Added world loading and other various improvements

This commit is contained in:
2016-05-25 22:29:18 +02:00
parent 33a61ca2ed
commit 908786897f
23 changed files with 506 additions and 280 deletions
+45 -52
View File
@@ -6,22 +6,32 @@
#include <fstream>
#include <iostream>
World::World() : player(Player::getInstance())
World::World(const std::string &fileName)
{
player = Player::getInstance();
std::ifstream file("worlds/world1.json");
std::ifstream file(fileName);
if(!file.is_open())
std::cout<<"Uhoh, can't open file\n";
std::cout<<"Error, can't open world file - " << fileName << "\n";
json::Value v = json::readJson(file);
file.close();
heightmap = new HeightMap(v["world"]["heightmap"].asString());
heightmap->SetTexture(v["world"]["texture"].asString());
if(v["world"].isNull() || v["world"]["heightmap"].isNull())
std::cout << "Invalid world file: world - " << fileName << "\n";
if (v["player"].isNull() || v["player"]["startposition"].isNull())
std::cout << "Invalid world file: player - " << fileName << "\n";
if (v["objects"].isNull())
std::cout << "Invalid world file: objects - " << fileName << "\n";
player.position.x = v["player"]["startposition"][0];
player.position.y = v["player"]["startposition"][1];
player.position.z = v["player"]["startposition"][2];
heightmap = new HeightMap(v["world"]["heightmap"].asString());
if(!v["world"]["texture"].isNull())
heightmap->SetTexture(v["world"]["texture"].asString());
player->position.x = v["player"]["startposition"][0].asFloat();
player->position.y = v["player"]["startposition"][1].asFloat();
player->position.z = v["player"]["startposition"][2].asFloat();
for (auto object : v["objects"])
@@ -32,57 +42,40 @@ World::World() : player(Player::getInstance())
Vec3f rotation(0, 0, 0);
if(!object["rot"].isNull())
rotation = Vec3f(object["rot"][0], object["rot"][1], object["rot"][2]);
rotation = Vec3f(object["rot"][0].asFloat(), object["rot"][1].asFloat(), object["rot"][2].asFloat());
float scale = 1;
if (!object["scale"].isNull())
scale = object["scale"].asFloat();
Vec3f position(object["pos"][0], object["pos"][1], object["pos"][2]);
if (object["pos"].isNull())
std::cout << "Invalid world file: objects pos - " << fileName << "\n";
Vec3f position(object["pos"][0].asFloat(), object["pos"][1].asFloat(), object["pos"][2].asFloat());
entities.push_back(new LevelObject(object["file"], position, rotation, scale, hasCollision));
}
//look up table for the enemies
std::vector<std::pair<int, std::string>>enemy_models;
for (auto enemy_model : v["enemy_models"])
//Enemies
for (auto e : v["enemies"])
{
int id = -1;
if (!enemy_model["id"].isNull())
id = enemy_model["id"].asInt();
std::string fileName = "";
if (!enemy_model["file"].isNull())
fileName = enemy_model["file"].asString();
if (!e["file"].isNull())
fileName = e["file"].asString();
enemy_models.push_back(std::pair<int, std::string>(id,fileName));
}
Vec3f position(0, 0, 0);
if (!e["pos"].isNull())
position = Vec3f(e["pos"][0].asFloat(), e["pos"][1].asFloat(), e["pos"][2].asFloat());
for (auto enemy : v["enemy_data"])
{
int id = -1;
if (!enemy["id"].isNull())
id = enemy["id"];
for (auto enemy_model : enemy_models)
{
if (id == enemy_model.first)
{
Vec3f position(0, 0, 0);
if (!enemy["pos"].isNull())
position = Vec3f(enemy["pos"][0], enemy["pos"][1], enemy["pos"][2]);
Vec3f rotation(0, 0, 0);
if (!e["rot"].isNull())
rotation = Vec3f(e["rot"][0].asFloat(), e["rot"][1].asFloat(), e["rot"][2].asFloat());
Vec3f rotation(0, 0, 0);
if (!enemy["rot"].isNull())
rotation = Vec3f(enemy["rot"][0], enemy["rot"][1], enemy["rot"][2]);
float scale = 1.0f;
if (!e["scale"].isNull())
scale = e["scale"].asFloat();
float scale = 1.0f;
if (!enemy["scale"].isNull())
scale = enemy["scale"].asFloat();
enemies.push_back(new Enemy(enemy_model.second,position,rotation,scale,true));
}
enemies.push_back(new Enemy(fileName, position, rotation, scale));
}
}
}
@@ -93,7 +86,7 @@ World::~World()
void World::draw()
{
player.setCamera();
player->setCamera();
float lightPosition[4] = { 0, 2, 1, 0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
@@ -108,9 +101,6 @@ void World::draw()
for (auto &entity : entities)
entity->draw();
}
void World::update(float elapsedTime)
@@ -120,11 +110,13 @@ void World::update(float elapsedTime)
for (auto &enemy : enemies)
{
if (enemy->position.Distance(player.position) <= enemy->radius)
//Al deze code zou in enemy moeten staan
if (enemy->position.Distance(player->position) <= enemy->radius)
{
enemy->hasTarget = true;
enemy->target.x = player.position.x;
enemy->target.z = player.position.z;
enemy->target.x = player->position.x;
enemy->target.z = player->position.z;
}
else
enemy->hasTarget = false;
@@ -142,6 +134,7 @@ void World::update(float elapsedTime)
}
}
}
//tot hier
}
}
@@ -149,7 +142,7 @@ bool World::isPlayerPositionValid()
{
for (auto e : entities)
{
if (e->canCollide && e->inObject(player.position))
if (e->canCollide && e->inObject(player->position))
return false;
}
return true;