Merge branch 'SQC_17_HUD'

This commit is contained in:
Claudel-D-Roy 2023-10-27 14:53:45 -04:00
commit e2fa4fea7c
6 changed files with 309 additions and 126 deletions

View File

@ -5,8 +5,6 @@
#include <thread> #include <thread>
#include <queue> #include <queue>
// Define a structure to represent notifications // Define a structure to represent notifications
struct Notification { struct Notification {
std::string message; std::string message;
@ -346,7 +344,10 @@ void Engine::LoadResource() {
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true); LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true); LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", true); LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
LoadTexture(m_texturePovGun, TEXTURE_PATH "GUN.png", false);
LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false);
LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png"); LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png");
LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png"); LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png");
@ -403,7 +404,6 @@ void Engine::KillNotification(Player killer, Player killed) {
DisplayNotification(message); DisplayNotification(message);
} }
void Engine::DisplayNotification(std::string message) { void Engine::DisplayNotification(std::string message) {
if (message.length() > 45) { if (message.length() > 45) {
@ -419,17 +419,22 @@ void Engine::DisplayNotification(std::string message) {
// Add a method to process the notification queue // Add a method to process the notification queue
void Engine::ProcessNotificationQueue() { void Engine::ProcessNotificationQueue() {
m_textureFont.Bind(); //PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
float scale = GetScale(); //float fPosX = (Width() / 100.0f) * scaleX;
unsigned int xOffset = Width() - Width() * 0.26; //float fPosY = Height() - (Height() * 0.05) * scaleY;
unsigned int yOffset = Height() - (Height() / 2.2);
m_textureFont.Bind();
auto [scaleX, scaleY] = GetScale();
float xOffset = (Width() / 1.5f) * scaleX;
float yOffset = (Height() / 1.2f) * scaleY;
// Iterate through the notifications and display them
for (auto it = notifications.begin(); it != notifications.end(); ) { for (auto it = notifications.begin(); it != notifications.end(); ) {
float timeSinceDisplay = m_time - it->displayStartTime; float timeSinceDisplay = m_time - it->displayStartTime;
// Display the notification message with vertical offset float y = yOffset - (20.0f * scaleX * (it - notifications.begin()));
unsigned int y = yOffset - (static_cast<unsigned int>(scale * 20) * (it - notifications.begin()));
glDisable(GL_STENCIL_TEST); glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
@ -445,7 +450,7 @@ void Engine::ProcessNotificationQueue() {
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
PrintText(xOffset, y, scale, it->message); PrintText(xOffset, y, it->message);
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT); glBlendEquation(GL_FUNC_SUBTRACT);
@ -455,39 +460,89 @@ void Engine::ProcessNotificationQueue() {
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPopMatrix(); glPopMatrix();
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glPopMatrix(); glPopMatrix();
// Check if it's time to remove the notification (display for 2 seconds)
if (timeSinceDisplay >= 4.0f) { if (timeSinceDisplay >= 4.0f) {
it = notifications.erase(it); // Remove the notification it = notifications.erase(it);
} }
else { else {
++it; ++it;
} }
} }
} }
void Engine::DisplayCrosshair() { void Engine::DisplayCrosshair() {
m_textureCrosshair.Bind(); m_textureCrosshair.Bind();
static const int crossSize = 32; static const int crossSize = 32;
glLoadIdentity(); glLoadIdentity();
glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0); glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(0, 0); glTexCoord2f(0, 0);
glVertex2i(0, 0); glVertex2i(0, 0);
glTexCoord2f(1, 0); glTexCoord2f(1, 0);
glVertex2i(crossSize, 0); glVertex2i(crossSize, 0);
glTexCoord2f(1, 1); glTexCoord2f(1, 1);
glVertex2i(crossSize, crossSize); glVertex2i(crossSize, crossSize);
glTexCoord2f(0, 1); glTexCoord2f(0, 1);
glVertex2i(0, crossSize); glVertex2i(0, crossSize);
glEnd(); glEnd();
} }
void Engine::DisplayPovGun() {
// Setter le blend function, tout ce qui sera noir sera transparent
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
float scaleX = (Width()) / BASE_WIDTH;
float scaleY = (Height()) / BASE_HEIGHT;
float baseXOffset = 0.4958 * BASE_WIDTH;
float baseWidth = 0.4688 * BASE_WIDTH;
float baseHeight = 0.5787 * BASE_HEIGHT;
float xTranslation = baseXOffset * scaleX;
float quadWidth = baseWidth * scaleX;
float quadHeight = baseHeight * scaleY;
m_texturePovGun.Bind();
glLoadIdentity();
glTranslated(xTranslation, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(quadWidth, 0);
glTexCoord2f(1, 1);
glVertex2i(quadWidth, quadHeight);
glTexCoord2f(0, 1);
glVertex2i(0, quadHeight);
glEnd();
// Reset du blend function
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void Engine::DisplayCurrentItem() { void Engine::DisplayCurrentItem() {
} }
@ -495,55 +550,66 @@ void Engine::DisplayCurrentItem() {
void Engine::DisplayHud(int timer) { void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity(); glLoadIdentity();
glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
auto [scaleX, scaleY] = GetScale();
float fBackPosX = (Width() / 25.0f) * scaleX;
float fBackPosY = (Height() - (Height() * 0.815) * scaleY);
float fBackWidth = (Width() / 4.0f) * scaleX;
float fBackHeight = (Height() / 5.5f) * scaleY;
glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
glBegin(GL_QUADS);
glVertex2f(fBackPosX, fBackPosY);
glVertex2f(fBackPosX + fBackWidth, fBackPosY);
glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight);
glVertex2f(fBackPosX, fBackPosY + fBackHeight);
glEnd();
// HP Bar
float fBarWidth = (Width() / 4.0f) * scaleX;
float fBarHeight = (Height() / 25.0f) * scaleY;
float fPosX = (Width() / 25.0f) * scaleX;
float fBarPosY = (Height() - (Height() * 0.775) * scaleY);
// Barre HP
float fBarWidth = Width() / 4;
float fBarHeight = Height() / 25;
float fPosX = Width() / 20;
float fPosY = Height() - (Height() - (fBarHeight * 4));
float playerHp = m_player.GetHP(); float playerHp = m_player.GetHP();
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
// Arri<72>re-plan (Barre HP) // HP Bar Background
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche glVertex2f(fPosX, fBarPosY - fBarHeight);
glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight);
glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite glVertex2f(fPosX + fBarWidth, fBarPosY);
glVertex2f(fPosX, fPosY); // Haut-Gauche glVertex2f(fPosX, fBarPosY);
glEnd(); glEnd();
//TODO: Associer avec m<>chanique de vie du joueur // Current HP
// Barre HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche glVertex2f(fPosX, fBarPosY - fBarHeight);
glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight);
glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY);
glVertex2f(fPosX, fPosY); // Haut-Gauche glVertex2f(fPosX, fBarPosY);
glEnd(); glEnd();
// Barre <20>quip // Equip Bar
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
float fEquipWidth = (Width() * 0.175f) * scaleX;
float fEquipHeight = (fEquipWidth / 2.5) * scaleY;
float fEquipPosY = (Height() - (Height() * 0.765) * scaleY);
glTranslatef(fPosX, fEquipPosY, 0);
m_textureGun.Bind(); m_textureGun.Bind();
float margin = Width() * 0.05;
float itemWidth = Width() * 0.33;
float itemHeight = itemWidth / 2.208;
float startX = Width() - itemWidth - margin;
float startY = margin;
glTranslated(startX, startY, 0);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(1, 0); glVertex2i(0, 0); glTexCoord2f(0, 0); glVertex2i(0, 0);
glTexCoord2f(0, 0); glVertex2i(itemWidth, 0); glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0);
glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight); glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight);
glTexCoord2f(1, 1); glVertex2i(0, itemHeight); glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight);
glEnd(); glEnd();
//glDisable(GL_BLEND); //glDisable(GL_BLEND);
@ -551,54 +617,161 @@ void Engine::DisplayHud(int timer) {
// Username // Username
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor3f(1.0f, 1.0f, 1.0f); glColor3f(1.0f, 1.0f, 1.0f);
float scale = GetScale();
m_textureFont.Bind(); m_textureFont.Bind();
std::ostringstream ss; std::ostringstream ss;
ss << m_player.GetUsername(); float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY;
PrintText(fPosX, fPosY, scale, ss.str());
//Countdown ss.str("");
ss << m_player.GetUsername();
PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
ss.str("");
ss << m_player.GetHP() * 100 << "%";
PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f);
// Countdown
ss.str(""); ss.str("");
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60; ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str()); PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f);
} }
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
// Bind de la texture pour le font
m_textureFont.Bind(); m_textureFont.Bind();
std::ostringstream ss; std::ostringstream ss;
float scale = GetScale(); auto [scaleX, scaleY] = GetScale();
unsigned int x = Width() / 25;
float fPosX = (Width() / 100.0f) * scaleX;
float fPosY = Height() - (Height() * 0.05) * scaleY;
float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
ss << " Fps : " << GetFps(elapsedTime); ss << " Fps : " << GetFps(elapsedTime);
PrintText(x, Height() - (Height() / 19.2), scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " Rendered Chunks : " << m_renderCount; ss << " Rendered Chunks : " << m_renderCount;
PrintText(x, Height() - (Height() / 13.7), scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted(); ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
PrintText(x, Height() - (Height() / 10.7), scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position fPosY -= charSize;
PrintText(x, Height() / 48, scale, ss.str());
float fPosYJump = ((Height() - (Height() * 0.9f)) * scaleY);
fPosY = fPosYJump;
fPosY -= charSize;
ss << " Velocity : " << m_player.GetVelocity();
PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " Direction : " << m_player.GetDirection(); ss << " Direction : " << m_player.GetDirection();
PrintText(x, Height() / 24, scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " Position : " << m_player.GetPosition(); ss << " Position : " << m_player.GetPosition();
PrintText(x, Height() / 16, scale, ss.str()); PrintText(fPosX, fPosY, ss.str());
ss.str(""); ss.str("");
fPosY -= charSize;
ss << " Block : "; ss << " Block : ";
if (bloc == BTYPE_LAST) if (bloc == BTYPE_LAST)
ss << "Weapon."; ss << "Weapon";
else ss << (int)bloc; else
ss << (int)bloc;
PrintText(fPosX, fPosYJump, ss.str());
}
PrintText(x, Height() / 12, scale, ss.str()); void Engine::DisplaySingleOrMultiplayerMenu() {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
auto [scaleX, scaleY] = GetScale();
float fBackPosX = 0.0f;
float fBackPosY = 0.0f;
float fBackWidth = Width();
float fBackHeight = Height();
m_textureSoloMultiMenu.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fBackPosX, fBackPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fBackWidth, fBackPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fBackWidth, fBackHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(fBackPosX, fBackHeight);
glEnd();
float centerX = (Width() / 2.0f);
float centerY = (Height() / 2.0f);
float titleWidth = (centerX * 1.85f) * scaleX;
float titleHeight = (centerY * 1.85f) * scaleY;
// Solo game indicator
m_textureTitle.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX, centerY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(titleWidth, centerY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(titleWidth, titleHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX, titleHeight);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
// Solo game indicator
float fPosX = (centerX * 1.1f) * scaleX;
float fPosXWidth = (centerX * 1.75f) * scaleX;
float soloPosY = (centerY * 0.75f) * scaleY;
float soloHeight = (centerY * 0.9f) * scaleY;
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, soloPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, soloPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, soloHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, soloHeight);
glEnd();
// Multiplayer game indicator
float multiPosY = (centerY * 0.5f) * scaleY;
float multiHeight = (centerY * 0.65f) * scaleY;
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, multiPosY);
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, multiPosY);
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, multiHeight);
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, multiHeight);
glEnd();
// TODO: Add SOLO / MULTIPLAYER text with font
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
} }
void Engine::DrawHud(float elapsedTime, BlockType bloc) { void Engine::DrawHud(float elapsedTime, BlockType bloc) {
@ -621,7 +794,6 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
int timer = GetCountdown(elapsedTime); int timer = GetCountdown(elapsedTime);
// Appel de la fonction pour l'affichage de notifications
if (m_keyK) { if (m_keyK) {
SystemNotification(m_messageNotification); SystemNotification(m_messageNotification);
m_keyK = false; m_keyK = false;
@ -644,7 +816,6 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
DisplayCrosshair(); DisplayCrosshair();
} }
// Reset du blend function
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT); glBlendEquation(GL_FUNC_SUBTRACT);
@ -658,31 +829,36 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
glPopMatrix(); glPopMatrix();
} }
void Engine::PrintText(float x, float y, float scale, const std::string& t) { void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
auto [scaleX, scaleY] = GetScale();
float scale = std::min(scaleX, scaleY);
float baseCharSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
float charSize = baseCharSize * charSizeMultiplier;
glLoadIdentity(); glLoadIdentity();
glTranslated(x, y, 0); glTranslated(x, y, 0);
for (unsigned int i = 0; i < t.length(); ++i) { for (unsigned int i = 0; i < t.length(); ++i) {
float left = (float)((t[i] - 32) % 16) / 16.f; float left = (float)((t[i] - 32) % 16) / 16.f;
float top = (float)((t[i] - 32) / 16) / 16.f; float top = (float)((t[i] - 32) / 16) / 16.f;
top += .5f; top += 0.5f;
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0); glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(12 * scale, 0); glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize * scale, 0);
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12 * scale, 12 * scale); glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize * scale, charSize * scale);
glTexCoord2f(left, 1.f - top); glVertex2f(0, 12 * scale); glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize * scale);
glEnd(); glEnd();
glTranslated(8 * scale, 0, 0); glTranslated(0.5555f * charSize * scale, 0, 0);
} }
} }
float Engine::GetScale() const { std::pair<float, float> Engine::GetScale() const {
float widthRatio = Width() / BASE_WIDTH; float widthRatio = static_cast<float>(Width()) / BASE_WIDTH;
float heightRatio = Height() / BASE_HEIGHT; float heightRatio = static_cast<float>(Height()) / BASE_HEIGHT;
return { widthRatio, heightRatio };
return (widthRatio + heightRatio) / 2.0f;
} }
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; } int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
@ -694,7 +870,7 @@ int Engine::GetCountdown(float elapsedTime) {
} }
if (m_countdown < m_time) if (m_countdown < m_time)
Stop(); Stop();
if(!m_stopcountdown) if (!m_stopcountdown)
m_time += elapsedTime; m_time += elapsedTime;
return m_countdown - (int)m_time; return m_countdown - (int)m_time;
} }
@ -806,8 +982,9 @@ void Engine::Render(float elapsedTime) {
if (m_isSkybox) m_skybox.Render(skybox); if (m_isSkybox) m_skybox.Render(skybox);
ProcessNotificationQueue();
DrawHud(elapsedTime, bloc); DrawHud(elapsedTime, bloc);
DisplayPovGun();
ProcessNotificationQueue();
static bool fell = false; static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) { if (m_player.GetPosition().y < 1.7f && !fell) {

View File

@ -38,7 +38,7 @@ public:
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private: private:
float GetScale() const; std::pair<float, float> GetScale() const;
int GetFps(float elapsedTime) const; int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime); int GetCountdown(float elapsedTime);
@ -50,11 +50,13 @@ private:
void DisplayNotification(std::string message); void DisplayNotification(std::string message);
void ProcessNotificationQueue(); void ProcessNotificationQueue();
void DisplayCrosshair(); void DisplayCrosshair();
void DisplayPovGun();
void DisplayCurrentItem(); void DisplayCurrentItem();
void DisplayHud(int timer); void DisplayHud(int timer);
void DisplayInfo(float elapsedTime, BlockType bloc); void DisplayInfo(float elapsedTime, BlockType bloc);
void DisplaySingleOrMultiplayerMenu();
void DrawHud(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; Connector m_conn;
Shader m_shader01; Shader m_shader01;
@ -64,10 +66,13 @@ private:
World m_world = World(); World m_world = World();
WorldRenderer m_wrenderer = WorldRenderer(); WorldRenderer m_wrenderer = WorldRenderer();
Texture m_textureSkybox;
Texture m_textureFont;
Texture m_textureCrosshair; Texture m_textureCrosshair;
Texture m_textureFont;
Texture m_textureGun; Texture m_textureGun;
Texture m_texturePovGun;
Texture m_textureSkybox;
Texture m_textureSoloMultiMenu;
Texture m_textureTitle;
Skybox m_skybox; Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav"); Audio m_audio = Audio(AUDIO_PATH "start.wav");
@ -107,6 +112,7 @@ private:
bool m_displayHud = true; bool m_displayHud = true;
bool m_displayInfo = false; bool m_displayInfo = false;
bool m_resetcountdown = false; bool m_resetcountdown = false;
bool m_soloMultiChoiceMade = true;
bool m_stopcountdown = false; bool m_stopcountdown = false;
bool m_keyK = false; bool m_keyK = false;

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@ -8,30 +8,30 @@ void Skybox::Init(float size){
int count = 0; int count = 0;
VertexBuffer::VertexData* vd = new VertexBuffer::VertexData[24]; VertexBuffer::VertexData* vd = new VertexBuffer::VertexData[24];
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 0.f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f); vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f); vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 0.f, .75f); vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 0.f, .75f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 0.f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f); vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f); vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f); vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .25f, .5f);
vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f); vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f); vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f); vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, -size, -size, 1.f, 1.f, 1.f, .5f, .5f);
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 1.f, .5f); vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, 1.f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 1.f, .75f); vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, 1.f, .75f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f); vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .75f, .75f);
vd[count++] = VertexBuffer::VertexData(size, -size, -size, 1.f, 1.f, 1.f, .75f, .5f);
vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .25f, 1.f); vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, .25f, 1.f);
vd[count++] = VertexBuffer::VertexData(size, size, size, 1.f, 1.f, 1.f, .5f, 1.f); vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .25f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, size, 1.f, 1.f, 1.f, .5f, .75f); vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .5f, .75f);
vd[count++] = VertexBuffer::VertexData(-size, size, -size, 1.f, 1.f, 1.f, .25f, .75f); vd[count++] = VertexBuffer::VertexData(size, size, -size, 1.f, 1.f, 1.f, .5f, 1.f);
vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .5f, .25f); vd[count++] = VertexBuffer::VertexData(-size, -size, size, 1.f, 1.f, 1.f, .5f, .25f);
vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, .75f, .25f); vd[count++] = VertexBuffer::VertexData(size, -size, size, 1.f, 1.f, 1.f, .75f, .25f);