#include "engine.h" #include #include #include #include #include #include #include // Define a structure to represent notifications struct Notification { std::string message; float displayStartTime = 0.0f; }; // Use a queue to manage notifications //std::queue notificationQueue; // Use a vector to manage notifications std::vector notifications; Engine::Engine() : m_remotePlayer(&m_pinfo), m_pinfo(){} Engine::~Engine() { m_world.CleanUpWorld(m_renderCount, true); for (int x = 0; x < WORLD_SIZE_X; ++x) for (int y = 0; y < WORLD_SIZE_Y; ++y) if (m_world.GetChunks().Get(x, y)) m_world.GetChunks().Get(x, y)->~Chunk(); } void Engine::DrawSplachScreen() { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); // Définir la matrice de projection en mode orthographique glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(-Width() / 2, Width() / 2, -Height() / 2, Height() / 2, -1, 1); // Définir la matrice de modèle-vue glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); // L'image sera centrée autour de l'origine (0, 0, 0) int imageWidth = Width(); // Remplacez par la largeur de votre image int imageHeight = Height(); // Remplacez par la hauteur de votre image // Texture SplachScreenTexture.Bind(); // Dessiner un quadrilatère centré glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(-imageWidth / 2, -imageHeight / 2); glTexCoord2f(1, 0); glVertex2i(imageWidth / 2, -imageHeight / 2); glTexCoord2f(1, 1); glVertex2i(imageWidth / 2, imageHeight / 2); glTexCoord2f(0, 1); glVertex2i(-imageWidth / 2, imageHeight / 2); glEnd(); // Activer la transparence glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); glEnable(GL_BLEND); // Restaurer les matrices précédentes glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); m_gamestate = GameState::OPTIONS; } 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(Width(), 0); // glTexCoord2f(1, 1); glVertex2i(Width(), Height()); glTexCoord2f(0, 1); glVertex2i(0, Height()); 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::DrawPause() { 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(); PauseBGTexture.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(); 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) { std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; abort(); } uint64_t seed = SEED; glDisable(GL_FRAMEBUFFER_SRGB); glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); glEnable(GL_POINT_SMOOTH); glEnable(GL_BLEND); //glEnable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE); glShadeModel(GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_SUBTRACT); if (m_istarted) return; else m_istarted = true; // // Objet de skybox avec sa propre texture et son propre shader! m_skybox.Init(0.2f); //m_skybox2.Init(1.f); // Objet de musique! //m_audio.ToggleMusicState(); // Array pour les balles. for (int x = 0; x < MAX_BULLETS; ++x) { m_bullets[x] = nullptr; m_whoosh[x] = nullptr; } char* ch = new char[2]; std::cout << "Jouer en ligne? [o/N] "; std::cin.getline(ch, 2); std::cout << std::endl; if (*ch == 'o' || *ch == 'O') { char* input = new char[32]; std::string playname, srvname; while (playname.size() < 1) { std::cout << "Veuillez entrer un nom de joueur: "; std::cin.getline(input, 32); std::cout << std::endl; playname = input; if (playname.size() < 1 || playname.size() > 32) std::puts("Nom invalide."); } while (srvname.size() < 1) { std::cout << "Veuillez entrer une adresse de serveur: "; std::cin.getline(input, 32); std::cout << std::endl; srvname = input; if (srvname.size() < 1 || srvname.size() > 32) std::puts("Adresse serveur invalide."); } delete[] input; if (!m_conn.Init()) { if (!m_conn.Connect(srvname.c_str(), playname)) { // setup jeu en reseau. std::cout << "ID recu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl; std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl; m_player = Player(m_conn.getOrigin().position); for (auto& [key, player] : m_conn.m_players) { m_players[key] = new RemotePlayer(player); RemotePlayer* rt = (RemotePlayer*)m_players[key]; rt->SetPosition(Vector3f(555, 555, 555)); } seed = m_conn.getSeed(); m_networkgame = true; } else std::cout << "Erreur de connexion." << std::endl; } else std::cout << "Erreur de creation de socket." << std::endl; } delete[] ch; m_world.SetSeed(seed); // Init Chunks m_world.GetChunks().Reset(nullptr); m_startTime = std::chrono::high_resolution_clock::now(); m_remotePlayer.SetPosition(Vector3f(.5,CHUNK_SIZE_Y + 10., .5)); // Gestion de souris. CenterMouse(); HideCursor(); } void Engine::DeInit() {} void Engine::LoadResource() { LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true); //LoadTexture(m_skybox2.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_texturePovGun, TEXTURE_PATH "GUN.png", false); LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false); LoadTexture(m_textureSoloText, TEXTURE_PATH "single_player.png", false); LoadTexture(m_textureMultiText, TEXTURE_PATH "multi_player.png", false); LoadTexture(m_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false); LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false); LoadTexture(MenuTitleTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png"); LoadTexture(MenuBGTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png"); LoadTexture(PauseBGTexture, TEXTURE_PATH "BrouillonbackgroundMenu.png"); LoadTexture(SplachScreenTexture, TEXTURE_PATH "sc2.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"); TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png"); TextureAtlas::TextureIndex texGreenGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "greengrass.png"); TextureAtlas::TextureIndex texBoostHeal = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterVert.png"); TextureAtlas::TextureIndex texBoostDmg = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterRouge.png"); TextureAtlas::TextureIndex texBoostSpd = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterBleu.png"); TextureAtlas::TextureIndex texBoostInv = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterJaune.png"); //AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM //STILL//STANDING TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); //TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png"); //TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png"); //TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png"); //TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png"); //TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png"); //TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png"); //TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png"); //SHOOTINGSTILL SANS TIRER //TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); //TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); //TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png"); //TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png"); //TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png"); //TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png"); //TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png"); //TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png"); //SHOOTINGSTILL TIRER //TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueFrontRightShootingRightShoot1.png"); //TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueLeftShootingLeftShoot1.png"); //TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueRightShootingRightShoot1.png"); //TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingLeftShoot1.png"); //TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingRightShoot1.png"); //TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackLeftShootingLeftShoot1.png"); //TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackRightShootingRightShoot1.png"); //TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueShootingBackRightShoot1.png"); //JUMP //TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png"); //TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png"); //TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png"); //TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png"); //TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png"); //TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png"); //TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png"); //TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png"); //SHOOTINGJUMP SANS TIRER //TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontJumpRightShootingRight.png"); //TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontLeftJumpLeftShootingLeft.png"); //TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontRightJumpRightShootingRight.png"); //TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueProfilLeftJumpLeftShootingLeft.png"); //TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BluerProfilRightJumprightShootingRight.png"); //TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackLeftJumpLeftShootingLeft.png"); //TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackRightJumpRightShootingRight.png"); //TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackJumpRightShootingRight.png"); //SHOOTINGJUMP TIRER //TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontJumpRightShootingRightShoot1.png"); //TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontLeftJumpLeftShootingLeftShoot1.png"); //TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontRightJumpRightShootingRightShoot1.png"); //TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueProfilLeftJumpLeftShootingLeftShoot1.png"); //TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BluerProfilRightJumprightShootingRightShoot1.png"); //TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackLeftJumpLeftShootingLeftShoot1.png"); //TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackRightJumpRightShootingRightShoot1.png"); //TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackJumpRightShootingRightShoot1.png"); if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) { std::cout << " Unable to generate texture atlas ..." << std::endl; abort(); } if (!m_textureAtlas.Generate(TEXTURE_SIZE, false)) { std::cout << " Unable to generate texture atlas ..." << std::endl; abort(); } float u, v, s; m_textureAtlas.TextureIndexToCoord(texDirtIndex, u, v, s, s); m_blockinfo[BTYPE_DIRT] = new BlockInfo(BTYPE_DIRT, "Dirt", u, v, s, 1); m_textureAtlas.TextureIndexToCoord(texGrassIndex, u, v, s, s); m_blockinfo[BTYPE_GRASS] = new BlockInfo(BTYPE_GRASS, "Grass", u, v, s, 1); m_textureAtlas.TextureIndexToCoord(texMetalIndex, u, v, s, s); m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1); m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s); m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1); m_textureAtlas.TextureIndexToCoord(texGreenGrassIndex, u, v, s, s); m_blockinfo[BTYPE_GREENGRASS] = new BlockInfo(BTYPE_GREENGRASS, "GreenGrass", u, v, s, 1); m_textureAtlas.TextureIndexToCoord(texBoostHeal, u, v, s, s); m_boostinfo[BTYPE_HEAL] = new BoostInfo(BTYPE_HEAL, "Heal", u, v, s, 1); m_textureAtlas.TextureIndexToCoord(texBoostDmg, u, v, s, s); m_boostinfo[BTYPE_DAMAGE] = new BoostInfo(BTYPE_DAMAGE, "Dmg", u, v, s, 1); m_textureAtlas.TextureIndexToCoord(texBoostSpd, u, v, s, s); m_boostinfo[BTYPE_SPEED] = new BoostInfo(BTYPE_SPEED, "Spd", u, v, s, 1); m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s); m_boostinfo[BTYPE_INVINCIBLE] = new BoostInfo(BTYPE_INVINCIBLE, "Inv", u, v, s, 1); m_animeAtlas.TextureIndexToCoord(0, u, v, s, s); std::cout << " Loading and compiling shaders ..." << std::endl; if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) { std::cout << " Failed to load shader " << std::endl; exit(1); } if (!m_skybox.GetShader().Load(SHADER_PATH "skybox.vert", SHADER_PATH "skybox.frag", true)) { std::cout << " Failed to load shader " << std::endl; exit(1); } } void Engine::UnloadResource() {} void Engine::InstantDamage() { m_player.InflictDamage(0.10f); m_damage = false; } void Engine::SystemNotification(std::string systemLog) { std::string message = ""; message = systemLog; DisplayNotification(message); } void Engine::KillNotification(Player killer, Player killed) { std::string message = ""; message = killed.GetUsername() + " killed by -> " + killer.GetUsername(); DisplayNotification(message); } void Engine::DisplayNotification(std::string message) { if (message.length() > 45) { message = message.substr(0, 45); } // Create a new notification and add it to the queue Notification newNotification; newNotification.message = message; newNotification.displayStartTime = m_time; notifications.push_back(newNotification); } // Add a method to process the notification queue void Engine::ProcessNotificationQueue() { //PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f); //float fPosX = (Width() / 100.0f) * scaleX; //float fPosY = Height() - (Height() * 0.05) * scaleY; m_textureFont.Bind(); float xOffset = Width() * 0.66f; float yOffset = Height() * 0.83f; for (auto it = notifications.begin(); it != notifications.end(); ) { float timeSinceDisplay = m_time - it->displayStartTime; float y = yOffset - (20.0f * (it - notifications.begin())); glDisable(GL_STENCIL_TEST); glDisable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, Width(), 0, Height(), -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); PrintText(xOffset, y, it->message); 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(); if (timeSinceDisplay >= 4.0f) { it = notifications.erase(it); } else { ++it; } } } void Engine::DisplayCrosshair() { m_textureCrosshair.Bind(); static const int crossSize = 32; glLoadIdentity(); glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 0); glTexCoord2f(1, 0); glVertex2i(crossSize, 0); glTexCoord2f(1, 1); glVertex2i(crossSize, crossSize); glTexCoord2f(0, 1); glVertex2i(0, crossSize); 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 baseXOffsetPercentage = 0.4958; float baseWidthPercentage = 0.4688; float baseHeightPercentage = 0.5787; float xTranslation = baseXOffsetPercentage * Width(); float quadWidth = baseWidthPercentage * Width(); float quadHeight = baseHeightPercentage * Height(); 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::DisplayHud(int timer) { glBindTexture(GL_TEXTURE_2D, 0); glLoadIdentity(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); float itemBackgroundWidthProportion = 0.25f; float itemBackgroundHeightProportion = 0.175f; float itemBackgroundWidth = Width() * itemBackgroundWidthProportion; float itemBackgroundHeight = Height() * itemBackgroundHeightProportion; float itemBackgroundXOffset = Width() * 0.05f; float itemBackgroundYOffset = Height() * 0.6f; float itemBackgroundXPos = itemBackgroundXOffset; float itemBackgroundYPos = Height() - itemBackgroundHeight - itemBackgroundYOffset; // Selected item background glColor4f(1.0f, 1.0f, 1.0f, 0.2f); glBegin(GL_QUADS); glVertex2f(itemBackgroundXPos, itemBackgroundYPos); glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos); glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos + itemBackgroundHeight); glVertex2f(itemBackgroundXPos, itemBackgroundYPos + itemBackgroundHeight); glEnd(); // HP Bar float playerHp = m_player.GetHP(); float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; float hpBarWidthProportion = 0.25f; float hpBarHeightProportion = 0.045f; float hpBarWidth = Width() * hpBarWidthProportion; float hpBarHeight = Height() * hpBarHeightProportion; float hpBarXOffset = Width() * 0.05f; float hpBarYOffset = Height() * 0.7f; float hpBarYPos = Height() - hpBarHeight - hpBarYOffset; // HP Bar Background glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); glBegin(GL_QUADS); glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight); glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos - hpBarHeight); glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos); glVertex2f(itemBackgroundXPos, hpBarYPos); glEnd(); //TODO: Associer avec mechanique de vie du joueur // Barre HP glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); glBegin(GL_QUADS); glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight); glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos - hpBarHeight); glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos); glVertex2f(itemBackgroundXPos, hpBarYPos); glEnd(); // Equip Bar glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); float equipWidthProportion = 0.8f; float equipHeightProportion = 0.7f; float equipWidth = itemBackgroundWidth * equipWidthProportion; float equipHeight = itemBackgroundHeight * equipHeightProportion; float equipXOffset = itemBackgroundXPos + (itemBackgroundWidth - equipWidth) * 0.1f; float equipYOffset = itemBackgroundYPos + (itemBackgroundHeight - equipHeight) * 0.75f; glTranslatef(equipXOffset, equipYOffset, 0); m_textureGun.Bind(); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(0, 0); glTexCoord2f(1, 0); glVertex2f(equipWidth, 0); glTexCoord2f(1, 1); glVertex2f(equipWidth, equipHeight); glTexCoord2f(0, 1); glVertex2f(0, equipHeight); glEnd(); // Username glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glColor3f(1.0f, 1.0f, 1.0f); m_textureFont.Bind(); std::ostringstream ss; float fUsernamePosY = hpBarYPos - (hpBarHeight * 2); ss.str(""); ss << m_player.GetUsername(); PrintText(itemBackgroundXPos, fUsernamePosY, ss.str(), 1.5f); ss.str(""); ss << m_player.GetHP() * 100 << "%"; PrintText(itemBackgroundXPos * 5.25f, fUsernamePosY, ss.str(), 1.5f); float countdownXOffset = Width() * 0.2f; float countdownYOffset = Height() * 0.1f; float countdownXPos = Width() - countdownXOffset; float countdownYPos = Height() - countdownYOffset; // Countdown ss.str(""); ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60; PrintText(countdownXPos, countdownYPos, ss.str(), 2.0f); } void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { m_textureFont.Bind(); std::ostringstream ss; float marginX = Width() * 0.01; float marginY = Height() * 0.05; float fPosX = marginX; float fPosY = Height() - marginY; float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600); ss << " Fps : " << GetFps(elapsedTime); PrintText(fPosX, fPosY, ss.str()); ss.str(""); fPosY -= charSize; ss << " Rendered Chunks : " << m_renderCount; PrintText(fPosX, fPosY, ss.str()); ss.str(""); fPosY -= charSize; ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted(); PrintText(fPosX, fPosY, ss.str()); ss.str(""); fPosY -= charSize; float fPosYJump = Height() * 0.09; fPosY = fPosYJump; fPosY -= charSize; ss << " Velocity : " << m_player.GetVelocity(); PrintText(fPosX, fPosY, ss.str()); ss.str(""); fPosY -= charSize; ss << " Player Position : " << m_player.GetPosition(); PrintText(fPosX, fPosY, ss.str()); ss.str(""); fPosY -= charSize; ss << " Remote Position : " << m_otherplayerpos; PrintText(fPosX, fPosY, ss.str()); ss.str(""); fPosY -= charSize; ss << " Block : "; if (bloc == BTYPE_LAST) ss << "Weapon"; else ss << (int)bloc; PrintText(fPosX, fPosYJump, ss.str()); } void Engine::DisplaySingleOrMultiplayerMenu() { GLint viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); 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(); // Background m_textureSoloMultiMenu.Bind(); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex2f(Width(), 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex2f(Width(), Height()); glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, Height()); glEnd(); // Title float titleWidthProportion = 0.4f; float titleHeightProportion = 0.4f; float titleWidth = titleWidthProportion * Width(); float titleHeight = titleHeightProportion * Height(); float offsetTitleXFactor = 0.05f; float offsetTitleYFactor = 0.05f; m_titleX = (Width() - titleWidth) - (offsetTitleXFactor * Width()); m_titleY = (Height() - titleHeight) - (offsetTitleYFactor * Height()); m_textureTitle.Bind(); glColor4f(1.0f, 0.5f, 0.0f, 1.0f); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(m_titleX, m_titleY); glTexCoord2f(1.0f, 0.0f); glVertex2f(m_titleX + titleWidth, m_titleY); glTexCoord2f(1.0f, 1.0f); glVertex2f(m_titleX + titleWidth, m_titleY + titleHeight); glTexCoord2f(0.0f, 1.0f); glVertex2f(m_titleX, m_titleY + titleHeight); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); // Single Player and Multiplayer button background quads float buttonWidthProportion = 0.4f; float buttonHeightProportion = 0.075f; float buttonWidth = buttonWidthProportion * Width(); float buttonHeight = buttonHeightProportion * Height(); float offsetSingleButtonXFactor = 0.075f; float offsetSingleButtonYFactor = 0.05f; float buttonPosX = m_titleX; float buttonSinglePosY = m_titleY - buttonHeight - (offsetSingleButtonYFactor * Height()); float buttonMultiPosY = (buttonSinglePosY * 0.75); // Single Player background glColor4f(1.0f, 1.0f, 1.0f, 0.5f); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY); glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY); glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY + buttonHeight); glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonSinglePosY + buttonHeight); glEnd(); // Single Player text m_textureSoloText.Bind(); glColor4f(0.75f, 0.05f, 0.0f, 1.0f); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY); glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY); glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY + buttonHeight); glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonSinglePosY + buttonHeight); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); // Multi Player background glColor4f(1.0f, 1.0f, 1.0f, 0.5f); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonMultiPosY); glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY); glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY + buttonHeight); glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonMultiPosY + buttonHeight); glEnd(); // Multi Player text m_textureMultiText.Bind(); glColor4f(0.75f, 0.05f, 0.0f, 1.0f); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonMultiPosY); glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY); glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY + buttonHeight); glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonMultiPosY + buttonHeight); glEnd(); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); // Reset the state glViewport(viewport[0], viewport[1], viewport[2], viewport[3]); glEnable(GL_STENCIL_TEST); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); ShowCursor(); } void Engine::DrawHud(float elapsedTime, BlockType bloc) { // 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); glBlendEquation(GL_FUNC_ADD); glEnable(GL_BLEND); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, Width(), 0, Height(), -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); int timer = GetCountdown(elapsedTime); for (int i = 1; i < WORLD_SIZE_X; i++) { if (timer <= COUNTDOWN - m_timerReductionChunk * i) { m_world.RemoveChunk(m_nbReductionChunk * i); m_renderer.RemoveChunk(m_nbReductionChunk * i); } } if (m_keyK) { SystemNotification(m_messageNotification); m_keyK = false; } if (m_keyL) { KillNotification(m_player, m_player); m_keyL = false; } if (m_displayInfo) { DisplayInfo(elapsedTime, bloc); } if (m_displayHud) { DisplayHud(timer); } if (m_displayCrosshair) { DisplayCrosshair(); } 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::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) { float windowWidth = static_cast(Width()); float windowHeight = static_cast(Height()); float posX = x * windowWidth; float posY = y * windowHeight; float baseCharSize = 20 + (24 - 20) * (windowWidth - 1600) / (1920 - 1600); float charSize = baseCharSize * charSizeMultiplier; glLoadIdentity(); glTranslated(x, y, 0); for (unsigned int i = 0; i < t.length(); ++i) { float left = (float)((t[i] - 32) % 16) / 16.f; float top = (float)((t[i] - 32) / 16) / 16.f; top += 0.5f; glBegin(GL_QUADS); glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0); glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize, 0); glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize, charSize); glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize); glEnd(); glTranslated(0.5555f * charSize, 0, 0); } } int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; } int Engine::GetCountdown(float elapsedTime) { if (m_resetcountdown) { m_nbReductionChunk = 4; m_timerReductionChunk = 30; m_countdown = m_time + COUNTDOWN; m_resetcountdown = false; } if (m_countdown < m_time) Stop(); if (!m_stopcountdown) m_time += elapsedTime; return m_countdown - (int)m_time; } void Engine::Render(float elapsedTime) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); m_time_SplashScreen += elapsedTime; if (m_time_SplashScreen < 2) { DrawSplachScreen(); } else if (m_gamestate == GameState::PLAY) { HideCursor(); CenterMouse(); //D�placement de centermouse dans l'action de jouer //static float gameTime = elapsedTime; static irrklang::ISound* step; // Pour les sons de pas. static float pollTime = 0; static float bulletTime = 0; static float gameTime = 0; static BlockType bloc = 1; if (elapsedTime > 0.1f) return; //gameTime += elapsedTime; pollTime += elapsedTime; Transformation all; Transformation skybox; Transformation remotePlayer; Vector3f vstep; // Transformations initiales glMatrixMode(GL_MODELVIEW); glLoadIdentity(); 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(), false, .8f); leftright = !leftright; break; case Player::Sound::FALL: m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), false, 1.f); break; default: break; } m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnees du joueur et // son vecteur de velocite (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!). m_player.ApplyTransformation(remotePlayer, true, false); if (m_key1) bloc++; else if (m_key2) bloc--; 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 = m_key1 = m_key2 = 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 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) 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]) { for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) { if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) { 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 { 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()); } } } } gameTime += elapsedTime * 10; m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo); m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo); //m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all); m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); if (m_isSkybox) m_skybox.Render(skybox); DrawHud(elapsedTime, bloc); DisplayPovGun(); ProcessNotificationQueue(); if (m_damage) { InstantDamage(); } 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(), false, 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; } if (m_networkgame) { // Pour se gerer le paquet. static bool has_synced = false; using namespace std::chrono; using namespace netprot; Timestamp tstamp = duration_cast(high_resolution_clock::now() - m_startTime).count(); Input input; Sync sync; uint64_t id = m_conn.getId(); static std::vector lsPck; static uint64_t sync_acc = 0; sync_acc += tstamp; if (sync_acc >= 1000 || !has_synced) { sync_acc -= 1000; sync.sid = id; sync.timestamp = tstamp; sync.position = m_player.GetPositionAbs(); sync.hp = m_player.GetHP(); if (!has_synced) { has_synced = true; sendPackTo(m_conn.m_sock_udp, &sync, &m_bufout, &m_conn.m_srvsockaddr); } m_syncs[sync.timestamp] = sync; } input.sid = id; input.direction = m_player.GetDirection(); input.timestamp = tstamp; input.keys.forward = m_keyW; input.keys.backward = m_keyS; input.keys.left = m_keyA; input.keys.right = m_keyD; input.keys.jump = m_keySpace; input.keys.block = m_mouseR; input.keys.shoot = m_mouseL; sendPackTo(m_conn.m_sock_udp, &input, &m_bufout, &m_conn.m_srvsockaddr); lsPck = recvPacks(m_conn.m_sock_udp, &m_buf); char* prevptr = nullptr; for (auto& pck : lsPck) { // We could make a few threads out of this. Sync sync; Output out; if (!prevptr) prevptr = m_buf.ptr; uint32_t bsize = m_buf.len - (pck - prevptr); prevptr = pck; switch (getType(pck, 1)) { using enum PACKET_TYPE; case SYNC: if (Deserialize(&sync, pck, &bsize)) { if (sync.sid != m_conn.getId()) { std::cout << "syncid be no good."; break; } if (m_syncs.contains(sync.timestamp)) { Sync comp = m_syncs[sync.timestamp]; m_player.InflictDamage(sync.hp - comp.hp); Vector3f diff = sync.position - comp.position; if (diff.Length() > .5) m_player.Move(diff); // TODO: Syncer sync.timer avec le timer } else std::cout << "sync be no good."; } break; case OUTPUT: if (Deserialize(&out, pck, &bsize)) { if (!m_players.contains(out.id)) { std::cout << "id be no good. "; break; } RemotePlayer* rt = static_cast(m_players[out.id]); rt->Feed(out); } break; default: std::cout << "packet be no good."; break; } } lsPck.clear(); for (auto& [key, player] : m_players) { RemotePlayer* rt = static_cast(player); std::cout << key << ": "; rt->GetPosition().Afficher(); rt->Render(m_animeAtlas, m_shader01, all, elapsedTime); m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie. } } } else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS) { if (!m_soloMultiChoiceMade) { DisplaySingleOrMultiplayerMenu(); } else { DrawMenu(); } } else if (m_gamestate == GameState::PAUSE) { DrawPause(); } else if (m_gamestate == GameState::QUIT) Stop(); } void Engine::KeyPressEvent(unsigned char key) { switch (key) { case 0: // A - Gauche if (!m_keyA) { m_keyA = true; } break; case 3: // D - Droite if (!m_keyD) { m_keyD = true; } break; case 18: // S - Reculer if (!m_keyS) { m_keyS = true; } break; case 22: // W - Avancer if (!m_keyW) { m_keyW = true; } break; case 36: // ESC - Quitter if (m_gamestate == GameState::PLAY) { m_gamestate = GameState::PAUSE; } else if (m_gamestate == GameState::PAUSE) { m_gamestate = GameState::PLAY; } //Stop(); break; case 57: // Space - Sauter if (!m_keySpace) { m_keySpace = true; } break; case 94: // F10 - Plein �cran IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true); //SetFullscreen(!IsFullscreen()); break; case 2: // C - Ignorer break; case 5: // F - Ignorer break; case 10: // K - Debugging DisplayNotification() m_keyK = true; m_messageNotification = "notifications systeme peuvent etre affichees"; break; case 11: // L - Debugging DisplayNotification() m_keyL = true; break; case 6: // G - Ignorer break; case 12: // M - Ignorer break; case 7: // H - Ignorer break; case 8: // I - Ignorer break; case 9: // J - InstantDamage m_damage = true; case 15: // P - Ignorer break; case 17: // R - Ignorer break; case 19: // T - Ignorer break; case 24: // Y - Ignorer break; case 27: // 1 break; case 28: // 2 break; case 255: // Fn - Ignorer break; default: std::cout << "Unhandled key: " << (int)key << std::endl; } } void Engine::KeyReleaseEvent(unsigned char key) { switch (key) { case 0: // A - Stop gauche m_keyA = false; break; case 2: // C - Toggle crosshair m_displayCrosshair = !m_displayCrosshair; std::cout << "DISPLAY CROSSHAIR " << (m_displayCrosshair ? "enabled" : "disabled") << std::endl; break; case 3: // D - Stop droite m_keyD = false; break; case 5: // F - Toggle flash m_flash = !m_flash; break; case 6: // G - Toggle Stop Countdown m_stopcountdown = !m_stopcountdown; std::cout << "STOP COUNTDOWN " << (m_stopcountdown ? "enabled" : "disabled") << std::endl; break; case 7: // H - Toggle HUD m_displayHud = !m_displayHud; std::cout << "DISPLAY HUD " << (m_displayHud ? "enabled" : "disabled") << std::endl; break; case 8: // I - Toggle render data m_displayInfo = !m_displayInfo; std::cout << "DISPLAY INFO " << (m_displayInfo ? "enabled" : "disabled") << std::endl; break; case 10: // K m_keyK = false; break; case 11: // L - Debugging DisplayNotification() m_keyL = false; break; 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; case 18: // S - Stop reculer m_keyS = false; break; case 19: // T -Reset countdown m_resetcountdown = true; std::cout << "RESET COUNTDOWN" << std::endl; break; case 22: // W - Stop avancer m_keyW = false; break; case 24: // Y - Wireframe m_wireframe = !m_wireframe; if (m_wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break; case 27: // 1 m_key1 = true; break; case 28: // 2 m_key2 = true; break; case 57: // Espace - Stop sauter m_keySpace = false; break; } } 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 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; } void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) { 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; } else if (m_gamestate == GameState::OPTIONS) { float buttonWidthProportion = 0.4f; float buttonHeightProportion = 0.075f; float buttonWidth = buttonWidthProportion * Width(); float buttonHeight = buttonHeightProportion * Height(); float offsetSingleButtonXFactor = 0.075f; float offsetSingleButtonYFactor = 0.05f; float buttonPosX = m_titleX; float buttonSinglePosY = m_titleY - buttonHeight - (offsetSingleButtonYFactor * Height()); float buttonMultiPosY = buttonSinglePosY * 0.75; float adjustedMouseY = Height() - m_mousemy; // Single Player if (m_mousemx >= buttonPosX && m_mousemx <= (buttonPosX + buttonWidth) && adjustedMouseY >= buttonSinglePosY && adjustedMouseY <= (buttonSinglePosY + buttonHeight)) { std::cout << "Single Player button clicked" << std::endl; m_soloMultiChoiceMade = true; m_gamestate = GameState::PLAY; } // Multiplayer else if (m_mousemx >= buttonPosX && m_mousemx <= (buttonPosX + buttonWidth) && adjustedMouseY >= buttonMultiPosY && adjustedMouseY <= (buttonMultiPosY + buttonHeight)) { std::cout << "Multiplayer button clicked" << std::endl; m_soloMultiChoiceMade = true; m_gamestate = GameState::PLAY; } } } void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) { switch (button) { case MOUSE_BUTTON_LEFT: m_mouseL = false; m_block = false; break; case MOUSE_BUTTON_RIGHT: m_mouseR = false; m_block = false; break; case MOUSE_BUTTON_MIDDLE: m_mouseC = false; break; case MOUSE_BUTTON_WHEEL_UP: m_mouseWU = false; break; case MOUSE_BUTTON_WHEEL_DOWN: m_mouseWD = false; break; case MOUSE_BUTTON_NONE: break; } } bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError) { texture.Load(filename, useMipmaps); if (!texture.IsValid()) { std::cerr << "Unable to load texture (" << filename << ")" << std::endl; if (stopOnError) Stop(); return false; } return true; }