SQCSimulator2023/SQCSim2021/engine.h
2023-12-01 17:55:25 -05:00

208 lines
6.3 KiB
C++

#ifndef ENGINE_H__
#define ENGINE_H__
#include <algorithm>
#include <chrono>
#include <cmath>
#include <unordered_map>
#include "../SQCSim-common/array2d.h"
#include "../SQCSim-common/blockinfo.h"
#include "../SQCSim-common/boostinfo.h"
#include "../SQCSim-common/bullet.h"
#include "../SQCSim-common/chunk.h"
#include "../SQCSim-common/world.h"
#include "../SQCSim-common/transformation.h"
#include "../SQCSim-common/player.h"
#include "define.h"
#include "openglcontext.h"
#include "texture.h"
#include "shader.h"
#include "skybox.h"
#include "audio.h"
#include "textureatlas.h"
#include "connector.h"
#include "renderer.h"
#include "remoteplayer.h"
#include "booster.h"
#include "settings.h"
class Engine : public OpenglContext {
public:
Engine();
virtual ~Engine();
virtual void DrawMenu();
virtual void DrawOption();
virtual void DrawSplachScreen();
virtual void Init();
virtual void DeInit();
virtual void LoadResource();
virtual void UnloadResource();
virtual void Render(float elapsedTime);
virtual void KeyPressEvent(unsigned char key);
virtual void KeyReleaseEvent(unsigned char key);
virtual void MouseMoveEvent(int x, int y);
virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y);
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private:
int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime);
int GetOptionsChoice();
bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
void InstantDamage();
void SystemNotification(std::string systemLog);
void KillNotification(Player killer, Player killed);
void DisplayNotification(std::string message);
void DisplayCrosshair();
void DisplayPovGun();
void DisplayCurrentItem();
void DisplayHud(int timer);
void DisplayInfo(float elapsedTime, BlockType bloc);
void DisplaySingleOrMultiplayerMenu();
void DisplayAudioMenu(float centerX, float centerY);
void DisplayGraphicsMenu(float centerX, float centerY);
void DisplayGameplayMenu(float centerX, float centerY);
void DrawSliderBackground(float centerX, float centerY, float minVal, float maxVal, float bottomSideValue, float topSideValue);
void RedrawSlider(float centerX, float centerY, float value, float minVal, float maxVal, float bottomSideValue, float topSideValue);
void DrawHud(float elapsedTime, BlockType bloc);
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
void ProcessNotificationQueue();
Connector m_conn;
Shader m_shader01;
BlockInfo* m_blockinfo[BTYPE_LAST];
BoostInfo* m_boostinfo[BTYPE_BOOST_LAST];
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
TextureAtlas m_animeAtlas = TextureAtlas(TYPE_LAST + POS_LAST);
World m_world = World();
Renderer m_renderer = Renderer();
Booster m_booster = Booster();
Texture m_textureCrosshair;
Texture m_textureFont;
Texture m_textureGun;
Texture m_texturePovGun;
Texture m_textureSkybox;
Texture m_textureSoloMultiMenu;
Texture m_textureSoloText;
Texture m_textureMultiText;
Texture m_textureTitle;
Texture m_textureOptions;
Texture m_textureVolume;
Texture m_textureMusique;
Texture m_textureGraphiques;
Texture m_textureSensibilite;
Texture m_textureResolution;
Texture m_texturePrincipal;
Texture m_textureEffets;
Texture m_textureGameplay;
Texture m_textureHd;
Texture m_textureFhd;
Texture m_textureQhd;
Texture m_textureUhd;
Texture m_textureCheck;
Texture m_textureChecked;
TextureAtlas::TextureIndex texBoostHeal;
Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav");
irrklang::ISound* m_powpow,
* m_scream;
irrklang::ISound *m_whoosh[MAX_BULLETS];
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
Settings m_parameters = Settings(m_audio);
Bullet* m_bullets[MAX_BULLETS];
std::unordered_map<uint64_t, Player*> m_players;
netprot::Buffer m_buf, m_bufout;
std::chrono::high_resolution_clock::time_point m_startTime;
//Menu
enum class GameState: uint8_t { MAIN_MENU, OPTIONS, SETTINGS, QUIT, NEWG, PLAY, PAUSE, SINGLEMULTI };
GameState m_gamestate = GameState::MAIN_MENU;
Texture MenuTitleTexture;
Texture MenuBGTexture;
Texture MenuBGFlouTexture;
Texture MenuBGOptionTexture;
Texture MenuStartTexture;
Texture MenuQuitTexture;
Texture MenuOptionsTexture;
Texture PauseBGTexture;
Texture SplachScreenTexture;
Texture MusicTexture; //TODO
Texture OnOffBtnTexture;//TODO
Texture BackBtnTexture;//TODO
Resolution m_resolution = HD;
float m_scale;
float m_time = 0;
float m_time_SplashScreen = 0;
float m_titleX = 0;
float m_titleY = 0;
int m_renderCount = 0;
int m_countdown = COUNTDOWN;
int m_nbReductionChunk = 4;
int m_timerReductionChunk = 30;
float m_volPrincipal = 0.0f;
float m_volMusique = 0.0f;
float m_volEffets = 0.0f;
float m_volSensible = 0.0f;
int m_selectedOption = 0;
bool m_selectedPrincipalBar = false;
bool m_selectedMusiqueBar = false;
bool m_selectedEffetsBar = false;
bool m_selectedSensibleBar = false;
bool m_damage = false;
bool m_wireframe = false;
bool m_isSkybox = true;
bool m_block = false;
bool m_flash = true;
bool m_displayCrosshair = true;
bool m_displayHud = true;
bool m_displayInfo = true;
bool m_resetcountdown = false;
bool m_soloMultiChoiceMade = false;
bool m_stopcountdown = false;
bool m_key1 = false;
bool m_key2 = false;
bool m_keyK = false;
bool m_keyL = false;
bool m_keyW = false;
bool m_keyA = false;
bool m_keyS = false;
bool m_keyD = false;
bool m_keySpace = false;
bool m_mouseL = false;
bool m_mouseR = false;
bool m_mouseC = false;
bool m_mouseWU = false;
bool m_mouseWD = false;
//Pour trouver ou est la souris
float m_mousemx = 0;
float m_mousemy = 0;
bool m_networkgame = false;
netprot::PlayerInfo m_pinfo;
RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(),Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f));
std::string m_messageNotification = "";
};
#endif // ENGINE_H__