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