Files
CrystalPoint/CrystalPoint.cpp
T
2016-06-20 20:33:28 +02:00

133 lines
3.4 KiB
C++

#include "CrystalPoint.h"
#include <GL/freeglut.h>
#include <cmath>
#include <cstring>
#include "WorldHandler.h"
#include "Player.h"
int CrystalPoint::width = 0;
int CrystalPoint::height = 0;
SoundSystem CrystalPoint::sound_system;
void CrystalPoint::init()
{
player = Player::getInstance();
worldhandler = WorldHandler::getInstance();
//cursor = Cursor::getInstance();
lastFrameTime = 0;
glClearColor(0.7f, 0.7f, 1.0f, 1.0f);
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();
player->draw();
//cursor->draw();
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 = 10;
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);
Controller *leftcontroller = controller.getLeftController();
if (leftcontroller != nullptr) {
Vec2f *leftControllerJoystick = &leftcontroller->joystick;
if (leftcontroller->joystickButton) {
controller.rumble(leftcontroller->controllerId, 100, 100);
}
if (leftControllerJoystick->y > 0.3) {
player->setPosition(270, leftControllerJoystick->y*deltaTime, false);
}
else if (leftControllerJoystick->y < -0.3) {
player->setPosition(90, leftControllerJoystick->y*-1 * deltaTime, false);
}
if (leftControllerJoystick->x > 0.3) {
player->setPosition(180, leftControllerJoystick->x*deltaTime, false);
}
else if (leftControllerJoystick->x < -0.3) {
player->setPosition(0, leftControllerJoystick->x*-1 * deltaTime, false);
}
player->leftWeapon->rotateWeapon(Vec3f(leftcontroller->ypr.y + 140, 0, -leftcontroller->ypr.z));
}
if (!worldhandler->isPlayerPositionValid())
player->position = oldPosition;
player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 1.7f;
worldhandler->update(deltaTime);
mousePosition = mousePosition + mouseOffset;
//cursor->update(mousePosition);
mouseOffset = Vec2f(0, 0);
prevKeyboardState = keyboardState;
glutPostRedisplay();
sound_system.SetListener(player->position, Vec3f(), Vec3f());
}
KeyboardState::KeyboardState()
{
memset(keys, 0, sizeof(keys));
memset(special, 0, sizeof(special));
}