674 lines
17 KiB
C++
674 lines
17 KiB
C++
#include "engine.h"
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#include <algorithm>
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#include <cmath>
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#include "transformation.h"
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#include "player.h"
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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::DrawMenu()
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{
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static const int sTitle = 400;
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static const int sButton = 225;
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glDisable(GL_LIGHTING);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, Width(), 0, Height(), -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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MenuBGTexture.Bind();
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glLoadIdentity();
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(800, 0);
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glTexCoord2f(1, 1);
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glVertex2i(800, 600);
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glTexCoord2f(0, 1);
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glVertex2i(0, 600);
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glEnd();
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if (m_gamestate != GameState::OPTIONS)
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{
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MenuTitleTexture.Bind();
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glTranslated(200, 300, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 200);
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glTexCoord2f(1, 0);
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glVertex2i(sTitle, 200);
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glTexCoord2f(1, 1);
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glVertex2i(sTitle, 300);
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glTexCoord2f(0, 1);
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glVertex2i(0, 300);
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glEnd();
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MenuStartTexture.Bind();
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glTranslated(80, -225, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 100);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 100);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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/*MenuResumeTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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/*MenuOptionsTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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MenuQuitTexture.Bind();
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glTranslated(0, -100, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 100);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 100);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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}
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else
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{
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/*MenuOptionsTexture.Bind();
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glTranslated(200, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(sTitle, 0);
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glTexCoord2f(1, 1);
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glVertex2i(sTitle, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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WireFrameTexture.Bind();
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glTranslated(0, 300, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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OnOffBtnTexture.Bind();
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glTranslated(200, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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glTranslated(-400, -300, 0);
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MusicTexture.Bind();
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glTranslated(200, 200, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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OnOffBtnTexture.Bind();
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glTranslated(200, 0, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 125);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 125);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();
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BackBtnTexture.Bind();
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glTranslated(-375, 175, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 140);
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glTexCoord2f(1, 0);
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glVertex2i(sButton, 140);
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glTexCoord2f(1, 1);
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glVertex2i(sButton, 200);
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glTexCoord2f(0, 1);
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glVertex2i(0, 200);
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glEnd();*/
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}
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glEnable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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ShowCursor();
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}
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void Engine::Init() {
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m_gamestate = GameState::MAIN_MENU;
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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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glClearColor(0.f, 0.f, 0.f, 1.f);
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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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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_POINT_SMOOTH);
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glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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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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// 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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// Init Chunks
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m_world.GetChunks().Reset(nullptr);
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// Gestion de souris.
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CenterMouse();
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HideCursor();
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}
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void Engine::DeInit() { }
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void Engine::LoadResource() {
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png");
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp");
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp");
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LoadTexture(MenuTitleTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuBGTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuQuitTexture, MENU_ITEM_PATH "BasicQuit.png");
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LoadTexture(MenuOptionsTexture, MENU_ITEM_PATH "test.png");
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LoadTexture(MenuStartTexture, MENU_ITEM_PATH "BasicPlay.png");
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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
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TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
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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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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::DrawHud(float elapsedTime, BlockType bloc) {
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// Setter le blend function , tout ce qui sera noir sera transparent
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glDisable(GL_STENCIL_TEST);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, Width(), 0, Height(), -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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// Bind de la texture pour le font
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m_textureFont.Bind();
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std::ostringstream ss;
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ss << " Fps : " << GetFps(elapsedTime);
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PrintText(10, Height() - 25, ss.str());
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ss.str("");
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ss << " Rendered Chunks : " << m_renderCount;
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PrintText(10, Height() - 35, ss.str());
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ss.str("");
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ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
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PrintText(10, Height() - 45, ss.str());
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ss.str("");
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ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
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PrintText(10, 10, ss.str());
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ss.str("");
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ss << " Direction : " << m_player.GetDirection();
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PrintText(10, 20, ss.str());
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ss.str("");
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ss << " Position : " << m_player.GetPosition();
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PrintText(10, 30, ss.str());
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ss.str("");
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ss << " Block : ";
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if (bloc == BTYPE_LAST)
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ss << "Weapon.";
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else ss << (int)bloc;
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PrintText(10, 40, ss.str());
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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);
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glTexCoord2f(1, 0);
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glVertex2i(crossSize, 0);
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glTexCoord2f(1, 1);
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glVertex2i(crossSize, crossSize);
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glTexCoord2f(0, 1);
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glVertex2i(0, crossSize);
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glEnd();
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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_DEPTH_TEST);
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glEnable(GL_STENCIL_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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}
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void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t) {
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glLoadIdentity();
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glTranslated(x, y, 0);
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for (unsigned int i = 0; i < t.length(); ++i) {
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float left = (float)((t[i] - 32) % 16) / 16.f;
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float top = (float)((t[i] - 32) / 16) / 16.f;
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top += .5f;
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glBegin(GL_QUADS);
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glTexCoord2f(left, 1.f - top - .0625f);
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glVertex2f(0, 0);
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glTexCoord2f(left + .0625f, 1.f - top - .0625f);
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glVertex2f(12, 0);
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glTexCoord2f(left + .0625f, 1.f - top);
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glVertex2f(12, 12);
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glTexCoord2f(left, 1.f - top);
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glVertex2f(0, 12);
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glEnd();
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glTranslated(8, 0, 0);
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}
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}
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int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
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void Engine::Render(float elapsedTime) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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if (m_gamestate == GameState::PLAY)
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{
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//static float gameTime = elapsedTime;
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static float pollTime = 0;
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static float bulletTime = 0;
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static BlockType bloc = 1;
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if (elapsedTime > 0.1f) return;
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//gameTime += elapsedTime;
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pollTime += elapsedTime;
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Transformation all;
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Transformation skybox;
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// Transformations initiales
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (bulletTime > 0.f) bulletTime -= elapsedTime;
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if (bulletTime < 0.f) bulletTime = 0.f;
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if (pollTime >= .005f) {
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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, &m_audio);
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
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// son vecteur de v<>locit<69> (pour l'effet Doppler)
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pollTime = 0;
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}
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m_player.ApplyTransformation(all);
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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if (m_mouseWU) bloc++;
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else if (m_mouseWD) bloc--;
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if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
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else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
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m_mouseWU = m_mouseWD = false;
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if (m_mouseL) {
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if (bloc != BTYPE_LAST)
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m_world.ChangeBlockAtCursor(bloc, m_player, m_block);
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else if (bulletTime <= 0.f) {
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for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
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if (!m_bullets[x]) {
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m_bullets[x] = new Bullet(m_player);
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break;
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}
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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.
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m_bullets[0]->~Bullet();
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m_bullets[0] = new Bullet(m_player);
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}
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bulletTime = .1f;
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m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
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if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
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glClearColor(.8f, .8f, .8f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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return;
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}
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}
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}
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else if (m_mouseR)
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m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player, m_block);
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for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu.
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if (m_bullets[x])
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if (m_bullets[x]->Update(&m_world, all, elapsedTime)) {
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m_bullets[x]->~Bullet();
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m_bullets[x] = nullptr;
|
||
}
|
||
|
||
m_world.Update(m_renderCount, m_bullets, m_player, all, m_shader01, m_textureAtlas, m_blockinfo);
|
||
|
||
if (m_isSkybox) m_skybox.Render(skybox);
|
||
|
||
if (m_wireframe)
|
||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||
DrawHud(elapsedTime, bloc);
|
||
if (m_wireframe)
|
||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||
|
||
static bool fell = false;
|
||
if (m_player.GetPosition().y < 1.7f && !fell) {
|
||
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), 1.f);
|
||
fell = true;
|
||
}
|
||
else if (m_player.GetPosition().y < -20.f) {
|
||
m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
|
||
fell = false;
|
||
}
|
||
}
|
||
else if (m_gamestate == GameState::MAIN_MENU || m_gamestate == GameState::OPTIONS)
|
||
{
|
||
DrawMenu();
|
||
}
|
||
else if (m_gamestate == GameState::QUIT)
|
||
Stop();
|
||
|
||
}
|
||
|
||
void Engine::KeyPressEvent(unsigned char key) {
|
||
switch (key) {
|
||
case 36: // ESC
|
||
Stop();
|
||
break;
|
||
case 94: // F10
|
||
SetFullscreen(!IsFullscreen());
|
||
break;
|
||
case 22: // W
|
||
if (!m_keyW) {
|
||
// std::cout << "W " << std::endl;
|
||
m_keyW = true;
|
||
}
|
||
break;
|
||
case 0: // A
|
||
if (!m_keyA) {
|
||
//std::cout << "A " << std::endl;
|
||
m_keyA = true;
|
||
}
|
||
break;
|
||
case 18: // S
|
||
if (!m_keyS) {
|
||
//std::cout << "S " << std::endl;
|
||
m_keyS = true;
|
||
}
|
||
break;
|
||
case 3: // D
|
||
if (!m_keyD) {
|
||
//std::cout << "D " << std::endl;
|
||
m_keyD = true;
|
||
}
|
||
break;
|
||
case 38: // Left Shift
|
||
if (!m_keylshift) {
|
||
//std::cout << "Dash!" << std::endl;
|
||
m_keylshift = true;
|
||
}
|
||
break;
|
||
case 57: // Space
|
||
if (!m_keySpace) {
|
||
//std::cout << "Jump! " << std::endl;
|
||
m_keySpace = true;
|
||
}
|
||
break;
|
||
case 5: // F - Ignorer
|
||
case 24: // Y - Ignorer
|
||
case 255: // Fn - Ignorer
|
||
case 12: // M - Ignorer
|
||
case 17: // R - Ignorer
|
||
break;
|
||
default:
|
||
std::cout << "Unhandled key: " << (int)key << std::endl;
|
||
}
|
||
}
|
||
|
||
void Engine::KeyReleaseEvent(unsigned char key) {
|
||
switch (key) {
|
||
case 5:
|
||
m_flash = !m_flash;
|
||
break;
|
||
case 12:
|
||
m_audio.ToggleMusicState();
|
||
break;
|
||
case 17:
|
||
m_isSkybox = !m_isSkybox;
|
||
break;
|
||
case 24: // Y
|
||
m_wireframe = !m_wireframe;
|
||
if (m_wireframe)
|
||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||
else
|
||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||
break;
|
||
case 22: // W
|
||
//std::cout << "rW " << std::endl;
|
||
m_keyW = false;
|
||
break;
|
||
case 0: // A
|
||
//std::cout << "rA " << std::endl;
|
||
m_keyA = false;
|
||
break;
|
||
case 18: // S
|
||
//std::cout << "rS " << std::endl;
|
||
m_keyS = false;
|
||
break;
|
||
case 3: // D
|
||
//std::cout << "rD " << std::endl;
|
||
m_keyD = false;
|
||
break;
|
||
case 38: // Left Shift
|
||
//std::cout << "rLS " << std::endl;
|
||
m_keylshift = false;
|
||
break;
|
||
case 57: // Espace
|
||
//std::cout << "rSpace " << std::endl;
|
||
m_keySpace = false;
|
||
break;
|
||
}
|
||
}
|
||
|
||
void Engine::MouseMoveEvent(int x, int y) {
|
||
m_player.TurnLeftRight(x - (Width() / 2));
|
||
m_player.TurnTopBottom(y - (Height() / 2));
|
||
|
||
// Centrer la souris seulement si elle n'est pas d<>j<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;
|
||
|
||
//CenterMouse();
|
||
}
|
||
|
||
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
|
||
m_mousemx = x;
|
||
m_mousemy = y;
|
||
|
||
if (m_gamestate == GameState::PLAY)
|
||
{
|
||
switch (button) {
|
||
case MOUSE_BUTTON_LEFT:
|
||
m_mouseL = true;
|
||
break;
|
||
case MOUSE_BUTTON_RIGHT:
|
||
m_mouseR = true;
|
||
break;
|
||
case MOUSE_BUTTON_MIDDLE:
|
||
m_mouseC = true;
|
||
break;
|
||
case MOUSE_BUTTON_WHEEL_UP:
|
||
m_mouseWU = true;
|
||
break;
|
||
case MOUSE_BUTTON_WHEEL_DOWN:
|
||
m_mouseWD = true;
|
||
break;
|
||
case MOUSE_BUTTON_NONE: break;
|
||
}
|
||
}
|
||
else if (m_gamestate == GameState::MAIN_MENU)
|
||
{
|
||
if ((m_mousemx >= 285 && m_mousemx <= 490) && (m_mousemy >= 150 && m_mousemy <= 250))
|
||
m_gamestate = GameState::PLAY;
|
||
if ((m_mousemx >= 305 && m_mousemx <= 450) && (m_mousemy >= 300 && m_mousemy <= 400))
|
||
m_gamestate = GameState::QUIT;
|
||
}
|
||
}
|
||
|
||
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
|
||
switch (button) {
|
||
case MOUSE_BUTTON_LEFT:
|
||
m_mouseL = false;
|
||
m_block = false;
|
||
break;
|
||
case MOUSE_BUTTON_RIGHT:
|
||
m_mouseR = false;
|
||
m_block = false;
|
||
break;
|
||
case MOUSE_BUTTON_MIDDLE:
|
||
m_mouseC = false;
|
||
break;
|
||
case MOUSE_BUTTON_WHEEL_UP:
|
||
m_mouseWU = false;
|
||
break;
|
||
case MOUSE_BUTTON_WHEEL_DOWN:
|
||
m_mouseWD = false;
|
||
break;
|
||
case MOUSE_BUTTON_NONE: break;
|
||
}
|
||
}
|
||
|
||
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError) {
|
||
texture.Load(filename);
|
||
if (!texture.IsValid())
|
||
{
|
||
std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
|
||
if (stopOnError)
|
||
Stop();
|
||
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
}
|