Added new Johan Code
This commit is contained in:
+48
-6
@@ -10,22 +10,51 @@ void CrystalJohan::init()
|
||||
|
||||
glClearColor(0.7, 0.7, 1.0, 1.0);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_LIGHT0);
|
||||
|
||||
mousePosition = Vec2f(width / 2, height / 2);
|
||||
}
|
||||
|
||||
|
||||
void CrystalJohan::draw()
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
//Draw world
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluPerspective(70, width / (float)height, 0.1f, 100);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
|
||||
|
||||
world->draw();
|
||||
|
||||
//Draw Cursor
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glOrtho(0,width, height,0,-10,10);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glColor4f(1, cos(glutGet(GLUT_ELAPSED_TIME) / 1000.0f), sin(glutGet(GLUT_ELAPSED_TIME) / 1000.0f), 1);
|
||||
glBegin(GL_TRIANGLES);
|
||||
glVertex2f(mousePosition.x, mousePosition.y);
|
||||
glVertex2f(mousePosition.x+15, mousePosition.y+15);
|
||||
glVertex2f(mousePosition.x+5, mousePosition.y+20);
|
||||
|
||||
glEnd();
|
||||
|
||||
|
||||
|
||||
glutSwapBuffers();
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -34,20 +63,33 @@ void CrystalJohan::update()
|
||||
float frameTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
|
||||
float deltaTime = frameTime - lastFrameTime;
|
||||
lastFrameTime = frameTime;
|
||||
|
||||
|
||||
// if(keyboardState.special[GLUT_KEY_LEFT] && !prevKeyboardState.special[GLUT_KEY_LEFT])
|
||||
if (keyboardState.keys[27])
|
||||
exit(0);
|
||||
|
||||
|
||||
world->player.rotation.y += mouseOffset.x/10.0f;
|
||||
world->player.rotation.x += mouseOffset.y/10.0f;
|
||||
world->player.rotation.y += mouseOffset.x / 10.0f;
|
||||
world->player.rotation.x += mouseOffset.y / 10.0f;
|
||||
if (world->player.rotation.x > 90)
|
||||
world->player.rotation.x = 90;
|
||||
if (world->player.rotation.x < -90)
|
||||
world->player.rotation.x = -90;
|
||||
|
||||
|
||||
Vec3f oldPosition = world->player.position;
|
||||
if (keyboardState.keys['a']) world->player.setPosition(0, deltaTime, false);
|
||||
if (keyboardState.keys['d']) world->player.setPosition(180, deltaTime, false);
|
||||
if (keyboardState.keys['w']) world->player.setPosition(90, deltaTime, false);
|
||||
if (keyboardState.keys['s']) world->player.setPosition(270, deltaTime, false);
|
||||
if (keyboardState.keys['q']) world->player.setPosition(1, deltaTime, true);
|
||||
if (keyboardState.keys['e']) world->player.setPosition(-1, deltaTime, true);
|
||||
if (!world->isPlayerPositionValid())
|
||||
world->player.position = oldPosition;
|
||||
|
||||
|
||||
mousePosition = mousePosition + mouseOffset;
|
||||
|
||||
mouseOffset = Vec2f(0, 0);
|
||||
prevKeyboardState = keyboardState;
|
||||
glutPostRedisplay();
|
||||
|
||||
Reference in New Issue
Block a user