Files
CrystalPoint/CrystalPoint.cpp
T

110 lines
2.7 KiB
C++

#include "CrystalPoint.h"
#include <GL/freeglut.h>
#include <cmath>
#include <cstring>
#include "WorldHandler.h"
#include "Player.h"
void CrystalPoint::init()
{
player = Player::getInstance();
worldhandler = WorldHandler::getInstance();
lastFrameTime = 0;
glClearColor(0.7, 0.7, 1.0, 1.0);
mousePosition = Vec2f(width / 2, height / 2);
}
void CrystalPoint::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, 15000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
worldhandler->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();
}
void CrystalPoint::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])
worldhandler->PreviousWorld();
if (keyboardState.special[GLUT_KEY_RIGHT] && !prevKeyboardState.special[GLUT_KEY_RIGHT])
worldhandler->NextWorld();
if (keyboardState.keys[27])
exit(0);
Player* player = Player::getInstance();
player->rotation.y += mouseOffset.x / 10.0f;
player->rotation.x += mouseOffset.y / 10.0f;
if (player->rotation.x > 90)
player->rotation.x = 90;
if (player->rotation.x < -90)
player->rotation.x = -90;
float speed = 20;
Vec3f oldPosition = player->position;
if (keyboardState.keys['a']) player->setPosition(0, deltaTime*speed, false);
if (keyboardState.keys['d']) player->setPosition(180, deltaTime*speed, false);
if (keyboardState.keys['w']) player->setPosition(90, deltaTime*speed, false);
if (keyboardState.keys['s']) player->setPosition(270, deltaTime*speed, false);
if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
if (!worldhandler->isPlayerPositionValid())
player->position = oldPosition;
worldhandler->update(deltaTime);
mousePosition = mousePosition + mouseOffset;
mouseOffset = Vec2f(0, 0);
prevKeyboardState = keyboardState;
glutPostRedisplay();
}
KeyboardState::KeyboardState()
{
memset(keys, 0, sizeof(keys));
memset(special, 0, sizeof(special));
}