Files
CrystalPoint/CrystalJohan.cpp
T
Remco 9d3cfa7e2a Merge branch 'developer' into johan
# Conflicts:
#	World.cpp
#	worlds/world1.json
2016-05-23 10:34:21 +02:00

108 lines
2.5 KiB
C++

#include "CrystalJohan.h"
#include <GL/freeglut.h>
#include <cmath>
#include <cstring>
#include "World.h"
void CrystalJohan::init()
{
world = new World();
lastFrameTime = 0;
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();
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();
}
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;
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;
world->update(deltaTime);
mousePosition = mousePosition + mouseOffset;
mouseOffset = Vec2f(0, 0);
prevKeyboardState = keyboardState;
glutPostRedisplay();
}
KeyboardState::KeyboardState()
{
memset(keys, 0, sizeof(keys));
memset(special, 0, sizeof(special));
}