1288 lines
35 KiB
C++
1288 lines
35 KiB
C++
#include "engine.h"
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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::DrawSplachScreen()
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{
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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// Définir la matrice de projection en mode orthographique
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(-Width() / 2, Width() / 2, -Height() / 2, Height() / 2, -1, 1);
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// Définir la matrice de modèle-vue
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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// L'image sera centrée autour de l'origine (0, 0, 0)
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int imageWidth = Width(); // Remplacez par la largeur de votre image
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int imageHeight = Height(); // Remplacez par la hauteur de votre image
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// Texture
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SplachScreenTexture.Bind();
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// Dessiner un quadrilatère centré
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(-imageWidth / 2, -imageHeight / 2);
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glTexCoord2f(1, 0);
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glVertex2i(imageWidth / 2, -imageHeight / 2);
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glTexCoord2f(1, 1);
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glVertex2i(imageWidth / 2, imageHeight / 2);
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glTexCoord2f(0, 1);
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glVertex2i(-imageWidth / 2, imageHeight / 2);
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glEnd();
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// Activer la transparence
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glEnable(GL_BLEND);
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// Restaurer les matrices précédentes
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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::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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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_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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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glEnable(GL_BLEND);
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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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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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uint64_t seed = SEED;
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std::string playname = "", srvname = "";
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char ch;
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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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//
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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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std::cout << "Jouer en ligne? [o/N] ";
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std::cin >> ch;
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std::cout << std::endl;
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if (ch == 'o' || ch == 'O') {
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std::cout << "Veuillez entrer un nom de joueur: ";
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std::cin >> playname;
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std::cout << std::endl;
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std::cout << "Veuillez entrer une adresse de serveur: ";
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std::cin >> srvname;
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std::cout << std::endl;
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if (!m_conn.Init()) {
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if (!m_conn.Connect(srvname.c_str(), playname)) {
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// setup jeu en reseau.
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std::cout << "ID recu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
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std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
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m_player = Player(m_conn.getOrigin().position);
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for (auto& [key, player] : m_conn.m_players)
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m_players[key] = new RemotePlayer(player);
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seed = m_conn.getSeed();
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m_networkgame = true;
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}
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else std::cout << "Erreur de connexion." << std::endl;
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}
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else std::cout << "Erreur de creation de socket." << std::endl;
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}
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m_world.SetSeed(seed);
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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", 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_textureSoloMultiMenu, TEXTURE_PATH "single_multi.png", false);
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LoadTexture(m_textureTitle, TEXTURE_PATH "title.png", false);
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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(SplachScreenTexture, TEXTURE_PATH "sc2.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::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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auto [scaleX, scaleY] = GetScale();
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float xOffset = (Width() / 1.5f) * scaleX;
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float yOffset = (Height() / 1.2f) * scaleY;
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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 * scaleX * (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);
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glTexCoord2f(1, 0);
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glVertex2i(crossSize, 0);
|
||
glTexCoord2f(1, 1);
|
||
glVertex2i(crossSize, crossSize);
|
||
glTexCoord2f(0, 1);
|
||
glVertex2i(0, crossSize);
|
||
glEnd();
|
||
}
|
||
|
||
void Engine::DisplayPovGun() {
|
||
// Setter le blend function, tout ce qui sera noir sera transparent
|
||
glDisable(GL_STENCIL_TEST);
|
||
glDisable(GL_DEPTH_TEST);
|
||
|
||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
glBlendEquation(GL_FUNC_ADD);
|
||
|
||
glMatrixMode(GL_PROJECTION);
|
||
glPushMatrix();
|
||
|
||
glLoadIdentity();
|
||
glOrtho(0, Width(), 0, Height(), -1, 1);
|
||
|
||
glMatrixMode(GL_MODELVIEW);
|
||
glPushMatrix();
|
||
|
||
float scaleX = (Width()) / BASE_WIDTH;
|
||
float scaleY = (Height()) / BASE_HEIGHT;
|
||
float baseXOffset = 0.4958 * BASE_WIDTH;
|
||
float baseWidth = 0.4688 * BASE_WIDTH;
|
||
float baseHeight = 0.5787 * BASE_HEIGHT;
|
||
float xTranslation = baseXOffset * scaleX;
|
||
float quadWidth = baseWidth * scaleX;
|
||
float quadHeight = baseHeight * scaleY;
|
||
|
||
m_texturePovGun.Bind();
|
||
glLoadIdentity();
|
||
glTranslated(xTranslation, 0, 0);
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0);
|
||
glVertex2i(0, 0);
|
||
glTexCoord2f(1, 0);
|
||
glVertex2i(quadWidth, 0);
|
||
glTexCoord2f(1, 1);
|
||
glVertex2i(quadWidth, quadHeight);
|
||
glTexCoord2f(0, 1);
|
||
glVertex2i(0, quadHeight);
|
||
glEnd();
|
||
|
||
// Reset du blend function
|
||
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
|
||
glBlendEquation(GL_FUNC_SUBTRACT);
|
||
|
||
glEnable(GL_STENCIL_TEST);
|
||
glEnable(GL_DEPTH_TEST);
|
||
|
||
glMatrixMode(GL_PROJECTION);
|
||
glPopMatrix();
|
||
|
||
glMatrixMode(GL_MODELVIEW);
|
||
glPopMatrix();
|
||
}
|
||
|
||
void Engine::DisplayCurrentItem() {
|
||
}
|
||
|
||
|
||
void Engine::DisplayHud(int timer) {
|
||
glBindTexture(GL_TEXTURE_2D, 0);
|
||
glLoadIdentity();
|
||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
auto [scaleX, scaleY] = GetScale();
|
||
|
||
float fBackPosX = (Width() / 25.0f) * scaleX;
|
||
float fBackPosY = (Height() - (Height() * 0.815) * scaleY);
|
||
float fBackWidth = (Width() / 4.0f) * scaleX;
|
||
float fBackHeight = (Height() / 5.5f) * scaleY;
|
||
|
||
glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
|
||
glBegin(GL_QUADS);
|
||
glVertex2f(fBackPosX, fBackPosY);
|
||
glVertex2f(fBackPosX + fBackWidth, fBackPosY);
|
||
glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight);
|
||
glVertex2f(fBackPosX, fBackPosY + fBackHeight);
|
||
glEnd();
|
||
|
||
// HP Bar
|
||
float fBarWidth = (Width() / 4.0f) * scaleX;
|
||
float fBarHeight = (Height() / 25.0f) * scaleY;
|
||
float fPosX = (Width() / 25.0f) * scaleX;
|
||
float fBarPosY = (Height() - (Height() * 0.775) * scaleY);
|
||
|
||
float playerHp = m_player.GetHP();
|
||
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
|
||
|
||
// HP Bar Background
|
||
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
|
||
glBegin(GL_QUADS);
|
||
glVertex2f(fPosX, fBarPosY - fBarHeight);
|
||
glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight);
|
||
glVertex2f(fPosX + fBarWidth, fBarPosY);
|
||
glVertex2f(fPosX, fBarPosY);
|
||
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(fPosX, fBarPosY - fBarHeight);
|
||
glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight);
|
||
glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY);
|
||
glVertex2f(fPosX, fBarPosY);
|
||
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 fEquipWidth = (Width() * 0.175f) * scaleX;
|
||
float fEquipHeight = (fEquipWidth / 2.5) * scaleY;
|
||
float fEquipPosY = (Height() - (Height() * 0.765) * scaleY);
|
||
|
||
glTranslatef(fPosX, fEquipPosY, 0);
|
||
|
||
m_textureGun.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0, 0); glVertex2i(0, 0);
|
||
glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0);
|
||
glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight);
|
||
glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight);
|
||
glEnd();
|
||
|
||
//glDisable(GL_BLEND);
|
||
|
||
// 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 = fBarPosY - (fBarHeight * 2) * scaleY;
|
||
|
||
ss.str("");
|
||
ss << m_player.GetUsername();
|
||
PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
|
||
|
||
ss.str("");
|
||
ss << m_player.GetHP() * 100 << "%";
|
||
PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f);
|
||
|
||
// Countdown
|
||
ss.str("");
|
||
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
|
||
PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f);
|
||
}
|
||
|
||
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
|
||
m_textureFont.Bind();
|
||
std::ostringstream ss;
|
||
|
||
auto [scaleX, scaleY] = GetScale();
|
||
|
||
float fPosX = (Width() / 100.0f) * scaleX;
|
||
float fPosY = Height() - (Height() * 0.05) * scaleY;
|
||
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() - (Height() * 0.9f)) * scaleY);
|
||
fPosY = fPosYJump;
|
||
fPosY -= charSize;
|
||
|
||
ss << " Velocity : " << m_player.GetVelocity();
|
||
PrintText(fPosX, fPosY, ss.str());
|
||
ss.str("");
|
||
fPosY -= charSize;
|
||
|
||
ss << " Direction : " << m_player.GetDirection();
|
||
PrintText(fPosX, fPosY, ss.str());
|
||
ss.str("");
|
||
fPosY -= charSize;
|
||
|
||
ss << " Position : " << m_player.GetPosition();
|
||
PrintText(fPosX, fPosY, ss.str());
|
||
ss.str("");
|
||
fPosY -= charSize;
|
||
|
||
ss << " Block : ";
|
||
if (bloc == BTYPE_LAST)
|
||
ss << "Weapon";
|
||
else
|
||
ss << (int)bloc;
|
||
PrintText(fPosX, fPosYJump, ss.str());
|
||
}
|
||
|
||
void Engine::DisplaySingleOrMultiplayerMenu() {
|
||
glEnable(GL_BLEND);
|
||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
glBlendEquation(GL_FUNC_ADD);
|
||
|
||
glDisable(GL_STENCIL_TEST);
|
||
glDisable(GL_DEPTH_TEST);
|
||
|
||
glMatrixMode(GL_PROJECTION);
|
||
glPushMatrix();
|
||
|
||
glLoadIdentity();
|
||
glOrtho(0, Width(), 0, Height(), -1, 1);
|
||
|
||
glMatrixMode(GL_MODELVIEW);
|
||
glPushMatrix();
|
||
|
||
auto [scaleX, scaleY] = GetScale();
|
||
float fBackPosX = 0.0f;
|
||
float fBackPosY = 0.0f;
|
||
float fBackWidth = Width();
|
||
float fBackHeight = Height();
|
||
|
||
m_textureSoloMultiMenu.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0.0f, 0.0f); glVertex2f(fBackPosX, fBackPosY);
|
||
glTexCoord2f(1.0f, 0.0f); glVertex2f(fBackWidth, fBackPosY);
|
||
glTexCoord2f(1.0f, 1.0f); glVertex2f(fBackWidth, fBackHeight);
|
||
glTexCoord2f(0.0f, 1.0f); glVertex2f(fBackPosX, fBackHeight);
|
||
glEnd();
|
||
|
||
float centerX = (Width() / 2.0f);
|
||
float centerY = (Height() / 2.0f);
|
||
float titleWidth = (centerX * 1.85f) * scaleX;
|
||
float titleHeight = (centerY * 1.85f) * scaleY;
|
||
|
||
// Solo game indicator
|
||
m_textureTitle.Bind();
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX, centerY);
|
||
glTexCoord2f(1.0f, 0.0f); glVertex2f(titleWidth, centerY);
|
||
glTexCoord2f(1.0f, 1.0f); glVertex2f(titleWidth, titleHeight);
|
||
glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX, titleHeight);
|
||
glEnd();
|
||
|
||
glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
||
// Solo game indicator
|
||
float fPosX = (centerX * 1.1f) * scaleX;
|
||
float fPosXWidth = (centerX * 1.75f) * scaleX;
|
||
float soloPosY = (centerY * 0.75f) * scaleY;
|
||
float soloHeight = (centerY * 0.9f) * scaleY;
|
||
|
||
glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, soloPosY);
|
||
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, soloPosY);
|
||
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, soloHeight);
|
||
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, soloHeight);
|
||
glEnd();
|
||
|
||
// Multiplayer game indicator
|
||
float multiPosY = (centerY * 0.5f) * scaleY;
|
||
float multiHeight = (centerY * 0.65f) * scaleY;
|
||
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, multiPosY);
|
||
glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, multiPosY);
|
||
glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, multiHeight);
|
||
glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, multiHeight);
|
||
glEnd();
|
||
|
||
// TODO: Add SOLO / MULTIPLAYER text with font
|
||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||
|
||
glEnable(GL_STENCIL_TEST);
|
||
glEnable(GL_DEPTH_TEST);
|
||
|
||
glMatrixMode(GL_PROJECTION);
|
||
glPopMatrix();
|
||
|
||
glMatrixMode(GL_MODELVIEW);
|
||
glPopMatrix();
|
||
}
|
||
|
||
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);
|
||
|
||
if (m_keyK) {
|
||
SystemNotification(m_messageNotification);
|
||
m_keyK = false;
|
||
}
|
||
if (m_keyL) {
|
||
|
||
KillNotification(m_player, m_player);
|
||
m_keyL = false;
|
||
}
|
||
|
||
if (m_displayInfo) {
|
||
DisplayInfo(elapsedTime, bloc);
|
||
}
|
||
|
||
if (m_displayHud) {
|
||
DisplayHud(timer);
|
||
}
|
||
|
||
if (m_displayCrosshair) {
|
||
DisplayCrosshair();
|
||
}
|
||
|
||
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
|
||
glBlendEquation(GL_FUNC_SUBTRACT);
|
||
|
||
glEnable(GL_STENCIL_TEST);
|
||
glEnable(GL_DEPTH_TEST);
|
||
|
||
glMatrixMode(GL_PROJECTION);
|
||
glPopMatrix();
|
||
|
||
glMatrixMode(GL_MODELVIEW);
|
||
glPopMatrix();
|
||
}
|
||
|
||
void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) {
|
||
auto [scaleX, scaleY] = GetScale();
|
||
float scale = std::min(scaleX, scaleY);
|
||
|
||
float baseCharSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
|
||
float charSize = baseCharSize * charSizeMultiplier;
|
||
|
||
glLoadIdentity();
|
||
glTranslated(x, y, 0);
|
||
|
||
for (unsigned int i = 0; i < t.length(); ++i) {
|
||
float left = (float)((t[i] - 32) % 16) / 16.f;
|
||
float top = (float)((t[i] - 32) / 16) / 16.f;
|
||
top += 0.5f;
|
||
|
||
glBegin(GL_QUADS);
|
||
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
|
||
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize * scale, 0);
|
||
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(charSize * scale, charSize * scale);
|
||
glTexCoord2f(left, 1.f - top); glVertex2f(0, charSize * scale);
|
||
glEnd();
|
||
|
||
glTranslated(0.5555f * charSize * scale, 0, 0);
|
||
}
|
||
}
|
||
|
||
std::pair<float, float> Engine::GetScale() const {
|
||
float widthRatio = static_cast<float>(Width()) / BASE_WIDTH;
|
||
float heightRatio = static_cast<float>(Height()) / BASE_HEIGHT;
|
||
return { widthRatio, heightRatio };
|
||
}
|
||
|
||
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
|
||
|
||
int Engine::GetCountdown(float elapsedTime) {
|
||
if (m_resetcountdown)
|
||
{
|
||
m_countdown = m_time + COUNTDOWN;
|
||
m_resetcountdown = false;
|
||
}
|
||
if (m_countdown < m_time)
|
||
Stop();
|
||
if (!m_stopcountdown)
|
||
m_time += elapsedTime;
|
||
return m_countdown - (int)m_time;
|
||
}
|
||
|
||
void Engine::Render(float elapsedTime) {
|
||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||
|
||
m_time_SplashScreen += elapsedTime;
|
||
if(m_time_SplashScreen < 2)
|
||
DrawSplachScreen();
|
||
else if (m_gamestate == GameState::PLAY)
|
||
{
|
||
HideCursor();
|
||
CenterMouse(); //D<>placement de centermouse dans l'action de jouer
|
||
|
||
//static float gameTime = elapsedTime;
|
||
static irrklang::ISound* step; // Pour les sons de pas.
|
||
static float pollTime = 0;
|
||
static float bulletTime = 0;
|
||
static BlockType bloc = 1;
|
||
|
||
if (elapsedTime > 0.1f) return;
|
||
|
||
//gameTime += elapsedTime;
|
||
pollTime += elapsedTime;
|
||
|
||
Transformation all;
|
||
Transformation skybox;
|
||
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!).
|
||
|
||
if (m_mouseWU) bloc++;
|
||
else if (m_mouseWD) bloc--;
|
||
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
|
||
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
|
||
m_mouseWU = m_mouseWD = false;
|
||
|
||
if (m_mouseL) {
|
||
if (bloc != BTYPE_LAST)
|
||
m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
|
||
else if (bulletTime <= 0.f) {
|
||
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
|
||
if (!m_bullets[x]) {
|
||
m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
|
||
break;
|
||
}
|
||
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array.
|
||
m_bullets[0]->~Bullet();
|
||
m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
|
||
}
|
||
bulletTime = BULLET_TIME;
|
||
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, false, .5f);
|
||
if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
|
||
glClearColor(.8f, .8f, .8f, 1.f);
|
||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||
glClearColor(0.f, 0.f, 0.f, 1.f);
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
else if (m_mouseR)
|
||
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
|
||
|
||
for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
|
||
if (m_bullets[x]) {
|
||
for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
|
||
if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME)) {
|
||
m_bullets[x]->~Bullet();
|
||
if (m_whoosh[x])
|
||
m_whoosh[x]->drop();
|
||
m_bullets[x] = nullptr;
|
||
m_whoosh[x] = nullptr;
|
||
break;
|
||
}
|
||
else if (!m_whoosh[x]) {
|
||
m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
|
||
}
|
||
else {
|
||
Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel();
|
||
m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
|
||
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
|
||
m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
|
||
|
||
if (m_isSkybox) m_skybox.Render(skybox);
|
||
|
||
DrawHud(elapsedTime, bloc);
|
||
DisplayPovGun();
|
||
ProcessNotificationQueue();
|
||
|
||
static bool fell = false;
|
||
if (m_player.GetPosition().y < 1.7f && !fell) {
|
||
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false,1.f);
|
||
fell = true;
|
||
}
|
||
else if (m_player.GetPosition().y < -20.f) {
|
||
m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
|
||
fell = false;
|
||
}
|
||
|
||
if (m_networkgame) {
|
||
static char* buf = new char[BUFFER_LENGTH];
|
||
uint32_t buflen = BUFFER_LENGTH;
|
||
netprot::Input input;
|
||
//sockaddr_in addr = m_conn.m_srvsockaddr;
|
||
|
||
input.direction = m_player.GetDirection();
|
||
input.sid = m_conn.getId();
|
||
input.timestamp = 12345;
|
||
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;
|
||
|
||
//netprot::Serialize(&input, &buf, &buflen);
|
||
//sendto(m_conn.m_sock_udp, buf, buflen, 0, (sockaddr*)&addr, sizeof(addr));
|
||
|
||
netprot::sendPackTo<netprot::Input>(m_conn.m_sock_udp, &input, &buf, &buflen, &m_conn.m_srvsockaddr);
|
||
}
|
||
}
|
||
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 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
|
||
m_gamestate = GameState::MAIN_MENU;
|
||
//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 15: // P - Ignorer
|
||
break;
|
||
case 17: // R - Ignorer
|
||
break;
|
||
case 19: // T - Ignorer
|
||
break;
|
||
case 24: // Y - Ignorer
|
||
break;
|
||
case 255: // Fn - Ignorer
|
||
break;
|
||
default:
|
||
std::cout << "Unhandled key: " << (int)key << std::endl;
|
||
}
|
||
}
|
||
|
||
void Engine::KeyReleaseEvent(unsigned char key) {
|
||
switch (key) {
|
||
case 0: // A - Stop gauche
|
||
m_keyA = false;
|
||
break;
|
||
case 2: // C - Toggle crosshair
|
||
m_displayCrosshair = !m_displayCrosshair;
|
||
std::cout << "DISPLAY CROSSHAIR " << (m_displayCrosshair ? "enabled" : "disabled") << std::endl;
|
||
break;
|
||
case 3: // D - Stop droite
|
||
m_keyD = false;
|
||
break;
|
||
case 5: // F - Toggle flash
|
||
m_flash = !m_flash;
|
||
break;
|
||
case 6: // G - Toggle Stop Countdown
|
||
m_stopcountdown = !m_stopcountdown;
|
||
std::cout << "STOP COUNTDOWN " << (m_stopcountdown ? "enabled" : "disabled") << std::endl;
|
||
break;
|
||
case 7: // H - Toggle HUD
|
||
m_displayHud = !m_displayHud;
|
||
std::cout << "DISPLAY HUD " << (m_displayHud ? "enabled" : "disabled") << std::endl;
|
||
break;
|
||
case 8: // I - Toggle render data
|
||
m_displayInfo = !m_displayInfo;
|
||
std::cout << "DISPLAY INFO " << (m_displayInfo ? "enabled" : "disabled") << std::endl;
|
||
break;
|
||
case 10: // K
|
||
m_keyK = false;
|
||
break;
|
||
case 11: // L - Debugging DisplayNotification()
|
||
m_keyL = false;
|
||
break;
|
||
case 12: // M - Toggle music
|
||
m_audio.ToggleMusicState();
|
||
break;
|
||
case 15:
|
||
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
|
||
if (!m_bullets[x]) {
|
||
m_bullets[x] = new Bullet(m_player.GetPOV() - Vector3f(1.f, 0.f, 1.f), Vector3f(1.f,0.f,1.f));
|
||
break;
|
||
}
|
||
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<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 57: // Espace - Stop sauter
|
||
m_keySpace = false;
|
||
break;
|
||
}
|
||
}
|
||
|
||
void Engine::MouseMoveEvent(int x, int y) {
|
||
m_player.TurnLeftRight(x - (Width() / 2));
|
||
m_player.TurnTopBottom(y - (Height() / 2));
|
||
|
||
// Centrer la souris seulement si elle n'est pas d<>j<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;
|
||
|
||
}
|
||
|
||
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 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;
|
||
}
|