Push menu solo/multi avec titre et quads contenant choix. Manque persistence du menu en 2D et nom des choix dans les quads.
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df5b7960b2
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@ -95,7 +95,8 @@ void Engine::LoadResource() {
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
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LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
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LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false);
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LoadTexture(m_textureStartMenu, TEXTURE_PATH "startmenu.png", false);
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LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
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LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false);
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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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@ -291,12 +292,9 @@ void Engine::DisplayCurrentItem() {
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void Engine::DisplayHud(int timer) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glLoadIdentity();
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glDisable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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auto [scaleX, scaleY] = GetScale();
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// Create a low opacity white background with border radius
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float fBackPosX = (Width() / 25.0f) * scaleX;
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float fBackPosY = (Height() - (Height() * 0.815) * scaleY);
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float fBackWidth = (Width() / 4.0f) * scaleX;
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@ -310,34 +308,6 @@ void Engine::DisplayHud(int timer) {
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glVertex2f(fBackPosX, fBackPosY + fBackHeight);
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glEnd();
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float centerX = Width() / 2.0f;
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float centerY = Height() / 2.0f;
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float quadWidth = 200.0f;
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float quadHeight = fBackHeight;
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float thickness = quadHeight / 2.5;
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float xOffset = quadWidth * 2;
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float yOffset = quadWidth;
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// Top Quad (unchanged)
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glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
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glBegin(GL_QUADS);
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glVertex2f(centerX - quadWidth + xOffset, (centerY - thickness) + 1.5f * thickness - yOffset); // Bottom-left
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glVertex2f(centerX + quadWidth + xOffset, (centerY - thickness) + 1.5f * thickness - yOffset); // Bottom-right
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glVertex2f(centerX + quadWidth + xOffset, (centerY - thickness) + 2.5f * thickness - yOffset); // Top-right
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glVertex2f(centerX - quadWidth + xOffset, (centerY - thickness) + 2.5f * thickness - yOffset); // Top-left
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glEnd();
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// Adjusted Bottom Quad (moved down by an additional thickness)
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glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
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glBegin(GL_QUADS);
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glVertex2f(centerX - quadWidth + xOffset, centerY - 1.5f * thickness - yOffset); // Bottom-left
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glVertex2f(centerX + quadWidth + xOffset, centerY - 1.5f * thickness - yOffset); // Bottom-right
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glVertex2f(centerX + quadWidth + xOffset, centerY - 0.5f * thickness - yOffset); // Top-right
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glVertex2f(centerX - quadWidth + xOffset, centerY - 0.5f * thickness - yOffset); // Top-left
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glEnd();
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// HP Bar
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float fBarWidth = (Width() / 4.0f) * scaleX;
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float fBarHeight = (Height() / 25.0f) * scaleY;
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@ -393,11 +363,13 @@ void Engine::DisplayHud(int timer) {
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m_textureFont.Bind();
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std::ostringstream ss;
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float fUsernamePosY = fBarPosY - (fBarHeight * 2);
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float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY;
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ss.str("");
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ss << m_player.GetUsername();
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PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
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ss.str("");
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ss.str("");
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ss << m_player.GetHP() * 100 << "%";
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PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f);
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@ -460,12 +432,13 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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}
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void Engine::DisplaySingleOrMultiplayerMenu() {
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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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glDisable(GL_STENCIL_TEST);
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glDisable(GL_DEPTH_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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@ -475,23 +448,62 @@ void Engine::DisplaySingleOrMultiplayerMenu() {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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// Create a low opacity white background with border radius
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auto [scaleX, scaleY] = GetScale();
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float fBackPosX = 0.0f;
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float fBackPosY = 0.0f;
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float fBackWidth = (Width() / 4.0f);
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float fBackHeight = (Height() / 5.5f);
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float fBackPosY = 0.0f;
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float fBackWidth = Width();
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float fBackHeight = Height();
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glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
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m_textureSoloMultiMenu.Bind();
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glBegin(GL_QUADS);
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glVertex2f(fBackPosX, fBackPosY);
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glVertex2f(fBackPosX + fBackWidth, fBackPosY);
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glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight);
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glVertex2f(fBackPosX, fBackPosY + fBackHeight);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(fBackPosX, fBackPosY);
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glTexCoord2f(1.0f, 0.0f); glVertex2f(fBackWidth, fBackPosY);
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glTexCoord2f(1.0f, 1.0f); glVertex2f(fBackWidth, fBackHeight);
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glTexCoord2f(0.0f, 1.0f); glVertex2f(fBackPosX, fBackHeight);
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glEnd();
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float centerX = (Width() / 2.0f);
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float centerY = (Height() / 2.0f);
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float titleWidth = (centerX * 1.85f) * scaleX;
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float titleHeight = (centerY * 1.85f) * scaleY;
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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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// Solo game indicator
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m_textureTitle.Bind();
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX, centerY);
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glTexCoord2f(1.0f, 0.0f); glVertex2f(titleWidth, centerY);
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glTexCoord2f(1.0f, 1.0f); glVertex2f(titleWidth, titleHeight);
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glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX, titleHeight);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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// Solo game indicator
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float fPosX = (centerX * 1.1f) * scaleX;
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float fPosXWidth = (centerX * 1.75f) * scaleX;
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float soloPosY = (centerY * 0.75f) * scaleY;
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float soloHeight = (centerY * 0.9f) * scaleY;
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glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, soloPosY);
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glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, soloPosY);
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glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, soloHeight);
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glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, soloHeight);
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glEnd();
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// Multiplayer game indicator
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float multiPosY = (centerY * 0.5f) * scaleY;
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float multiHeight = (centerY * 0.65f) * scaleY;
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, multiPosY);
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glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, multiPosY);
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glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, multiHeight);
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glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, multiHeight);
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glEnd();
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// TODO: Add SOLO / MULTIPLAYER text with font
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_DEPTH_TEST);
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@ -698,10 +710,15 @@ void Engine::Render(float elapsedTime) {
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if (m_isSkybox) m_skybox.Render(skybox);
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DrawHud(elapsedTime, bloc);
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DisplayPovGun();
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ProcessNotificationQueue();
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if (m_soloMultiChoiceMade) {
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DisplaySingleOrMultiplayerMenu();
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}
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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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@ -69,7 +69,8 @@ private:
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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_textureStartMenu;
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Texture m_textureSoloMultiMenu;
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Texture m_textureTitle;
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Skybox m_skybox;
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Audio m_audio = Audio(AUDIO_PATH "start.wav");
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@ -95,6 +96,7 @@ private:
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bool m_displayHud = true;
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bool m_displayInfo = false;
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bool m_resetcountdown = false;
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bool m_soloMultiChoiceMade = true;
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bool m_stopcountdown = false;
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bool m_keyK = false;
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Before Width: | Height: | Size: 1.3 MiB After Width: | Height: | Size: 1.3 MiB |
Before Width: | Height: | Size: 30 KiB After Width: | Height: | Size: 30 KiB |
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