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-I/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/include -I/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/src -Wl,--allow-multiple-definition -g -L../libs/Box2d/lib -L../libs/qrcodegen/lib -g -o CMakeFiles/MCC.dir/src/manager/ContactListener.cpp.o -c /home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/src/manager/ContactListener.cpp", + "file": "/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/src/manager/ContactListener.cpp", + "output": "CMakeFiles/MCC.dir/src/manager/ContactListener.cpp.o" +}, +{ + "directory": "/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/build", + "command": "g++ -I/usr/include/SDL2 -I/usr/include/libpng16 -I/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/include -I/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/src -Wl,--allow-multiple-definition -g 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"/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/src/manager/MenuManager.cpp", + "output": "CMakeFiles/MCC.dir/src/manager/MenuManager.cpp.o" +}, +{ + "directory": "/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/build", + "command": "g++ -I/usr/include/SDL2 -I/usr/include/libpng16 -I/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/include -I/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/src -Wl,--allow-multiple-definition -g -L../libs/Box2d/lib -L../libs/qrcodegen/lib -g -o CMakeFiles/MCC.dir/src/manager/NetworkManager.cpp.o -c /home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/src/manager/NetworkManager.cpp", + "file": "/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/src/manager/NetworkManager.cpp", + "output": "CMakeFiles/MCC.dir/src/manager/NetworkManager.cpp.o" +}, +{ + "directory": "/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/build", + "command": "g++ -I/usr/include/SDL2 -I/usr/include/libpng16 -I/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/include -I/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/src -Wl,--allow-multiple-definition -g -L../libs/Box2d/lib -L../libs/qrcodegen/lib -g -o CMakeFiles/MCC.dir/src/manager/RenderManager.cpp.o -c /home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/src/manager/RenderManager.cpp", + "file": "/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/src/manager/RenderManager.cpp", + "output": "CMakeFiles/MCC.dir/src/manager/RenderManager.cpp.o" +}, +{ + "directory": "/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/build", + "command": "g++ -I/usr/include/SDL2 -I/usr/include/libpng16 -I/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/include -I/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/src -Wl,--allow-multiple-definition -g -L../libs/Box2d/lib -L../libs/qrcodegen/lib -g -o CMakeFiles/MCC.dir/src/manager/WorldManager.cpp.o -c /home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/src/manager/WorldManager.cpp", + "file": "/home/tompotioubuntu/Documents/Cours/L3/S2/Stage/Mythical_Conquests_Chronicles/src/manager/WorldManager.cpp", + "output": "CMakeFiles/MCC.dir/src/manager/WorldManager.cpp.o" +} +] \ No newline at end of file diff --git a/include/game/Animation.hpp b/include/game/Animation.hpp index da8f45270bdf114fe266a889c67d7530b3538212..49fe2c8c1e9f2d81e988cb3d91c70945097486de 100644 --- a/include/game/Animation.hpp +++ b/include/game/Animation.hpp @@ -43,16 +43,14 @@ class Animation { int getTextureHeight(){return this->height;} Texture getCurrentFrame(){ if(!loop){ - //cout << index << "/" << nbFrames << endl; if(index == nbFrames - 1){ - //cout << "c'est fini" << endl; finished = true; } } - // On regarde d'abord si on peut éviter le calcul du modulo (+perf). + // On regarde d'abord si on peut éviter le calcul du modulo. if(nbFrames == 1){ - return tileTextures[index]; + return tileTextures[0]; } if(timer->getTime() == 0) index = (index + 1) % nbFrames; diff --git a/include/game/Entity.hpp b/include/game/Entity.hpp index 1c6cff820efefdb59f39da42d4dbe31ba3ec06ed..71b61ec23d475613a638c5a6023033b375e95fe5 100644 --- a/include/game/Entity.hpp +++ b/include/game/Entity.hpp @@ -12,7 +12,8 @@ class BodyFactory; class Entity { public: Entity(float x,float y, float w, float h,float d, float f,float r,b2Shape* shape,BodyType type,void* object,uint8 category,ETypeInstance typeInstance,groupIndex index); - + ~Entity(); + /** * @brief Rajoute une animation avec une vitesse. */ @@ -22,9 +23,10 @@ class Entity { * @brief Rajoute une animation avec un Timer préfait. */ void addAnimation(int state, Timer* timer){ animations.emplace(state,timer); } - void setPosition(int x, int y){body->SetTransform(Vec2(x,y),body->GetAngle());} void resetAnimation(EntityState state){animations[state].reset();} + void setPosition(int x, int y){body->SetTransform(Vec2(x,y),body->GetAngle());} + /** * @brief Renvoie la largeur en mètres. */ diff --git a/include/game/Game.hpp b/include/game/Game.hpp index 56e88db24a6815b6bd312c732348124f02e638f3..cee0609b78f7a003b1dddbe5dfcb21fac14d2da5 100644 --- a/include/game/Game.hpp +++ b/include/game/Game.hpp @@ -11,11 +11,6 @@ using namespace std::chrono; using namespace std; -enum State { - InGame, - InMenu, -}; - class MenuManager; class WorldManager; @@ -30,13 +25,7 @@ class Game ~Game(); void gameLoop(); - void setState(State s){ - state = s; - if(resized){ - resized = false; - actors[state]->updateScreenSize(); - } - } + void setState(GameState s); void stop(){isRunning = false;} void setSpecialEffect(bool a){specialEffect = a;} void setShowFPS(bool a){showFPS = a;} @@ -55,7 +44,7 @@ class Game void update(); void render(); - void tick(double& lag,Uint32& previous); + void tick(Uint32& previous); float deltaT; double fps; struct nk_context *ctx; @@ -66,15 +55,15 @@ class Game bool debugMode = false; bool showFPS = true; bool online = false; - bool host; + bool host; - map<State,IActor*> actors; + map<GameState,IActor*> actors; RenderManager* renderManager; MenuManager* menuManager; WorldManager* worldManager; - State state = InMenu; + GameState state = InMenu; Texture branches; }; diff --git a/include/game/GameEntities.hpp b/include/game/GameEntities.hpp index 4a7dee35ee43964c7ad38fd67dfc8290953af694..2ca371890703675746cccdb66952234ca3566476 100644 --- a/include/game/GameEntities.hpp +++ b/include/game/GameEntities.hpp @@ -84,6 +84,8 @@ class Being : public Entity void setMaxHp(int hp){this->maxHp = maxHp;} void update(float deltaT) override { getAnimation(state).getTimer()->update(deltaT); } void takeDamage(int damage); + void MoveTo(float x, float y); + void Move(float x, float y); WorldManager* getParent(){return this->parent;} EntityState getState(){return this->state;} @@ -134,11 +136,6 @@ class Player : public Being public: Player(float x, float y, b2Shape* shape, WorldManager* parent); - /** - * @brief Basiquement la logique de l'ennemi. - * - * @param deltaT - */ void update(float deltaT) override; void onTouch(b2Contact* contact,float deltaT) override; void setAngle(float angle); diff --git a/include/game/Map.hpp b/include/game/Map.hpp index cb3c30d1febf7742a03d8dc7c9d9d48363e3d183..c6ec527c7c97182ba37c9589099ffcccefe057a8 100644 --- a/include/game/Map.hpp +++ b/include/game/Map.hpp @@ -39,6 +39,10 @@ class Map void loadMap(const string& fileName); void createRandomMap(bool withperlin, const string& fileName, int rows, int cols); void getMapDimension(int* w, int* h); + void setNight(bool val){nightOn = val;} + void setPlayerZero(Entity* player){playerZero = player;} + + bool getNight(){return nightOn;} private: Document extractJsonDataForMap(const string& fileName); @@ -50,13 +54,17 @@ class Map vector<TileDynamique*> dynamicTiles; vector<TileStatique> staticTiles; vector<Tile> tiles; + Entity* playerZero; Timer* waterTimer = nullptr; RenderManager* renderManager; SDL_Renderer* renderer; Camera* camera; - + + bool nightOn = false; + int lightRadius = 7; + int w; int h; }; diff --git a/include/manager/BodyFactory.hpp b/include/manager/BodyFactory.hpp index a7dc5e2bbb947444562b0e5ace88f73e13a48b35..aedf446a91cc598246e6c481c11727a6191ee201 100644 --- a/include/manager/BodyFactory.hpp +++ b/include/manager/BodyFactory.hpp @@ -39,6 +39,9 @@ class BodyFactory { void addFixture(b2Body* body,float d, float f,b2Shape* shape,float r = 0); void setupBorder(int widthMap,int heightMap); void addSensor(b2Body* body, float d, float f, b2Shape* shape,uint16 mask,void* object ,ETypeInstance type,groupIndex index,float r = 0); + void destroyBody(b2Body* body){ + world->DestroyBody(body); + } private: BodyFactory(b2World* world) : world(world){} diff --git a/include/manager/NetworkManager.hpp b/include/manager/NetworkManager.hpp index 837bbe0ed80e7c8535b5d95ee184535da75418de..dddcec4bd9b196b2ef222ab575827b4b7ad5887e 100644 --- a/include/manager/NetworkManager.hpp +++ b/include/manager/NetworkManager.hpp @@ -47,10 +47,10 @@ class NetworkManager void startGameServer(); void startGameClient(); void joinServer(); - void checkForNewPlayer(); + void checkForNewPlayer(TCPsocket* socket, short int* id); - void Client_SendDatas(char* datas, size_t dataLength); - void Server_SendDatas(char* datas, size_t dataLength); + void Client_SendDatas(const char* datas, size_t dataLength); + void Server_SendDatas(const char* datas, size_t dataLength,TCPsocket socket = nullptr, bool ignoreAll = false); char* Client_ReceiveDatas(); vector<vector<char>> Server_ReceiveDatas(); @@ -80,8 +80,7 @@ class NetworkManager static NetworkManager* instance; int applicationSocket; - // Commence toujours à 1 car le numéro 0 appartient à l'hôte. - int cpt = 1; + int cpt = 0; IPaddress ip; Uint16 PORT = 1234; diff --git a/include/manager/RenderManager.hpp b/include/manager/RenderManager.hpp index 989e1e243cbc33699bce1adfd2dd12482d9a69b5..4ef2b0742efa5e460481b43a740b8a3747b210bd 100644 --- a/include/manager/RenderManager.hpp +++ b/include/manager/RenderManager.hpp @@ -7,6 +7,7 @@ #include <stdarg.h> #include <string.h> #include <math.h> +#include <cmath> #include <assert.h> #include <limits.h> #include <time.h> @@ -44,6 +45,8 @@ struct Camera { float y; int w; int h; + float wM; + float hM; }; /* diff --git a/include/manager/WorldManager.hpp b/include/manager/WorldManager.hpp index f39981fc379ac3733f4830741532431aa2863127..7030c65da497c400679adcdaa9dc9d97dabe641a 100644 --- a/include/manager/WorldManager.hpp +++ b/include/manager/WorldManager.hpp @@ -49,7 +49,8 @@ class WorldManager : public IActor void destroyBody(b2Body* body); void renderProjectiles(); void makeProjectile(float x, float y,float vX,float vY,float angle); - + void clearWorld(); + Player* getClosestPlayer(Entity* entity); Enemy* getClosestEnemy(Entity* entity); b2World* getWorld(){return this->world;} @@ -68,6 +69,7 @@ class WorldManager : public IActor void loadTest(); void loadLobby(); void sendMessage(); + void sendCoordinates(); void analyseDatas(const char* datas); void fpsCounter(); void changePlayerState(EntityState state); @@ -80,7 +82,6 @@ class WorldManager : public IActor void updateCameraSize(); void updateCameraPosition(); void updateInputStates(float deltaT); - void updateNetwork(); void deleteEntities(); void updateEntities(float deltaT); void updatePlayerVelocity(); @@ -90,12 +91,23 @@ class WorldManager : public IActor void renderEnemies(); void renderDirectionArrow(); void chatBox(); + void bulb(); + void SubMenu(); + + void prepareNetworkDatas(); + void updateNetworkDatas(); + void sendNetworkDatas(TCPsocket socket = nullptr, bool ignoreAll = false); void server(); + void casesDatas(Document* document, NetworkCommands commande); + Vec2 centerTextureOnHitBox(Entity* entity, const Vec2& coordonnees, Animation& animation); - std::vector<std::string> messages; - char input_buffer[256]; + Document donneesReseauJson; + vector<NetworkCommands> commandes; // Liste des commandes qui réfèrent aux actions envoyées à travers le fichier Json par réseau. + + vector<string> messages; + char input_buffer[512]; string popUpMessage; bool showPopUP = false; @@ -132,11 +144,16 @@ class WorldManager : public IActor b2Body* wall; b2World* world; + bool clicked = false; + int windowWidth; int windowHeight; int mapH; int mapW; + int subMenuWidth; + int subMenuHeight; + // Vitesse en mètre. (convertir en pixel pour évaluer sur l'écran + le facteur de zoom). int fpsCounterWidth; int fpsCounterHeight; @@ -146,9 +163,15 @@ class WorldManager : public IActor int velocityIteration = 6; int positionIteration = 2; + Timer correctionTimer = Timer(2); + + map<NuklearImage, struct nk_image> nkImages; + float zoomfactor = 1.0f; bool zoomed = true; bool canMove = true; + bool subMenuOn = false; + bool pause = false; }; #endif diff --git a/include/utils/include/constante.h b/include/utils/include/constante.h index 69609a2aa367366e1aec32498dc7c63eae0fac04..9a260b074a88b59f288b6709eea0474b29c31567 100644 --- a/include/utils/include/constante.h +++ b/include/utils/include/constante.h @@ -23,10 +23,4 @@ #define BORDERCATEGORY 0x0020 #define PROJECTILECATEGORY 0x0040 -enum groupIndex { - PLAYERINDEX = 1, - ENEMYINDEX = -3, - PROJECTILEINDEX = -3, - TILEINDEX = 4 -}; #endif \ No newline at end of file diff --git a/include/utils/include/enum.hpp b/include/utils/include/enum.hpp index 5b2509f39b7ad1f6c99b117521ca508d04056dc0..444f65d844ae0edd7c648b43d1c19db9ce607122 100644 --- a/include/utils/include/enum.hpp +++ b/include/utils/include/enum.hpp @@ -44,11 +44,39 @@ enum ETypeInstance { KNOCKBACKTYPE, PROJECTILETYPE, RUNPLUSATTACK, - }; enum BodyType { Static, Kinematic, Dynamic, +}; + +enum NetworkCommands { + Position, // Position du joueur. + Speed, // Vitesse du joueur. + Message, // Message... + NewPlayer, // Un nouveau joueur a rejoint. + GiveYouId, // Notifie notre nouvel id. + State, // L'état d'un joueur. + PlayerLeft, // Un joueur a quitté. +}; + +enum GameState { + InGame, + InMenu, + InLoadingScreen, +}; + +enum groupIndex { + PLAYERINDEX = -1, + ENEMYINDEX = -3, + PROJECTILEINDEX = -3, + TILEINDEX = 4 +}; + +enum NuklearImage { + BulbHover, + Bulb, + BulbClick, }; \ No newline at end of file diff --git a/src/game/Game.cpp b/src/game/Game.cpp index 8a77e62f94a5c93eaf00e394c8ae21905450a070..595a74a2c428c3b74c978ebe08a795cfcf3029df 100644 --- a/src/game/Game.cpp +++ b/src/game/Game.cpp @@ -34,13 +34,25 @@ float* Game::getDeltaT(){ void Game::gameLoop() { Uint32 previous = SDL_GetTicks(); - double lag = 0.0; while(isRunning) { + update(); - tick(lag,previous); + if(state == InLoadingScreen){ + renderManager->draw_BackgroundColor(0,0,0,255); + renderManager->renderClear(); + renderManager->renderPresent(); + renderManager->renderGui(); + + worldManager->loadWorld(Test); + + state = InGame; + continue; + } + + tick(previous); render(); } @@ -58,10 +70,9 @@ void Game::update() * L'acteur concerné choisit ce qu'il souhaite afficher à l'écran. */ void Game::render() -{ - // Applique une couleur de fond de base. +{ renderManager->draw_BackgroundColor(0,0,0,255); - + renderManager->renderClear(); // Sélectionne la méthode de rendu de l'acteur. @@ -71,11 +82,22 @@ void Game::render() if(specialEffect && state == InMenu){ renderManager->draw_BackgroundImage(branches); } + + renderManager->renderGui(); renderManager->renderPresent(); } -void Game::tick(double& lag,Uint32& previous) +void Game::setState(GameState s){ + state = s; + + if(resized){ + resized = false; + actors[state]->updateScreenSize(); + } +} + +void Game::tick(Uint32& previous) { Uint32 current = SDL_GetTicks(); Uint32 elapsed = current - previous; diff --git a/src/game/GameEntities.cpp b/src/game/GameEntities.cpp index d75faa0952b57c991ec99530a81b6a7cbef61983..e3f711a092d9978d12262f1eb73dea8fd2cbf995 100644 --- a/src/game/GameEntities.cpp +++ b/src/game/GameEntities.cpp @@ -9,6 +9,26 @@ Being::Being(float x,float y, float w, float h,float d, float f,float r,b2Shape* this->world = parent->getWorld(); }; +/** + * @brief Positionne le being à un endroit spécifique. + * + * @param x + * @param y + */ +void Being::MoveTo(float x, float y){ + this->body->SetTransform(Vec2(x,y),0); +} + +/** + * @brief Applique une vitesse au being. + * + * @param x + * @param y + */ +void Being::Move(float x,float y){ + this->body->SetLinearVelocity(Vec2(x,y)); +} + /** ---------------------------------------------------- [PLAYER] ------------------------------------------- * Ici on gère les fonctions du joueur. */ @@ -64,7 +84,7 @@ void Player::update(float deltaT) fixture->SetSensor(false); return; } - //si les deux composantes du vecteur sont à zéro alors c'est que l'animation est terminé + //si les deux composantes du vecteur sont à zéro alors c'est que l'animation est terminée if(vectCollide.x!=0.0f || vectCollide.y != 0.0f){ timerKnockback.update(deltaT); if(!timerKnockback.getEnded()){ @@ -77,8 +97,6 @@ void Player::update(float deltaT) } } - - } void Player::onTouch(b2Contact* contact,float deltaT) diff --git a/src/game/Map.cpp b/src/game/Map.cpp index b523b5aec9466fa05678d9e21248b32b78d2fe74..da57aa16b1635c68c497f1d61872834b9c53e0e5 100644 --- a/src/game/Map.cpp +++ b/src/game/Map.cpp @@ -287,7 +287,9 @@ void Map::getMatriceInfosFromDocument(std::vector<std::tuple<Texture, TileType, // Découper la texture en plusieurs sous-textures si nbFrames > 1 if (nbFrames > 1) { renderManager->parseTexture(animTextures, tileTexture, TILESIZE, TILESIZE, nbFrames); - } else { + } + else + { animTextures.push_back(tileTexture); } @@ -398,35 +400,53 @@ void Map::getMapDimension(int* w, int* h){ *h = this->h; } +bool isTileVisible(Tile& tile, Camera& camera) { + return tile.getX() >= camera.x - (TILESIZE / PPM) && tile.getX() <= camera.x + static_cast<int>(camera.w / PPM) + (TILESIZE / PPM) && + tile.getY() >= camera.y - (TILESIZE / PPM) && tile.getY() <= camera.y + static_cast<int>(camera.h / PPM) + (TILESIZE / PPM); +} + +bool isDynamicTileVisible(TileDynamique* tile, Camera& camera){ + return tile->getX() >= camera.x - (TILESIZE / PPM) && tile->getX() <= camera.x + static_cast<int>(camera.w / PPM) + (TILESIZE / PPM) && + tile->getY() >= camera.y - (TILESIZE / PPM) && tile->getY() <= camera.y + static_cast<int>(camera.h / PPM) + (TILESIZE / PPM); +} + +bool isTileWithinRadius(Tile& tile, Vec2 playerPosition, float radius) { + float dx = tile.getX() - playerPosition.x; + float dy = tile.getY() - playerPosition.y; + return (dx * dx + dy * dy) <= (radius * radius); +} + +bool isDynamicTileWithinRadius(TileDynamique* tile, Vec2 playerPosition, float radius) { + float dx = tile->getX() - playerPosition.x; + float dy = tile->getY() - playerPosition.y; + return (dx * dx + dy * dy) <= (radius * radius); +} + /** * @brief Fonction render de la classe Map. - * La focntion parcourt les différents types de tiles et demande au renderManager de les afficher à l'aide des fonctions de dessin. - * La fonction effectue également des calculs de collision pour n'afficher que les tiles dans le champ du joueur (taille de l'écran). + * La fonction parcourt les différents types de tiles et demande au renderManager de les afficher à l'aide des fonctions de dessin. + * Elle effectue également des calculs de collision pour n'afficher que les tiles dans le champ du joueur (taille de l'écran). */ -void Map::render() -{ - for(Tile& tile : tiles) - { - if( - tile.getX() >= camera->x - (TILESIZE / PPM) && tile.getX() <= camera->x + (int) (camera->w / PPM) + (TILESIZE / PPM) && - tile.getY() >= camera->y - (TILESIZE / PPM) && tile.getY() <= camera->y + (int) (camera->h / PPM) + (TILESIZE / PPM) - ){ - Vec2 coordonnees = renderManager->convertPoint(camera,Vec2(tile.getX(),tile.getY())); - renderManager->draw_Image(tile.getTexture(),coordonnees.x,coordonnees.y,TILESIZEW,TILESIZEW,255,0); +void Map::render() { + + for(Tile& tile : tiles) { + if (isTileVisible(tile, *camera)) { + if (!nightOn || isTileWithinRadius(tile, playerZero->getPosition(), lightRadius)) { + Vec2 coordonnees = renderManager->convertPoint(camera, Vec2(tile.getX(), tile.getY())); + renderManager->draw_Image(tile.getTexture(), coordonnees.x, coordonnees.y, TILESIZEW, TILESIZEW, 255, 0); + } } } - for(TileDynamique* tile : dynamicTiles) - { - if( - tile->getX() >= camera->x - (TILESIZE / PPM) && tile->getX() <= camera->x + (int) (camera->w / PPM) + (TILESIZE / PPM) && - tile->getY() >= camera->y - (TILESIZE / PPM) && tile->getY() <= camera->y + (int) (camera->h / PPM) + (TILESIZE / PPM) && - tile->hasAnimation() - ){ - Vec2 coordonnees = renderManager->convertPoint(camera,Vec2(tile->getX(),tile->getY())); - renderManager->draw_Image((tile->getAnimation(0)).getCurrentFrame(),coordonnees.x,coordonnees.y,TILESIZEW,TILESIZEW,255,0); + for(TileDynamique* tile : dynamicTiles) { + if(isDynamicTileVisible(tile, *camera)){ + if (!nightOn || isDynamicTileWithinRadius(tile, playerZero->getPosition(), lightRadius)) { + Vec2 coordonnees = renderManager->convertPoint(camera, Vec2(tile->getX(), tile->getY())); + renderManager->draw_Image(tile->getAnimation(0).getCurrentFrame(), coordonnees.x, coordonnees.y, TILESIZEW, TILESIZEW, 255, 0); + } } } + } /** diff --git a/src/manager/BodyFactory.cpp b/src/manager/BodyFactory.cpp index 66a67093a76f61775be11835c6db3c1f1245bdfa..bd965f969a133d8c30c47e0db65872c8aa653f2f 100644 --- a/src/manager/BodyFactory.cpp +++ b/src/manager/BodyFactory.cpp @@ -30,7 +30,7 @@ b2Body* BodyFactory::createStaticBody(float x,float y, float w, float h,float d, fixtureDef.friction = f; fixtureDef.restitution = r; fixtureDef.filter.categoryBits = category; -// fixtureDef.filter.groupIndex = index; + // fixtureDef.filter.groupIndex = index; auto userData = new STypeInstance(); userData->ptr = object; userData->instance = type; @@ -81,7 +81,7 @@ b2Body* BodyFactory::createDynamicBody(float x,float y, float w, float h,float d userData->instance = type; fixtureDef.userData.pointer = reinterpret_cast<uintptr_t>(userData); fixtureDef.filter.categoryBits = category; - //fixtureDef.filter.groupIndex = index; + fixtureDef.filter.groupIndex = index; body->SetFixedRotation(true); body->CreateFixture(&fixtureDef); body->SetLinearDamping(2.0f); diff --git a/src/manager/Entity.cpp b/src/manager/Entity.cpp index 9aa9f0ee359177cb5c7963244b2bffee7dd38425..ed5875ebb1ba28ee1baf844e3ed4c1f1024247dc 100644 --- a/src/manager/Entity.cpp +++ b/src/manager/Entity.cpp @@ -17,4 +17,9 @@ Entity::Entity(float x,float y, float w, float h,float d, float f,float r,b2Shap body = bf.createKinematicBody(x,y,w,h,d,f,r,shape,category,object,typeInstance,index); break; } +} + +Entity::~Entity() +{ + } \ No newline at end of file diff --git a/src/manager/MenuManager.cpp b/src/manager/MenuManager.cpp index 5dddfa7d3dc749867cb6f9d04f31f1f619950899..f98d950534fd1dc45628dfd9a10f49d23f7b4aff 100644 --- a/src/manager/MenuManager.cpp +++ b/src/manager/MenuManager.cpp @@ -62,7 +62,7 @@ void MenuManager::menu(){ nk_spacer(ctx); if (nk_button_label(ctx, "Nouvelle Partie")) { - game->setState(InGame); + game->setState(InLoadingScreen); } nk_spacer(ctx); diff --git a/src/manager/NetworkManager.cpp b/src/manager/NetworkManager.cpp index a57e331da45dc108087b835c974b1dc633defc7e..ca08e9125a22ff86a695616d9a0e2531285bf7d9 100644 --- a/src/manager/NetworkManager.cpp +++ b/src/manager/NetworkManager.cpp @@ -51,49 +51,24 @@ void NetworkManager::startGameClient(){ } /** - * @brief Cherche si un nouveau joueur souhaite se connecter. + * @brief Cherche si un nouveau joueur souhaite se connecter et renvoie l'id du nouveau joueur. * */ -void NetworkManager::checkForNewPlayer(){ +void NetworkManager::checkForNewPlayer(TCPsocket* socket, short int* id){ TCPsocket joueur = SDLNet_TCP_Accept(playerZeroSocket); if (joueur) { joueurs.emplace_back(joueur, cpt, ""); SDLNet_TCP_AddSocket(setJoueurs, joueur); - std::cout << "Un joueur vient de se connecter ! " << std::endl; - - const int lenDatas = sizeof(short int) * 2 + 1; - char datas[lenDatas]; - short int commande = -2; - short int id = cpt; - std::memcpy(datas, &commande, sizeof(short int)); - std::memcpy(datas + sizeof(short int), &id, sizeof(short int)); - - datas[lenDatas - 1] = '\0'; - if (SDLNet_TCP_Send(joueur, datas, lenDatas) < lenDatas) { - std::cerr << "Erreur lors de l'envoi des données au joueur " << cpt << " : " << SDLNet_GetError() << std::endl; - } - - // On prépare les données à envoyer aux autres joueurs en modifiant la commande initiale. - commande = 0; - std::memcpy(datas, &commande, sizeof(short int)); - - // Notifier les autres joueurs qu'il y a un nouveau joueur avec son ID. - for (const auto& joueurExistant : joueurs) { - if (joueurExistant.playerSocket != joueur) { - if (SDLNet_TCP_Send(joueurExistant.playerSocket, datas, lenDatas) < lenDatas) { - std::cerr << "Erreur lors de l'envoi des données au joueur " << joueurExistant.id << " : " << SDLNet_GetError() << std::endl; - } - } - } - cpt += 1; + *id = cpt; + *socket = joueur; } } /** * @brief Fonction réservée au client : envoie des données au serveur. */ -void NetworkManager::Client_SendDatas(char* datas, size_t dataLength){ +void NetworkManager::Client_SendDatas(const char* datas, size_t dataLength){ if (SDLNet_TCP_Send(playerZeroSocket, datas, dataLength) < dataLength) { std::cerr << "Erreur lors de l'envoi des données : " << SDLNet_GetError() << std::endl; } @@ -101,12 +76,42 @@ void NetworkManager::Client_SendDatas(char* datas, size_t dataLength){ /** * @brief Fonction réservée au serveur : envoie des données aux clients. + * Optionnellement on peut mettre un socket. : + * - Si ignoreAll est à true, ignore tous les joueurs sauf le socket en option. + * - Si ignoreAll est à false, ignore le socket optionnel non null. + * - Sinon envoie à tout le monde (par défaut lorsque le socket optionnel est null). + * Cette option ne s'applique que à la fonction Server_SendDatas() pas à Client_SendDatas, car celle-ci se charge d'envoie les données que au serveur. + * + * @param datas + * @param dataLength + * @param socket + * @param ignoreAll */ -void NetworkManager::Server_SendDatas(char* datas, size_t dataLength){ - for(Splayer joueur : joueurs){ - if (SDLNet_TCP_Send(joueur.playerSocket, datas, dataLength) < dataLength) { - std::cerr << "Erreur lors de l'envoi des données : " << SDLNet_GetError() << std::endl; - break; +void NetworkManager::Server_SendDatas(const char* datas, size_t dataLength,TCPsocket socket, bool ignoreAll){ + if(socket){ + if(ignoreAll){ + if (SDLNet_TCP_Send(socket, datas, dataLength) < dataLength) { + std::cerr << "Erreur lors de l'envoi des données : " << SDLNet_GetError() << std::endl; + } + } + else{ + for(Splayer joueur : joueurs){ + if(joueur.playerSocket != socket){ + if (SDLNet_TCP_Send(joueur.playerSocket, datas, dataLength) < dataLength) { + std::cerr << "Erreur lors de l'envoi des données : " << SDLNet_GetError() << std::endl; + break; + } + } + } + } + } + else + { + for(Splayer joueur : joueurs){ + if (SDLNet_TCP_Send(joueur.playerSocket, datas, dataLength) < dataLength) { + std::cerr << "Erreur lors de l'envoi des données : " << SDLNet_GetError() << std::endl; + break; + } } } } @@ -138,7 +143,7 @@ char* NetworkManager::Client_ReceiveDatas() { } return nullptr; } - + // Alloue dynamiquement de la mémoire pour le résultat char* result = new char[nb_recus]; if (result == nullptr) { @@ -186,7 +191,8 @@ vector<vector<char>> NetworkManager::Server_ReceiveDatas() { } datasbuffer.push_back(result); - } else if (len <= 0) { + } + else if (len <= 0) { joueursASupprimer.push_back(sock); } } diff --git a/src/manager/RenderManager.cpp b/src/manager/RenderManager.cpp index b7a7d2706d3a3f39bf60f267c8ae7f4b08f0a21e..1f3b6ef1477917f87f499d4a367d53d85bad932a 100644 --- a/src/manager/RenderManager.cpp +++ b/src/manager/RenderManager.cpp @@ -12,7 +12,7 @@ RenderManager::RenderManager(const char title[], int w, int h,bool fullscreen) : } if(fullscreen){ - windowflags |= SDL_WINDOW_FULLSCREEN; + windowflags |= SDL_WINDOW_FULLSCREEN_DESKTOP; SDL_DisplayMode DM; SDL_GetCurrentDisplayMode(0, &DM); window_width = DM.w; @@ -215,7 +215,7 @@ void RenderManager::draw_filled_rectangle(int x, int y, int w, int h, int r, int y = y * zoomFactor; w = w * zoomFactor; h = h * zoomFactor; - + SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); SDL_SetRenderDrawColor(renderer, r, g, b, a); Rect rect = {x, y, w, h}; SDL_RenderFillRect(renderer, &rect); diff --git a/src/manager/WorldManager.cpp b/src/manager/WorldManager.cpp index 6962d2f6c645ed408a7c0beb37dda09b918f0078..6aac5dbe8c0d7b134340226583493946365df1ca 100644 --- a/src/manager/WorldManager.cpp +++ b/src/manager/WorldManager.cpp @@ -1,13 +1,6 @@ #include "../../include/manager/WorldManager.hpp" #include <cmath> -/* - NB : - - Rajouter la possiblité de créer un pseudo quand on se connecte en ligne. - - Mettre des throw exception pour gérer les exceptions du networkManager. - - Faire apparaître le joueur qui s'est connecté. -*/ - /** * @brief Construct a new World Manager:: World Manager object * C'est ici que l'on initialise les données constantes du monde. Comme les joueurs. @@ -17,10 +10,7 @@ WorldManager::WorldManager(Game* game) : game(game) { initializeDefaultDatas(); initializePhysicalWorld(); - initializeCamera(); - initializePlayer(); - mapWorld = new Map(camera); - loadTest(); + initializeCamera(); // NB : Orienter en fonction de la souris. debounce[SDLK_g] = false; debounce[SDLK_1] = false; @@ -35,6 +25,25 @@ void WorldManager::initializeCamera(){ camera = renderManager->getCamera(); camera->h = windowHeight; camera->w = windowWidth; + camera->hM = windowHeight / PPM; + camera->wM = windowWidth / PPM; +} + +struct nk_image sdlTextureToNkImage(SDL_Texture* texture) { + struct nk_image img; + img.handle.ptr = texture; + + int width, height; + SDL_QueryTexture(texture, NULL, NULL, &width, &height); + + img.w = static_cast<nk_ushort>(width); + img.h = static_cast<nk_ushort>(height); + + img.region[0] = 0; + img.region[1] = 0; + img.region[2] = img.w; + img.region[3] = img.h; + return img; } /** @@ -49,10 +58,21 @@ void WorldManager::initializeDefaultDatas(){ windowWidth = renderManager->getWindowWidth(); windowHeight = renderManager->getWindowHeight(); + subMenuWidth = windowWidth * .4; + subMenuHeight = windowHeight * .6; + /* Gui datas */ fpsCounterWidth = windowWidth * 0.1; fpsCounterHeight = windowHeight * 0.03; fps = game->getFps(); + + // Document Json du réseau. + donneesReseauJson.SetObject(); + players.reserve(4); + + nkImages.emplace(BulbClick,sdlTextureToNkImage(IMG_LoadTexture(renderManager->getRenderer(), "../assets/widgets/bulb_clicked.png"))); + nkImages.emplace(BulbHover,sdlTextureToNkImage(IMG_LoadTexture(renderManager->getRenderer(), "../assets/widgets/bulb_hover.png"))); + nkImages.emplace(Bulb,sdlTextureToNkImage(IMG_LoadTexture(renderManager->getRenderer(), "../assets/widgets/bulb.png"))); } /** @@ -77,14 +97,10 @@ void WorldManager::initializePhysicalWorld(){ * @brief On instancie le joueur du monde avec sa caméra. */ void WorldManager::initializePlayer(){ - camera = renderManager->getCamera(); - camera->h = windowHeight; - camera->w = windowWidth; - entityFactory->makePlayer(mapW/(2.0f*PPM),mapH/(2.0f*PPM)); - playerZero = &players.back(); velocity = playerZero->getVelocity(); + mapWorld->setPlayerZero(&players.back()); } /** @@ -92,14 +108,35 @@ void WorldManager::initializePlayer(){ */ void WorldManager::update(float deltaT) { - updateNetwork(); + // Envoie les données. + if (game->isOnline()){ + if(correctionTimer.getEnded()){ + correctionTimer.reset(); + clicked = false; + } + correctionTimer.update(deltaT); + updateNetworkDatas(); + } + updateInputStates(deltaT); - updatePlayerVelocity(); - updateEntities(deltaT); - updateCameraPosition(); + + if(!pause){ + updatePlayerVelocity(); + + updateEntities(deltaT); + + updateCameraPosition(); + } + updateGui(deltaT); } +bool isEntityWithinRadius(Vec2 entityPosition, Vec2 playerPosition, float radius) { + float dx = entityPosition.x - playerPosition.x; + float dy = entityPosition.y - playerPosition.y; + return (dx * dx + dy * dy) <= (radius * radius); +} + void WorldManager::render() { // Si on zoom modifier le facteur de zoom. @@ -113,20 +150,52 @@ void WorldManager::render() if(debugMode){ world->DebugDraw(); } - + // Sinon afficher les assets du jeu. - else{ + else + { mapWorld->render(); + + if(mapWorld->getNight()) + { + renderManager->draw_BackgroundColor(0,0,0,255); + } + renderPlayers(); renderDirectionArrow(); renderEnemies(); renderProjectiles(); + + double rad1 = 6 * PPM; + double rad2 = 9 * PPM; + + if(mapWorld->getNight()) + { + renderManager->draw_BackgroundColor(0,0,0,255); + Vec2 position = renderManager->convertPoint(camera,playerZero->getPosition() + Vec2(playerZero->getWidth() / 2, playerZero->getHeight() / 2)); + for (int x = 0; x < camera->w; ++x) + { + for (int y = 0; y < camera->h; ++y) + { + double distX = x - position.x; + double distY = y - position.y; + double distance = sqrt(distX * distX + distY * distY); + + if (distance > rad1 && distance < rad2) + { + renderManager->draw_Point(x, y); + } + } + } + } } // Affiche un compteur de FPS à l'écran. if(game->showingFPS()){ fpsCounter(); } + + bulb(); // Affiche les widgets pour le serveur. server(); @@ -136,7 +205,72 @@ void WorldManager::render() chatBox(); } - renderManager->renderGui(); + if(subMenuOn){ + SubMenu(); + } +} + +void WorldManager::bulb() +{ + struct nk_color window_background = nk_rgba(0, 0, 0, 0); // Couleur de fond transparente. + struct nk_color button_background = nk_rgba(0, 0, 0, 0); + struct nk_color button_text = nk_rgb(0, 0, 0); // Couleur du texte du bouton. + + // Sauvegarder l'ancien style de fenêtre. + struct nk_style old_style = ctx->style; + + // Appliquer le style transparent à la fenêtre. + ctx->style.window.fixed_background = nk_style_item_color(window_background); + + if (nk_begin(ctx, "light", nk_rect( + windowWidth - 64, 100, + 64, 64), + NK_WINDOW_NO_SCROLLBAR + )) + { + nk_layout_row_dynamic(ctx, 50, 1); + + // Définir le style pour le bouton. + ctx->style.button.normal = nk_style_item_color(button_background); + ctx->style.button.hover = nk_style_item_color(button_background); + ctx->style.button.active = nk_style_item_color(button_background); + ctx->style.button.border_color = button_background; + ctx->style.button.text_background = button_background; + ctx->style.button.text_normal = button_text; + ctx->style.button.text_hover = button_text; + ctx->style.button.text_active = button_text; + + // Si le joueur effectue une interaction avec le bouton. + if (nk_window_is_hovered(ctx)) + { + // Si le joueur clique. + if (nk_input_has_mouse_click(&ctx->input, NK_BUTTON_LEFT)) + { + nk_button_image(ctx, nkImages[BulbClick]); + mapWorld->setNight(!mapWorld->getNight()); + // Première fois que je clique (Sinon on affiche l'image quand même pour l'effet de pression). + if(!clicked){ + clicked = true; + correctionTimer.reset(); + correctionTimer.setEnd(.3); + } + } + // Si le joueur hover juste. + else + { + nk_button_image(ctx, nkImages[BulbHover]); + } + } + // On affiche le bouton par défaut. + else + { + nk_button_image(ctx, nkImages[Bulb]); + } + } + nk_end(ctx); + + // Restaurer l'ancien style de la fenêtre. + ctx->style = old_style; } void WorldManager::getMouseAngle(){ @@ -227,7 +361,8 @@ void WorldManager::updateInputStates(float deltaT){ * À noter que certaines de ces touches n'ont pas besoin de debounce. */ case SDLK_ESCAPE: - game->setState(InMenu); + subMenuOn = true; + pause = true; break; case SDLK_1: addCommandInput(key); @@ -289,6 +424,7 @@ void WorldManager::updateInputStates(float deltaT){ }else{ zoomOut(deltaT); } + zoomed = true; break; } nk_sdl_handle_event(&e); @@ -370,79 +506,373 @@ void WorldManager::updateInputStates(float deltaT){ } /** - * @brief Fonction qui gère la réception des paquets réseau et leur description. + * @brief Prépare les données à envoyer depuis le fichier Json. + * + */ +void WorldManager::prepareNetworkDatas() +{ + donneesReseauJson.SetObject(); + commandes.clear(); +} + +/** + * @brief + * 1 - Réceptionne les données et mets à jour via la méthode analyseNetworkDatas() + * 2 - Envoie les données. + * Durant la première étape si le joueur est hôte, vérifie s'il y a un nouveau joueur. */ -void WorldManager::updateNetwork() { - // Pour le moment on vérifie tout le temps s'il y a un joueur qui se connecte. - if (game->isOnline()) { - if (game->isHost()) { - networkManager.checkForNewPlayer(); - std::vector<std::vector<char>> vecdatas = networkManager.Server_ReceiveDatas(); - for (const std::vector<char>& datas : vecdatas) { - analyseDatas(datas.data()); // Passe un pointeur vers le tableau de char. +void WorldManager::updateNetworkDatas() +{ + if (game->isHost()){ + short int id = 0; + TCPsocket socket = nullptr; + networkManager.checkForNewPlayer(&socket, &id); + + // Vérifie s'il y a un nouveau joueur + if (id > 0) { + // Crée un nouveau joueur + entityFactory->makePlayer(mapW/(2.0f*PPM),mapH/(2.0f*PPM)); + + // Attribue l'ID au joueur + players.back().setId(id); + + // Envoie l'ID au nouveau joueur + commandes.push_back(GiveYouId); + donneesReseauJson.AddMember("GiveYouId", id, donneesReseauJson.GetAllocator()); + sendNetworkDatas(socket, true); + + // Envoie l'information sur le nouveau joueur aux autres joueurs + commandes.pop_back(); // Retire GiveYouId + commandes.push_back(NewPlayer); + donneesReseauJson.RemoveMember("GiveYouId"); + donneesReseauJson.RemoveMember("Commands"); + donneesReseauJson.AddMember("NewPlayer", id, donneesReseauJson.GetAllocator()); + sendNetworkDatas(socket, false); + } + + // Sinon envoie juste les données. + else + { + if(donneesReseauJson.MemberCount() > 0){ + sendNetworkDatas(); } - } else { - char* datas = networkManager.Client_ReceiveDatas(); - analyseDatas(datas); } + + // Réceptionne les données. + std::vector<std::vector<char>> vecdatas = networkManager.Server_ReceiveDatas(); + for (const std::vector<char>& datas : vecdatas) { + analyseDatas(datas.data()); + } + } + + // Un client a simplement besoin de réceptionner les données. + else + { + // Envoie les données. + if(donneesReseauJson.MemberCount() > 0){ + sendNetworkDatas(); + } + + // Réceptionne les données. + char* datas = networkManager.Client_ReceiveDatas(); + analyseDatas(datas); + } + + // Nettoie les données + if(donneesReseauJson.MemberCount() > 0){ + prepareNetworkDatas(); } } +/** + * @brief Envoie les données du Json joueurs. + * Optionnellement on peut mettre un socket. : + * - Si ignoreAll est à true, ignore tous les joueurs sauf le socket en option. + * - Si ignoreAll est à false, ignore le socket optionnel non null. + * - Sinon envoie à tout le monde par défaut lorsque le socket est null. + * Cette option ne s'applique que à la fonction Server_SendDatas() pas à Client_SendDatas, car celle-ci se charge d'envoie les données que au serveur. + * @param ignoreAll + */ +void WorldManager::sendNetworkDatas(TCPsocket socket, bool ignoreAll){ + + // Avant toute chose rajoute les commandes à envoyer. + Value tableau(kArrayType); + for (const auto& commande : commandes) { + tableau.PushBack(commande, donneesReseauJson.GetAllocator()); + } + donneesReseauJson.AddMember("Commands",tableau,donneesReseauJson.GetAllocator()); + + // Crée le message Json à envoyer sous format char*. + StringBuffer buffer; + Writer<rapidjson::StringBuffer> writer(buffer); + donneesReseauJson.Accept(writer); + const char* jsonStr = buffer.GetString(); + + if(game->isHost()) + { + networkManager.Server_SendDatas(jsonStr,buffer.GetSize(), socket, ignoreAll); + } + + else + { + networkManager.Client_SendDatas(jsonStr,buffer.GetLength()); + } +} + +/* + +Brouillar de guerre. 1h30 +Menu intermédiaire 1h30 +Faire en sorte d'attaquer en cliquant 30 minutes +HUD avec barre de vies 1h30 +Un objectif tuer 5 squelettes 1h30 + +*/ + void WorldManager::analyseDatas(const char* datas){ - // On analyse les données reçues. + // Une erreur est survenue. if(datas == nullptr){ - // Gérer l'erreur. + // gérer l'erreur. } + // Les données sont correctes. else { // On a reçu quelque chose. if(datas[0] != '\0') { - // Dans un premier temps, je récupère la commande. - short int commande; - memcpy(&commande, datas, sizeof(short int)); - - // Dans un second temps, en fonction de la commande, je fais ce qu'il faut faire. - switch (commande) { - // Donne un id au joueur. - case -2: { - short int id; - memcpy(&id, datas + sizeof(short int), sizeof(short int)); - playerZero->setId(id); - // En même temps, il faut générer le joueur hôte avec l'id 0. - // Code pour générer le joueur hôte... - break; + Document document; + document.SetObject(); + document.Parse(datas); + + // Vérifie si le parsing a marché. + if (document.IsObject()) { + if(document.HasMember("Commands") && document["Commands"].IsArray()){ + // Je récupère les valeurs des commandes. + const Value& commands = document["Commands"]; + + // Je parcours les commandes et effectue l'action qui leur est associée. + for (SizeType i = 0; i < commands.Size(); ++i) { + if (commands[i].IsInt()) { + NetworkCommands com = (NetworkCommands) commands[i].GetInt(); + casesDatas(&document,com); + } + } } - // Un joueur a quitté. - case -1: - // Gérer le cas pour supprimer un joueur. - break; - // Un nouveau joueur a rejoint la partie. - case 0: - // Gérer le cas pour créer un nouveau joueur. - break; - // On reçoit le message d'un autre joueur. - case 1: { - short int senderId; - memcpy(&senderId, datas + sizeof(short int), sizeof(short int)); - string nomJoueur = "joueur_" + to_string(senderId) + " : "; - string message = nomJoueur + string(datas + 2 * sizeof(short int)); - messages.push_back(message); - break; + } + // Gérer l'erreur. + else{ + + } + } + } +} + +/** + * @brief Fonction qui gère les différents cas associés aux commandes. + * + * @param commande + */ +void WorldManager::casesDatas(Document* document, NetworkCommands commande){ + switch(commande){ + case GiveYouId: + { + const Value& id = (*document)["GiveYouId"]; + + if (id.IsInt()) + { + playerZero->setId(id.GetInt()); + entityFactory->makePlayer(mapW/(2.0f*PPM),mapH/(2.0f*PPM)); + } + + } + break; + case NewPlayer: + { + const Value& id = (*document)["NewPlayer"]; + + if (id.IsInt()) + { + entityFactory->makePlayer(mapW/(2.0f*PPM),mapH/(2.0f*PPM)); + players.back().setId(id.GetInt()); + } + } + break; + case Speed: + { + if ((*document).HasMember("Speed")) { + const Value& speed = (*document)["Speed"]; + if (speed.IsObject()) { + if ( + speed.HasMember("id") && speed["id"].IsInt() && + speed.HasMember("x") && speed["x"].IsFloat() && + speed.HasMember("y") && speed["y"].IsFloat()) + { + auto player_it = std::find_if( + players.begin(), + players.end(), + [&](Player& p) { + return p.getId() == (short int) (speed["id"].GetInt()); + } + ); + + if (player_it != players.end()) { + Player& player = *player_it; + player.Move( + speed["x"].GetFloat(), + speed["y"].GetFloat() + ); + } + // L'id est corrompu... + else { + + } + + } + // Gérer l'erreur. + else { + + } + } + + // Gérer l'erreur. + else { + + } + } + + // Gère les erreurs. + else { + + } + } + break; + case Position: + { + if ((*document).HasMember("Position")) { + const Value& position = (*document)["Position"]; + if (position.IsObject()) { + if ( + position.HasMember("id") && position["id"].IsInt() && + position.HasMember("x") && position["x"].IsFloat() && + position.HasMember("y") && position["y"].IsFloat()) + { + auto player_it = std::find_if( + players.begin(), + players.end(), + [&](Player& p) { + return p.getId() == (short int) (position["id"].GetInt()); + } + ); + + if (player_it != players.end()) { + Player& player = *player_it; + player.MoveTo( + position["x"].GetFloat(), + position["y"].GetFloat() + ); + } + // L'id est corrompu... + else { + + } + + } + // Gérer l'erreur. + else { + + } + } + + // Gérer l'erreur. + else { + } - // Reçoit la modification de position d'un joueur. - case 2: - // Gérer la modification de position. - break; - // La commande doit être corrompue... - default: - // Gérer les commandes inconnues ou corrompues. - break; + } + + // Gère les erreurs. + else { + + } + } + break; + case Message: + { + const Value& messageObj = (*document)["Message"]; + string message; + + // Vérification et récupération du membre "id" + if (messageObj.HasMember("id") && messageObj["id"].IsInt()) { + int id = messageObj["id"].GetInt(); + message = "joueur_" + to_string(id) + " : "; + } + + // Gérer l'erreur. + else { + + } + + // Vérification et récupération du membre "message" + if (messageObj.HasMember("message") && messageObj["message"].IsString()) { + message += messageObj["message"].GetString(); + } + + // Gérer l'erreur. + else { + } + + messages.push_back(message); } + break; + // La commande est corrompue. + default: + // Gérer l'erreur. + break; } } + +/** + * @brief Sous-menu. Met le jeu en pause si on n'est pas en ligne. + */ +void WorldManager::SubMenu(){ + if (nk_begin(ctx, "SubMenu", nk_rect( + (windowWidth - subMenuWidth) / 2, + (windowHeight - subMenuHeight) / 2, + subMenuWidth, subMenuHeight), + NK_WINDOW_BORDER | + NK_WINDOW_NO_SCROLLBAR)) + { + float ratio[] = {0.1f, 0.80f,0.1f}; + int h = subMenuHeight / 12; + nk_layout_row(ctx, NK_DYNAMIC, h, 3, ratio); + + nk_spacer(ctx);nk_spacer(ctx);nk_spacer(ctx); + + nk_spacer(ctx); + + if (nk_button_label(ctx, "Reprendre")) { + pause = false; + subMenuOn = false; + } + nk_spacer(ctx); + + nk_spacer(ctx);nk_spacer(ctx);nk_spacer(ctx); + + nk_spacer(ctx); + if (nk_button_label(ctx, "Menu Principal")) { + clearWorld(); + pause = false; + subMenuOn = false; + game->setState(InMenu); + } + nk_spacer(ctx); + + nk_spacer(ctx);nk_spacer(ctx);nk_spacer(ctx); + } + nk_end(ctx); +} + /** * @brief Génère des petits wigets pour gérer la connexion et la création d'un serveur. * @@ -455,11 +885,18 @@ void WorldManager::server(){ windowWidth - 300, windowHeight - 123, 300, 123), NK_WINDOW_NO_SCROLLBAR) - ) { + ) + { nk_layout_row_dynamic(ctx, 55, 1); if (nk_button_label(ctx, "Lancer serveur")) { if (game->isOnline()) { showPopUP = true; + if(game->isHost()){ + popUpMessage = "Vous avez déjà créé un serveur"; + } + else{ + popUpMessage = "Vous avez déjà rejoint un serveur"; + } } else{ // Créer le socket serveur et met Online a true si tout s'est bien passé. @@ -490,7 +927,7 @@ void WorldManager::server(){ nk_style_pop_style_item(ctx); if (showPopUP) { if (nk_popup_begin(ctx, NK_POPUP_STATIC, "Erreur", NK_WINDOW_NO_SCROLLBAR, nk_rect( - - (windowWidth - 300 - 400) / 2, -(windowHeight - 123 - 75) / 2, + (-windowWidth + 300 -100) / 2, (-windowHeight + 123 -75) / 2, 400,75 ))) { nk_layout_row_dynamic(ctx, 30, 1); @@ -502,7 +939,9 @@ void WorldManager::server(){ } nk_popup_end(ctx); - } else { + } + + else { showPopUP = false; } } @@ -549,33 +988,41 @@ void WorldManager::chatBox(){ } /** - * @brief S'occupe d'envoyer le message selon le format id suivi du message. + * @brief Ajoute dans le document Json le message à envoyer aux autres joueurs. * [int][char] */ void WorldManager::sendMessage() { - const short int commande = 1; - const short int id = playerZero->getId(); - const short int lenBuffer = strlen(input_buffer); - int lenMessage = sizeof(short int) * 2 + lenBuffer + 1; // +1 c'est pour le caractère nul. - char message[lenMessage]; - - // Je copie la commande dans le message - std::memcpy(message, &commande, sizeof(short int)); - - // Ensuite je mets l'ID du joueur dans le message après la commande - std::memcpy(message + sizeof(short int), &id, sizeof(short int)); - - // Et enfin je rajoute le contenu de input_buffer dans le message après l'ID du joueur - std::memcpy(message + sizeof(short int) * 2, input_buffer, lenBuffer); + commandes.push_back(Message); - // Je rajoute le caractère nul à la fin. - message[lenMessage - 1] = '\0'; - - if(game->isHost()) { - networkManager.Server_SendDatas(message, lenMessage); - } else { - networkManager.Client_SendDatas(message, lenMessage); - } + string messageText = input_buffer; + + Value message(kObjectType); + message.AddMember("message", Value(messageText.c_str(), donneesReseauJson.GetAllocator()).Move(), donneesReseauJson.GetAllocator()); + message.AddMember("id", playerZero->getId(), donneesReseauJson.GetAllocator()); + + donneesReseauJson.AddMember("Message", message, donneesReseauJson.GetAllocator()); +} + +/** + * @brief Ajoute au document Json les coordonnées à envoyer aux autres joueurs. + */ +void WorldManager::sendCoordinates() { + // Envoie la vitesse du joueur. + commandes.push_back(Speed); + Value speed(kObjectType); + speed.AddMember("id", playerZero->getId(), donneesReseauJson.GetAllocator()); + speed.AddMember("x", velocity->x, donneesReseauJson.GetAllocator()); + speed.AddMember("y", velocity->y, donneesReseauJson.GetAllocator()); + donneesReseauJson.AddMember("Speed", speed, donneesReseauJson.GetAllocator()); + + // Envoie la position du joueur. + commandes.push_back(Position); + Value coordonnees(kObjectType); + const Vec2 pos = playerZero->getPosition(); + coordonnees.AddMember("id", playerZero->getId(), donneesReseauJson.GetAllocator()); + coordonnees.AddMember("x", pos.x, donneesReseauJson.GetAllocator()); + coordonnees.AddMember("y", pos.y, donneesReseauJson.GetAllocator()); + donneesReseauJson.AddMember("Position", coordonnees, donneesReseauJson.GetAllocator()); } /** @@ -600,60 +1047,78 @@ void WorldManager::renderDirectionArrow(){ */ void WorldManager::renderEnemies(){ for(std::shared_ptr<Enemy> enemy : enemies){ - const Vec2 coordonnees = renderManager->convertPoint(camera,enemy->getBody()->GetPosition()); - Animation& animation = enemy->getAnimation(enemy->getState()); - const Vec2 newcoordinates = centerTextureOnHitBox(enemy.get(),coordonnees,animation); - - if(enemy->getSimpleLook() == Left){ - renderManager->drawImageByVerticalAxisSymmetry( - animation.getCurrentFrame(), - newcoordinates.x, - newcoordinates.y, - animation.getTextureWidth(), animation.getTextureHeight(), - 255, - 0 - ); - } - - else{ - renderManager->draw_Image( - animation.getCurrentFrame(), - newcoordinates.x, - newcoordinates.y, - animation.getTextureWidth(), animation.getTextureHeight(), - 255, - 0 - ); + if( + !mapWorld->getNight() || + isEntityWithinRadius( + dynamic_pointer_cast<Entity>(enemy)->getPosition(), + playerZero->getPosition(), + 7 + )) + { + const Vec2 coordonnees = renderManager->convertPoint(camera,enemy->getBody()->GetPosition()); + Animation& animation = enemy->getAnimation(enemy->getState()); + const Vec2 newcoordinates = centerTextureOnHitBox(enemy.get(),coordonnees,animation); + + if(enemy->getSimpleLook() == Left){ + renderManager->drawImageByVerticalAxisSymmetry( + animation.getCurrentFrame(), + newcoordinates.x, + newcoordinates.y, + animation.getTextureWidth(), animation.getTextureHeight(), + 255, + 0 + ); + } + + else{ + renderManager->draw_Image( + animation.getCurrentFrame(), + newcoordinates.x, + newcoordinates.y, + animation.getTextureWidth(), animation.getTextureHeight(), + 255, + 0 + ); + } } } } void WorldManager::renderProjectiles(){ for(std::shared_ptr<Projectile> projectile : projectiles){ - const Vec2 coordonnees = renderManager->convertPoint(camera,projectile->getBody()->GetPosition()); - Animation& animation = projectile->getAnimation(IdleState); - const Vec2 newcoordinates = centerTextureOnHitBox(projectile.get(),coordonnees,animation); - cout << projectile->getBody()->GetAngle() << endl; - if(projectile->getSimpleLook() == Left){ - renderManager->drawImageByVerticalAxisSymmetry( - animation.getCurrentFrame(), - newcoordinates.x, - newcoordinates.y, - animation.getTextureWidth(), animation.getTextureHeight(), - 255, - projectile->getBody()->GetAngle()*180/M_PI - ); - } - - else{ - renderManager->draw_Image( - animation.getCurrentFrame(), - newcoordinates.x, - newcoordinates.y, - animation.getTextureWidth(), animation.getTextureHeight(), - 255, - projectile->getBody()->GetAngle()*180/M_PI - ); + if( + !mapWorld->getNight() || + isEntityWithinRadius( + dynamic_pointer_cast<Entity>(projectile)->getPosition(), + playerZero->getPosition(), + 7 + )) + { + const Vec2 coordonnees = renderManager->convertPoint(camera,projectile->getBody()->GetPosition()); + Animation& animation = projectile->getAnimation(IdleState); + const Vec2 newcoordinates = centerTextureOnHitBox(projectile.get(),coordonnees,animation); + if(projectile->getSimpleLook() == Left){ + renderManager->drawImageByVerticalAxisSymmetry( + animation.getCurrentFrame(), + newcoordinates.x, + newcoordinates.y, + animation.getTextureWidth(), animation.getTextureHeight(), + 255, + projectile->getBody()->GetAngle()*180/M_PI + ); + } + + else + { + renderManager->draw_Image( + animation.getCurrentFrame(), + newcoordinates.x, + newcoordinates.y, + animation.getTextureWidth(), animation.getTextureHeight(), + 255, + projectile->getBody()->GetAngle()*180/M_PI + ); + } } } } @@ -662,31 +1127,35 @@ void WorldManager::renderProjectiles(){ * */ void WorldManager::renderPlayers(){ - Vec2 coordonnees = renderManager->convertPoint(camera,playerZero->getBody()->GetPosition()); - Animation& animation = playerZero->getAnimation(playerZero->getState()); - const Vec2 newcoordinates = centerTextureOnHitBox(playerZero,coordonnees,animation); - uint alpha = playerZero->getInvicible() ? 150 : 255; - - if(playerZero->getSimpleLook() == Left){ - renderManager->drawImageByVerticalAxisSymmetry( - animation.getCurrentFrame(), - newcoordinates.x, - newcoordinates.y, - animation.getTextureWidth(), animation.getTextureHeight(), - alpha, - 0 - ); - } - - else{ - renderManager->draw_Image( - animation.getCurrentFrame(), - newcoordinates.x, - newcoordinates.y, - animation.getTextureWidth(), animation.getTextureHeight(), - alpha, - 0 - ); + for(Player& player : players){ + if(!mapWorld->getNight() || isEntityWithinRadius(player.getPosition(),playerZero->getPosition(),7)){ + Vec2 coordonnees = renderManager->convertPoint(camera,player.getBody()->GetPosition()); + Animation& animation = player.getAnimation(player.getState()); + const Vec2 newcoordinates = centerTextureOnHitBox(&player,coordonnees,animation); + uint alpha = player.getInvicible() ? 150 : 255; + + if(player.getSimpleLook() == Left){ + renderManager->drawImageByVerticalAxisSymmetry( + animation.getCurrentFrame(), + newcoordinates.x, + newcoordinates.y, + animation.getTextureWidth(), animation.getTextureHeight(), + alpha, + 0 + ); + } + + else{ + renderManager->draw_Image( + animation.getCurrentFrame(), + newcoordinates.x, + newcoordinates.y, + animation.getTextureWidth(), animation.getTextureHeight(), + alpha, + 0 + ); + } + } } } @@ -725,6 +1194,8 @@ void WorldManager::updateScreenSize() renderManager->getFullWindowSize(&windowWidth, &windowHeight); fpsCounterWidth = windowWidth * 0.25; fpsCounterHeight = windowWidth * 0.1; + subMenuWidth = windowWidth * .6; + subMenuHeight = windowHeight * .7; } void WorldManager::removeMoveInput(SDL_Keycode key){ @@ -762,13 +1233,11 @@ void WorldManager::addCommandInput(SDL_Keycode key){ void WorldManager::zoomIn(float deltaT){ zoomfactor += deltaT * ZOOMSPEED; zoomfactor = min(zoomfactor, ZOOMMAX); - zoomed = true; } void WorldManager::zoomOut(float deltaT){ zoomfactor -= deltaT * ZOOMSPEED; zoomfactor = max(zoomfactor,1.0f); - zoomed = true; } void WorldManager::fpsCounter() @@ -791,15 +1260,21 @@ void WorldManager::fpsCounter() } void WorldManager::updateEntities(float deltaT){ + // Nettoie les entités. deleteEntities(); - - playerZero->update(deltaT); + + for(Player& player : players){ + player.update(deltaT); + } + for(auto enemy : enemies){ enemy->update(deltaT); } + for(auto projectile:projectiles){ projectile->update(deltaT); } + mapWorld->update(deltaT); world->Step(timeStep,velocityIteration,positionIteration); } @@ -820,6 +1295,10 @@ void WorldManager::updateGui(float deltaT){ void WorldManager::updatePlayerVelocity(){ playerZero->getBody()->SetLinearVelocity(*velocity); + // Si le joueur est en ligne et qu'il bouge, on notifie de sa nouvelle position. + if(game->isOnline() && (velocity-> x > 0.0f || velocity->y > 0.0f)){ + sendCoordinates(); + } *velocity = Vec2(0,0); } @@ -838,8 +1317,6 @@ void WorldManager::updateCameraSize(){ const float heightBefore = windowHeight; const float widthNow = widthBefore / zoomfactor; const float heigthNow = windowHeight / zoomfactor; - const float lagX = widthBefore - widthNow; - const float lagY = heightBefore - heigthNow; Vec2 positionJ0 = playerZero->getBody()->GetPosition(); camera->w = widthNow; @@ -848,33 +1325,77 @@ void WorldManager::updateCameraSize(){ camera->y = max(min((positionJ0.y - (camera->h / PPM - playerZero->getHeight())/2),(float) ((mapH - camera->h) / PPM)), 0.0f); } +#include <thread> + +/** + * @brief Nettoie le monde en prévision du chargement d'un nouveau monde. + * + */ +void WorldManager::clearWorld(){ + +} + /** * @brief Monde test. * */ void WorldManager::loadTest() { + mapWorld = new Map(camera); + + Texture bg = IMG_LoadTexture(renderManager->getRenderer(), "../assets/background/skeletonsBanner.jpg"); + int bg_w; + int bg_h; + + renderManager->getTextureSize(bg,&bg_w,&bg_h); + + int gapw = windowWidth - bg_w; + int gaph = windowHeight - bg_h; + + int nb = 0; + + while(nb < 11) + { + renderManager->draw_BackgroundColor(0,0,0,255); + renderManager->renderClear(); + + renderManager->draw_Image(bg, gapw/2, gaph/2,bg_w,bg_h,255,0); + + if (nk_begin(ctx, "Tips", nk_rect((windowWidth - 800) / 2, gaph/2 + bg_h, 800, 50), + NK_WINDOW_BORDER | NK_WINDOW_NO_SCROLLBAR + )) + { + nk_layout_row_static(ctx, 50, 800, 1); + nk_label(ctx, "S'éloigner suffisamment loin des ennemis permet de les semer.", NK_TEXT_CENTERED); + } + + nk_end(ctx); + + // Dessine les petits rectangles + for(int i = 0; i < nb; ++i){ + renderManager->draw_filled_rectangle(750 + (i * 40) + 10,windowHeight - 70, 30,55,125,147,35,255); + } + + nb +=1; + + renderManager->renderGui(); + renderManager->renderPresent(); + + std::this_thread::sleep_for(std::chrono::milliseconds(500)); + } + const string mapName = "../maps/test.json"; //mapWorld->createRandomMap(true,mapName,(int)50 * 1.7,50); mapWorld->loadMap(mapName); mapWorld->getMapDimension(&mapW,&mapH); + initializePlayer(); + //mise en place des bordure de map factory->setupBorder(mapW,mapH); - const float playerWidth = PLAYERSIZE_W / PPM; - const float playerHeigth = PLAYERSIZE_H / PPM; - /* Instanciation des instances statiques du monde (comme le joueur) */ - entityFactory->makePlayer(mapW/(2.0f*PPM),mapH/(2.0f*PPM)); - //entityFactory->makeArcherSkeleton(3.0f,3.0f,playerWidth,playerHeigth); - - playerZero = &players.back(); - velocity = playerZero->getVelocity(); entityFactory->makeSkeleton(10.0f,10.0f,PLAYERSIZE/PPM,PLAYERSIZE/PPM); - Vec2 positionJ1 = playerZero->getBody()->GetPosition(); - camera->x = max(min((positionJ1.x - (camera->w / PPM - playerZero->getWidth())/2),(float) ((mapW - camera->w) / PPM)), 0.0f); - camera->y = max(min((positionJ1.y - (camera->h / PPM - playerZero->getHeight())/2),(float) ((mapH - camera->h) / PPM)), 0.0f); } /**