commit
f1ddd67655
@ -20,12 +20,13 @@
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#define SRV_ADDR "127.0.0.1"
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#define COUNTDOWN 300
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#define BASE_WIDTH 1920
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#define BASE_HEIGHT 1080
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#define BASE_WIDTH 640
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#define BASE_HEIGHT 480
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#define TEXTURE_PATH "./media/textures/"
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#define SHADER_PATH "./media/shaders/"
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#define AUDIO_PATH "./media/audio/"
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#define CHUNK_PATH "./media/chunks/"
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#define MENU_ITEM_PATH "./media/menu_items/"
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#endif // DEFINE_H__
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@ -28,6 +28,200 @@ Engine::~Engine() {
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m_world.GetChunks().Get(x, y)->~Chunk();
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}
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void Engine::DrawMenu()
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{
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static const int sTitle = 400;
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static const int sButton = 225;
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, Width(), 0, Height(), -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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MenuBGTexture.Bind();
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glLoadIdentity();
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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(800, 0);
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glTexCoord2f(1, 1);
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glVertex2i(800, 600);
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glTexCoord2f(0, 1);
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glVertex2i(0, 600);
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glEnd();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glEnable(GL_BLEND);
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if (m_gamestate != GameState::OPTIONS)
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{
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MenuTitleTexture.Bind();
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glTranslated(200, 300, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 200);
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glTexCoord2f(1, 0);
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glVertex2i(sTitle, 200);
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glTexCoord2f(1, 1);
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glVertex2i(sTitle, 300);
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glTexCoord2f(0, 1);
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glVertex2i(0, 300);
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glEnd();
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MenuStartTexture.Bind();
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glTranslated(80, -225, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 100);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 100);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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/*MenuResumeTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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/*MenuOptionsTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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MenuQuitTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 100);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 100);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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}
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else
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{
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/*MenuOptionsTexture.Bind();
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glTranslated(200, 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(sTitle, 0);
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glTexCoord2f(1, 1);
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glVertex2i(sTitle, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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WireFrameTexture.Bind();
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glTranslated(0, 300, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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OnOffBtnTexture.Bind();
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glTranslated(200, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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glTranslated(-400, -300, 0);
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MusicTexture.Bind();
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glTranslated(200, 200, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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OnOffBtnTexture.Bind();
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glTranslated(200, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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BackBtnTexture.Bind();
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glTranslated(-375, 175, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 140);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 140);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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}
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//glEnable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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ShowCursor();
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}
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void Engine::Init() {
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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK) {
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@ -53,6 +247,7 @@ void Engine::Init() {
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_SUBTRACT);
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//
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// Objet de skybox avec sa propre texture et son propre shader!
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m_skybox.Init(0.2f);
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@ -65,18 +260,18 @@ void Engine::Init() {
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m_bullets[x] = nullptr;
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uint64_t seed = SEED;
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std::string playname = "La Chienne à Jacques";
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if (NETWORK_TEST) { // Test connexion réseau.
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std::string playname = "La Chienne <EFBFBD> Jacques";
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if (NETWORK_TEST) { // Test connexion r<EFBFBD>seau.
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if (!m_conn.Init()) {
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if (!m_conn.Connect(SRV_ADDR, playname)) {
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// setup jeu en réseau.
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std::cout << "ID reçu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
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std::cout << "Seed reçu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
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// setup jeu en r<EFBFBD>seau.
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std::cout << "ID re<EFBFBD>u du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
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std::cout << "Seed re<EFBFBD>u du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
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seed = m_conn.getSeed();
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}
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else std::cout << "Erreur de connexion." << std::endl;
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}
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else std::cout << "Erreur de création de socket." << std::endl;
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else std::cout << "Erreur de cr<EFBFBD>ation de socket." << std::endl;
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}
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m_world.SetSeed(seed);
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@ -95,8 +290,13 @@ void Engine::LoadResource() {
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
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LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
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LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", true);
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LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
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LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png");
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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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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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@ -188,8 +388,6 @@ void Engine::ProcessNotificationQueue() {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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PrintText(xOffset, y, scale, it->message);
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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@ -236,6 +434,7 @@ void Engine::DisplayCrosshair() {
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void Engine::DisplayCurrentItem() {
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}
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void Engine::DisplayHud(int timer) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glLoadIdentity();
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@ -249,7 +448,7 @@ void Engine::DisplayHud(int timer) {
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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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// Arri<EFBFBD>re-plan (Barre HP)
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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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@ -258,7 +457,7 @@ void Engine::DisplayHud(int timer) {
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glVertex2f(fPosX, fPosY); // Haut-Gauche
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glEnd();
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//TODO: Associer avec méchanique de vie du joueur
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//TODO: Associer avec m<EFBFBD>chanique de vie du joueur
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// Barre HP
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glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
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@ -269,7 +468,7 @@ void Engine::DisplayHud(int timer) {
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glVertex2f(fPosX, fPosY); // Haut-Gauche
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glEnd();
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// Barre équip
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// Barre <EFBFBD>quip
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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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@ -290,7 +489,7 @@ void Engine::DisplayHud(int timer) {
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glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
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glEnd();
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glDisable(GL_BLEND);
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//glDisable(GL_BLEND);
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// Username
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glEnable(GL_BLEND);
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@ -327,7 +526,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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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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ss.str("");
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ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l ’ operateur << pour afficher la position
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ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <EFBFBD> operateur << pour afficher la position
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PrintText(x, Height() / 48, scale, ss.str());
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ss.str("");
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ss << " Direction : " << m_player.GetDirection();
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@ -352,6 +551,7 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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glEnable(GL_BLEND);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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@ -443,112 +643,125 @@ int Engine::GetCountdown(float elapsedTime) {
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}
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void Engine::Render(float elapsedTime) {
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//static float gameTime = elapsedTime;
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static irrklang::ISound* step; // Pour les sons de pas.
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static float pollTime = 0;
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static float bulletTime = 0;
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static BlockType bloc = 1;
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if (elapsedTime > 0.1f) return;
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//gameTime += elapsedTime;
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pollTime += elapsedTime;
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Transformation all;
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Transformation skybox;
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Vector3f vstep;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// Transformations initiales
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (m_gamestate == GameState::PLAY)
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{
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HideCursor();
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CenterMouse(); //D<>placement de centermouse dans l'action de jouer
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if (bulletTime > 0.f) bulletTime -= elapsedTime;
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if (bulletTime < 0.f) bulletTime = 0.f;
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//static float gameTime = elapsedTime;
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static irrklang::ISound* step; // Pour les sons de pas.
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static float pollTime = 0;
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static float bulletTime = 0;
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static BlockType bloc = 1;
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static bool leftright = false;
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if (pollTime >= .005f) {
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Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
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switch (snd) {
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case Player::Sound::STEP:
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if (leftright)
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vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
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else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
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m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f);
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leftright = !leftright;
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break;
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case Player::Sound::FALL:
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m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f);
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break;
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default: break;
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if (elapsedTime > 0.1f) return;
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//gameTime += elapsedTime;
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pollTime += elapsedTime;
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Transformation all;
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Transformation skybox;
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Vector3f vstep;
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// Transformations initiales
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (bulletTime > 0.f) bulletTime -= elapsedTime;
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if (bulletTime < 0.f) bulletTime = 0.f;
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static bool leftright = false;
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if (pollTime >= .005f) {
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Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
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switch (snd) {
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case Player::Sound::STEP:
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if (leftright)
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vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
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else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
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m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f);
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leftright = !leftright;
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break;
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case Player::Sound::FALL:
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m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f);
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break;
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default: break;
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}
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
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// son vecteur de v<>locit<69> (pour l'effet Doppler)
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pollTime = 0;
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}
|
||||
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;
|
||||
}
|
||||
|
||||
m_player.ApplyTransformation(all);
|
||||
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!).
|
||||
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 équipe l'arme.
|
||||
m_mouseWU = m_mouseWD = false;
|
||||
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 <EFBFBD>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;
|
||||
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<6D>re 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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
}
|
||||
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;
|
||||
}
|
||||
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_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;
|
||||
}
|
||||
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 +787,15 @@ 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 <EFBFBD>cran
|
||||
IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true);
|
||||
//SetFullscreen(!IsFullscreen());
|
||||
break;
|
||||
@ -591,7 +805,7 @@ 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 <EFBFBD>tre affich<63>";
|
||||
break;
|
||||
case 11: // L - Debugging DisplayNotification()
|
||||
m_keyL = true;
|
||||
@ -683,35 +897,47 @@ 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<EFBFBD>j<EFBFBD> centr<74>e
|
||||
// Il est n<EFBFBD>cessaire de faire la v<>rification pour <20>viter de tomber
|
||||
// dans une boucle infinie o<EFBFBD> l'appel <20> CenterMouse g<>n<EFBFBD>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;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -24,6 +24,7 @@ class Engine : public OpenglContext {
|
||||
public:
|
||||
Engine();
|
||||
virtual ~Engine();
|
||||
virtual void DrawMenu();
|
||||
virtual void Init();
|
||||
virtual void DeInit();
|
||||
virtual void LoadResource();
|
||||
@ -77,6 +78,15 @@ private:
|
||||
|
||||
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 +115,9 @@ 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 = "";
|
||||
};
|
||||
|
BIN
SQCSim2021/media/menu_items/BasicPlay.png
Normal file
BIN
SQCSim2021/media/menu_items/BasicPlay.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 7.9 KiB |
BIN
SQCSim2021/media/menu_items/BasicQuit.png
Normal file
BIN
SQCSim2021/media/menu_items/BasicQuit.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 8.6 KiB |
BIN
SQCSim2021/media/menu_items/test.png
Normal file
BIN
SQCSim2021/media/menu_items/test.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 289 KiB |
Loading…
Reference in New Issue
Block a user