TOUT FONCTIONNE!
This commit is contained in:
parent
aa1d19d93d
commit
b12e5599be
@ -166,6 +166,9 @@
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<LanguageStandard>stdcpp17</LanguageStandard>
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<LanguageStandard>stdcpp17</LanguageStandard>
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<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
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<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
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<FloatingPointModel>Fast</FloatingPointModel>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Console</SubSystem>
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<SubSystem>Console</SubSystem>
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@ -185,6 +188,9 @@
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<LanguageStandard>stdcpp17</LanguageStandard>
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<LanguageStandard>stdcpp17</LanguageStandard>
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<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
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<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
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<FloatingPointModel>Fast</FloatingPointModel>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Console</SubSystem>
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<SubSystem>Console</SubSystem>
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@ -40,6 +40,10 @@ void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& v
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sound->setVolume(volume);
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sound->setVolume(volume);
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}
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}
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void Audio::PlaySong(const char* music) {
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m_music = m_engine->play2D(music, true, true, true, irrklang::ESM_STREAMING);
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}
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void Audio::ToggleMusicState() { m_music->setIsPaused(!m_music->getIsPaused()); }
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void Audio::ToggleMusicState() { m_music->setIsPaused(!m_music->getIsPaused()); }
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void Audio::PauseEngine() { m_engine->setAllSoundsPaused(); }
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void Audio::PauseEngine() { m_engine->setAllSoundsPaused(); }
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@ -22,6 +22,8 @@ public:
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void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume);
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void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume);
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void PlaySong(const char* music);
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void ToggleMusicState();
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void ToggleMusicState();
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void PauseEngine();
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void PauseEngine();
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@ -47,87 +47,48 @@ void Engine::Init()
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// Objet de musique!
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// Objet de musique!
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m_audio.ToggleMusicState();
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m_audio.ToggleMusicState();
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// Init Chunks
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for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
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for (int chy = 0; chy < VIEW_DISTANCE; ++chy)
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m_world.GetChunks().Set(chx, chy, new Chunk(chx, chy));
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// Génération Chunks.
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for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
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for (int chy = 0; chy < VIEW_DISTANCE; ++chy) {
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for (int x = 0; x < CHUNK_SIZE_X; ++x)
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for (int x = 0; x < CHUNK_SIZE_X; ++x)
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for (int z = 0; z < CHUNK_SIZE_Z; ++z)
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for (int z = 0; z < CHUNK_SIZE_Z; ++z)
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for (int y = 0; y < 32; ++y)
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for (int y = 0; y < 32; ++y)
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m_copychunk.SetBlock(x, y, z, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(x, y, z, ((chx + chy) % (BTYPE_LAST - 1)) + 1);
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m_copychunk.SetBlock(5, 32, 15, BTYPE_GRASS);
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m_copychunk.SetBlock(5, 33, 15, BTYPE_GRASS);
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m_copychunk.SetBlock(5, 34, 15, BTYPE_GRASS);
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m_copychunk.SetBlock(6, 34, 15, BTYPE_GRASS);
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m_copychunk.SetBlock(7, 34, 15, BTYPE_GRASS);
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m_copychunk.SetBlock(7, 33, 15, BTYPE_GRASS);
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m_copychunk.SetBlock(7, 32, 15, BTYPE_GRASS);
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m_copychunk.SetBlock(8, 32, 3, BTYPE_GRASS);
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m_copychunk.SetBlock(8, 33, 4, BTYPE_GRASS);
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m_copychunk.SetBlock(8, 34, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(8, 35, 6, BTYPE_GRASS);
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m_copychunk.SetBlock(11, 32, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(11, 33, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(11, 34, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(11, 35, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(12, 32, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(12, 33, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(12, 34, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(12, 35, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(13, 32, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(13, 33, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(13, 34, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(13, 35, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(14, 32, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(14, 33, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(14, 34, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(14, 35, 5, BTYPE_GRASS);
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for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
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for (int chy = 0; chy < VIEW_DISTANCE; ++chy)
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m_world.GetChunks().Set(chx, chy, &m_copychunk);
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// Init Chunks
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//for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
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// for (int chy = 0; chy < VIEW_DISTANCE; ++chy)
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// m_world.GetChunks().Set(chx, chy, new Chunk(chx, chy));
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// // Génération Chunks.
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// for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
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// for (int chy = 0; chy < VIEW_DISTANCE; ++chy) {
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// for (int x = 0; x < CHUNK_SIZE_X; ++x)
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// for (int z = 0; z < CHUNK_SIZE_Z; ++z)
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// for (int y = 0; y < 32; ++y)
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// m_world.GetChunks().Get(chx, chy)->SetBlock(x, y, z, ((chx + chy) % (BTYPE_LAST - 1)) + 1);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(5, 32, 15, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(5, 33, 15, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(5, 34, 15, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(6, 34, 15, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(7, 34, 15, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(7, 33, 15, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(7, 32, 15, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(8, 32, 3, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(8, 33, 4, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(8, 34, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(8, 35, 6, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(11, 32, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(11, 33, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(11, 34, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(11, 35, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(12, 32, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(12, 33, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(12, 34, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(12, 35, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(13, 32, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(13, 33, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(13, 34, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(13, 35, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(14, 32, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(14, 33, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(14, 34, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(14, 35, 5, BTYPE_GRASS);
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// }
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m_world.GetChunks().Get(chx, chy)->SetBlock(5, 32, 15, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(5, 33, 15, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(5, 34, 15, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(6, 34, 15, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(7, 34, 15, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(7, 33, 15, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(7, 32, 15, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(8, 32, 3, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(8, 33, 4, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(8, 34, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(8, 35, 6, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(11, 32, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(11, 33, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(11, 34, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(11, 35, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(12, 32, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(12, 33, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(12, 34, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(12, 35, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(13, 32, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(13, 33, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(13, 34, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(13, 35, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(14, 32, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(14, 33, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(14, 34, 5, BTYPE_GRASS);
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m_world.GetChunks().Get(chx, chy)->SetBlock(14, 35, 5, BTYPE_GRASS);
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}
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// Gestion de souris.
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// Gestion de souris.
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CenterMouse();
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CenterMouse();
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@ -204,7 +165,7 @@ void Engine::DrawHud(float elapsedTime) {
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ss << " Position : " << m_player.GetPosition();
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ss << " Position : " << m_player.GetPosition();
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PrintText(10, 30, ss.str());
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PrintText(10, 30, ss.str());
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ss.str("");
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ss.str("");
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ss << " Delta : " << m_player.GetPOV();
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ss << " CamPos : " << m_player.GetPOV();
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PrintText(10, 40, ss.str());
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PrintText(10, 40, ss.str());
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// Affichage du crosshair
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// Affichage du crosshair
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m_textureCrosshair.Bind();
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m_textureCrosshair.Bind();
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@ -301,7 +262,7 @@ void Engine::Render(float elapsedTime) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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if (m_player.GetPosition().y < -10.f) m_player = Player(Vector3f(64, 34, 64));
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if (m_player.GetPosition().y < -10.f) m_player = Player(Vector3f(64, 34, 64)); // Respawn si le bonho- joueur tombe en bas du monde.
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}
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}
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void Engine::KeyPressEvent(unsigned char key)
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void Engine::KeyPressEvent(unsigned char key)
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@ -61,8 +61,6 @@ private:
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bool m_keylshift = false;
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bool m_keylshift = false;
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bool m_keySpace = false;
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bool m_keySpace = false;
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};
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};
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#endif // ENGINE_H__
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#endif // ENGINE_H__
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@ -2,7 +2,6 @@
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Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
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Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
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m_velocity = Vector3f(0, 0, 0);
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m_velocity = Vector3f(0, 0, 0);
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m_dbljump = 0;
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m_airborne = true;
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m_airborne = true;
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}
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}
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@ -20,39 +19,16 @@ void Player::TurnTopBottom(float value) {
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Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
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Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
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static float yrotrad = 0;
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static float xrotrad = 0;
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static float dashtimeout = 0;
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Vector3f delta = Vector3f(0, 0, 0);
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Vector3f delta = Vector3f(0, 0, 0);
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m_direction = Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f),
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float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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-sin(m_rotX / 57.2957795056f),
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float xrotrad = (m_rotX / 57.2957795056f);
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sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f));
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if ((jump || dash) && !m_airborne) {
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m_direction = Vector3f(cos(yrotrad) * cos(xrotrad),
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delta.y += jump ? m_jumpforce : 0.1f;
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-sin(xrotrad),
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m_airborne = true;
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sin(yrotrad) * cos(xrotrad));
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}
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if (dashtimeout > 0.f) { // Gestion du timeout de dash pour ne pas pouvoir spammer le dash.
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dash = false;
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dashtimeout -= elapsedTime;
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}
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else dashtimeout = 0;
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if (dash) dashtimeout = 2;
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if ((!m_airborne && (left || right || front || back)) ||
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(dash && !(left || right || front || back))) {
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yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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xrotrad = (m_rotX / 57.2957795056f);
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if (dash) {
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delta.x += float(sin(yrotrad)) * elapsedTime * 20.f;
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delta.z += float(-cos(yrotrad)) * elapsedTime * 20.f;
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}
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}
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if (!m_airborne) {
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if (front) {
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if (front) {
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delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
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delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
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@ -70,136 +46,24 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
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delta.x -= float(cos(yrotrad)) * elapsedTime * -10.f;
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delta.x -= float(cos(yrotrad)) * elapsedTime * -10.f;
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delta.z -= float(sin(yrotrad)) * elapsedTime * -10.f;
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delta.z -= float(sin(yrotrad)) * elapsedTime * -10.f;
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}
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}
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delta.Normalize();
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delta.x *= .6f;
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delta.z *= .6f;
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||||||
|
if (jump && !m_airborne) {
|
||||||
|
delta.y += .32f;
|
||||||
|
m_airborne = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
return delta;
|
return delta;
|
||||||
}
|
}
|
||||||
|
|
||||||
//
|
|
||||||
//Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
|
|
||||||
// static float accWS = 0;
|
|
||||||
// static float accAD = 0;
|
|
||||||
// static float yrotrad = 0;
|
|
||||||
// static float xrotrad = 0;
|
|
||||||
// static float dashtimeout = 0;
|
|
||||||
//
|
|
||||||
// Vector3f movepos = m_velocity;
|
|
||||||
//
|
|
||||||
// m_direction = Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f),
|
|
||||||
// -sin(m_rotX / 57.2957795056f),
|
|
||||||
// sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f));
|
|
||||||
//
|
|
||||||
// if (dashtimeout > 0.f) { // Gestion du timeout de dash pour ne pas pouvoir spammer le dash.
|
|
||||||
// dash = false;
|
|
||||||
// dashtimeout -= elapsedTime;
|
|
||||||
// }
|
|
||||||
// else dashtimeout = 0;
|
|
||||||
// if (dash) dashtimeout = 2;
|
|
||||||
//
|
|
||||||
// if (m_airborne && !jump) m_airborne = false; // Anti-rebondissement du saut, pour pouvoir rebondir.
|
|
||||||
//
|
|
||||||
// if (m_dbljump >= 2) jump = false;
|
|
||||||
//
|
|
||||||
// if ((jump || dash) && !m_airborne ) {
|
|
||||||
// m_velocity.y += jump? m_jumpforce: 0.1f;
|
|
||||||
// movepos.y += m_velocity.y;
|
|
||||||
// m_airborne = true;
|
|
||||||
// m_dbljump++;
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// if ((m_dbljump < 1 && ( left || right || front || back)) ||
|
|
||||||
// (dash && !(left || right || front || back)) ) {
|
|
||||||
// yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
|
|
||||||
// xrotrad = (m_rotX / 57.2957795056f);
|
|
||||||
// if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuyé seul.
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// if (front) {
|
|
||||||
// if (m_dbljump == 0)
|
|
||||||
// if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed;
|
|
||||||
// if (dash) accWS *= accWS > 0.f ? 3.f : -1.f;
|
|
||||||
// m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS;
|
|
||||||
// movepos.x += m_velocity.x;
|
|
||||||
// m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS;
|
|
||||||
// movepos.z += m_velocity.z;
|
|
||||||
// }
|
|
||||||
// else if (back) {
|
|
||||||
// if (m_dbljump == 0)
|
|
||||||
// if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed;
|
|
||||||
// if (dash) accWS *= accWS < 0.f? 3.f: -1.f;
|
|
||||||
// m_velocity.x = float(-sin(yrotrad)) * elapsedTime * -accWS;
|
|
||||||
// movepos.x += m_velocity.x;
|
|
||||||
// m_velocity.z = float(cos(yrotrad)) * elapsedTime * -accWS;
|
|
||||||
// movepos.z += m_velocity.z;
|
|
||||||
// }
|
|
||||||
// else if (accWS != 0) {
|
|
||||||
// accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
|
|
||||||
// : accWS + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
|
|
||||||
//
|
|
||||||
// m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS;
|
|
||||||
// movepos.x += m_velocity.x;
|
|
||||||
// m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS;
|
|
||||||
// movepos.z += m_velocity.z;
|
|
||||||
// if (accWS < 1 && accWS > -1) accWS = 0;
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// if (left) {
|
|
||||||
// if (m_dbljump == 0)
|
|
||||||
// if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed;
|
|
||||||
// if (dash) accAD *= accAD > 0.f? 3.f: -1.f;
|
|
||||||
// m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD;
|
|
||||||
// movepos.x += m_velocity.x;
|
|
||||||
// m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD;
|
|
||||||
// movepos.z += m_velocity.z;
|
|
||||||
// }
|
|
||||||
// else if (right) {
|
|
||||||
// if (m_dbljump == 0)
|
|
||||||
// if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed;
|
|
||||||
// if (dash) accAD *= accAD < 0.f ? 3.f : -1.f;
|
|
||||||
// m_velocity.x = float(cos(yrotrad)) * elapsedTime * -accAD;
|
|
||||||
// movepos.x += m_velocity.x;
|
|
||||||
// m_velocity.z = float(sin(yrotrad)) * elapsedTime * -accAD;
|
|
||||||
// movepos.z += m_velocity.z;
|
|
||||||
// }
|
|
||||||
// else if (accAD != 0) {
|
|
||||||
// accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
|
|
||||||
// : accAD + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
|
|
||||||
//
|
|
||||||
// m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD;
|
|
||||||
// movepos.x += m_velocity.x;
|
|
||||||
// m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD;
|
|
||||||
// movepos.z += m_velocity.z;
|
|
||||||
// if (accAD < 1.f && accAD > -1.f) accAD = 0;
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// // Gestion de si le personnage va en diagonale, qu'il n'aille pas plus vite que s'il allait en ligne droite.
|
|
||||||
// if (abs(accAD) + abs(accWS) > sqrtf(exp2f(m_topspeed) * 2)) {
|
|
||||||
// accWS *= 0.8f;
|
|
||||||
// accAD *= 0.8f;
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// return movepos;
|
|
||||||
//}
|
|
||||||
|
|
||||||
void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) {
|
void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) {
|
||||||
|
|
||||||
/* Gestion de collisions */
|
/* Gestion de collisions */
|
||||||
|
|
||||||
BlockType bt1, bt2, bt3;
|
BlockType bt1, bt2, bt3;
|
||||||
|
|
||||||
if (m_velocity.x * m_velocity.x + m_velocity.z * m_velocity.z >= .005f) {
|
|
||||||
m_velocity.x *= 0.9f;
|
|
||||||
m_velocity.z *= 0.9f;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!m_airborne) {
|
|
||||||
m_velocity.x = input.x ? m_velocity.x + input.x * 4.f * elapsedTime : -.1f * m_velocity.x * elapsedTime;
|
|
||||||
m_velocity.z = input.z ? m_velocity.z + input.z * 4.f * elapsedTime : -.1f * m_velocity.z * elapsedTime;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
m_velocity.x += -.1f * m_velocity.x * elapsedTime;
|
|
||||||
m_velocity.z += -.1f * m_velocity.x * elapsedTime;
|
|
||||||
}
|
|
||||||
|
|
||||||
bt1 = world.BlockAt(m_position.x, m_position.y + input.y, m_position.z);
|
bt1 = world.BlockAt(m_position.x, m_position.y + input.y, m_position.z);
|
||||||
bt2 = world.BlockAt(m_position.x, m_position.y + input.y - 0.9f, m_position.z);
|
bt2 = world.BlockAt(m_position.x, m_position.y + input.y - 0.9f, m_position.z);
|
||||||
bt3 = world.BlockAt(m_position.x, m_position.y + input.y - 1.7f, m_position.z);
|
bt3 = world.BlockAt(m_position.x, m_position.y + input.y - 1.7f, m_position.z);
|
||||||
@ -212,54 +76,80 @@ void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) {
|
|||||||
else {
|
else {
|
||||||
if (abs(m_velocity.y) < 1.1f) m_velocity.y += input.y - 1.1f * elapsedTime;
|
if (abs(m_velocity.y) < 1.1f) m_velocity.y += input.y - 1.1f * elapsedTime;
|
||||||
bt3 = world.BlockAt(m_position.x, m_position.y + m_velocity.y - 1.7f, m_position.z);
|
bt3 = world.BlockAt(m_position.x, m_position.y + m_velocity.y - 1.7f, m_position.z);
|
||||||
|
bt1 = world.BlockAt(m_position.x, m_position.y + .3f, m_position.z);
|
||||||
if (bt3 != BTYPE_AIR) {
|
if (bt3 != BTYPE_AIR) {
|
||||||
m_velocity.y = 0;
|
m_velocity.y = 0;
|
||||||
m_airborne = false;
|
m_airborne = false;
|
||||||
}
|
}
|
||||||
|
else if (bt1 != BTYPE_AIR) {
|
||||||
|
m_velocity.y = -.1f;
|
||||||
|
}
|
||||||
else m_airborne = true;
|
else m_airborne = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
bt1 = world.BlockAt(m_position.x + input.x, m_position.y, m_position.z);
|
bt1 = world.BlockAt(m_position.x + input.x, m_position.y, m_position.z);
|
||||||
bt2 = world.BlockAt(m_position.x + input.x, m_position.y - 0.9f, m_position.z);
|
bt2 = world.BlockAt(m_position.x + input.x, m_position.y - 0.9f, m_position.z);
|
||||||
bt3 = world.BlockAt(m_position.x + input.x, m_position.y - 1.7f, m_position.z);
|
bt3 = world.BlockAt(m_position.x + input.x, m_position.y - 1.7f, m_position.z);
|
||||||
if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
|
if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
|
||||||
input.x = 0;
|
input.x = m_velocity.x = 0;
|
||||||
m_velocity.x = 0;
|
m_velocity.z *= .5f;
|
||||||
}
|
}
|
||||||
|
|
||||||
bt1 = world.BlockAt(m_position.x, m_position.y, m_position.z + input.z);
|
bt1 = world.BlockAt(m_position.x, m_position.y, m_position.z + input.z);
|
||||||
bt2 = world.BlockAt(m_position.x, m_position.y - 0.9f, m_position.z + input.z);
|
bt2 = world.BlockAt(m_position.x, m_position.y - 0.9f, m_position.z + input.z);
|
||||||
bt3 = world.BlockAt(m_position.x, m_position.y - 1.7f, m_position.z + input.z);
|
bt3 = world.BlockAt(m_position.x, m_position.y - 1.7f, m_position.z + input.z);
|
||||||
if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
|
if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
|
||||||
input.z = 0;
|
input.z = m_velocity.z = 0;
|
||||||
m_velocity.z = 0;
|
m_velocity.x *= .5f;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Fin gestion de collisions */
|
/* Fin gestion de collisions */
|
||||||
|
/* Gestion de la friction */
|
||||||
|
|
||||||
|
if (!m_airborne) {
|
||||||
|
m_velocity.x += input.x * 2.f * elapsedTime;
|
||||||
|
m_velocity.z += input.z * 2.f * elapsedTime;
|
||||||
|
|
||||||
|
if (input.x == 0.f)
|
||||||
|
m_velocity.x *= .6f;
|
||||||
|
|
||||||
|
if (input.z == 0.f)
|
||||||
|
m_velocity.z *= .6f;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
m_velocity.x += input.x * .4f * elapsedTime; // Techniquement contre les lois de la physique, mais c'est beaucoup moins chiant pour grimper sur les blocs.
|
||||||
|
m_velocity.z += input.z * .4f * elapsedTime;
|
||||||
|
m_velocity.x *= .99f;
|
||||||
|
m_velocity.z *= .99f;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Fin gestion de la friction */
|
||||||
|
|
||||||
|
float vy = m_velocity.y;
|
||||||
|
m_velocity.y = 1.f; // Padding pour limiter le x et z lors du Normalize().
|
||||||
|
if (m_velocity.Length() >= 1.f) m_velocity.Normalize(); // Limiteur de vitesse en x/z.
|
||||||
|
m_velocity.y = 0;
|
||||||
|
if (m_velocity.Length() < .005f) m_velocity.Zero(); // Threshold en x/z.
|
||||||
|
m_velocity.y = vy;
|
||||||
|
|
||||||
m_position += m_velocity;
|
m_position += m_velocity;
|
||||||
|
|
||||||
static float bobbingtime = 0; // Gestion de la caméra
|
static float bobbingtime = 0; // Gestion de la caméra
|
||||||
if (bobbingtime <= 360.f) bobbingtime += elapsedTime * m_topspeed / 2; else bobbingtime = 0;
|
if (bobbingtime <= 360.f) bobbingtime += elapsedTime * 20.f; else bobbingtime = 0;
|
||||||
m_POV.x = m_position.x;
|
m_POV = m_position.y;
|
||||||
m_POV.z = m_position.z;
|
m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f;
|
||||||
m_POV.y = m_position.y - 1.7f + m_airborne ? 0 : ((sin(bobbingtime) - 0.5f) * (abs(m_velocity.x * 40) + abs(m_velocity.z * 40)) / (10.f * m_topspeed));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::ApplyTransformation(Transformation& transformation, bool rel) const {
|
void Player::ApplyTransformation(Transformation& transformation, bool rel) const {
|
||||||
transformation.ApplyRotation(-m_rotX, 1, 0, 0);
|
transformation.ApplyRotation(-m_rotX, 1, 0, 0);
|
||||||
transformation.ApplyRotation(-m_rotY, 0, 1, 0);
|
transformation.ApplyRotation(-m_rotY, 0, 1, 0);
|
||||||
if (rel) transformation.ApplyTranslation(-m_position);
|
if (rel) transformation.ApplyTranslation(-m_position.x,-m_POV,-m_position.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3f Player::GetPosition() const { return m_position; }
|
Vector3f Player::GetPosition() const { return m_position; }
|
||||||
|
|
||||||
Vector3f Player::GetVelocity() const { return m_velocity; }
|
Vector3f Player::GetVelocity() const { return m_velocity; }
|
||||||
|
|
||||||
Vector3f Player::GetPOV() const
|
Vector3f Player::GetPOV() const { return Vector3f(m_position.x, m_POV, m_position.z); }
|
||||||
{
|
|
||||||
return m_POV;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector3f Player::GetDirection() const { return m_direction; }
|
Vector3f Player::GetDirection() const { return m_direction; }
|
||||||
|
@ -21,18 +21,14 @@ public:
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
Vector3f m_position;
|
Vector3f m_position;
|
||||||
Vector3f m_POV;
|
|
||||||
Vector3f m_velocity;
|
Vector3f m_velocity;
|
||||||
Vector3f m_direction;
|
Vector3f m_direction;
|
||||||
|
|
||||||
float m_rotX = 0;
|
float m_rotX = 0;
|
||||||
float m_rotY = 0;
|
float m_rotY = 0;
|
||||||
float m_topspeed = 20;
|
float m_POV;
|
||||||
float m_jumpforce = 0.3f;
|
|
||||||
|
|
||||||
bool m_airborne;
|
bool m_airborne;
|
||||||
bool m_jumped;
|
|
||||||
int m_dbljump; // Peut sauter ou dasher tant que la variable est en dessous de 2.
|
|
||||||
};
|
};
|
||||||
#endif //_PLAYER_H__
|
#endif //_PLAYER_H__
|
||||||
|
|
||||||
|
@ -25,41 +25,5 @@ private:
|
|||||||
|
|
||||||
int m_center[2] = {0, 0};
|
int m_center[2] = {0, 0};
|
||||||
};
|
};
|
||||||
//
|
#endif // WORLD_H__
|
||||||
//template <class T>
|
|
||||||
//Chunk* World::ChunkAt(T x, T y, T z) const {
|
|
||||||
// int cx = (int)x / CHUNK_SIZE_X;
|
|
||||||
// int cz = (int)z / CHUNK_SIZE_Z;
|
|
||||||
//
|
|
||||||
// if (cx >= VIEW_DISTANCE || // L'array en ce moment est de VIEW_DISTANCE par VIEW_DISTANCE.
|
|
||||||
// cz >= VIEW_DISTANCE ||
|
|
||||||
// cx < 0 || cz < 0)
|
|
||||||
// return 0;
|
|
||||||
//
|
|
||||||
// return m_chunks.Get(cx, cz);
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//template <class T>
|
|
||||||
//Chunk* World::ChunkAt(const Vector3<T>& pos) const { return ChunkAt(pos.x, pos.y, pos.z); }
|
|
||||||
//
|
|
||||||
//template <class T>
|
|
||||||
//BlockType World::BlockAt(T x, T y, T z, BlockType defaultBlockType) const {
|
|
||||||
// Chunk* c = ChunkAt(x, y, z);
|
|
||||||
//
|
|
||||||
// if (!c)
|
|
||||||
// return defaultBlockType;
|
|
||||||
//
|
|
||||||
// int bx = (int)x % CHUNK_SIZE_X;
|
|
||||||
// int by = (int)y % CHUNK_SIZE_Y;
|
|
||||||
// int bz = (int)z % CHUNK_SIZE_Z;
|
|
||||||
//
|
|
||||||
// return c->GetBlock(bx, by, bz);
|
|
||||||
//}
|
|
||||||
//
|
|
||||||
//template <class T>
|
|
||||||
//BlockType World::BlockAt(const Vector3<T>& pos, BlockType defaultBlockType) const {
|
|
||||||
// return BlockAt(pos.x, pos.y, pos.z);
|
|
||||||
//}
|
|
||||||
|
|
||||||
#endif
|
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user