#ifndef ENGINE_H__ #define ENGINE_H__ #include #include #include #include #include "../SQCSim-common/array2d.h" #include "../SQCSim-common/blockinfo.h" #include "../SQCSim-common/boostinfo.h" #include "../SQCSim-common/bullet.h" #include "../SQCSim-common/chunk.h" #include "../SQCSim-common/world.h" #include "../SQCSim-common/transformation.h" #include "../SQCSim-common/player.h" #include "define.h" #include "openglcontext.h" #include "texture.h" #include "shader.h" #include "skybox.h" #include "audio.h" #include "textureatlas.h" #include "connector.h" #include "renderer.h" #include "remoteplayer.h" #include "booster.h" #include "settings.h" class Engine : public OpenglContext { public: Engine(); virtual ~Engine(); virtual void DrawMenu(); virtual void DrawOption(); virtual void DrawSplachScreen(); virtual void Init(); virtual void DeInit(); virtual void LoadResource(); virtual void UnloadResource(); virtual void Render(float elapsedTime); virtual void KeyPressEvent(unsigned char key); virtual void KeyReleaseEvent(unsigned char key); virtual void MouseMoveEvent(int x, int y); virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y); virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); private: int GetFps(float elapsedTime) const; int GetCountdown(float elapsedTime); int GetOptionsChoice(); bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true); void InstantDamage(); void SystemNotification(std::string systemLog); void KillNotification(Player killer, Player killed); void DisplayNotification(std::string message); void DisplayCrosshair(); void DisplayPovGun(); void DisplayCurrentItem(); void DisplayHud(int timer); void DisplayInfo(float elapsedTime, BlockType bloc); void DisplaySingleOrMultiplayerMenu(); void DisplayAudioMenu(float centerX, float centerY); void DisplayGraphicsMenu(float centerX, float centerY); void DisplayGameplayMenu(float centerX, float centerY); void DrawHud(float elapsedTime, BlockType bloc); void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f); void ProcessNotificationQueue(); Connector m_conn; Shader m_shader01; BlockInfo* m_blockinfo[BTYPE_LAST]; BoostInfo* m_boostinfo[BTYPE_BOOST_LAST]; TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST); TextureAtlas m_animeAtlas = TextureAtlas(TYPE_LAST + POS_LAST); World m_world = World(); Renderer m_renderer = Renderer(); Booster m_booster = Booster(); Texture m_textureCrosshair; Texture m_textureFont; Texture m_textureGun; Texture m_texturePovGun; Texture m_textureSkybox; Texture m_textureSoloMultiMenu; Texture m_textureSoloText; Texture m_textureMultiText; Texture m_textureTitle; Texture m_textureOptions; Texture m_textureVolume; Texture m_textureMusique; Texture m_textureGraphiques; Texture m_textureSensibilite; Texture m_textureResolution; Texture m_texturePrincipal; Texture m_textureEffets; Texture m_textureGameplay; Texture m_textureHd; Texture m_textureFhd; Texture m_textureQhd; Texture m_textureUhd; Texture m_textureCheck; Texture m_textureChecked; TextureAtlas::TextureIndex texBoostHeal; Skybox m_skybox; Audio m_audio = Audio(AUDIO_PATH "start.wav"); irrklang::ISound* m_powpow, * m_scream; irrklang::ISound *m_whoosh[MAX_BULLETS]; Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); Settings m_parameters = Settings(m_audio); Bullet* m_bullets[MAX_BULLETS]; std::unordered_map m_players; netprot::Buffer m_buf, m_bufout; std::chrono::high_resolution_clock::time_point m_startTime; //Menu enum class GameState: uint8_t { MAIN_MENU, OPTIONS, SETTINGS, QUIT, NEWG, PLAY, PAUSE, SINGLEMULTI }; GameState m_gamestate = GameState::MAIN_MENU; Texture MenuTitleTexture; Texture MenuBGTexture; Texture MenuBGFlouTexture; Texture MenuBGOptionTexture; Texture MenuStartTexture; Texture MenuQuitTexture; Texture MenuOptionsTexture; Texture PauseBGTexture; Texture SplachScreenTexture; Texture MusicTexture; //TODO Texture OnOffBtnTexture;//TODO Texture BackBtnTexture;//TODO Resolution m_resolution = HD; float m_scale; float m_time = 0; float m_time_SplashScreen = 0; float m_titleX = 0; float m_titleY = 0; int m_renderCount = 0; int m_countdown = COUNTDOWN; int m_nbReductionChunk = 4; int m_timerReductionChunk = 30; float m_volMain = 50.0f; float m_volMusic = 50.0f; float m_volEffects = 50.0f; float m_volSensible = 50.0f; int m_selectedOption = 0; bool m_selectedPrincipalBar = false; bool m_selectedMusicBar = false; bool m_selectedEffectsBar = false; bool m_selectedSensibilityBar = false; bool m_damage = false; bool m_wireframe = false; bool m_isSkybox = true; bool m_block = false; bool m_flash = true; bool m_displayCrosshair = true; bool m_displayHud = true; bool m_displayInfo = true; bool m_resetcountdown = false; bool m_soloMultiChoiceMade = false; bool m_stopcountdown = false; bool m_key1 = false; bool m_key2 = false; bool m_keyK = false; bool m_keyL = false; bool m_keyW = false; bool m_keyA = false; bool m_keyS = false; bool m_keyD = false; bool m_keySpace = false; bool m_mouseL = false; bool m_mouseR = false; 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; bool m_networkgame = false; netprot::PlayerInfo m_pinfo; RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(),Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f)); std::string m_messageNotification = ""; }; #endif // ENGINE_H__