Renommage Engine -> Game
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@ -1,5 +1,5 @@
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#ifndef __PTF_ENGINE_HPP__
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#ifndef __PTF_GAME_HPP__
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#define __PTF_ENGINE_HPP__
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#define __PTF_GAME_HPP__
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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#include <SFML/Audio.hpp>
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#include <SFML/Audio.hpp>
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#include "engine_state.hpp"
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#include "engine_state.hpp"
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#include "resource_manager.hpp"
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#include "resource_manager.hpp"
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/**
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/**
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* La classe principale Engine coordonne les éléments
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* La classe Game gère l'affichage et les objets
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* du jeu et organise le dessin des frames
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* d'une partie de jeu
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*/
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*/
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class Engine {
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class Game {
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private:
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private:
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sf::Clock clock;
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sf::Clock clock;
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sf::RenderWindow window;
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sf::RenderWindow window;
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@ -24,7 +23,7 @@ private:
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/**
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/**
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* Met à jour les objets du jeu pour
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* Met à jour les objets du jeu pour
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* qu'ils s'adaptent au nouvel état du moteur
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* qu'ils s'adaptent au nouvel état
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*/
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*/
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void update();
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void update();
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@ -34,7 +33,7 @@ private:
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void draw();
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void draw();
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public:
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public:
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Engine();
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Game();
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/**
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/**
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* Démarre la boucle principale du jeu
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* Démarre la boucle principale du jeu
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};
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};
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#endif
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#endif
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#include "engine.hpp"
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#include "game.hpp"
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#include "constants.hpp"
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#include "constants.hpp"
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#include <cmath>
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#include <cmath>
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#include <queue>
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#include <queue>
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Engine::Engine() : window(
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Game::Game() : window(
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sf::VideoMode(704, 480), "Projet CMI", sf::Style::Default,
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sf::VideoMode(704, 480), "Projet CMI", sf::Style::Default,
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sf::ContextSettings(0, 0, 2)
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sf::ContextSettings(0, 0, 2)
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), view(sf::FloatRect(0, 0, 704, 480)){
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), view(sf::FloatRect(0, 0, 704, 480)) {
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window.setVerticalSyncEnabled(true);
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window.setVerticalSyncEnabled(true);
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// mise en place de la caméra
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// mise en place de la caméra
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window.setView(view);
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window.setView(view);
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}
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}
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void Engine::start() {
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void Game::start() {
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float accumulator = 0;
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float accumulator = 0;
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if (!music.openFromFile("./res/music_lvl1.wav"))
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if (!music.openFromFile("./res/music_lvl1.wav"))
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{
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{
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}
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}
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}
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}
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void Engine::addObject(Object& object) {
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void Game::addObject(Object& object) {
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state.objects.push_back(&object);
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state.objects.push_back(&object);
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}
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}
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void Engine::update() {
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void Game::update() {
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std::vector<CollisionData> colliding;
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std::vector<CollisionData> colliding;
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// détection des objets en collision
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// détection des objets en collision
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}
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}
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}
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}
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void Engine::draw() {
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void Game::draw() {
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// efface la scène précédente et dessine la couche de fond
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// efface la scène précédente et dessine la couche de fond
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window.clear(sf::Color(66, 165, 245));
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window.clear(sf::Color(66, 165, 245));
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55
src/main.cpp
55
src/main.cpp
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#include "player.hpp"
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#include "player.hpp"
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#include "block.hpp"
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#include "block.hpp"
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#include "engine.hpp"
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#include "game.hpp"
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#include "constants.hpp"
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#include "constants.hpp"
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#include <cstdlib>
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#include <cstdlib>
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#include <iostream>
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#include <iostream>
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int main() {
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int main() {
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Engine engine;
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Game game;
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Player player1(3.5f * Constants::GRID, 10 * Constants::GRID);
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Player player1(3.5f * Constants::GRID, 10 * Constants::GRID);
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player1.setPlayerNumber(1);
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player1.setPlayerNumber(1);
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block22.setCharge(1.f);
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block22.setCharge(1.f);
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block22.setMass(2);
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block22.setMass(2);
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engine.addObject(player1);
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game.addObject(player1);
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engine.addObject(player2);
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game.addObject(player2);
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engine.addObject(block01);
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game.addObject(block01);
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engine.addObject(block02);
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game.addObject(block02);
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engine.addObject(block03);
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game.addObject(block03);
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engine.addObject(block04);
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game.addObject(block04);
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engine.addObject(block05);
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game.addObject(block05);
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engine.addObject(block06);
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game.addObject(block06);
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engine.addObject(block07);
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game.addObject(block07);
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engine.addObject(block08);
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game.addObject(block08);
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engine.addObject(block09);
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game.addObject(block09);
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engine.addObject(block10);
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game.addObject(block10);
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engine.addObject(block11);
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game.addObject(block11);
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engine.addObject(block12);
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game.addObject(block12);
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engine.addObject(block13);
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game.addObject(block13);
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engine.addObject(block14);
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game.addObject(block14);
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engine.addObject(block15);
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game.addObject(block15);
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engine.addObject(block16);
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game.addObject(block16);
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engine.addObject(block17);
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game.addObject(block17);
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engine.addObject(block18);
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game.addObject(block18);
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engine.addObject(block19);
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game.addObject(block19);
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engine.addObject(block20);
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game.addObject(block20);
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engine.addObject(block21);
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game.addObject(block21);
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engine.addObject(block22);
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game.addObject(block22);
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try {
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try {
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engine.start();
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game.start();
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} catch (const std::exception& exception) {
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} catch (const std::exception& exception) {
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std::cerr << std::endl;
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std::cerr << std::endl;
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std::cerr << "Le programme a quitté après une erreur d'exécution." << std::endl;
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std::cerr << "Le programme a quitté après une erreur d'exécution." << std::endl;
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return EXIT_SUCCESS;
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return EXIT_SUCCESS;
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}
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}
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