Remaniement du HUD. TOUT est scalable aux dimensions du game window. % de vie ajouté. Font size multipliable.
This commit is contained in:
parent
54c25e6f78
commit
db0a39f64a
@ -20,12 +20,12 @@
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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 1600
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#define BASE_HEIGHT 900
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#define TEXTURE_PATH "./media/textures/"
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#define SHADER_PATH "./media/shaders/"
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#define AUDIO_PATH "./media/audio/"
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#define CHUNK_PATH "./media/chunks/"
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#define TEXTURE_PATH "./media/textures/"
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#define SHADER_PATH "./media/shaders/"
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#define AUDIO_PATH "./media/audio/"
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#define CHUNK_PATH "./media/chunks/"
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#endif // DEFINE_H__
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@ -96,6 +96,7 @@ void Engine::LoadResource() {
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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_texturePovGun, TEXTURE_PATH "GUN.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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@ -163,16 +164,17 @@ void Engine::DisplayNotification(std::string message) {
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// Add a method to process the notification queue
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void Engine::ProcessNotificationQueue() {
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m_textureFont.Bind();
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float scale = GetScale();
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unsigned int xOffset = Width() - Width() * 0.26;
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unsigned int yOffset = Height() - (Height() / 2.2);
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// Iterate through the notifications and display them
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auto [scaleX, scaleY] = GetScale();
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unsigned int xOffset = static_cast<unsigned int>((BASE_WIDTH - BASE_WIDTH * 0.26f) * scaleX);
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unsigned int yOffset = static_cast<unsigned int>((BASE_HEIGHT - (BASE_HEIGHT / 2.2f)) * scaleY);
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for (auto it = notifications.begin(); it != notifications.end(); ) {
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float timeSinceDisplay = m_time - it->displayStartTime;
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// Display the notification message with vertical offset
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unsigned int y = yOffset - (static_cast<unsigned int>(scale * 20) * (it - notifications.begin()));
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unsigned int y = yOffset - static_cast<unsigned int>(20.0f * scaleX * (it - notifications.begin()));
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_DEPTH_TEST);
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@ -187,10 +189,8 @@ 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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PrintText(xOffset, y, it->message);
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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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@ -200,22 +200,19 @@ void Engine::ProcessNotificationQueue() {
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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// Check if it's time to remove the notification (display for 2 seconds)
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if (timeSinceDisplay >= 4.0f) {
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it = notifications.erase(it); // Remove the notification
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it = notifications.erase(it);
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}
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else {
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++it;
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}
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}
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}
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void Engine::DisplayCrosshair() {
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m_textureCrosshair.Bind();
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static const int crossSize = 32;
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@ -233,6 +230,60 @@ void Engine::DisplayCrosshair() {
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glEnd();
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}
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void Engine::DisplayPovGun() {
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// Setter le blend function, tout ce qui sera noir sera transparent
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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_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, Width(), 0, Height(), -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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float scaleX = static_cast<float>(Width()) / BASE_WIDTH;
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float scaleY = static_cast<float>(Height()) / BASE_HEIGHT;
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float baseXOffset = 0.4958 * BASE_WIDTH;
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float baseWidth = 0.4688 * BASE_WIDTH;
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float baseHeight = 0.5787 * BASE_HEIGHT;
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float xTranslation = baseXOffset * scaleX;
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float quadWidth = baseWidth * scaleX;
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float quadHeight = baseHeight * scaleY;
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m_texturePovGun.Bind();
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glLoadIdentity();
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glTranslated(xTranslation, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(quadWidth, 0);
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glTexCoord2f(1, 1);
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glVertex2i(quadWidth, quadHeight);
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glTexCoord2f(0, 1);
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glVertex2i(0, quadHeight);
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glEnd();
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// Reset du blend function
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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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glEnable(GL_STENCIL_TEST);
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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void Engine::DisplayCurrentItem() {
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}
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@ -240,54 +291,69 @@ 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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float fBackHeight = (Height() / 5.5f) * scaleY;
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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(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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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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float fPosX = (Width() / 25.0f) * scaleX;
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float fBarPosY = (Height() - (Height() * 0.775) * scaleY);
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// Barre HP
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float fBarWidth = Width() / 4;
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float fBarHeight = Height() / 25;
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float fPosX = Width() / 20;
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float fPosY = Height() - (Height() - (fBarHeight * 4));
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float playerHp = m_player.GetHP();
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float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
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// Arrière-plan (Barre HP)
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// HP Bar Background
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glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
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glBegin(GL_QUADS);
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glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
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glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite
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glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite
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glVertex2f(fPosX, fPosY); // Haut-Gauche
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glVertex2f(fPosX, fBarPosY - fBarHeight);
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glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight);
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glVertex2f(fPosX + fBarWidth, fBarPosY);
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glVertex2f(fPosX, fBarPosY);
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glEnd();
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//TODO: Associer avec méchanique de vie du joueur
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// Barre HP
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// Current HP
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glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
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glBegin(GL_QUADS);
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glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
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glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite
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glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite
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glVertex2f(fPosX, fPosY); // Haut-Gauche
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glVertex2f(fPosX, fBarPosY - fBarHeight);
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glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight);
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glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY);
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glVertex2f(fPosX, fBarPosY);
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glEnd();
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// Barre équip
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// Equip Bar
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
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float fEquipWidth = (Width() * 0.175f) * scaleX;
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float fEquipHeight = (fEquipWidth / 2.5) * scaleY;
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float fEquipPosY = (Height() - (Height() * 0.765) * scaleY);
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glTranslatef(fPosX, fEquipPosY, 0);
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m_textureGun.Bind();
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float margin = Width() * 0.05;
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float itemWidth = Width() * 0.33;
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float itemHeight = itemWidth / 2.208;
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float startX = Width() - itemWidth - margin;
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float startY = margin;
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glTranslated(startX, startY, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(1, 0); glVertex2i(0, 0);
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glTexCoord2f(0, 0); glVertex2i(itemWidth, 0);
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glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight);
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glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
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glTexCoord2f(0, 0); glVertex2i(0, 0);
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glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0);
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glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight);
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glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight);
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glEnd();
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glDisable(GL_BLEND);
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@ -295,54 +361,74 @@ void Engine::DisplayHud(int timer) {
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// Username
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glColor3f(1.0f, 1.0f, 1.0f);
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float scale = GetScale();
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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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ss << m_player.GetUsername();
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PrintText(fPosX, fPosY, scale, ss.str());
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PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
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ss.str("");
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//Countdown
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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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// Countdown
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ss.str("");
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ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
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PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str());
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PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f);
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}
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void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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// Bind de la texture pour le font
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m_textureFont.Bind();
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std::ostringstream ss;
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float scale = GetScale();
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unsigned int x = Width() / 25;
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auto [scaleX, scaleY] = GetScale();
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float fPosX = (Width() / 100.0f) * scaleX;
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float fPosY = Height() - (Height() * 0.05) * scaleY;
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float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
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ss << " Fps : " << GetFps(elapsedTime);
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PrintText(x, Height() - (Height() / 19.2), scale, ss.str());
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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fPosY -= charSize;
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ss << " Rendered Chunks : " << m_renderCount;
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PrintText(x, Height() - (Height() / 13.7), scale, ss.str());
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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fPosY -= charSize;
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ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
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PrintText(x, Height() - (Height() / 10.7), scale, ss.str());
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l ’ operateur << pour afficher la position
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PrintText(x, Height() / 48, scale, ss.str());
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fPosY -= charSize;
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float fPosYJump = static_cast<unsigned int>((Height() - (Height() * 0.9f)) * scaleY);
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fPosY = fPosYJump;
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fPosY -= charSize;
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ss << " Velocity : " << m_player.GetVelocity();
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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fPosY -= charSize;
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ss << " Direction : " << m_player.GetDirection();
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PrintText(x, Height() / 24, scale, ss.str());
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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fPosY -= charSize;
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ss << " Position : " << m_player.GetPosition();
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PrintText(x, Height() / 16, scale, ss.str());
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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fPosY -= charSize;
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ss << " Block : ";
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if (bloc == BTYPE_LAST)
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ss << "Weapon.";
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else ss << (int)bloc;
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PrintText(x, Height() / 12, scale, ss.str());
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ss << "Weapon";
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else
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ss << (int)bloc;
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PrintText(fPosX, fPosYJump, ss.str());
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}
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void Engine::DrawHud(float elapsedTime, BlockType bloc) {
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@ -364,7 +450,6 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
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int timer = GetCountdown(elapsedTime);
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// Appel de la fonction pour l'affichage de notifications
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if (m_keyK) {
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SystemNotification(m_messageNotification);
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m_keyK = false;
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@ -387,7 +472,6 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
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DisplayCrosshair();
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}
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// Reset du blend function
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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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@ -401,31 +485,36 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
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glPopMatrix();
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}
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void Engine::PrintText(float x, float y, float scale, const std::string& t) {
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void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
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auto [scaleX, scaleY] = GetScale();
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float scale = std::min(scaleX, scaleY);
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float baseCharSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
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float charSize = baseCharSize * charSizeMultiplier;
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glLoadIdentity();
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glTranslated(x, y, 0);
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for (unsigned int i = 0; i < t.length(); ++i) {
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float left = (float)((t[i] - 32) % 16) / 16.f;
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float top = (float)((t[i] - 32) / 16) / 16.f;
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top += .5f;
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top += 0.5f;
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glBegin(GL_QUADS);
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glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
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glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(12 * scale, 0);
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glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12 * scale, 12 * scale);
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glTexCoord2f(left, 1.f - top); glVertex2f(0, 12 * scale);
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glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
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glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize * scale, 0);
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glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize * scale, charSize * scale);
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glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize * scale);
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glEnd();
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glTranslated(8 * scale, 0, 0);
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glTranslated(0.5555f * charSize * scale, 0, 0);
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}
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}
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float Engine::GetScale() const {
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float widthRatio = Width() / BASE_WIDTH;
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float heightRatio = Height() / BASE_HEIGHT;
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return (widthRatio + heightRatio) / 2.0f;
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std::pair<float, float> Engine::GetScale() const {
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float widthRatio = static_cast<float>(Width()) / BASE_WIDTH;
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float heightRatio = static_cast<float>(Height()) / BASE_HEIGHT;
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return { widthRatio, heightRatio };
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}
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int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
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@ -539,6 +628,7 @@ void Engine::Render(float elapsedTime) {
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ProcessNotificationQueue();
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DrawHud(elapsedTime, bloc);
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DisplayPovGun();
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static bool fell = false;
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if (m_player.GetPosition().y < 1.7f && !fell) {
|
||||
|
@ -36,7 +36,7 @@ public:
|
||||
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
|
||||
|
||||
private:
|
||||
float GetScale() const;
|
||||
std::pair<float, float> GetScale() const;
|
||||
|
||||
int GetFps(float elapsedTime) const;
|
||||
int GetCountdown(float elapsedTime);
|
||||
@ -48,11 +48,12 @@ private:
|
||||
void DisplayNotification(std::string message);
|
||||
void ProcessNotificationQueue();
|
||||
void DisplayCrosshair();
|
||||
void DisplayPovGun();
|
||||
void DisplayCurrentItem();
|
||||
void DisplayHud(int timer);
|
||||
void DisplayInfo(float elapsedTime, BlockType bloc);
|
||||
void DrawHud(float elapsedTime, BlockType bloc);
|
||||
void PrintText(float x, float y, float scale, const std::string& t);
|
||||
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
|
||||
|
||||
Connector m_conn;
|
||||
Shader m_shader01;
|
||||
@ -66,6 +67,7 @@ private:
|
||||
Texture m_textureFont;
|
||||
Texture m_textureCrosshair;
|
||||
Texture m_textureGun;
|
||||
Texture m_texturePovGun;
|
||||
|
||||
Skybox m_skybox;
|
||||
Audio m_audio = Audio(AUDIO_PATH "start.wav");
|
||||
|
Loading…
Reference in New Issue
Block a user