whoooosh!
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54c25e6f78
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9cbf20ba21
@ -7,8 +7,9 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur
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Bullet::~Bullet() {}
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bool Bullet::Update(World* world, float elapsedtime) {
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for (int x = 0; x < 1000; ++x) {
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bool Bullet::Update(World* world, float elapsedtime, int perframe) {
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int max = 100 / perframe;
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for (int x = 0; x < max; ++x) {
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m_currentpos += m_velocity * elapsedtime;
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if (!world->ChunkAt(m_currentpos))
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@ -30,10 +31,14 @@ void Bullet::Transpose(int& x, int& z) {
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m_startpos.z -= z * CHUNK_SIZE_Z;
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}
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Vector3f Bullet::getPos() {
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Vector3f Bullet::getPos() const {
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return m_currentpos;
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}
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Vector3f Bullet::getVel() const {
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return m_velocity;
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}
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uint64_t Bullet::getTeamID(){
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return m_tid;
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}
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@ -12,9 +12,10 @@ public:
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Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
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~Bullet();
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bool Update(World* world, float elapsedtime);
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bool Update(World* world, float elapsedtime, int perframe);
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void Transpose(int& x, int& z);
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Vector3f getPos();
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Vector3f getPos() const;
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Vector3f getVel() const;
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uint64_t getTeamID();
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private:
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@ -2,17 +2,17 @@
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Audio::Audio() {
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m_engine = irrklang::createIrrKlangDevice();
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m_engine->setDopplerEffectParameters(1);
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m_engine->setRolloffFactor(1);
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m_engine->setDefault3DSoundMinDistance(1);
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m_engine->setDopplerEffectParameters(10);
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m_engine->setRolloffFactor(2);
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m_engine->setDefault3DSoundMinDistance(.1);
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m_engine->setDefault3DSoundMaxDistance(1000);
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}
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Audio::Audio(const char * music) {
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m_engine = irrklang::createIrrKlangDevice();
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m_engine->setDopplerEffectParameters(1);
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m_engine->setRolloffFactor(1);
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m_engine->setDefault3DSoundMinDistance(1);
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m_engine->setRolloffFactor(2);
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m_engine->setDefault3DSoundMinDistance(.1);
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m_engine->setDefault3DSoundMaxDistance(1000);
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m_music = m_engine->play2D(music, false, true, true, irrklang::ESM_STREAMING);
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}
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@ -28,10 +28,11 @@ void Audio::Update3DAudio(Vector3f pos, Vector3f dir, Vector3f vel) {
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irrklang::vec3df(vel.x, vel.y, vel.z));
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}
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void Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume = 1) {
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sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), false, false, true, irrklang::ESM_NO_STREAMING, true);
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irrklang::ISound* Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped = false, float volume = 1) {
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sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), is_looped, false, true, is_looped? irrklang::ESM_STREAMING: irrklang::ESM_NO_STREAMING, true);
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sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z));
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sound->setVolume(volume);
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return sound;
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}
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void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume = 1) {
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@ -8,17 +8,17 @@
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class Audio {
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private:
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irrklang::ISoundEngine* m_engine;
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irrklang::ISound* m_music;
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public:
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Audio();
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Audio(const char* music);
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~Audio();
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irrklang::ISoundEngine* m_engine;
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void Update3DAudio(Vector3f pos, Vector3f dir, Vector3f speed);
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void Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume);
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irrklang::ISound* Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped, float volume);
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void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume);
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@ -20,6 +20,8 @@
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#define SRV_ADDR "127.0.0.1"
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#define COUNTDOWN 300
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#define BULLET_UPDATES_PER_FRAME 20
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#define BASE_WIDTH 1920
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#define BASE_HEIGHT 1080
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@ -61,8 +61,10 @@ void Engine::Init() {
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//m_audio.ToggleMusicState();
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// Array pour les balles.
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for (int x = 0; x < MAX_BULLETS; ++x)
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for (int x = 0; x < MAX_BULLETS; ++x) {
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m_bullets[x] = nullptr;
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m_whoosh[x] = nullptr; // = m_audio.m_engine.m_audio.m_engine->addSoundSourceFromFile(AUDIO_PATH "noise.ogg", irrklang::ESM_AUTO_DETECT, false);
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}
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uint64_t seed = SEED;
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std::string playname = "La Chienne à Jacques";
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@ -84,6 +86,8 @@ void Engine::Init() {
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// Init Chunks
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m_world.GetChunks().Reset(nullptr);
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// Gestion de souris.
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CenterMouse();
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HideCursor();
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@ -474,11 +478,11 @@ void Engine::Render(float elapsedTime) {
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if (leftright)
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vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
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else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
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m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f);
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m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), false, .8f);
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leftright = !leftright;
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break;
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case Player::Sound::FALL:
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m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f);
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m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false, 1.f);
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break;
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default: break;
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}
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@ -512,7 +516,7 @@ void Engine::Render(float elapsedTime) {
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m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
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}
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bulletTime = .1f;
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m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
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m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, false, .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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@ -523,13 +527,24 @@ void Engine::Render(float elapsedTime) {
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}
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else if (m_mouseR)
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m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), 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, 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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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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for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b)
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if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME)) {
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m_bullets[x]->~Bullet();
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if (m_whoosh[x])
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m_whoosh[x]->drop();
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m_bullets[x] = nullptr;
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m_whoosh[x] = nullptr;
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break;
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}
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else if (!m_whoosh[x]) {
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m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
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}
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else m_audio.Render3DAudioObj(m_whoosh[x], m_bullets[x]->getPos(), m_bullets[x]->getVel(), 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
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}
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}
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m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
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@ -542,7 +557,7 @@ void Engine::Render(float elapsedTime) {
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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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m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false, 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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@ -604,6 +619,8 @@ void Engine::KeyPressEvent(unsigned char key) {
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break;
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case 8: // I - Ignorer
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break;
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case 15: // P - Ignorer
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break;
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case 17: // R - Ignorer
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break;
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case 19: // T - Ignorer
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@ -653,6 +670,17 @@ void Engine::KeyReleaseEvent(unsigned char key) {
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case 12: // M - Toggle music
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m_audio.ToggleMusicState();
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break;
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case 15:
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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.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f,0.f,1.f));
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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.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f, 0.f, 1.f));
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}
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break;
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case 17: // R - Toggle skybox
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m_isSkybox = !m_isSkybox;
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break;
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@ -70,8 +70,9 @@ private:
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Skybox m_skybox;
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Audio m_audio = Audio(AUDIO_PATH "start.wav");
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irrklang::ISound* m_powpow;
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irrklang::ISound* m_scream;
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irrklang::ISound* m_powpow,
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* m_scream;
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irrklang::ISound *m_whoosh[MAX_BULLETS];
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Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
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BIN
SQCSim2021/media/audio/noise.wav
Normal file
BIN
SQCSim2021/media/audio/noise.wav
Normal file
Binary file not shown.
@ -211,3 +211,4 @@ void WorldRenderer::UpdateWorld(World* origin, const Vector3f& player, BlockInfo
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}
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}
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}
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