2292 lines
74 KiB
C++
2292 lines
74 KiB
C++
#include "engine.h"
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#include <algorithm>
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#include <filesystem>
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#include <fstream>
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#include <iostream>
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#include <chrono>
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#include <thread>
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#include <queue>
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// Define a structure to represent notifications
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struct Notification {
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std::string message;
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float displayStartTime = 0.0f;
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};
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// Use a queue to manage notifications
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//std::queue<Notification> notificationQueue;
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// Use a vector to manage notifications
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std::vector<Notification> notifications;
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Engine::Engine() {}
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Engine::~Engine() {
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m_world.CleanUpWorld(m_renderCount, true);
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for (int x = 0; x < WORLD_SIZE_X; ++x)
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for (int y = 0; y < WORLD_SIZE_Y; ++y)
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if (m_world.GetChunks().Get(x, y))
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m_world.GetChunks().Get(x, y)->~Chunk();
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}
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void Engine::Init() {
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uint64_t seed = SEED;
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if (m_istarted)
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return;
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else m_istarted = true;
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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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// Objet de musique!
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//m_audio.ToggleMusicState();
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// Array pour les balles.
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for (int x = 0; x < MAX_BULLETS; ++x) {
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m_bullets[x] = nullptr;
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m_whoosh[x] = nullptr;
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}
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m_world.SetSeed(seed);
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m_startTime = std::chrono::high_resolution_clock::now();
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}
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void Engine::DeInit() {}
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void Engine::LoadResource() {
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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK) {
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std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
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abort();
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}
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glDisable(GL_FRAMEBUFFER_SRGB);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_POINT_SMOOTH);
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glEnable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
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glShadeModel(GL_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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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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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_texturePovGun, TEXTURE_PATH "GUN.png", false);
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LoadTexture(m_textureLobbyMenu, TEXTURE_PATH "menus/backgrounds/bgLobby.png", false);
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LoadTexture(m_textureMainMenu, TEXTURE_PATH "menus/backgrounds/bgMainMenu.png", false);
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//LoadTexture(m_texturePauseMenu, TEXTURE_PATH "menus/backgrounds/bgPause.png", false);
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LoadTexture(m_textureOptionsMenu, TEXTURE_PATH "menus/backgrounds/bgOptions.png", false);
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LoadTexture(m_textureSplashScreen, TEXTURE_PATH "menus/backgrounds/bgSplash.png", false);
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LoadTexture(m_textureCheck, TEXTURE_PATH "menus/others/check.png", false);
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LoadTexture(m_textureChecked, TEXTURE_PATH "menus/others/checked.png", false);
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LoadTexture(m_textureOptAudio, TEXTURE_PATH "menus/buttons/options/optAudio.png", false);
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LoadTexture(m_textureOptBack, TEXTURE_PATH "menus/buttons/options/optBack.png", false);
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LoadTexture(m_textureOptGameplay, TEXTURE_PATH "menus/buttons/options/optGameplay.png", false);
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LoadTexture(m_textureOptGraphics, TEXTURE_PATH "menus/buttons/options/optGraphics.png", false);
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LoadTexture(m_textureOptMain, TEXTURE_PATH "menus/buttons/options/optMain.png", false);
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LoadTexture(m_textureOptMusic, TEXTURE_PATH "menus/buttons/options/optMusic.png", false);
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LoadTexture(m_textureOptOptions, TEXTURE_PATH "menus/buttons/options/optOptions.png", false);
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LoadTexture(m_textureOptResolution, TEXTURE_PATH "menus/buttons/options/optResolution.png", false);
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LoadTexture(m_textureOptSensitivity, TEXTURE_PATH "menus/buttons/options/optSensitivity.png", false);
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LoadTexture(m_textureOptSfx, TEXTURE_PATH "menus/buttons/options/optSfx.png", false);
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LoadTexture(m_textureLobbyServer, TEXTURE_PATH "menus/labels/labelServer.png", false);
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LoadTexture(m_textureLobbyIdentify, TEXTURE_PATH "menus/labels/labelIdentify.png", false);
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LoadTexture(m_textureHd, TEXTURE_PATH "menus/labels/labelHd.png", false);
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LoadTexture(m_textureHd, TEXTURE_PATH "menus/labels/labelHd.png", false);
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LoadTexture(m_textureFhd, TEXTURE_PATH "menus/labels/labelFhd.png", false);
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LoadTexture(m_textureQhd, TEXTURE_PATH "menus/labels/labelQhd.png", false);
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LoadTexture(m_textureUhd, TEXTURE_PATH "menus/labels/labelUhd.png", false);
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LoadTexture(m_textureMenuTitle, TEXTURE_PATH "menus/labels/labelTitle.png", false);
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LoadTexture(m_textureMenuBack, TEXTURE_PATH "menus/buttons/main/mainBack.png", false);
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LoadTexture(m_textureMenuMulti, TEXTURE_PATH "menus/buttons/main/mainMulti.png", false);
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LoadTexture(m_textureMenuOptions, TEXTURE_PATH "menus/buttons/main/mainOptions.png", false);
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LoadTexture(m_textureMenuPlay, TEXTURE_PATH "menus/buttons/main/mainPlay.png", false);
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LoadTexture(m_textureMenuQuit, TEXTURE_PATH "menus/buttons/main/mainQuit.png", false);
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LoadTexture(m_textureMenuSingle, TEXTURE_PATH "menus/buttons/main/mainSingle.png", false);
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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
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TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
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TextureAtlas::TextureIndex texGreenGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "greengrass.png");
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TextureAtlas::TextureIndex texBoostHeal = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterVert.png");
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TextureAtlas::TextureIndex texBoostDmg = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterRouge.png");
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TextureAtlas::TextureIndex texBoostSpd = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterBleu.png");
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TextureAtlas::TextureIndex texBoostInv = m_textureAtlas.AddTexture(BOOSTER_TEXTURE_PATH "BoosterJaune.png");
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//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
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//STILL//STANDING
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TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); //0
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TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png"); //1
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TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png"); //2
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TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png"); //3
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TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png"); //4
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TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png"); //5
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TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png"); //6
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TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png"); //7
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//SHOOTINGSTILL SANS TIRER
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TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); ////9
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TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); ////10
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TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png"); ////11
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TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png"); ////12
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TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png"); ////13
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TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png"); ////14
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TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png"); ////15
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TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png"); ////16
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//SHOOTINGSTILL TIRER
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TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueFrontRightShootingRightShoot1.png"); ////17
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TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueLeftShootingLeftShoot1.png"); ////18
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TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueRightShootingRightShoot1.png"); ////19
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TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingLeftShoot1.png"); ////20
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TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingRightShoot1.png"); ////21
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TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackLeftShootingLeftShoot1.png"); ////22
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TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackRightShootingRightShoot1.png"); ////23
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TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueShootingBackRightShoot1.png"); ////24
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//JUMP
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TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png"); ////25
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TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png"); ////26
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TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png"); ////27
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TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png"); ////28
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TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png"); ////29
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TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png"); ////30
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TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png"); ////31
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TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png"); ////32
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//SHOOTINGJUMP SANS TIRER
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TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontJumpRightShootingRight.png"); ////33
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TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontLeftJumpLeftShootingLeft.png"); ////34
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TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontRightJumpRightShootingRight.png"); ////35
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TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueProfilLeftJumpLeftShootingLeft.png"); ////36
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TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BluerProfilRightJumprightShootingRight.png"); ////37
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TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackLeftJumpLeftShootingLeft.png"); ////38
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TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackRightJumpRightShootingRight.png"); ////39
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TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackJumpRightShootingRight.png"); ////40
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//SHOOTINGJUMP TIRER
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TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontJumpRightShootingRightShoot1.png"); ////41
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TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontLeftJumpLeftShootingLeftShoot1.png"); ////42
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TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontRightJumpRightShootingRightShoot1.png"); ////43
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TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueProfilLeftJumpLeftShootingLeftShoot1.png"); ////44
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TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BluerProfilRightJumprightShootingRightShoot1.png"); ////45
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TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackLeftJumpLeftShootingLeftShoot1.png"); ////46
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TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackRightJumpRightShootingRightShoot1.png"); ////47
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TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackJumpRightShootingRightShoot1.png"); ////48
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if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
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abort();
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}
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if (!m_textureAtlas.Generate(TEXTURE_SIZE, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
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abort();
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}
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float u, v, s;
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m_textureAtlas.TextureIndexToCoord(texDirtIndex, u, v, s, s);
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m_blockinfo[BTYPE_DIRT] = new BlockInfo(BTYPE_DIRT, "Dirt", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texGrassIndex, u, v, s, s);
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m_blockinfo[BTYPE_GRASS] = new BlockInfo(BTYPE_GRASS, "Grass", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texMetalIndex, u, v, s, s);
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m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
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m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texGreenGrassIndex, u, v, s, s);
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m_blockinfo[BTYPE_GREENGRASS] = new BlockInfo(BTYPE_GREENGRASS, "GreenGrass", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texBoostHeal, u, v, s, s);
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m_boostinfo[BTYPE_HEAL] = new BoostInfo(BTYPE_HEAL, "Heal", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texBoostDmg, u, v, s, s);
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m_boostinfo[BTYPE_DAMAGE] = new BoostInfo(BTYPE_DAMAGE, "Dmg", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texBoostSpd, u, v, s, s);
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m_boostinfo[BTYPE_SPEED] = new BoostInfo(BTYPE_SPEED, "Spd", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
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m_boostinfo[BTYPE_INVINCIBLE] = new BoostInfo(BTYPE_INVINCIBLE, "Inv", u, v, s, 1);
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m_animeAtlas.TextureIndexToCoord(0, u, v, s, s);
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std::cout << " Loading and compiling shaders ..." << std::endl;
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if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) {
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std::cout << " Failed to load shader " << std::endl;
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exit(1);
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}
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if (!m_skybox.GetShader().Load(SHADER_PATH "skybox.vert", SHADER_PATH "skybox.frag", true)) {
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std::cout << " Failed to load shader " << std::endl;
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exit(1);
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}
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}
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void Engine::UnloadResource() {}
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void Engine::InstantDamage() {
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m_player.InflictDamage(0.10f);
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m_damage = false;
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}
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void Engine::SystemNotification(std::string systemLog) {
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std::string message = "";
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message = systemLog;
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DisplayNotification(message);
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}
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void Engine::KillNotification(Player killer, Player killed) {
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std::string message = "";
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message = killed.GetUsername() + " killed by -> " + killer.GetUsername();
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DisplayNotification(message);
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}
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void Engine::DisplayNotification(std::string message) {
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if (message.length() > 45) {
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message = message.substr(0, 45);
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}
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// Create a new notification and add it to the queue
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Notification newNotification;
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newNotification.message = message;
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newNotification.displayStartTime = m_time;
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notifications.push_back(newNotification);
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}
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// Add a method to process the notification queue
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void Engine::ProcessNotificationQueue() {
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//PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
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//float fPosX = (Width() / 100.0f) * scaleX;
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//float fPosY = Height() - (Height() * 0.05) * scaleY;
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m_textureFont.Bind();
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float xOffset = Width() * 0.66f;
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float yOffset = Height() * 0.83f;
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for (auto it = notifications.begin(); it != notifications.end(); ) {
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float timeSinceDisplay = m_time - it->displayStartTime;
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float y = yOffset - (20.0f * (it - notifications.begin()));
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_DEPTH_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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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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PrintText(xOffset, y, it->message);
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendEquation(GL_FUNC_SUBTRACT);
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glEnable(GL_STENCIL_TEST);
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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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if (timeSinceDisplay >= 4.0f) {
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it = notifications.erase(it);
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}
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else {
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++it;
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}
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}
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}
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void Engine::DisplayCrosshair() {
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m_textureCrosshair.Bind();
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static const int crossSize = 32;
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glLoadIdentity();
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glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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||
glVertex2i(0, 0);
|
||
glTexCoord2f(1, 0);
|
||
glVertex2i(crossSize, 0);
|
||
glTexCoord2f(1, 1);
|
||
glVertex2i(crossSize, crossSize);
|
||
glTexCoord2f(0, 1);
|
||
glVertex2i(0, crossSize);
|
||
glEnd();
|
||
}
|
||
|
||
void Engine::DisplayCurrentItem() {}
|
||
|
||
void Engine::DisplayHud(int timer) {
|
||
glBindTexture(GL_TEXTURE_2D, 0);
|
||
glLoadIdentity();
|
||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
glClear(GL_STENCIL_BUFFER_BIT);
|
||
|
||
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();
|
||
if (playerHp < 0.)
|
||
playerHp == 0;
|
||
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::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::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::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
|
||
float windowWidth = static_cast<float>(Width());
|
||
float windowHeight = static_cast<float>(Height());
|
||
|
||
float posX = x * windowWidth;
|
||
float posY = y * windowHeight;
|
||
|
||
float baseCharSize = 20 + (24 - 20) * (windowWidth - 1600) / (1920 - 1600);
|
||
float charSize = baseCharSize * charSizeMultiplier;
|
||
|
||
glPushMatrix();
|
||
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);
|
||
}
|
||
glPopMatrix();
|
||
}
|
||
|
||
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
|
||
|
||
int Engine::GetCountdown(float elapsedTime) {
|
||
return m_countdown;
|
||
}
|
||
|
||
int Engine::GetOptionsChoice() {
|
||
return m_selectedOption;
|
||
}
|
||
|
||
void Engine::StartMultiplayerGame() {
|
||
if (!m_conn.Init()) {
|
||
if (!m_conn.Connect(m_serverAddr.c_str(), m_username)) {
|
||
// 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);
|
||
|
||
//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;
|
||
}
|
||
|
||
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::DisplaySplashScreen() {
|
||
glDisable(GL_LIGHTING);
|
||
glDisable(GL_DEPTH_TEST);
|
||
glDisable(GL_STENCIL_TEST);
|
||
|
||
glMatrixMode(GL_PROJECTION);
|
||
glPushMatrix();
|
||
glLoadIdentity();
|
||
glOrtho(-Width() / 2, Width() / 2, -Height() / 2, Height() / 2, -1, 1);
|
||
|
||
glMatrixMode(GL_MODELVIEW);
|
||
glPushMatrix();
|
||
glLoadIdentity();
|
||
|
||
int imageWidth = Width();
|
||
int imageHeight = Height();
|
||
|
||
m_textureSplashScreen.Bind();
|
||
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();
|
||
|
||
glMatrixMode(GL_PROJECTION);
|
||
glPopMatrix();
|
||
glMatrixMode(GL_MODELVIEW);
|
||
glPopMatrix();
|
||
}
|
||
|
||
void Engine::DisplayLobbyMenu(float elapsedTime) {
|
||
|
||
GLint viewport[4];
|
||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||
|
||
glDisable(GL_DEPTH_TEST);
|
||
glEnable(GL_BLEND);
|
||
|
||
glMatrixMode(GL_PROJECTION);
|
||
glPushMatrix();
|
||
|
||
glLoadIdentity();
|
||
glOrtho(0, Width(), 0, Height(), -1, 1);
|
||
|
||
glMatrixMode(GL_MODELVIEW);
|
||
glPushMatrix();
|
||
|
||
m_textureLobbyMenu.Bind();
|
||
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();
|
||
|
||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||
|
||
if (m_settingUsername) {
|
||
SetPlayerUsername(elapsedTime);
|
||
}
|
||
else if (m_settingServer) {
|
||
SetServerAddress(elapsedTime);
|
||
}
|
||
|
||
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
|
||
|
||
glEnable(GL_DEPTH_TEST);
|
||
|
||
glMatrixMode(GL_PROJECTION);
|
||
glPopMatrix();
|
||
|
||
glMatrixMode(GL_MODELVIEW);
|
||
glPopMatrix();
|
||
}
|
||
|
||
void Engine::SetPlayerUsername(float elapsedTime) {
|
||
m_textureLobbyIdentify.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(Width() * 0.6, Height() * 0.75);
|
||
glTexCoord2f(1, 0); glVertex2i(Width() * 0.975, Height() * 0.75);
|
||
glTexCoord2f(1, 1); glVertex2i(Width() * 0.975, Height() * 0.95);
|
||
glTexCoord2f(0, 1); glVertex2i(Width() * 0.6, Height() * 0.95);
|
||
glEnd();
|
||
|
||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||
HandlePlayerInput(elapsedTime);
|
||
glDisable(GL_BLEND);
|
||
|
||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||
}
|
||
|
||
void Engine::SetServerAddress(float elapsedTime) {
|
||
m_textureLobbyServer.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(Width() * 0.6, Height() * 0.75);
|
||
glTexCoord2f(1, 0); glVertex2i(Width() * 0.975, Height() * 0.75);
|
||
glTexCoord2f(1, 1); glVertex2i(Width() * 0.975, Height() * 0.95);
|
||
glTexCoord2f(0, 1); glVertex2i(Width() * 0.6, Height() * 0.95);
|
||
glEnd();
|
||
|
||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||
HandlePlayerInput(elapsedTime);
|
||
glDisable(GL_BLEND);
|
||
|
||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||
}
|
||
|
||
void Engine::DisplayMainMenu() {
|
||
GLint viewport[4];
|
||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||
|
||
glDisable(GL_STENCIL_TEST);
|
||
glDisable(GL_DEPTH_TEST);
|
||
glEnable(GL_BLEND);
|
||
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();
|
||
|
||
// Background
|
||
m_textureMainMenu.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 centerX = Width() * 0.5f;
|
||
float centerY = Height() * 0.5f;
|
||
|
||
glColor4f(1.0f, 0.5f, 0.0f, 1.0f);
|
||
m_textureMenuTitle.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.05, centerY + Height() * 0.05);
|
||
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.45, centerY + Height() * 0.05);
|
||
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.45, centerY + Height() * 0.45);
|
||
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.05, centerY + Height() * 0.45);
|
||
glEnd();
|
||
|
||
DrawButtonBackgrounds(centerX, centerY, 3);
|
||
|
||
if (m_gamestate == GameState::MAIN_MENU) {
|
||
if (m_selectedPlayOptions) {
|
||
DrawSingleMultiButtons(centerX, centerY);
|
||
}
|
||
else {
|
||
DrawMainMenuButtons(centerX, centerY);
|
||
}
|
||
}
|
||
|
||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||
|
||
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::DrawMainMenuButtons(float centerX, float centerY) {
|
||
m_textureMenuPlay.Bind();
|
||
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.16, centerY - Height() * 0.065);
|
||
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.34, centerY - Height() * 0.065);
|
||
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.34, centerY - Height() * 0.01);
|
||
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.16, centerY - Height() * 0.01);
|
||
glEnd();
|
||
|
||
m_textureMenuOptions.Bind();
|
||
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.08, centerY - Height() * 0.165);
|
||
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.42, centerY - Height() * 0.165);
|
||
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.42, centerY - Height() * 0.11);
|
||
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.08, centerY - Height() * 0.11);
|
||
glEnd();
|
||
|
||
m_textureMenuQuit.Bind();
|
||
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.16, centerY - Height() * 0.265);
|
||
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.34, centerY - Height() * 0.265);
|
||
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.34, centerY - Height() * 0.21);
|
||
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.16, centerY - Height() * 0.21);
|
||
glEnd();
|
||
}
|
||
|
||
void Engine::DrawSingleMultiButtons(float centerX, float centerY) {
|
||
m_textureMenuSingle.Bind();
|
||
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.06, centerY - Height() * 0.065);
|
||
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.44, centerY - Height() * 0.065);
|
||
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.44, centerY - Height() * 0.01);
|
||
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.06, centerY - Height() * 0.01);
|
||
glEnd();
|
||
|
||
m_textureMenuMulti.Bind();
|
||
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.08, centerY - Height() * 0.165);
|
||
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.42, centerY - Height() * 0.165);
|
||
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.42, centerY - Height() * 0.11);
|
||
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.08, centerY - Height() * 0.11);
|
||
glEnd();
|
||
|
||
m_textureMenuBack.Bind();
|
||
glColor4f(0.75f, 0.05f, 0.0f, 1.0f);
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.16, centerY - Height() * 0.265);
|
||
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.34, centerY - Height() * 0.265);
|
||
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.34, centerY - Height() * 0.21);
|
||
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.16, centerY - Height() * 0.21);
|
||
glEnd();
|
||
}
|
||
|
||
void Engine::DrawButtonBackgrounds(float centerX, float centerY, int iterations) {
|
||
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
|
||
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
||
float bottomOffset = 0.075f;
|
||
float topOffset = 0.0f;
|
||
float distanceBetween = 0.1f;
|
||
|
||
for (int i = 0; i < iterations; i++) {
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX + Width() * 0.05, centerY - Height() * bottomOffset);
|
||
glTexCoord2f(1.0f, 0.0f); glVertex2f(centerX + Width() * 0.45, centerY - Height() * bottomOffset);
|
||
glTexCoord2f(1.0f, 1.0f); glVertex2f(centerX + Width() * 0.45, centerY - Height() * topOffset);
|
||
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX + Width() * 0.05, centerY - Height() * topOffset);
|
||
glEnd();
|
||
|
||
bottomOffset += distanceBetween;
|
||
topOffset += distanceBetween;
|
||
}
|
||
}
|
||
|
||
void Engine::DisplayOptionsMenu() {
|
||
static const int sTitle = 400;
|
||
static const int sButton = 225;
|
||
|
||
float centerX = Width() * 0.5f;
|
||
float centerY = Height() * 0.5f;
|
||
|
||
GLint viewport[4];
|
||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||
|
||
glDisable(GL_STENCIL_TEST);
|
||
glDisable(GL_DEPTH_TEST);
|
||
glEnable(GL_BLEND);
|
||
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();
|
||
|
||
m_textureOptionsMenu.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();
|
||
|
||
glColor4f(1.0f, 0.0f, 1.0f, 1.0f);
|
||
m_textureOptOptions.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.175, centerY + Height() * 0.35);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.175, centerY + Height() * 0.35);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.175, centerY + Height() * 0.45);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.175, centerY + Height() * 0.45);
|
||
glEnd();
|
||
|
||
if (m_selectedOption == 0) {
|
||
glColor4f(0.5f, 1.0f, 0.0f, 1.0f);
|
||
}
|
||
m_textureOptAudio.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.35, centerY + Height() * 0.2);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX - Width() * 0.2, centerY + Height() * 0.2);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX - Width() * 0.2, centerY + Height() * 0.25);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.35, centerY + Height() * 0.25);
|
||
glEnd();
|
||
|
||
glColor4f(1.0f, 0.0f, 1.0f, 1.0f);
|
||
if (m_selectedOption == 1) {
|
||
glColor4f(0.5f, 1.0f, 0.0f, 1.0f);
|
||
}
|
||
m_textureOptGraphics.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.4, centerY + Height() * 0.05);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX - Width() * 0.2, centerY + Height() * 0.05);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX - Width() * 0.2, centerY + Height() * 0.1);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.4, centerY + Height() * 0.1);
|
||
glEnd();
|
||
|
||
glColor4f(1.0f, 0.0f, 1.0f, 1.0f);
|
||
if (m_selectedOption == 2) {
|
||
glColor4f(0.5f, 1.0f, 0.0f, 1.0f);
|
||
}
|
||
m_textureOptGameplay.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.375, centerY - Height() * 0.1);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX - Width() * 0.2, centerY - Height() * 0.1);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX - Width() * 0.2, centerY - Height() * 0.05);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.375, centerY - Height() * 0.05);
|
||
glEnd();
|
||
|
||
// Séparateur
|
||
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
|
||
glBindTexture(GL_TEXTURE_2D, 0);
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.175, centerY - Height() * 0.1);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX - Width() * 0.18, centerY - Height() * 0.1);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX - Width() * 0.18, centerY + Height() * 0.25);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.175, centerY + Height() * 0.25);
|
||
glEnd();
|
||
|
||
glColor4f(1.0f, 0.0f, 1.0f, 1.0f);
|
||
m_textureOptBack.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.075, centerY - Height() * 0.25);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.075, centerY - Height() * 0.25);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.075, centerY - Height() * 0.2);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.075, centerY - Height() * 0.2);
|
||
glEnd();
|
||
|
||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||
|
||
if (m_selectedOption == 0) {
|
||
DisplayAudioMenu(centerX, centerY);
|
||
}
|
||
else if (m_selectedOption == 1) {
|
||
DisplayGraphicsMenu(centerX, centerY);
|
||
}
|
||
else if (m_selectedOption == 2) {
|
||
DisplayGameplayMenu(centerX, centerY);
|
||
}
|
||
|
||
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();
|
||
}
|
||
|
||
void Engine::DisplayAudioMenu(float centerX, float centerY) {
|
||
float minBar = centerX - Width() * 0.15;
|
||
float maxBar = centerX + Width() * 0.3;
|
||
float percentPosX = centerX + Width() * 0.31f;
|
||
|
||
glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
|
||
m_textureOptMain.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.215);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX - Width() * 0.075, centerY + Height() * 0.215);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX - Width() * 0.075, centerY + Height() * 0.25);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.25);
|
||
glEnd();
|
||
|
||
float principalBottom = centerY + Height() * 0.165f;
|
||
float principalTop = centerY + Height() * 0.2f;
|
||
|
||
DrawSliderBackground(centerX, centerY, minBar, maxBar, principalBottom, principalTop);
|
||
DrawSlider(centerX, centerY, m_volPrincipal, minBar, maxBar, principalBottom, principalTop);
|
||
DisplayBarPercentValue(centerX, centerY, percentPosX, principalBottom, minBar, maxBar, m_volPrincipal);
|
||
|
||
glEnable(GL_BLEND);
|
||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
glBlendEquation(GL_FUNC_ADD);
|
||
|
||
glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
|
||
m_textureOptMusic.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.09);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX - Width() * 0.05, centerY + Height() * 0.09);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX - Width() * 0.05, centerY + Height() * 0.125);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.125);
|
||
glEnd();
|
||
|
||
float musiqueBottom = centerY + Height() * 0.04f;
|
||
float musiqueTop = centerY + Height() * 0.075f;
|
||
|
||
DrawSliderBackground(centerX, centerY, minBar, maxBar, musiqueBottom, musiqueTop);
|
||
DrawSlider(centerX, centerY, m_volMusique, minBar, maxBar, musiqueBottom, musiqueTop);
|
||
DisplayBarPercentValue(centerX, centerY, percentPosX, musiqueBottom, minBar, maxBar, m_volMusique);
|
||
|
||
glEnable(GL_BLEND);
|
||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
glBlendEquation(GL_FUNC_ADD);
|
||
|
||
glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
|
||
m_textureOptSfx.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY - Height() * 0.035);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX - Width() * 0.075, centerY - Height() * 0.035);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX - Width() * 0.075, centerY - Height() * 0.00001);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY - Height() * 0.00001);
|
||
glEnd();
|
||
|
||
float effectsBottom = centerY - Height() * 0.085f;
|
||
float effectsTop = centerY - Height() * 0.05f;
|
||
|
||
DrawSliderBackground(centerX, centerY, minBar, maxBar, effectsBottom, effectsTop);
|
||
DrawSlider(centerX, centerY, m_volEffets, minBar, maxBar, effectsBottom, effectsTop);
|
||
DisplayBarPercentValue(centerX, centerY, percentPosX, effectsBottom, minBar, maxBar, m_volEffets);
|
||
|
||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||
}
|
||
|
||
void Engine::DisplayGraphicsMenu(float centerX, float centerY) {
|
||
glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
|
||
m_textureOptResolution.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.215);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX, centerY + Height() * 0.215);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX, centerY + Height() * 0.25);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.25);
|
||
glEnd();
|
||
|
||
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
|
||
glBindTexture(GL_TEXTURE_2D, 0);
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.16, centerY + Height() * 0.165);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.1, centerY + Height() * 0.165);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.1, centerY - Height() * 0.04);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.16, centerY - Height() * 0.04);
|
||
glEnd();
|
||
|
||
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
|
||
m_textureHd.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.125);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.05, centerY + Height() * 0.125);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.05, centerY + Height() * 0.15);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.15);
|
||
glEnd();
|
||
|
||
m_textureFhd.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.075);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX, centerY + Height() * 0.075);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX, centerY + Height() * 0.1);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.1);
|
||
glEnd();
|
||
|
||
m_textureQhd.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.025);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX, centerY + Height() * 0.025);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX, centerY + Height() * 0.05);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.05);
|
||
glEnd();
|
||
|
||
m_textureUhd.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY - Height() * 0.025);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.015, centerY - Height() * 0.025);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.015, centerY);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY);
|
||
glEnd();
|
||
|
||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||
|
||
float heightRatioBottom = 0.125f;
|
||
float heightRatioTop = 0.15;
|
||
|
||
// Checkboxes
|
||
for (int i = 0; i < 4; i++) {
|
||
if (static_cast<int>(m_resolution) == i) {
|
||
m_textureChecked.Bind();
|
||
}
|
||
else {
|
||
m_textureCheck.Bind();
|
||
}
|
||
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX + Width() * 0.075, centerY + Height() * heightRatioBottom);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.09, centerY + Height() * heightRatioBottom);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.09, centerY + Height() * heightRatioTop);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX + Width() * 0.075, centerY + Height() * heightRatioTop);
|
||
glEnd();
|
||
|
||
heightRatioBottom -= 0.05f;
|
||
heightRatioTop -= 0.05f;
|
||
}
|
||
|
||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||
}
|
||
|
||
void Engine::Render(float elapsedTime) {
|
||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||
|
||
if (m_gamestate == GameState::SPLASH) {
|
||
if (m_splashTime > 0.0f) {
|
||
DisplaySplashScreen();
|
||
}
|
||
else {
|
||
m_gamestate = GameState::MAIN_MENU;
|
||
}
|
||
|
||
m_splashTime -= elapsedTime;
|
||
return;
|
||
}
|
||
|
||
if (m_gamestate == GameState::MAIN_MENU) {
|
||
DisplayMainMenu();
|
||
return;
|
||
}
|
||
|
||
if (m_gamestate == GameState::OPTIONS) {
|
||
DisplayOptionsMenu();
|
||
return;
|
||
}
|
||
|
||
if (m_gamestate == GameState::LOBBY) {
|
||
DisplayLobbyMenu(elapsedTime);
|
||
if (m_multiReady) {
|
||
StartMultiplayerGame();
|
||
std::cout << "Starting multiplayer game reached" << std::endl;
|
||
}
|
||
return;
|
||
}
|
||
|
||
if (m_gamestate == GameState::PLAY) {
|
||
HideCursor();
|
||
CenterMouse();
|
||
|
||
static irrklang::ISound* step; // Pour les sons de pas.
|
||
static float pollTime = 0;
|
||
static float bulletTime = 0;
|
||
static BlockType bloc = 1;
|
||
|
||
if (elapsedTime > 0.1f) return;
|
||
|
||
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);
|
||
|
||
m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
|
||
netprot::ChunkMod* cmod = nullptr;
|
||
if (!m_player.AmIDead() && m_mouseL) {
|
||
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)
|
||
cmod = m_world.ChangeBlockAtCursor(BTYPE_METAL, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
|
||
|
||
static netprot::ChunkMod** wat = &m_chunkmod;
|
||
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_networkgame ? wat : nullptr)) {
|
||
m_bullets[x]->~Bullet();
|
||
|
||
if (m_chunkmod) {
|
||
m_chunkmod_manifest.push_back(std::move(m_chunkmod));
|
||
m_chunkmod = nullptr;
|
||
}
|
||
m_bullets[x] = nullptr;
|
||
//if (m_whoosh[x])
|
||
// m_whoosh[x]->drop();
|
||
//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());
|
||
// }
|
||
}
|
||
}
|
||
}
|
||
|
||
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
|
||
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
|
||
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);
|
||
|
||
ProcessNotificationQueue();
|
||
if (m_damage) {
|
||
InstantDamage();
|
||
}
|
||
static bool died = false;
|
||
if ((m_player.GetPosition().y < -1.7f || m_player.AmIDead()) && !died) {
|
||
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false, 1.f);
|
||
died = true;
|
||
}
|
||
if (m_player.GetPosition().y < -21.f || died) {
|
||
died = false;
|
||
std::string user = m_player.m_username.append(" (Dead)");
|
||
m_player = Player(Vector3f(.5, CHUNK_SIZE_Y + 1.7f, .5), 0, 0);
|
||
m_player.m_username = user;
|
||
m_player.InflictDamage(-m_player.GetHP());
|
||
}
|
||
|
||
m_time += elapsedTime;
|
||
|
||
if (m_networkgame) { // Pour se gerer le paquet.
|
||
static bool has_synced = false;
|
||
using namespace std::chrono;
|
||
using namespace netprot;
|
||
Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
|
||
static Timestamp last = 0;
|
||
Input input;
|
||
Sync sync;
|
||
uint64_t id = m_conn.getId();
|
||
static std::vector<char*> lsPck;
|
||
static int sync_acc = 0, cmod_acc = 0;
|
||
|
||
if (cmod)
|
||
m_chunkmod_manifest.emplace_back(cmod);
|
||
|
||
if (last == 0)
|
||
last = tstamp;
|
||
|
||
sync_acc += tstamp - last;
|
||
cmod_acc += tstamp - last;
|
||
last = tstamp;
|
||
|
||
if (sync_acc >= 1000) {
|
||
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<Sync>(m_conn.m_sock_udp, &sync, &m_bufout, &m_conn.m_srvsockaddr);
|
||
}
|
||
m_syncs[sync.timestamp] = sync;
|
||
}
|
||
|
||
if (cmod_acc >= 3000) {
|
||
while (cmod_acc >= 3000)
|
||
cmod_acc -= 3000;
|
||
if (!m_chunkmod_manifest.empty()) {
|
||
ChunkMod* cmod = m_chunkmod_manifest.front();
|
||
m_chunkmod_manifest.pop_front();
|
||
m_world.ChangeBlockAtPosition(cmod->old_b_type, cmod->pos);
|
||
delete cmod;
|
||
}
|
||
}
|
||
|
||
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<Input>(m_conn.m_sock_udp, &input, &m_bufout, &m_conn.m_srvsockaddr);
|
||
|
||
recvPacks(m_conn.m_sock_udp, &m_buf, &lsPck);
|
||
char* prevptr = nullptr;
|
||
Chat chat;
|
||
for (auto& pck : lsPck) { // We could make a few threads out of this.
|
||
Sync sync; Output out; ChunkMod cmod; BulletAdd bull;
|
||
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()) {
|
||
SystemNotification("syncsid be no good.");
|
||
break;
|
||
}
|
||
if (m_syncs.count(sync.timestamp)) {
|
||
Sync comp = m_syncs[sync.timestamp];
|
||
|
||
std::cout << sync.hp << std::endl;
|
||
|
||
m_player.InflictDamage(sync.hp - comp.hp);
|
||
|
||
Vector3f diff = sync.position - comp.position;
|
||
|
||
if (diff.y < 1.)
|
||
diff.y = 0;
|
||
|
||
if (diff.Length() > 1.5) {
|
||
diff.Normalize();
|
||
m_player.Move(-diff);
|
||
}
|
||
|
||
m_countdown = sync.timer;
|
||
|
||
m_syncs.erase(sync.timestamp);
|
||
}
|
||
}
|
||
break;
|
||
case OUTPUT:
|
||
if (Deserialize(&out, pck, &bsize)) {
|
||
if (!m_players.contains(out.id)) {
|
||
SystemNotification(std::to_string(out.id).append(" is id no good."));
|
||
break;
|
||
}
|
||
RemotePlayer* rt = static_cast<RemotePlayer*>(m_players[out.id]);
|
||
rt->Feed(out);
|
||
if (rt->AmIDead()) {
|
||
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false, 1.f);
|
||
}
|
||
}
|
||
break;
|
||
case CHUNKMOD:
|
||
if (Deserialize(&cmod, pck, &bsize)) {
|
||
if (!std::erase_if(m_chunkmod_manifest, // Efface le chunkmod du manifeste s'il est dedans et reset le countdown, sinon fait la modification.
|
||
[cmod](ChunkMod* c) {
|
||
return cmod.pos == c->pos &&
|
||
cmod.b_type == c->b_type &&
|
||
cmod.old_b_type == c->old_b_type;
|
||
}))
|
||
m_world.ChangeBlockAtPosition(cmod.b_type, cmod.pos);
|
||
else cmod_acc = 0;
|
||
}
|
||
else SystemNotification("cmod iznogoud.");
|
||
break;
|
||
case BULLET:
|
||
if (Deserialize(&bull, pck, &bsize)) {
|
||
Bullet* bult = new Bullet(bull.pos, bull.dir);
|
||
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] = bult;
|
||
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] = bult;
|
||
break;
|
||
}
|
||
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", bull.pos, bull.dir, false, 1.f);
|
||
}
|
||
else SystemNotification("Bullet is kraput.");
|
||
break;
|
||
case CHAT:
|
||
if (Deserialize(&chat, pck, &bsize))
|
||
SystemNotification(chat.mess);
|
||
else SystemNotification("Chat iznogoud.");
|
||
break;
|
||
default:
|
||
SystemNotification("packet be no good.");
|
||
break;
|
||
}
|
||
}
|
||
lsPck.clear();
|
||
|
||
|
||
glDisable(GL_CULL_FACE);
|
||
for (auto& [key, player] : m_players) {
|
||
RemotePlayer* rt = static_cast<RemotePlayer*>(player);
|
||
glClear(GL_STENCIL_BUFFER_BIT);
|
||
rt->Render(m_animeAtlas, m_shader01, all, elapsedTime, m_player);
|
||
}
|
||
glEnable(GL_CULL_FACE);
|
||
}
|
||
else {
|
||
if (m_resetcountdown) {
|
||
m_nbReductionChunk = 4;
|
||
m_timerReductionChunk = 30;
|
||
m_countdown = m_time + COUNTDOWN;
|
||
m_resetcountdown = false;
|
||
}
|
||
if (!m_stopcountdown)
|
||
m_countdown -= (int)m_time;
|
||
}
|
||
|
||
DrawHud(elapsedTime, bloc);
|
||
DisplayPovGun();
|
||
|
||
}
|
||
}
|
||
|
||
void Engine::DisplayGameplayMenu(float centerX, float centerY) {
|
||
float minBar = centerX - Width() * 0.15;
|
||
float maxBar = centerX + Width() * 0.3;
|
||
float percentPosX = centerX + Width() * 0.31f;
|
||
|
||
glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
|
||
m_textureOptSensitivity.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.215);
|
||
glTexCoord2f(1, 0); glVertex2i(centerX, centerY + Height() * 0.215);
|
||
glTexCoord2f(1, 1); glVertex2i(centerX, centerY + Height() * 0.25);
|
||
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.25);
|
||
glEnd();
|
||
|
||
float sensibleBottom = centerY + Height() * 0.165f;
|
||
float sensibleTop = centerY + Height() * 0.2f;
|
||
|
||
DrawSliderBackground(centerX, centerY, minBar, maxBar, sensibleBottom, sensibleTop);
|
||
DrawSlider(centerX, centerY, m_volSensible, minBar, maxBar, sensibleBottom, sensibleTop);
|
||
DisplayBarPercentValue(centerX, centerY, percentPosX, sensibleBottom, minBar, maxBar, m_volSensible);
|
||
|
||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||
}
|
||
|
||
void Engine::DrawSliderBackground(float centerX, float centerY, float minVal, float maxVal, float bottomSideValue, float topSideValue) {
|
||
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
|
||
glBindTexture(GL_TEXTURE_2D, 0);
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(minVal, bottomSideValue);
|
||
glTexCoord2f(1, 0); glVertex2i(maxVal, bottomSideValue);
|
||
glTexCoord2f(1, 1); glVertex2i(maxVal, topSideValue);
|
||
glTexCoord2f(0, 1); glVertex2i(minVal, topSideValue);
|
||
glEnd();
|
||
}
|
||
|
||
void Engine::DisplayBarPercentValue(float centerX, float centerY, float posX, float posY, float minVal, float maxVal, float value) {
|
||
glEnable(GL_BLEND);
|
||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||
|
||
float percentage = (value / (maxVal - minVal)) * 100;
|
||
|
||
if (percentage < 0.0f) {
|
||
percentage = 0.0f;
|
||
}
|
||
else if (percentage > 100.0f) {
|
||
percentage = 100.0f;
|
||
}
|
||
|
||
m_textureFont.Bind();
|
||
std::ostringstream ss;
|
||
ss.str("");
|
||
ss << std::fixed << std::setprecision(2);
|
||
ss << percentage << "%";
|
||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||
PrintText(posX, posY, ss.str(), 2.0f);
|
||
|
||
glDisable(GL_BLEND);
|
||
}
|
||
|
||
void Engine::DrawSlider(float centerX, float centerY, float value, float minVal, float maxVal, float bottomSideValue, float topSideValue) {
|
||
if (value < 0.0f) {
|
||
value = 0.0f;
|
||
}
|
||
else if (value > (maxVal - minVal)) {
|
||
value = (maxVal - minVal);
|
||
}
|
||
|
||
if (value >= 0.0f && value <= (maxVal - minVal)) {
|
||
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(minVal, bottomSideValue);
|
||
glTexCoord2f(1, 0); glVertex2i(minVal + value, bottomSideValue);
|
||
glTexCoord2f(1, 1); glVertex2i(minVal + value, topSideValue);
|
||
glTexCoord2f(0, 1); glVertex2i(minVal, topSideValue);
|
||
glEnd();
|
||
}
|
||
}
|
||
|
||
void Engine::KeyPressEvent(unsigned char key) {
|
||
if (m_gamestate == LOBBY) {
|
||
m_inputChar = SimulateKeyboard(key);
|
||
return;
|
||
}
|
||
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_networkgame)
|
||
Stop();
|
||
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 <20>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) {
|
||
if (m_gamestate == LOBBY) {
|
||
if (key == 38) {
|
||
m_keyShift = false;
|
||
}
|
||
return;
|
||
}
|
||
switch (key) {
|
||
case 0: // A - Stop gauche
|
||
m_keyA = false;
|
||
break;
|
||
case 2: // C - Toggle crosshair
|
||
m_displayCrosshair = !m_displayCrosshair;
|
||
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<6D>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 38: // Shift
|
||
m_keyShift = false;
|
||
break;
|
||
case 57: // Espace - Stop sauter
|
||
m_keySpace = false;
|
||
break;
|
||
case 58: // Enter - comfirm input
|
||
m_keyEnter = false;
|
||
break;
|
||
case 59: // backspace - remove char
|
||
m_keyBackspace = false;
|
||
break;
|
||
}
|
||
}
|
||
|
||
char Engine::SimulateKeyboard(unsigned char key) {
|
||
switch (key) {
|
||
case 0: // A
|
||
if (!m_keyShift) { m_inputChar = 'a'; }
|
||
else { m_inputChar = 'A'; }
|
||
break;
|
||
case 1: // B
|
||
if (!m_keyShift) { m_inputChar = 'b'; }
|
||
else { m_inputChar = 'B'; }
|
||
break;
|
||
case 2: // C
|
||
if (!m_keyShift) { m_inputChar = 'c'; }
|
||
else { m_inputChar = 'C'; }
|
||
break;
|
||
case 3: // D
|
||
if (!m_keyShift) { m_inputChar = 'd'; }
|
||
else { m_inputChar = 'D'; }
|
||
break;
|
||
case 4: // E
|
||
if (!m_keyShift) { m_inputChar = 'e'; }
|
||
else { m_inputChar = 'E'; }
|
||
break;
|
||
case 5: // F
|
||
if (!m_keyShift) { m_inputChar = 'f'; }
|
||
else { m_inputChar = 'F'; }
|
||
break;
|
||
case 6: // G
|
||
if (!m_keyShift) { m_inputChar = 'g'; }
|
||
else { m_inputChar = 'G'; }
|
||
break;
|
||
case 7: // H
|
||
if (!m_keyShift) { m_inputChar = 'h'; }
|
||
else { m_inputChar = 'H'; }
|
||
break;
|
||
case 8: // I
|
||
if (!m_keyShift) { m_inputChar = 'i'; }
|
||
else { m_inputChar = 'I'; }
|
||
break;
|
||
case 9: // J
|
||
if (!m_keyShift) { m_inputChar = 'j'; }
|
||
else { m_inputChar = 'J'; }
|
||
break;
|
||
case 10: // K
|
||
if (!m_keyShift) { m_inputChar = 'k'; }
|
||
else { m_inputChar = 'K'; }
|
||
break;
|
||
case 11: // L
|
||
if (!m_keyShift) { m_inputChar = 'l'; }
|
||
else { m_inputChar = 'L'; }
|
||
break;
|
||
case 12: // M
|
||
if (!m_keyShift) { m_inputChar = 'm'; }
|
||
else { m_inputChar = 'M'; }
|
||
break;
|
||
case 13: // N
|
||
if (!m_keyShift) { m_inputChar = 'n'; }
|
||
else { m_inputChar = 'N'; }
|
||
break;
|
||
case 14: // O
|
||
if (!m_keyShift) { m_inputChar = 'o'; }
|
||
else { m_inputChar = 'O'; }
|
||
break;
|
||
case 15: // P
|
||
if (!m_keyShift) { m_inputChar = 'p'; }
|
||
else { m_inputChar = 'P'; }
|
||
break;
|
||
case 16: // Q
|
||
if (!m_keyShift) { m_inputChar = 'q'; }
|
||
else { m_inputChar = 'Q'; }
|
||
break;
|
||
case 17: // R
|
||
if (!m_keyShift) { m_inputChar = 'r'; }
|
||
else { m_inputChar = 'R'; }
|
||
break;
|
||
case 18: // S
|
||
if (!m_keyShift) { m_inputChar = 's'; }
|
||
else { m_inputChar = 'S'; }
|
||
break;
|
||
case 19: // T
|
||
if (!m_keyShift) { m_inputChar = 't'; }
|
||
else { m_inputChar = 'T'; }
|
||
break;
|
||
case 20: // U
|
||
if (!m_keyShift) { m_inputChar = 'u'; }
|
||
else { m_inputChar = 'U'; }
|
||
break;
|
||
case 21: // V
|
||
if (!m_keyShift) { m_inputChar = 'v'; }
|
||
else { m_inputChar = 'V'; }
|
||
break;
|
||
case 22: // W
|
||
if (!m_keyShift) { m_inputChar = 'w'; }
|
||
else { m_inputChar = 'W'; }
|
||
break;
|
||
case 23: // X
|
||
if (!m_keyShift) { m_inputChar = 'x'; }
|
||
else { m_inputChar = 'X'; }
|
||
break;
|
||
case 24: // Y
|
||
if (!m_keyShift) { m_inputChar = 'y'; }
|
||
else { m_inputChar = 'Y'; }
|
||
break;
|
||
case 25: // Z
|
||
if (!m_keyShift) { m_inputChar = 'z'; }
|
||
else { m_inputChar = 'Z'; }
|
||
break;
|
||
case 26: // 0
|
||
if (!m_keyShift) { m_inputChar = '0'; }
|
||
else { m_inputChar = ')'; }
|
||
break;
|
||
case 27: // 1
|
||
if (!m_keyShift) { m_inputChar = '1'; }
|
||
else { m_inputChar = '!'; }
|
||
break;
|
||
case 28: // 2
|
||
if (!m_keyShift) { m_inputChar = '2'; }
|
||
else { m_inputChar = '\"'; }
|
||
break;
|
||
case 29: // 3
|
||
if (!m_keyShift) { m_inputChar = '3'; }
|
||
else { m_inputChar = '/'; }
|
||
break;
|
||
case 30: // 4
|
||
if (!m_keyShift) { m_inputChar = '4'; }
|
||
else { m_inputChar = '$'; }
|
||
break;
|
||
case 31: // 5
|
||
if (!m_keyShift) { m_inputChar = '5'; }
|
||
else { m_inputChar = '%'; }
|
||
break;
|
||
case 32: // 6
|
||
if (!m_keyShift) { m_inputChar = '6'; }
|
||
else { m_inputChar = '?'; }
|
||
break;
|
||
case 33: // 7
|
||
if (!m_keyShift) { m_inputChar = '7'; }
|
||
else { m_inputChar = '&'; }
|
||
break;
|
||
case 34: // 8
|
||
if (!m_keyShift) { m_inputChar = '8'; }
|
||
else { m_inputChar = '*'; }
|
||
break;
|
||
case 35: // 9
|
||
if (!m_keyShift) { m_inputChar = '9'; }
|
||
else { m_inputChar = ')'; }
|
||
break;
|
||
case 38: // SHIFT
|
||
m_keyShift = true;
|
||
break;
|
||
case 50: // . (Period)
|
||
m_inputChar = '.';
|
||
break;
|
||
case 56: // _ (Underscore)
|
||
if (!m_keyShift) { m_inputChar = '-'; }
|
||
else { m_inputChar = '_'; }
|
||
break;
|
||
case 57: // SPACE
|
||
m_inputChar = ' ';
|
||
break;
|
||
case 58: // ENTER
|
||
m_keyEnter = true;
|
||
break;
|
||
case 59: // BACKSPACE
|
||
m_keyBackspace = true;
|
||
break;
|
||
default:
|
||
m_invalidChar = true;
|
||
break;
|
||
}
|
||
|
||
if ((int)key != 38 && !m_invalidChar) {
|
||
m_charChanged = true;
|
||
std::cout << "Key pressed: " << (int)key << " (" << m_inputChar << ")" << std::endl;
|
||
}
|
||
|
||
m_invalidChar = false;
|
||
return m_inputChar;
|
||
}
|
||
|
||
void Engine::HandlePlayerInput(float elapsedTime) {
|
||
static float lobbyTime = 0.0f;
|
||
lobbyTime += elapsedTime;
|
||
float onInterval = 0.5f;
|
||
float offInterval = 1.0f;
|
||
|
||
m_textureFont.Bind();
|
||
std::ostringstream ss;
|
||
|
||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||
|
||
if (m_charChanged) {
|
||
if (m_keyBackspace) {
|
||
if (!m_currentInputString.empty()) {
|
||
m_currentInputString.pop_back();
|
||
}
|
||
m_keyBackspace = false;
|
||
}
|
||
else if (m_keyEnter) {
|
||
if (m_settingUsername) {
|
||
if (!m_currentInputString.empty() &&
|
||
m_currentInputString.size() > 1 &&
|
||
m_currentInputString.size() < 26) {
|
||
m_username = m_currentInputString;
|
||
m_currentInputString = "";
|
||
m_settingUsername = false;
|
||
m_settingServer = true;
|
||
}
|
||
}
|
||
else if (m_settingServer) {
|
||
if (!m_currentInputString.empty()) {
|
||
m_serverAddr = m_currentInputString;
|
||
m_currentInputString = "";
|
||
m_settingServer = false;
|
||
m_multiReady = true;
|
||
m_gamestate = GameState::PLAY;
|
||
}
|
||
}
|
||
m_keyEnter = false;
|
||
}
|
||
else if (m_settingUsername && m_currentInputString.size() < 26) {
|
||
m_currentInputString += m_inputChar;
|
||
}
|
||
else if (m_settingServer && m_currentInputString.size() < 15) {
|
||
m_currentInputString += m_inputChar;
|
||
}
|
||
}
|
||
|
||
ss << m_currentInputString;
|
||
m_charChanged = false;
|
||
|
||
if (lobbyTime < onInterval) {
|
||
ss << "_";
|
||
}
|
||
else if (lobbyTime > onInterval && lobbyTime < offInterval) {
|
||
ss << " ";
|
||
}
|
||
else {
|
||
lobbyTime = 0.0f;
|
||
}
|
||
|
||
PrintText(Width() * 0.6f, Height() * 0.4f, ss.str(), 2.0f);
|
||
}
|
||
|
||
|
||
void Engine::MouseMoveEvent(int x, int y) {
|
||
if (m_gamestate == GameState::PLAY) {
|
||
m_player.TurnLeftRight(x - (Width() / 2));
|
||
m_player.TurnTopBottom(y - (Height() / 2));
|
||
|
||
// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
|
||
// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
|
||
// dans une boucle infinie o<> 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;
|
||
}
|
||
else if (m_gamestate == GameState::MAIN_MENU) {
|
||
DisplayMainMenu();
|
||
}
|
||
else if (m_gamestate == GameState::OPTIONS) {
|
||
float centerX = Width() * 0.5f;
|
||
float centerY = Height() * 0.5f;
|
||
float leftBar = centerX - Width() * 0.15f;
|
||
float rightBar = centerX + Width() * 0.3f;
|
||
|
||
if (m_selectedOption == 0 && m_selectedOptAudioMainBar) {
|
||
m_volPrincipal = x - leftBar;
|
||
}
|
||
else if (m_selectedOption == 0 && m_selectedOptAudioMusicBar) {
|
||
m_volMusique = x - leftBar;
|
||
}
|
||
else if (m_selectedOption == 0 && m_selectedOptAudioSfxBar) {
|
||
m_volEffets = x - leftBar;
|
||
}
|
||
else if (m_selectedOption == 2 && m_selectedGameplaySensitivityBar) {
|
||
m_volSensible = x - leftBar;
|
||
}
|
||
}
|
||
}
|
||
|
||
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
|
||
m_mousemx = x;
|
||
m_mousemy = y;
|
||
float centerX = Width() * 0.5f;
|
||
float centerY = Height() * 0.5f;
|
||
|
||
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) {
|
||
|
||
float leftButton = centerX + Width() * 0.045f;
|
||
float rightButton = centerX + Width() * 0.4455f;
|
||
|
||
float topFirst = centerY + Height() * 0.073f;
|
||
float bottomFirst = centerY;
|
||
|
||
float topSecond = centerY + Height() * 0.177f;
|
||
float bottomSecond = centerY + Height() * 0.105f;
|
||
|
||
float topThird = centerY + Height() * 0.275f;
|
||
float bottomThird = centerY + Height() * 0.198f;
|
||
|
||
if (x > leftButton && x < rightButton && y > bottomFirst && y < topFirst) {
|
||
if (m_selectedPlayOptions) {
|
||
m_gamestate = GameState::PLAY;
|
||
}
|
||
else {
|
||
m_selectedPlayOptions = true;
|
||
}
|
||
}
|
||
else if (x > leftButton && x < rightButton && y > bottomSecond && y < topSecond) {
|
||
if (m_selectedPlayOptions) {
|
||
m_gamestate = GameState::LOBBY;
|
||
m_settingUsername = true;
|
||
}
|
||
else {
|
||
m_gamestate = GameState::OPTIONS;
|
||
}
|
||
}
|
||
else if (x > leftButton && x < rightButton && y > bottomThird && y < topThird) {
|
||
if (m_selectedPlayOptions) {
|
||
m_selectedPlayOptions = false;
|
||
}
|
||
else {
|
||
m_gamestate = GameState::QUIT;
|
||
}
|
||
}
|
||
}
|
||
else if (m_gamestate == GameState::OPTIONS) {
|
||
float leftAudio = centerX - Width() * 0.35f;
|
||
float rightAudio = centerX - Width() * 0.2f;
|
||
float topAudio = (Height() * 0.25f) + ((Height() * 0.25f) - (Height() * 0.2f));
|
||
float bottomAudio = (Height() * 0.2f) + ((Height() * 0.25f) - (Height() * 0.2f));
|
||
|
||
float leftGraph = centerX - Width() * 0.4f;
|
||
float rightGraph = centerX - Width() * 0.2f;
|
||
float topGraph = centerY - Height() * 0.05f;
|
||
float bottomGraph = centerY - Height() * 0.1f;
|
||
|
||
float leftGameplay = centerX - Width() * 0.375f;
|
||
float rightGameplay = centerX - Width() * 0.2f;
|
||
float topGameplay = centerY + Height() * 0.1f;
|
||
float bottomGameplay = centerY + Height() * 0.05f;
|
||
|
||
float leftBack = centerX - Width() * 0.075f;
|
||
float rightBack = centerX + Width() * 0.075f;
|
||
float topBack = centerY + Height() * 0.25f;
|
||
float bottomBack = centerY + Height() * 0.2f;
|
||
|
||
if (x > leftAudio && x < rightAudio && y > bottomAudio && y < topAudio) {
|
||
m_selectedOption = 0; // Volume
|
||
}
|
||
else if (x > leftGraph && x < rightGraph && y > bottomGraph && y < topGraph) {
|
||
m_selectedOption = 1; // Graphics
|
||
}
|
||
else if (x > leftGameplay && x < rightGameplay && y > bottomGameplay && y < topGameplay) {
|
||
m_selectedOption = 2; // Gameplay
|
||
}
|
||
else if (x > leftBack && x < rightBack && y > bottomBack && y < topBack) {
|
||
m_gamestate = GameState::MAIN_MENU;
|
||
}
|
||
|
||
// Audio
|
||
float leftBar = centerX - Width() * 0.15f;
|
||
float rightBar = centerX + Width() * 0.3f;
|
||
|
||
float topBarPrincipal = centerY - Height() * 0.165f;
|
||
float bottomBarPrincipal = centerY - Height() * 0.2f;
|
||
|
||
float topBarMusique = centerY - Height() * 0.0415f;
|
||
float bottomBarMusique = centerY - Height() * 0.075f;
|
||
|
||
float topBarEffets = centerY + Height() * 0.085f;
|
||
float bottomBarEffets = centerY + Height() * 0.05f;
|
||
|
||
if (m_selectedOption == 0 && x > leftBar && x < rightBar && y > bottomBarPrincipal && y < topBarPrincipal) {
|
||
m_volPrincipal = x - leftBar;
|
||
m_selectedOptAudioMainBar = true;
|
||
}
|
||
else if (m_selectedOption == 0 && x > leftBar && x < rightBar && y > bottomBarMusique && y < topBarMusique) {
|
||
m_volMusique = x - leftBar;
|
||
m_selectedOptAudioMusicBar = true;
|
||
}
|
||
else if (m_selectedOption == 0 && x > leftBar && x < rightBar && y > bottomBarEffets && y < topBarEffets) {
|
||
m_volEffets = x - leftBar;
|
||
m_selectedOptAudioSfxBar = true;
|
||
}
|
||
|
||
// Resolution
|
||
float leftChk = centerX + Width() * 0.075f;
|
||
float rightChk = centerX + Width() * 0.09f;
|
||
|
||
float topChkHD = centerY - Height() * 0.125f;
|
||
float bottomChkHD = centerY - Height() * 0.155f;
|
||
|
||
float topChkFHD = centerY - Height() * 0.0725f;
|
||
float bottomChkFHD = centerY - Height() * 0.1f;
|
||
|
||
float topChkQHD = centerY - Height() * 0.025f;
|
||
float bottomChkQHD = centerY - Height() * 0.05f;
|
||
|
||
float topChkUHD = centerY + Height() * 0.025f;
|
||
float bottomChkUHD = centerY;
|
||
|
||
if (m_selectedOption == 1 && leftChk && x < rightChk && y > bottomChkHD && y < topChkHD) {
|
||
m_resolution = HD;
|
||
}
|
||
else if (m_selectedOption == 1 && x > leftChk && x < rightChk && y > bottomChkFHD && y < topChkFHD) {
|
||
m_resolution = FHD;
|
||
}
|
||
else if (m_selectedOption == 1 && x > leftChk && x < rightChk && y > bottomChkQHD && y < topChkQHD) {
|
||
m_resolution = QHD;
|
||
}
|
||
else if (m_selectedOption == 1 && x > leftChk && x < rightChk && y > bottomChkUHD && y < topChkUHD) {
|
||
m_resolution = UHD;
|
||
}
|
||
|
||
// Gameplay
|
||
if (m_selectedOption == 2 && x > leftBar && x < rightBar && y > bottomBarPrincipal && y < topBarPrincipal) {
|
||
m_volSensible = x - leftBar;
|
||
m_selectedGameplaySensitivityBar = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
|
||
switch (button) {
|
||
case MOUSE_BUTTON_LEFT:
|
||
m_mouseL = false;
|
||
m_block = false;
|
||
m_selectedOptAudioMainBar = false;
|
||
m_selectedOptAudioMusicBar = false;
|
||
m_selectedOptAudioSfxBar = false;
|
||
m_selectedGameplaySensitivityBar = 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;
|
||
}
|
||
|
||
|