGun() {
|
|||||||
glMatrixMode(GL_MODELVIEW);
|
glMatrixMode(GL_MODELVIEW);
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
|
|
||||||
float scaleX = (Width()) / BASE_WIDTH;
|
float baseXOffsetPercentage = 0.4958;
|
||||||
float scaleY = (Height()) / BASE_HEIGHT;
|
float baseWidthPercentage = 0.4688;
|
||||||
float baseXOffset = 0.4958 * BASE_WIDTH;
|
float baseHeightPercentage = 0.5787;
|
||||||
float baseWidth = 0.4688 * BASE_WIDTH;
|
|
||||||
float baseHeight = 0.5787 * BASE_HEIGHT;
|
float xTranslation = baseXOffsetPercentage * Width();
|
||||||
float xTranslation = baseXOffset * scaleX;
|
float quadWidth = baseWidthPercentage * Width();
|
||||||
float quadWidth = baseWidth * scaleX;
|
float quadHeight = baseHeightPercentage * Height();
|
||||||
float quadHeight = baseHeight * scaleY;
|
|
||||||
|
|
||||||
m_texturePovGun.Bind();
|
m_texturePovGun.Bind();
|
||||||
glLoadIdentity();
|
glLoadIdentity();
|
||||||
@ -578,7 +579,6 @@ void Engine::DisplayPovGun() {
|
|||||||
|
|
||||||
glMatrixMode(GL_PROJECTION);
|
glMatrixMode(GL_PROJECTION);
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
|
|
||||||
glMatrixMode(GL_MODELVIEW);
|
glMatrixMode(GL_MODELVIEW);
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
}
|
}
|
||||||
@ -591,37 +591,44 @@ void Engine::DisplayHud(int timer) {
|
|||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
glLoadIdentity();
|
glLoadIdentity();
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
auto [scaleX, scaleY] = GetScale();
|
|
||||||
|
|
||||||
float fBackPosX = (Width() / 25.0f) * scaleX;
|
float itemBackgroundWidthProportion = 0.25f;
|
||||||
float fBackPosY = (Height() - (Height() * 0.815) * scaleY);
|
float itemBackgroundHeightProportion = 0.175f;
|
||||||
float fBackWidth = (Width() / 4.0f) * scaleX;
|
float itemBackgroundWidth = Width() * itemBackgroundWidthProportion;
|
||||||
float fBackHeight = (Height() / 5.5f) * scaleY;
|
float itemBackgroundHeight = Height() * itemBackgroundHeightProportion;
|
||||||
|
float itemBackgroundXOffset = Width() * 0.05f;
|
||||||
|
float itemBackgroundYOffset = Height() * 0.6f;
|
||||||
|
float itemBackgroundXPos = itemBackgroundXOffset;
|
||||||
|
float itemBackgroundYPos = Height() - itemBackgroundHeight - itemBackgroundYOffset;
|
||||||
|
|
||||||
|
// Selected item background
|
||||||
glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
|
glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
|
||||||
glBegin(GL_QUADS);
|
glBegin(GL_QUADS);
|
||||||
glVertex2f(fBackPosX, fBackPosY);
|
glVertex2f(itemBackgroundXPos, itemBackgroundYPos);
|
||||||
glVertex2f(fBackPosX + fBackWidth, fBackPosY);
|
glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos);
|
||||||
glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight);
|
glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos + itemBackgroundHeight);
|
||||||
glVertex2f(fBackPosX, fBackPosY + fBackHeight);
|
glVertex2f(itemBackgroundXPos, itemBackgroundYPos + itemBackgroundHeight);
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
// HP Bar
|
// HP Bar
|
||||||
float fBarWidth = (Width() / 4.0f) * scaleX;
|
|
||||||
float fBarHeight = (Height() / 25.0f) * scaleY;
|
|
||||||
float fPosX = (Width() / 25.0f) * scaleX;
|
|
||||||
float fBarPosY = (Height() - (Height() * 0.775) * scaleY);
|
|
||||||
|
|
||||||
float playerHp = m_player.GetHP();
|
float playerHp = m_player.GetHP();
|
||||||
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
|
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
|
||||||
|
|
||||||
|
float hpBarWidthProportion = 0.25f;
|
||||||
|
float hpBarHeightProportion = 0.045f;
|
||||||
|
float hpBarWidth = Width() * hpBarWidthProportion;
|
||||||
|
float hpBarHeight = Height() * hpBarHeightProportion;
|
||||||
|
float hpBarXOffset = Width() * 0.05f;
|
||||||
|
float hpBarYOffset = Height() * 0.7f;
|
||||||
|
float hpBarYPos = Height() - hpBarHeight - hpBarYOffset;
|
||||||
|
|
||||||
// HP Bar Background
|
// HP Bar Background
|
||||||
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
|
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
|
||||||
glBegin(GL_QUADS);
|
glBegin(GL_QUADS);
|
||||||
glVertex2f(fPosX, fBarPosY - fBarHeight);
|
glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight);
|
||||||
glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight);
|
glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos - hpBarHeight);
|
||||||
glVertex2f(fPosX + fBarWidth, fBarPosY);
|
glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos);
|
||||||
glVertex2f(fPosX, fBarPosY);
|
glVertex2f(itemBackgroundXPos, hpBarYPos);
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
//TODO: Associer avec mechanique de vie du joueur
|
//TODO: Associer avec mechanique de vie du joueur
|
||||||
@ -629,10 +636,10 @@ void Engine::DisplayHud(int timer) {
|
|||||||
// Barre HP
|
// Barre HP
|
||||||
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
|
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
|
||||||
glBegin(GL_QUADS);
|
glBegin(GL_QUADS);
|
||||||
glVertex2f(fPosX, fBarPosY - fBarHeight);
|
glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight);
|
||||||
glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight);
|
glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos - hpBarHeight);
|
||||||
glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY);
|
glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos);
|
||||||
glVertex2f(fPosX, fBarPosY);
|
glVertex2f(itemBackgroundXPos, hpBarYPos);
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
// Equip Bar
|
// Equip Bar
|
||||||
@ -640,22 +647,23 @@ void Engine::DisplayHud(int timer) {
|
|||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
|
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
|
||||||
|
|
||||||
float fEquipWidth = (Width() * 0.175f) * scaleX;
|
float equipWidthProportion = 0.8f;
|
||||||
float fEquipHeight = (fEquipWidth / 2.5) * scaleY;
|
float equipHeightProportion = 0.7f;
|
||||||
float fEquipPosY = (Height() - (Height() * 0.765) * scaleY);
|
float equipWidth = itemBackgroundWidth * equipWidthProportion;
|
||||||
|
float equipHeight = itemBackgroundHeight * equipHeightProportion;
|
||||||
|
float equipXOffset = itemBackgroundXPos + (itemBackgroundWidth - equipWidth) * 0.1f;
|
||||||
|
float equipYOffset = itemBackgroundYPos + (itemBackgroundHeight - equipHeight) * 0.75f;
|
||||||
|
|
||||||
glTranslatef(fPosX, fEquipPosY, 0);
|
glTranslatef(equipXOffset, equipYOffset, 0);
|
||||||
|
|
||||||
m_textureGun.Bind();
|
m_textureGun.Bind();
|
||||||
glBegin(GL_QUADS);
|
glBegin(GL_QUADS);
|
||||||
glTexCoord2f(0, 0); glVertex2i(0, 0);
|
glTexCoord2f(0, 0); glVertex2f(0, 0);
|
||||||
glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0);
|
glTexCoord2f(1, 0); glVertex2f(equipWidth, 0);
|
||||||
glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight);
|
glTexCoord2f(1, 1); glVertex2f(equipWidth, equipHeight);
|
||||||
glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight);
|
glTexCoord2f(0, 1); glVertex2f(0, equipHeight);
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
//glDisable(GL_BLEND);
|
|
||||||
|
|
||||||
// Username
|
// Username
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||||
@ -663,30 +671,37 @@ void Engine::DisplayHud(int timer) {
|
|||||||
|
|
||||||
m_textureFont.Bind();
|
m_textureFont.Bind();
|
||||||
std::ostringstream ss;
|
std::ostringstream ss;
|
||||||
float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY;
|
float fUsernamePosY = hpBarYPos - (hpBarHeight * 2);
|
||||||
|
|
||||||
ss.str("");
|
ss.str("");
|
||||||
ss << m_player.GetUsername();
|
ss << m_player.GetUsername();
|
||||||
PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
|
PrintText(itemBackgroundXPos, fUsernamePosY, ss.str(), 1.5f);
|
||||||
|
|
||||||
ss.str("");
|
ss.str("");
|
||||||
ss << m_player.GetHP() * 100 << "%";
|
ss << m_player.GetHP() * 100 << "%";
|
||||||
PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f);
|
PrintText(itemBackgroundXPos * 5.25f, fUsernamePosY, ss.str(), 1.5f);
|
||||||
|
|
||||||
|
float countdownXOffset = Width() * 0.2f;
|
||||||
|
float countdownYOffset = Height() * 0.1f;
|
||||||
|
float countdownXPos = Width() - countdownXOffset;
|
||||||
|
float countdownYPos = Height() - countdownYOffset;
|
||||||
|
|
||||||
// Countdown
|
// Countdown
|
||||||
ss.str("");
|
ss.str("");
|
||||||
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
|
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
|
||||||
PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f);
|
PrintText(countdownXPos, countdownYPos, ss.str(), 2.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
|
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
|
||||||
m_textureFont.Bind();
|
m_textureFont.Bind();
|
||||||
std::ostringstream ss;
|
std::ostringstream ss;
|
||||||
|
|
||||||
auto [scaleX, scaleY] = GetScale();
|
float marginX = Width() * 0.01;
|
||||||
|
float marginY = Height() * 0.05;
|
||||||
|
|
||||||
|
float fPosX = marginX;
|
||||||
|
float fPosY = Height() - marginY;
|
||||||
|
|
||||||
float fPosX = (Width() / 100.0f) * scaleX;
|
|
||||||
float fPosY = Height() - (Height() * 0.05) * scaleY;
|
|
||||||
float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
|
float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
|
||||||
|
|
||||||
ss << " Fps : " << GetFps(elapsedTime);
|
ss << " Fps : " << GetFps(elapsedTime);
|
||||||
@ -704,7 +719,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
|
|||||||
ss.str("");
|
ss.str("");
|
||||||
fPosY -= charSize;
|
fPosY -= charSize;
|
||||||
|
|
||||||
float fPosYJump = ((Height() - (Height() * 0.9f)) * scaleY);
|
float fPosYJump = Height() * 0.09;
|
||||||
fPosY = fPosYJump;
|
fPosY = fPosYJump;
|
||||||
fPosY -= charSize;
|
fPosY -= charSize;
|
||||||
|
|
||||||
@ -732,6 +747,9 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Engine::DisplaySingleOrMultiplayerMenu() {
|
void Engine::DisplaySingleOrMultiplayerMenu() {
|
||||||
|
GLint viewport[4];
|
||||||
|
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||||
|
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
glBlendEquation(GL_FUNC_ADD);
|
glBlendEquation(GL_FUNC_ADD);
|
||||||
@ -748,64 +766,92 @@ void Engine::DisplaySingleOrMultiplayerMenu() {
|
|||||||
glMatrixMode(GL_MODELVIEW);
|
glMatrixMode(GL_MODELVIEW);
|
||||||
glPushMatrix();
|
glPushMatrix();
|
||||||
|
|
||||||
auto [scaleX, scaleY] = GetScale();
|
// Background
|
||||||
float fBackPosX = 0.0f;
|
|
||||||
float fBackPosY = 0.0f;
|
|
||||||
float fBackWidth = Width();
|
|
||||||
float fBackHeight = Height();
|
|
||||||
|
|
||||||
m_textureSoloMultiMenu.Bind();
|
m_textureSoloMultiMenu.Bind();
|
||||||
glBegin(GL_QUADS);
|
glBegin(GL_QUADS);
|
||||||
glTexCoord2f(0.0f, 0.0f); glVertex2f(fBackPosX, fBackPosY);
|
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f);
|
||||||
glTexCoord2f(1.0f, 0.0f); glVertex2f(fBackWidth, fBackPosY);
|
glTexCoord2f(1.0f, 0.0f); glVertex2f(Width(), 0.0f);
|
||||||
glTexCoord2f(1.0f, 1.0f); glVertex2f(fBackWidth, fBackHeight);
|
glTexCoord2f(1.0f, 1.0f); glVertex2f(Width(), Height());
|
||||||
glTexCoord2f(0.0f, 1.0f); glVertex2f(fBackPosX, fBackHeight);
|
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, Height());
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
float centerX = (Width() / 2.0f);
|
// Title
|
||||||
float centerY = (Height() / 2.0f);
|
float titleWidthProportion = 0.4f;
|
||||||
float titleWidth = (centerX * 1.85f) * scaleX;
|
float titleHeightProportion = 0.4f;
|
||||||
float titleHeight = (centerY * 1.85f) * scaleY;
|
float titleWidth = titleWidthProportion * Width();
|
||||||
|
float titleHeight = titleHeightProportion * Height();
|
||||||
|
float offsetTitleXFactor = 0.05f;
|
||||||
|
float offsetTitleYFactor = 0.05f;
|
||||||
|
m_titleX = (Width() - titleWidth) - (offsetTitleXFactor * Width());
|
||||||
|
m_titleY = (Height() - titleHeight) - (offsetTitleYFactor * Height());
|
||||||
|
|
||||||
// Solo game indicator
|
|
||||||
m_textureTitle.Bind();
|
m_textureTitle.Bind();
|
||||||
|
glColor4f(1.0f, 0.5f, 0.0f, 1.0f);
|
||||||
glBegin(GL_QUADS);
|
glBegin(GL_QUADS);
|
||||||
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX, centerY);
|
glTexCoord2f(0.0f, 0.0f); glVertex2f(m_titleX, m_titleY);
|
||||||
glTexCoord2f(1.0f, 0.0f); glVertex2f(titleWidth, centerY);
|
glTexCoord2f(1.0f, 0.0f); glVertex2f(m_titleX + titleWidth, m_titleY);
|
||||||
glTexCoord2f(1.0f, 1.0f); glVertex2f(titleWidth, titleHeight);
|
glTexCoord2f(1.0f, 1.0f); glVertex2f(m_titleX + titleWidth, m_titleY + titleHeight);
|
||||||
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX, titleHeight);
|
glTexCoord2f(0.0f, 1.0f); glVertex2f(m_titleX, m_titleY + titleHeight);
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
|
||||||
// Solo game indicator
|
// Single Player and Multiplayer button background quads
|
||||||
float fPosX = (centerX * 1.1f) * scaleX;
|
float buttonWidthProportion = 0.4f;
|
||||||
float fPosXWidth = (centerX * 1.75f) * scaleX;
|
float buttonHeightProportion = 0.075f;
|
||||||
float soloPosY = (centerY * 0.75f) * scaleY;
|
float buttonWidth = buttonWidthProportion * Width();
|
||||||
float soloHeight = (centerY * 0.9f) * scaleY;
|
float buttonHeight = buttonHeightProportion * Height();
|
||||||
|
float offsetSingleButtonXFactor = 0.075f;
|
||||||
|
float offsetSingleButtonYFactor = 0.05f;
|
||||||
|
|
||||||
|
float buttonPosX = m_titleX;
|
||||||
|
float buttonSinglePosY = m_titleY - buttonHeight - (offsetSingleButtonYFactor * Height());
|
||||||
|
float buttonMultiPosY = (buttonSinglePosY * 0.75);
|
||||||
|
|
||||||
|
// Single Player background
|
||||||
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
|
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
|
||||||
glBegin(GL_QUADS);
|
glBegin(GL_QUADS);
|
||||||
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, soloPosY);
|
glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY);
|
||||||
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, soloPosY);
|
glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY);
|
||||||
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, soloHeight);
|
glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY + buttonHeight);
|
||||||
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, soloHeight);
|
glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonSinglePosY + buttonHeight);
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
// Multiplayer game indicator
|
// Single Player text
|
||||||
float multiPosY = (centerY * 0.5f) * scaleY;
|
m_textureSoloText.Bind();
|
||||||
float multiHeight = (centerY * 0.65f) * scaleY;
|
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
|
||||||
|
|
||||||
glBegin(GL_QUADS);
|
glBegin(GL_QUADS);
|
||||||
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, multiPosY);
|
glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY);
|
||||||
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, multiPosY);
|
glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY);
|
||||||
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, multiHeight);
|
glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY + buttonHeight);
|
||||||
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, multiHeight);
|
glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonSinglePosY + buttonHeight);
|
||||||
|
glEnd();
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
// Multi Player background
|
||||||
|
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
|
||||||
|
glBegin(GL_QUADS);
|
||||||
|
glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonMultiPosY);
|
||||||
|
glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY);
|
||||||
|
glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY + buttonHeight);
|
||||||
|
glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonMultiPosY + buttonHeight);
|
||||||
|
glEnd();
|
||||||
|
|
||||||
|
// Multi Player text
|
||||||
|
m_textureMultiText.Bind();
|
||||||
|
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
|
||||||
|
glBegin(GL_QUADS);
|
||||||
|
glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonMultiPosY);
|
||||||
|
glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY);
|
||||||
|
glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY + buttonHeight);
|
||||||
|
glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonMultiPosY + buttonHeight);
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
// TODO: Add SOLO / MULTIPLAYER text with font
|
|
||||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||||
|
|
||||||
|
// Reset the state
|
||||||
|
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
|
||||||
|
|
||||||
glEnable(GL_STENCIL_TEST);
|
glEnable(GL_STENCIL_TEST);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
@ -814,6 +860,8 @@ void Engine::DisplaySingleOrMultiplayerMenu() {
|
|||||||
|
|
||||||
glMatrixMode(GL_MODELVIEW);
|
glMatrixMode(GL_MODELVIEW);
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
|
|
||||||
|
ShowCursor();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Engine::DrawHud(float elapsedTime, BlockType bloc) {
|
void Engine::DrawHud(float elapsedTime, BlockType bloc) {
|
||||||
@ -872,10 +920,13 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
|
void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
|
||||||
auto [scaleX, scaleY] = GetScale();
|
float windowWidth = static_cast<float>(Width());
|
||||||
float scale = std::min(scaleX, scaleY);
|
float windowHeight = static_cast<float>(Height());
|
||||||
|
|
||||||
float baseCharSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
|
float posX = x * windowWidth;
|
||||||
|
float posY = y * windowHeight;
|
||||||
|
|
||||||
|
float baseCharSize = 20 + (24 - 20) * (windowWidth - 1600) / (1920 - 1600);
|
||||||
float charSize = baseCharSize * charSizeMultiplier;
|
float charSize = baseCharSize * charSizeMultiplier;
|
||||||
|
|
||||||
glLoadIdentity();
|
glLoadIdentity();
|
||||||
@ -888,21 +939,15 @@ void Engine::PrintText(float x, float y, const std::string& t, float charSizeMul
|
|||||||
|
|
||||||
glBegin(GL_QUADS);
|
glBegin(GL_QUADS);
|
||||||
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
|
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
|
||||||
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize * scale, 0);
|
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize, 0);
|
||||||
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize * scale, charSize * scale);
|
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize, charSize);
|
||||||
glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize * scale);
|
glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize);
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
glTranslated(0.5555f * charSize * scale, 0, 0);
|
glTranslated(0.5555f * charSize, 0, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
std::pair<float, float> Engine::GetScale() const {
|
|
||||||
float widthRatio = static_cast<float>(Width()) / BASE_WIDTH;
|
|
||||||
float heightRatio = static_cast<float>(Height()) / BASE_HEIGHT;
|
|
||||||
return { widthRatio, heightRatio };
|
|
||||||
}
|
|
||||||
|
|
||||||
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
|
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
|
||||||
|
|
||||||
int Engine::GetCountdown(float elapsedTime) {
|
int Engine::GetCountdown(float elapsedTime) {
|
||||||
@ -922,8 +967,9 @@ void Engine::Render(float elapsedTime) {
|
|||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||||
|
|
||||||
m_time_SplashScreen += elapsedTime;
|
m_time_SplashScreen += elapsedTime;
|
||||||
if(m_time_SplashScreen < 2)
|
if (m_time_SplashScreen < 2) {
|
||||||
DrawSplachScreen();
|
DrawSplachScreen();
|
||||||
|
}
|
||||||
else if (m_gamestate == GameState::PLAY)
|
else if (m_gamestate == GameState::PLAY)
|
||||||
{
|
{
|
||||||
HideCursor();
|
HideCursor();
|
||||||
@ -1079,8 +1125,13 @@ void Engine::Render(float elapsedTime) {
|
|||||||
}
|
}
|
||||||
else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
|
else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
|
||||||
{
|
{
|
||||||
|
if (!m_soloMultiChoiceMade) {
|
||||||
|
DisplaySingleOrMultiplayerMenu();
|
||||||
|
}
|
||||||
|
else {
|
||||||
DrawMenu();
|
DrawMenu();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
else if (m_gamestate == GameState::QUIT)
|
else if (m_gamestate == GameState::QUIT)
|
||||||
Stop();
|
Stop();
|
||||||
}
|
}
|
||||||
@ -1275,6 +1326,37 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
|
|||||||
if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400))
|
if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400))
|
||||||
m_gamestate = GameState::QUIT;
|
m_gamestate = GameState::QUIT;
|
||||||
}
|
}
|
||||||
|
else if (m_gamestate == GameState::OPTIONS)
|
||||||
|
{
|
||||||
|
float buttonWidthProportion = 0.4f;
|
||||||
|
float buttonHeightProportion = 0.075f;
|
||||||
|
float buttonWidth = buttonWidthProportion * Width();
|
||||||
|
float buttonHeight = buttonHeightProportion * Height();
|
||||||
|
float offsetSingleButtonXFactor = 0.075f;
|
||||||
|
float offsetSingleButtonYFactor = 0.05f;
|
||||||
|
|
||||||
|
float buttonPosX = m_titleX;
|
||||||
|
float buttonSinglePosY = m_titleY - buttonHeight - (offsetSingleButtonYFactor * Height());
|
||||||
|
float buttonMultiPosY = buttonSinglePosY * 0.75;
|
||||||
|
float adjustedMouseY = Height() - m_mousemy;
|
||||||
|
|
||||||
|
// Single Player
|
||||||
|
if (m_mousemx >= buttonPosX && m_mousemx <= (buttonPosX + buttonWidth) &&
|
||||||
|
adjustedMouseY >= buttonSinglePosY && adjustedMouseY <= (buttonSinglePosY + buttonHeight))
|
||||||
|
{
|
||||||
|
std::cout << "Single Player button clicked" << std::endl;
|
||||||
|
m_soloMultiChoiceMade = true;
|
||||||
|
m_gamestate = GameState::PLAY;
|
||||||
|
}
|
||||||
|
// Multiplayer
|
||||||
|
else if (m_mousemx >= buttonPosX && m_mousemx <= (buttonPosX + buttonWidth) &&
|
||||||
|
adjustedMouseY >= buttonMultiPosY && adjustedMouseY <= (buttonMultiPosY + buttonHeight))
|
||||||
|
{
|
||||||
|
std::cout << "Multiplayer button clicked" << std::endl;
|
||||||
|
m_soloMultiChoiceMade = true;
|
||||||
|
m_gamestate = GameState::PLAY;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
|
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
|
||||||
|
@ -39,8 +39,6 @@ public:
|
|||||||
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
|
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
std::pair<float, float> GetScale() const;
|
|
||||||
|
|
||||||
int GetFps(float elapsedTime) const;
|
int GetFps(float elapsedTime) const;
|
||||||
int GetCountdown(float elapsedTime);
|
int GetCountdown(float elapsedTime);
|
||||||
|
|
||||||
@ -74,6 +72,8 @@ private:
|
|||||||
Texture m_texturePovGun;
|
Texture m_texturePovGun;
|
||||||
Texture m_textureSkybox;
|
Texture m_textureSkybox;
|
||||||
Texture m_textureSoloMultiMenu;
|
Texture m_textureSoloMultiMenu;
|
||||||
|
Texture m_textureSoloText;
|
||||||
|
Texture m_textureMultiText;
|
||||||
Texture m_textureTitle;
|
Texture m_textureTitle;
|
||||||
|
|
||||||
Skybox m_skybox;
|
Skybox m_skybox;
|
||||||
@ -102,6 +102,8 @@ private:
|
|||||||
float m_scale;
|
float m_scale;
|
||||||
float m_time = 0;
|
float m_time = 0;
|
||||||
float m_time_SplashScreen = 0;
|
float m_time_SplashScreen = 0;
|
||||||
|
float m_titleX = 0;
|
||||||
|
float m_titleY = 0;
|
||||||
float m_Width = 0;
|
float m_Width = 0;
|
||||||
float m_Height = 0;
|
float m_Height = 0;
|
||||||
|
|
||||||
@ -118,7 +120,7 @@ private:
|
|||||||
bool m_displayHud = true;
|
bool m_displayHud = true;
|
||||||
bool m_displayInfo = false;
|
bool m_displayInfo = false;
|
||||||
bool m_resetcountdown = false;
|
bool m_resetcountdown = false;
|
||||||
bool m_soloMultiChoiceMade = true;
|
bool m_soloMultiChoiceMade = false;
|
||||||
bool m_stopcountdown = false;
|
bool m_stopcountdown = false;
|
||||||
|
|
||||||
bool m_keyK = false;
|
bool m_keyK = false;
|
||||||
|
BIN
SQCSim2021/media/textures/multi_player.png
Normal file
BIN
SQCSim2021/media/textures/multi_player.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.8 KiB |
BIN
SQCSim2021/media/textures/single_player.png
Normal file
BIN
SQCSim2021/media/textures/single_player.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.1 KiB |
@ -9,7 +9,7 @@ Mesh::~Mesh() {
|
|||||||
void Mesh::FlushMeshToVBO() {
|
void Mesh::FlushMeshToVBO() {
|
||||||
m_vertexBuffer.SetMeshData(m_vd, m_vcount);
|
m_vertexBuffer.SetMeshData(m_vd, m_vcount);
|
||||||
m_vcount = 0;
|
m_vcount = 0;
|
||||||
delete[] m_vd;
|
//delete[] m_vd;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Mesh::FlushVBO() {
|
void Mesh::FlushVBO() {
|
||||||
|
Loading…
Reference in New Issue
Block a user