diff --git a/.gitignore b/.gitignore index f0c1c5a..f15149d 100644 --- a/.gitignore +++ b/.gitignore @@ -373,3 +373,8 @@ FodyWeavers.xsd /x64/Release/SQCSim2023.exe /x64/Debug/SQCSim2023.exe /x64/Debug/SQCSim2021.pdb +/SQCSim-srv/cmake/* +!/SQCSim-srv/cmake/CMakeLists.txt +/SQCSim2021/cmake/* +!/SQCSim2021/cmake/CMakeLists.txt +/SQCSim2021/SQCSim-client diff --git a/SQCSim-common/bullet.cpp b/SQCSim-common/bullet.cpp index 5c4e6c4..873879d 100644 --- a/SQCSim-common/bullet.cpp +++ b/SQCSim-common/bullet.cpp @@ -7,8 +7,9 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur Bullet::~Bullet() {} -bool Bullet::Update(World* world, float elapsedtime) { - for (int x = 0; x < 1000; ++x) { +bool Bullet::Update(World* world, float elapsedtime, int perframe) { + int max = 100 / perframe; + for (int x = 0; x < max; ++x) { m_currentpos += m_velocity * elapsedtime; if (!world->ChunkAt(m_currentpos)) @@ -30,10 +31,14 @@ void Bullet::Transpose(int& x, int& z) { m_startpos.z -= z * CHUNK_SIZE_Z; } -Vector3f Bullet::getPos() { +Vector3f Bullet::getPos() const { return m_currentpos; } +Vector3f Bullet::getVel() const { + return m_velocity; +} + uint64_t Bullet::getTeamID(){ return m_tid; } diff --git a/SQCSim-common/bullet.h b/SQCSim-common/bullet.h index e3ae989..1b5e227 100644 --- a/SQCSim-common/bullet.h +++ b/SQCSim-common/bullet.h @@ -12,9 +12,10 @@ public: Bullet(Vector3f pos, Vector3f dir, uint64_t tid); ~Bullet(); - bool Update(World* world, float elapsedtime); + bool Update(World* world, float elapsedtime, int perframe); void Transpose(int& x, int& z); - Vector3f getPos(); + Vector3f getPos() const; + Vector3f getVel() const; uint64_t getTeamID(); private: diff --git a/SQCSim-common/define.h b/SQCSim-common/define.h index 0f93c44..f65bc2b 100644 --- a/SQCSim-common/define.h +++ b/SQCSim-common/define.h @@ -53,6 +53,7 @@ typedef uint64_t Timestamp; #include #include #include +#include #define SOCKET int #define INVALID_SOCKET -1 diff --git a/SQCSim-common/world.cpp b/SQCSim-common/world.cpp index 4d7c292..1be12e7 100644 --- a/SQCSim-common/world.cpp +++ b/SQCSim-common/world.cpp @@ -130,7 +130,7 @@ void World::GetScope(unsigned int& x, unsigned int& y) { y = m_center[1]; } -void World::Update(Bullet* bullets[MAX_BULLETS], Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]) { +void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]) { UpdateWorld(player_pos, blockinfo); //TransposeWorld(player_pos, bullets); } @@ -407,4 +407,4 @@ void World::UpdateWorld(const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST] }*/ } -int World::GettbDeleted() const { return m_tbDeleted.size(); } \ No newline at end of file +int World::GettbDeleted() const { return m_tbDeleted.size(); } diff --git a/SQCSim-common/world.h b/SQCSim-common/world.h index d341ee8..0cc628d 100644 --- a/SQCSim-common/world.h +++ b/SQCSim-common/world.h @@ -30,7 +30,7 @@ public: BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const; BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const; - void Update(Bullet* bullets[MAX_BULLETS], Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]); + void Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]); void GetScope(unsigned int& x, unsigned int& y); diff --git a/SQCSim-srv/cmake/CMakeLists.txt b/SQCSim-srv/cmake/CMakeLists.txt new file mode 100644 index 0000000..4a1f624 --- /dev/null +++ b/SQCSim-srv/cmake/CMakeLists.txt @@ -0,0 +1,30 @@ +cmake_minimum_required(VERSION 3.18.4) + +project(SQCSim-Server VERSION 0.1) + +add_compile_options("-Wno-narrowing") +set(CMAKE_CXX_STANDARD 17) +set(CMAKE_STANDARD_REQUIRED True) + +set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "../out") + +set(SQCSIM_COMMON_DIR "../../SQCSim-common/") + +add_library(SQCSim-common + "${SQCSIM_COMMON_DIR}blockinfo.cpp" + "${SQCSIM_COMMON_DIR}bullet.cpp" + "${SQCSIM_COMMON_DIR}chunk.cpp" + "${SQCSIM_COMMON_DIR}netprotocol.cpp" + "${SQCSIM_COMMON_DIR}opensimplex.cpp" + "${SQCSIM_COMMON_DIR}player.cpp" + "${SQCSIM_COMMON_DIR}transformation.cpp" + "${SQCSIM_COMMON_DIR}world.cpp" +) + +add_executable(SQCSim-server + "../connection.cpp" + "../server.cpp" + "../main.cpp" + ) + +target_link_libraries(SQCSim-server PUBLIC SQCSim-common) diff --git a/SQCSim-srv/define.h b/SQCSim-srv/define.h index 77ca08e..626a26a 100644 --- a/SQCSim-srv/define.h +++ b/SQCSim-srv/define.h @@ -14,4 +14,4 @@ typedef unsigned char LogDest; enum LOG_DEST { CONSOLE, LOGFILE, LOG_LAST }; -#endif \ No newline at end of file +#endif diff --git a/SQCSim-srv/server.cpp b/SQCSim-srv/server.cpp index 17c5585..cbda844 100644 --- a/SQCSim-srv/server.cpp +++ b/SQCSim-srv/server.cpp @@ -85,7 +85,7 @@ int Server::Ready() { while (!readystart) { sockaddr_in sockad; - int addrlen = sizeof(sockad); + unsigned int addrlen = sizeof(sockad); SOCKET sock = accept(m_sock_tcp, (sockaddr*)&sockad, &addrlen); if (sock < 0) @@ -140,7 +140,7 @@ void Server::Run() { Log("Partie en cours...", false, false); } -inline std::string Server::Timestamp() { +inline std::string Server::LogTimestamp() { time_t rawtime; struct tm timeinfo; char buffer[80]; @@ -162,11 +162,11 @@ inline std::string Server::Timestamp() { void Server::Log(std::string str, bool is_error = false, bool is_fatal = false) { switch (m_log) { case LOG_DEST::LOGFILE: - m_logfile << Timestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; + m_logfile << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; break; case LOG_DEST::CONSOLE: default: - std::cout << Timestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; + std::cout << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl; break; } diff --git a/SQCSim-srv/server.h b/SQCSim-srv/server.h index 425a996..6c77038 100644 --- a/SQCSim-srv/server.h +++ b/SQCSim-srv/server.h @@ -35,7 +35,7 @@ private: World* m_world = nullptr; - std::string Timestamp(); + std::string LogTimestamp(); void Log(std::string str, bool is_error, bool is_fatal); void buildIdList(size_t size); diff --git a/SQCSim2021/audio.cpp b/SQCSim2021/audio.cpp index b6a066b..e849c6f 100644 --- a/SQCSim2021/audio.cpp +++ b/SQCSim2021/audio.cpp @@ -2,17 +2,17 @@ Audio::Audio() { m_engine = irrklang::createIrrKlangDevice(); - m_engine->setDopplerEffectParameters(1); - m_engine->setRolloffFactor(1); - m_engine->setDefault3DSoundMinDistance(1); + m_engine->setDopplerEffectParameters(10); + m_engine->setRolloffFactor(2); + m_engine->setDefault3DSoundMinDistance(.1); m_engine->setDefault3DSoundMaxDistance(1000); } Audio::Audio(const char * music) { m_engine = irrklang::createIrrKlangDevice(); m_engine->setDopplerEffectParameters(1); - m_engine->setRolloffFactor(1); - m_engine->setDefault3DSoundMinDistance(1); + m_engine->setRolloffFactor(2); + m_engine->setDefault3DSoundMinDistance(.1); m_engine->setDefault3DSoundMaxDistance(1000); m_music = m_engine->play2D(music, false, true, true, irrklang::ESM_STREAMING); } @@ -28,10 +28,11 @@ void Audio::Update3DAudio(Vector3f pos, Vector3f dir, Vector3f vel) { irrklang::vec3df(vel.x, vel.y, vel.z)); } -void Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume = 1) { - sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), false, false, true, irrklang::ESM_NO_STREAMING, true); +irrklang::ISound* Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped = false, float volume = 1) { + sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), is_looped, false, true, is_looped? irrklang::ESM_STREAMING: irrklang::ESM_NO_STREAMING, true); sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z)); sound->setVolume(volume); + return sound; } void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume = 1) { diff --git a/SQCSim2021/audio.h b/SQCSim2021/audio.h index b0ff044..775f316 100644 --- a/SQCSim2021/audio.h +++ b/SQCSim2021/audio.h @@ -1,24 +1,30 @@ #ifndef AUDIO_H__ #define AUDIO_H__ +#ifdef _WIN32 #include #include +#else +#include "./external/irrKlang-64bit-1.6.0/include/irrKlang.h" +#include "./external/irrKlang-64bit-1.6.0/include/ik_ISoundSource.h" +#endif + #include "../SQCSim-common/vector3.h" #include "define.h" class Audio { private: - irrklang::ISoundEngine* m_engine; irrklang::ISound* m_music; public: Audio(); Audio(const char* music); ~Audio(); + irrklang::ISoundEngine* m_engine; void Update3DAudio(Vector3f pos, Vector3f dir, Vector3f speed); - void Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume); + irrklang::ISound* Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped, float volume); void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume); @@ -29,4 +35,4 @@ public: void PauseEngine(); }; -#endif // AUDIO_H__ \ No newline at end of file +#endif // AUDIO_H__ diff --git a/SQCSim2021/cmake/CMakeLists.txt b/SQCSim2021/cmake/CMakeLists.txt new file mode 100644 index 0000000..fbe850f --- /dev/null +++ b/SQCSim2021/cmake/CMakeLists.txt @@ -0,0 +1,68 @@ +cmake_minimum_required(VERSION 3.18.4) + +project(SQCSim-Client VERSION 0.8) + +set(CMAKE_CXX_STANDARD 17) +set(CMAKE_STANDARD_REQUIRED True) + +set(CMAKE_BUILD_DIRECTORY "./build") +set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "../") + +set(SQCSIM_COMMON_DIR "../../SQCSim-common/") +set(SQCSIM_EXTERN_DIR "../external/") + +find_package(SFML COMPONENTS system window graphics REQUIRED) +find_package(DevIL REQUIRED) +find_package(OpenGL REQUIRED) +find_package(GLEW REQUIRED) + +find_library(IRRKLANG_LIBRARY + NAMES libIrrKlang.so + PATHS "${SQCSIM_EXTERN_DIR}/irrKlang-64bit-1.6.0/lib/linux-gcc-64/") + +include_directories( + ${SQCSIM_EXTERN_DIR}/irrKlang-64bit-1.6.0/include/ + ${SFML_INCLUDE_DIRS} + ${IL_INCLUDE_DIR} + ) + + +add_library(SQCSim-common + "${SQCSIM_COMMON_DIR}blockinfo.cpp" + "${SQCSIM_COMMON_DIR}bullet.cpp" + "${SQCSIM_COMMON_DIR}chunk.cpp" + "${SQCSIM_COMMON_DIR}netprotocol.cpp" + "${SQCSIM_COMMON_DIR}opensimplex.cpp" + "${SQCSIM_COMMON_DIR}player.cpp" + "${SQCSIM_COMMON_DIR}transformation.cpp" + "${SQCSIM_COMMON_DIR}world.cpp" +) + +add_executable(SQCSim-client + "../audio.cpp" + "../connector.cpp" + "../engine.cpp" + "../mesh.cpp" + "../openglcontext.cpp" + "../shader.cpp" + "../skybox.cpp" + "../texture.cpp" + "../textureatlas.cpp" + "../tool.cpp" + "../vertexbuffer.cpp" + "../worldrenderer.cpp" + "../main.cpp" + ) + +target_link_libraries(SQCSim-client PUBLIC SQCSim-common + ${IRRKLANG_LIBRARY} + sfml-system + sfml-window + sfml-graphics + GL + GLU + GLEW + ${IL_LIBRARIES} + ${ILU_LIBRARIES} + ) + diff --git a/SQCSim2021/define.h b/SQCSim2021/define.h index 9c4a040..67c49c3 100644 --- a/SQCSim2021/define.h +++ b/SQCSim2021/define.h @@ -6,26 +6,34 @@ #include #include #include +#include #include #include #include "../SQCSim-common/define.h" #ifdef _WIN32 -#include #include #include +#else +#include +#include +#include #endif #define NETWORK_TEST false #define SRV_ADDR "127.0.0.1" #define COUNTDOWN 300 -#define BASE_WIDTH 1920 -#define BASE_HEIGHT 1080 +#define BULLET_UPDATES_PER_FRAME 20 + +#define BASE_WIDTH 640 +#define BASE_HEIGHT 480 + #define TEXTURE_PATH "./media/textures/" #define SHADER_PATH "./media/shaders/" #define AUDIO_PATH "./media/audio/" #define CHUNK_PATH "./media/chunks/" +#define MENU_ITEM_PATH "./media/menu_items/" #endif // DEFINE_H__ diff --git a/SQCSim2021/docs/analyse_preliminaire.md b/SQCSim2021/docs/analyse_preliminaire.md new file mode 100644 index 0000000..e69de29 diff --git a/SQCSim2021/docs/analyse_serveur.md b/SQCSim2021/docs/analyse_serveur.md new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/SQCSim2021/docs/analyse_serveur.md @@ -0,0 +1 @@ + diff --git a/SQCSim2021/engine.cpp b/SQCSim2021/engine.cpp index f44eb96..a5939e6 100644 --- a/SQCSim2021/engine.cpp +++ b/SQCSim2021/engine.cpp @@ -28,6 +28,200 @@ Engine::~Engine() { m_world.GetChunks().Get(x, y)->~Chunk(); } +void Engine::DrawMenu() +{ + static const int sTitle = 400; + static const int sButton = 225; + + glDisable(GL_LIGHTING); + + + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, Width(), 0, Height(), -1, 1); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + + MenuBGTexture.Bind(); + glLoadIdentity(); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 0); + glTexCoord2f(1, 0); + glVertex2i(800, 0); + glTexCoord2f(1, 1); + glVertex2i(800, 600); + glTexCoord2f(0, 1); + glVertex2i(0, 600); + glEnd(); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); + glEnable(GL_BLEND); + + if (m_gamestate != GameState::OPTIONS) + { + MenuTitleTexture.Bind(); + glTranslated(200, 300, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 200); + glTexCoord2f(1, 0); + glVertex2i(sTitle, 200); + glTexCoord2f(1, 1); + glVertex2i(sTitle, 300); + glTexCoord2f(0, 1); + glVertex2i(0, 300); + glEnd(); + + MenuStartTexture.Bind(); + glTranslated(80, -225, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 100); + glTexCoord2f(1, 0); + glVertex2i(sButton, 100); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd(); + + /*MenuResumeTexture.Bind(); + glTranslated(0, -100, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 125); + glTexCoord2f(1, 0); + glVertex2i(sButton, 125); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd();*/ + + /*MenuOptionsTexture.Bind(); + glTranslated(0, -100, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 125); + glTexCoord2f(1, 0); + glVertex2i(sButton, 125); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd();*/ + + MenuQuitTexture.Bind(); + glTranslated(0, -100, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 100); + glTexCoord2f(1, 0); + glVertex2i(sButton, 100); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd(); + + } + else + { + /*MenuOptionsTexture.Bind(); + glTranslated(200, 0, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 0); + glTexCoord2f(1, 0); + glVertex2i(sTitle, 0); + glTexCoord2f(1, 1); + glVertex2i(sTitle, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd(); + + WireFrameTexture.Bind(); + glTranslated(0, 300, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 125); + glTexCoord2f(1, 0); + glVertex2i(sButton, 125); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd(); + + OnOffBtnTexture.Bind(); + glTranslated(200, 0, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 125); + glTexCoord2f(1, 0); + glVertex2i(sButton, 125); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd(); + glTranslated(-400, -300, 0); + + MusicTexture.Bind(); + glTranslated(200, 200, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 125); + glTexCoord2f(1, 0); + glVertex2i(sButton, 125); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd(); + + OnOffBtnTexture.Bind(); + glTranslated(200, 0, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 125); + glTexCoord2f(1, 0); + glVertex2i(sButton, 125); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd(); + + BackBtnTexture.Bind(); + glTranslated(-375, 175, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2i(0, 140); + glTexCoord2f(1, 0); + glVertex2i(sButton, 140); + glTexCoord2f(1, 1); + glVertex2i(sButton, 200); + glTexCoord2f(0, 1); + glVertex2i(0, 200); + glEnd();*/ + } + + //glEnable(GL_LIGHTING); + glDisable(GL_BLEND); + glEnable(GL_DEPTH_TEST); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + ShowCursor(); +} + void Engine::Init() { GLenum glewErr = glewInit(); if (glewErr != GLEW_OK) { @@ -53,6 +247,7 @@ void Engine::Init() { glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_SUBTRACT); + // // Objet de skybox avec sa propre texture et son propre shader! m_skybox.Init(0.2f); @@ -61,22 +256,24 @@ void Engine::Init() { //m_audio.ToggleMusicState(); // Array pour les balles. - for (int x = 0; x < MAX_BULLETS; ++x) + for (int x = 0; x < MAX_BULLETS; ++x) { m_bullets[x] = nullptr; + m_whoosh[x] = nullptr; // = m_audio.m_engine.m_audio.m_engine->addSoundSourceFromFile(AUDIO_PATH "noise.ogg", irrklang::ESM_AUTO_DETECT, false); + } uint64_t seed = SEED; - std::string playname = "La Chienne à Jacques"; - if (NETWORK_TEST) { // Test connexion réseau. + std::string playname = "La Chienne � Jacques"; + if (NETWORK_TEST) { // Test connexion r�seau. if (!m_conn.Init()) { if (!m_conn.Connect(SRV_ADDR, playname)) { - // setup jeu en réseau. - std::cout << "ID reçu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl; - std::cout << "Seed reçu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl; + // setup jeu en r�seau. + std::cout << "ID re�u du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl; + std::cout << "Seed re�u du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl; seed = m_conn.getSeed(); } else std::cout << "Erreur de connexion." << std::endl; } - else std::cout << "Erreur de création de socket." << std::endl; + else std::cout << "Erreur de cr�ation de socket." << std::endl; } m_world.SetSeed(seed); @@ -84,6 +281,8 @@ void Engine::Init() { // Init Chunks m_world.GetChunks().Reset(nullptr); + + // Gestion de souris. CenterMouse(); HideCursor(); @@ -95,8 +294,13 @@ void Engine::LoadResource() { LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true); LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true); - LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false); + LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", true); + LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png"); + LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png"); + LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png"); + LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png"); + LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png"); TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png"); TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); @@ -188,8 +392,6 @@ void Engine::ProcessNotificationQueue() { glMatrixMode(GL_MODELVIEW); glPushMatrix(); - - PrintText(xOffset, y, scale, it->message); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); @@ -236,6 +438,7 @@ void Engine::DisplayCrosshair() { void Engine::DisplayCurrentItem() { } + void Engine::DisplayHud(int timer) { glBindTexture(GL_TEXTURE_2D, 0); glLoadIdentity(); @@ -249,7 +452,7 @@ void Engine::DisplayHud(int timer) { float playerHp = m_player.GetHP(); float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; - // Arrière-plan (Barre HP) + // Arri�re-plan (Barre HP) glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glBegin(GL_QUADS); glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche @@ -258,7 +461,7 @@ void Engine::DisplayHud(int timer) { glVertex2f(fPosX, fPosY); // Haut-Gauche glEnd(); - //TODO: Associer avec méchanique de vie du joueur + //TODO: Associer avec m�chanique de vie du joueur // Barre HP glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); @@ -269,7 +472,7 @@ void Engine::DisplayHud(int timer) { glVertex2f(fPosX, fPosY); // Haut-Gauche glEnd(); - // Barre équip + // Barre �quip glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); @@ -290,7 +493,7 @@ void Engine::DisplayHud(int timer) { glTexCoord2f(1, 1); glVertex2i(0, itemHeight); glEnd(); - glDisable(GL_BLEND); + //glDisable(GL_BLEND); // Username glEnable(GL_BLEND); @@ -327,7 +530,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted(); PrintText(x, Height() - (Height() / 10.7), scale, ss.str()); ss.str(""); - ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l ’ operateur << pour afficher la position + ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l � operateur << pour afficher la position PrintText(x, Height() / 48, scale, ss.str()); ss.str(""); ss << " Direction : " << m_player.GetDirection(); @@ -352,6 +555,7 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) { glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); + glEnable(GL_BLEND); glMatrixMode(GL_PROJECTION); glPushMatrix(); @@ -443,112 +647,129 @@ int Engine::GetCountdown(float elapsedTime) { } void Engine::Render(float elapsedTime) { - //static float gameTime = elapsedTime; - static irrklang::ISound* step; // Pour les sons de pas. - static float pollTime = 0; - static float bulletTime = 0; - static BlockType bloc = 1; - - if (elapsedTime > 0.1f) return; - - //gameTime += elapsedTime; - pollTime += elapsedTime; - - Transformation all; - Transformation skybox; - Vector3f vstep; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - // Transformations initiales - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + if (m_gamestate == GameState::PLAY) + { + HideCursor(); + CenterMouse(); //D�placement de centermouse dans l'action de jouer - if (bulletTime > 0.f) bulletTime -= elapsedTime; - if (bulletTime < 0.f) bulletTime = 0.f; + //static float gameTime = elapsedTime; + static irrklang::ISound* step; // Pour les sons de pas. + static float pollTime = 0; + static float bulletTime = 0; + static BlockType bloc = 1; - static bool leftright = false; - if (pollTime >= .005f) { - 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); - switch (snd) { - case Player::Sound::STEP: - if (leftright) - vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x); - 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); - m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f); - leftright = !leftright; - break; - case Player::Sound::FALL: - m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f); - break; - default: break; - } - m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnées du joueur et - // son vecteur de vélocité (pour l'effet Doppler) - pollTime = 0; - } + if (elapsedTime > 0.1f) return; - m_player.ApplyTransformation(all); + //gameTime += elapsedTime; + pollTime += elapsedTime; - m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation - // (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!). + Transformation all; + Transformation skybox; + Vector3f vstep; - if (m_mouseWU) bloc++; - else if (m_mouseWD) bloc--; - if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1; - else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST équipe l'arme. - m_mouseWU = m_mouseWD = false; + // Transformations initiales + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); - if (m_mouseL) { - if (bloc != BTYPE_LAST) - m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block); - else if (bulletTime <= 0.f) { - for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). - if (!m_bullets[x]) { - m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); - break; - } - else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array. - m_bullets[0]->~Bullet(); - m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); - } - bulletTime = .1f; - m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f); - if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash. - glClearColor(.8f, .8f, .8f, 1.f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - glClearColor(0.f, 0.f, 0.f, 1.f); - return; + if (bulletTime > 0.f) bulletTime -= elapsedTime; + if (bulletTime < 0.f) bulletTime = 0.f; + + static bool leftright = false; + if (pollTime >= .005f) { + 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); + switch (snd) { + case Player::Sound::STEP: + if (leftright) + vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x); + 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); + m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f); + leftright = !leftright; + break; + case Player::Sound::FALL: + m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f); + break; + default: break; } + m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn�es du joueur et + // son vecteur de v�locit� (pour l'effet Doppler) + pollTime = 0; + } + + m_player.ApplyTransformation(all); + + m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation + // (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!). + + if (m_mouseWU) bloc++; + else if (m_mouseWD) bloc--; + if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1; + else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST �quipe l'arme. + m_mouseWU = m_mouseWD = false; + + if (m_mouseL) { + if (bloc != BTYPE_LAST) + m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block); + else if (bulletTime <= 0.f) { + for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). + if (!m_bullets[x]) { + m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); + break; + } + else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi�re balle de l'array. + m_bullets[0]->~Bullet(); + m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); + } } } else if (m_mouseR) m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block); - - for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu. - if (m_bullets[x]) - if (m_bullets[x]->Update(&m_world, elapsedTime)) { - m_bullets[x]->~Bullet(); - m_bullets[x] = nullptr; - } - - m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); - m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo); - m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo); - - if (m_isSkybox) m_skybox.Render(skybox); - - ProcessNotificationQueue(); - DrawHud(elapsedTime, bloc); - static bool fell = false; - if (m_player.GetPosition().y < 1.7f && !fell) { - m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), 1.f); - fell = true; + for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu. + if (m_bullets[x]) { + for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) + if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME)) { + m_bullets[x]->~Bullet(); + if (m_whoosh[x]) + m_whoosh[x]->drop(); + m_bullets[x] = nullptr; + m_whoosh[x] = nullptr; + break; + } + else if (!m_whoosh[x]) { + m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length()); + } + else m_audio.Render3DAudioObj(m_whoosh[x], m_bullets[x]->getPos(), m_bullets[x]->getVel(), 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length()); + } } - else if (m_player.GetPosition().y < -20.f) { - m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde. - fell = false; + + m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); + m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo); + m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo); + + if (m_isSkybox) m_skybox.Render(skybox); + + ProcessNotificationQueue(); + DrawHud(elapsedTime, bloc); + + static bool fell = false; + if (m_player.GetPosition().y < 1.7f && !fell) { + m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), 1.f); + fell = true; + } + else if (m_player.GetPosition().y < -20.f) { + m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde. + fell = false; + } + } + else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS) + { + DrawMenu(); + } + else if (m_gamestate == GameState::QUIT) + Stop(); } void Engine::KeyPressEvent(unsigned char key) { @@ -574,14 +795,15 @@ void Engine::KeyPressEvent(unsigned char key) { } break; case 36: // ESC - Quitter - Stop(); + m_gamestate = GameState::MAIN_MENU; + //Stop(); break; case 57: // Space - Sauter if (!m_keySpace) { m_keySpace = true; } break; - case 94: // F10 - Plein écran + case 94: // F10 - Plein �cran IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true); //SetFullscreen(!IsFullscreen()); break; @@ -591,7 +813,7 @@ void Engine::KeyPressEvent(unsigned char key) { break; case 10: // K - Debugging DisplayNotification() m_keyK = true; - m_messageNotification = "notifications systeme peuvent être affiché"; + m_messageNotification = "notifications systeme peuvent �tre affich�"; break; case 11: // L - Debugging DisplayNotification() m_keyL = true; @@ -604,6 +826,8 @@ void Engine::KeyPressEvent(unsigned char key) { break; case 8: // I - Ignorer break; + case 15: // P - Ignorer + break; case 17: // R - Ignorer break; case 19: // T - Ignorer @@ -653,6 +877,17 @@ void Engine::KeyReleaseEvent(unsigned char key) { case 12: // M - Toggle music m_audio.ToggleMusicState(); break; + case 15: + for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). + if (!m_bullets[x]) { + m_bullets[x] = new Bullet(m_player.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f,0.f,1.f)); + break; + } + else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi�re balle de l'array. + m_bullets[0]->~Bullet(); + m_bullets[0] = new Bullet(m_player.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f, 0.f, 1.f)); + } + break; case 17: // R - Toggle skybox m_isSkybox = !m_isSkybox; break; @@ -683,35 +918,47 @@ void Engine::MouseMoveEvent(int x, int y) { m_player.TurnLeftRight(x - (Width() / 2)); m_player.TurnTopBottom(y - (Height() / 2)); - // Centrer la souris seulement si elle n'est pas déjà centrée - // Il est nécessaire de faire la vérification pour éviter de tomber - // dans une boucle infinie où l'appel à CenterMouse génère un + // Centrer la souris seulement si elle n'est pas d�j� centr�e + // Il est n�cessaire de faire la v�rification pour �viter de tomber + // dans une boucle infinie o� l'appel � CenterMouse g�n�re un // MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre // MouseMoveEvent, etc if (x == (Width() / 2) && y == (Height() / 2)) return; - CenterMouse(); } void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) { - switch (button) { - case MOUSE_BUTTON_LEFT: - m_mouseL = true; - break; - case MOUSE_BUTTON_RIGHT: - m_mouseR = true; - break; - case MOUSE_BUTTON_MIDDLE: - m_mouseC = true; - break; - case MOUSE_BUTTON_WHEEL_UP: - m_mouseWU = true; - break; - case MOUSE_BUTTON_WHEEL_DOWN: - m_mouseWD = true; - break; - case MOUSE_BUTTON_NONE: break; + m_mousemx = x; + m_mousemy = y; + + if (m_gamestate == GameState::PLAY) + { + switch (button) { + case MOUSE_BUTTON_LEFT: + m_mouseL = true; + break; + case MOUSE_BUTTON_RIGHT: + m_mouseR = true; + break; + case MOUSE_BUTTON_MIDDLE: + m_mouseC = true; + break; + case MOUSE_BUTTON_WHEEL_UP: + m_mouseWU = true; + break; + case MOUSE_BUTTON_WHEEL_DOWN: + m_mouseWD = true; + break; + case MOUSE_BUTTON_NONE: break; + } + } + else if (m_gamestate == GameState::MAIN_MENU) + { + if ((m_mousemx >= 285 && m_mousemx <= 490) && (m_mousemy >= 150 && m_mousemy <= 250)) + m_gamestate = GameState::PLAY; + if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400)) + m_gamestate = GameState::QUIT; } } diff --git a/SQCSim2021/engine.h b/SQCSim2021/engine.h index fa3a088..57b4e2e 100644 --- a/SQCSim2021/engine.h +++ b/SQCSim2021/engine.h @@ -24,6 +24,7 @@ class Engine : public OpenglContext { public: Engine(); virtual ~Engine(); + virtual void DrawMenu(); virtual void Init(); virtual void DeInit(); virtual void LoadResource(); @@ -70,13 +71,23 @@ private: Skybox m_skybox; Audio m_audio = Audio(AUDIO_PATH "start.wav"); - irrklang::ISound* m_powpow; - irrklang::ISound* m_scream; + irrklang::ISound* m_powpow, + * m_scream; + irrklang::ISound *m_whoosh[MAX_BULLETS]; Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); Bullet* m_bullets[MAX_BULLETS]; + //Menu + enum class GameState { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY }; + GameState m_gamestate = GameState::MAIN_MENU; + Texture MenuTitleTexture; + Texture MenuBGTexture; + Texture MenuStartTexture; + Texture MenuQuitTexture; + Texture MenuOptionsTexture; + float m_scale; float m_time = 0; @@ -105,6 +116,9 @@ private: bool m_mouseC = false; bool m_mouseWU = false; bool m_mouseWD = false; + //Pour trouver ou est la souris + float m_mousemx = 0; + float m_mousemy = 0; std::string m_messageNotification = ""; }; diff --git a/SQCSim2021/media/audio/noise.wav b/SQCSim2021/media/audio/noise.wav new file mode 100644 index 0000000..6c22f27 Binary files /dev/null and b/SQCSim2021/media/audio/noise.wav differ diff --git a/SQCSim2021/media/menu_items/BasicPlay.png b/SQCSim2021/media/menu_items/BasicPlay.png new file mode 100644 index 0000000..9b3bb02 Binary files /dev/null and b/SQCSim2021/media/menu_items/BasicPlay.png differ diff --git a/SQCSim2021/media/menu_items/BasicQuit.png b/SQCSim2021/media/menu_items/BasicQuit.png new file mode 100644 index 0000000..503aca6 Binary files /dev/null and b/SQCSim2021/media/menu_items/BasicQuit.png differ diff --git a/SQCSim2021/media/menu_items/test.png b/SQCSim2021/media/menu_items/test.png new file mode 100644 index 0000000..22e66e9 Binary files /dev/null and b/SQCSim2021/media/menu_items/test.png differ diff --git a/SQCSim2021/media/shaders/shader01.frag b/SQCSim2021/media/shaders/shader01.frag index 38588d0..8adf697 100644 --- a/SQCSim2021/media/shaders/shader01.frag +++ b/SQCSim2021/media/shaders/shader01.frag @@ -7,7 +7,7 @@ void main() texel = texture2D(tex,gl_TexCoord[0].st); texel *= light; - texel.a = 255; + texel.a = 255.; gl_FragColor = texel; } diff --git a/SQCSim2021/worldrenderer.cpp b/SQCSim2021/worldrenderer.cpp index dcf6d45..e4e0333 100644 --- a/SQCSim2021/worldrenderer.cpp +++ b/SQCSim2021/worldrenderer.cpp @@ -211,3 +211,4 @@ void WorldRenderer::UpdateWorld(World* origin, const Vector3f& player, BlockInfo } } } +