Changements C++20 et retour audio

This commit is contained in:
MarcEricMartel 2023-10-27 13:27:00 -04:00
parent da594fa3a2
commit f7b7a7f14d
6 changed files with 26 additions and 10 deletions

View File

@ -76,6 +76,7 @@
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -90,6 +91,7 @@
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -104,6 +106,7 @@
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -118,7 +121,7 @@
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpp17</LanguageStandard>
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>

View File

@ -20,7 +20,6 @@ bool Bullet::Update(World* world, float elapsedtime, int perframe) {
}
else if ((m_currentpos - m_startpos).Length() > VIEW_DISTANCE) return true;
}
return false;
}

View File

@ -31,6 +31,8 @@
#define TEXTURE_SIZE 512
#define MAX_BULLETS 512
#define BULLET_TIME .1
typedef uint8_t BlockType;
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_LAST };
typedef uint64_t Timestamp;

View File

@ -76,6 +76,7 @@
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -90,7 +91,7 @@
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>Default</LanguageStandard>
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -105,6 +106,7 @@
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -119,6 +121,7 @@
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>

View File

@ -130,7 +130,7 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<LanguageStandard>stdcpp17</LanguageStandard>
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -145,7 +145,7 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<LanguageStandard>stdcpp17</LanguageStandard>
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -162,7 +162,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<LanguageStandard>stdcpp17</LanguageStandard>
<LanguageStandard>stdcpp20</LanguageStandard>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<FloatingPointModel>Fast</FloatingPointModel>
@ -184,7 +184,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<LanguageStandard>stdcpp17</LanguageStandard>
<LanguageStandard>stdcpp20</LanguageStandard>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<FloatingPointModel>Fast</FloatingPointModel>

View File

@ -733,10 +733,18 @@ void Engine::Render(float elapsedTime) {
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<EFBFBD>re balle de l'array.
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 = BULLET_TIME;
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, false, .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)
@ -744,7 +752,7 @@ void Engine::Render(float elapsedTime) {
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)
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])
@ -758,8 +766,9 @@ void Engine::Render(float elapsedTime) {
}
else {
Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel();
m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
}
}
}
}