On l'a eu!
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b712c950c6
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a054a7bff1
@ -20,8 +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 BASE_WIDTH 1920
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#define BASE_HEIGHT 1080
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#define BASE_WIDTH 640
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#define BASE_HEIGHT 480
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#define TEXTURE_PATH "./media/textures/"
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#define SHADER_PATH "./media/shaders/"
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@ -34,10 +34,10 @@ void Engine::DrawMenu()
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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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glDisable(GL_STENCIL_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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@ -57,7 +57,10 @@ void Engine::DrawMenu()
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glTexCoord2f(0, 1);
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glVertex2i(0, 600);
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glEnd();
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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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glEnable(GL_BLEND);
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if (m_gamestate != GameState::OPTIONS)
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{
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@ -209,7 +212,7 @@ void Engine::DrawMenu()
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glEnd();*/
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}
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glEnable(GL_LIGHTING);
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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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@ -220,7 +223,6 @@ void Engine::DrawMenu()
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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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@ -245,6 +247,7 @@ void Engine::Init() {
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_SUBTRACT);
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//
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// Objet de skybox avec sa propre texture et son propre shader!
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m_skybox.Init(0.2f);
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@ -287,7 +290,7 @@ void Engine::LoadResource() {
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
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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_textureGun, TEXTURE_PATH "gun01.png", true);
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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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@ -385,8 +388,6 @@ void Engine::ProcessNotificationQueue() {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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PrintText(xOffset, y, scale, it->message);
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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@ -433,6 +434,7 @@ void Engine::DisplayCrosshair() {
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void Engine::DisplayCurrentItem() {
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}
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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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@ -487,7 +489,7 @@ void Engine::DisplayHud(int timer) {
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glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
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glEnd();
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glDisable(GL_BLEND);
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//glDisable(GL_BLEND);
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// Username
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glEnable(GL_BLEND);
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@ -549,6 +551,7 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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glEnable(GL_BLEND);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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@ -644,11 +647,12 @@ void Engine::Render(float elapsedTime) {
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if (m_gamestate == GameState::PLAY)
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{
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HideCursor();
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CenterMouse(); //D<>placement de centermouse dans l'action de jouer
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//static float gameTime = elapsedTime;
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static irrklang::ISound* step; // Pour les sons de pas.
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static float pollTime = 0;
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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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@ -659,7 +663,7 @@ void Engine::Render(float elapsedTime) {
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Transformation all;
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Transformation skybox;
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Vector3f vstep;
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Vector3f vstep;
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// Transformations initiales
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glMatrixMode(GL_MODELVIEW);
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@ -668,26 +672,26 @@ void Engine::Render(float elapsedTime) {
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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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static bool leftright = false;
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if (pollTime >= .005f) {
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Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
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switch (snd) {
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case Player::Sound::STEP:
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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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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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break;
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default: break;
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static bool leftright = false;
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if (pollTime >= .005f) {
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Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
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switch (snd) {
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case Player::Sound::STEP:
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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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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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break;
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default: break;
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}
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
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// son vecteur de v<>locit<69> (pour l'effet Doppler)
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pollTime = 0;
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}
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
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// son vecteur de v<>locit<69> (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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@ -700,57 +704,64 @@ void Engine::Render(float elapsedTime) {
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else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe 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.GetPosition(), m_player.GetDirection(), 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.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
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break;
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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.GetPosition(), m_player.GetDirection(), 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.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
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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 premi<6D>re balle de l'array.
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m_bullets[0]->~Bullet();
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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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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 premi<6D>re balle de l'array.
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m_bullets[0]->~Bullet();
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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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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.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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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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m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo);
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if (m_isSkybox) m_skybox.Render(skybox);
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ProcessNotificationQueue();
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DrawHud(elapsedTime, bloc);
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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.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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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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m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo);
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if (m_isSkybox) m_skybox.Render(skybox);
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ProcessNotificationQueue();
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DrawHud(elapsedTime, bloc);
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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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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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}
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void Engine::KeyPressEvent(unsigned char key) {
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@ -776,7 +787,8 @@ void Engine::KeyPressEvent(unsigned char key) {
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}
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break;
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case 36: // ESC - Quitter
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Stop();
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m_gamestate = GameState::MAIN_MENU;
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//Stop();
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break;
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case 57: // Space - Sauter
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if (!m_keySpace) {
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@ -80,7 +80,7 @@ private:
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//Menu
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enum class GameState { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY };
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GameState m_gamestate;
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GameState m_gamestate = GameState::MAIN_MENU;
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Texture MenuTitleTexture;
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Texture MenuBGTexture;
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Texture MenuStartTexture;
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