Added world loading and other various improvements
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#include "CrystalPoint.h"
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#include <GL/freeglut.h>
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#include <cmath>
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#include <cstring>
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#include "WorldHandler.h"
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#include "Player.h"
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void CrystalPoint::init()
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{
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player = Player::getInstance();
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worldhandler = WorldHandler::getInstance();
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lastFrameTime = 0;
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glClearColor(0.7, 0.7, 1.0, 1.0);
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mousePosition = Vec2f(width / 2, height / 2);
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}
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void CrystalPoint::draw()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//Draw world
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glEnable(GL_LIGHTING);
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(70, width / (float)height, 0.1f, 15000);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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worldhandler->draw();
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//Draw Cursor
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0,width, height,0,-10,10);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glColor4f(1, cos(glutGet(GLUT_ELAPSED_TIME) / 1000.0f), sin(glutGet(GLUT_ELAPSED_TIME) / 1000.0f), 1);
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glBegin(GL_TRIANGLES);
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glVertex2f(mousePosition.x, mousePosition.y);
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glVertex2f(mousePosition.x+15, mousePosition.y+15);
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glVertex2f(mousePosition.x+5, mousePosition.y+20);
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glEnd();
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glutSwapBuffers();
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}
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void CrystalPoint::update()
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{
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float frameTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
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float deltaTime = frameTime - lastFrameTime;
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lastFrameTime = frameTime;
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if (keyboardState.special[GLUT_KEY_LEFT] && !prevKeyboardState.special[GLUT_KEY_LEFT])
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worldhandler->PreviousWorld();
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if (keyboardState.special[GLUT_KEY_RIGHT] && !prevKeyboardState.special[GLUT_KEY_RIGHT])
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worldhandler->NextWorld();
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if (keyboardState.keys[27])
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exit(0);
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Player* player = Player::getInstance();
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player->rotation.y += mouseOffset.x / 10.0f;
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player->rotation.x += mouseOffset.y / 10.0f;
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if (player->rotation.x > 90)
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player->rotation.x = 90;
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if (player->rotation.x < -90)
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player->rotation.x = -90;
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float speed = 20;
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Vec3f oldPosition = player->position;
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if (keyboardState.keys['a']) player->setPosition(0, deltaTime*speed, false);
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if (keyboardState.keys['d']) player->setPosition(180, deltaTime*speed, false);
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if (keyboardState.keys['w']) player->setPosition(90, deltaTime*speed, false);
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if (keyboardState.keys['s']) player->setPosition(270, deltaTime*speed, false);
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if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
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if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
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if (!worldhandler->isPlayerPositionValid())
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player->position = oldPosition;
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worldhandler->update(deltaTime);
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mousePosition = mousePosition + mouseOffset;
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mouseOffset = Vec2f(0, 0);
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prevKeyboardState = keyboardState;
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glutPostRedisplay();
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}
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KeyboardState::KeyboardState()
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{
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memset(keys, 0, sizeof(keys));
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memset(special, 0, sizeof(special));
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}
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