Files
CrystalPoint/World.cpp
T

147 lines
3.2 KiB
C++

#include "World.h"
#include <GL/freeglut.h>
#include "Entity.h"
#include "LevelObject.h"
#include "json.h"
#include <fstream>
#include <iostream>
World::World() : player(Player::getInstance())
{
std::ifstream file("worlds/world1.json");
if(!file.is_open())
std::cout<<"Uhoh, can't open file\n";
json::Value v = json::readJson(file);
std::cout<<v;
file.close();
player.position.x = v["player"]["startposition"][0];
player.position.y = v["player"]["startposition"][1];
player.position.z = v["player"]["startposition"][2];
for (auto object : v["objects"])
{
bool hasCollision = true;
if (!object["collide"].isNull())
hasCollision = object["collide"].asBool();
Vec3f rotation(0, 0, 0);
if(!object["rot"].isNull())
rotation = Vec3f(object["rot"][0], object["rot"][1], object["rot"][2]);
float scale = 1;
if (!object["scale"].isNull())
scale = object["scale"].asFloat();
Vec3f position(object["pos"][0], object["pos"][1], object["pos"][2]);
entities.push_back(new LevelObject(object["file"], position, rotation, scale, hasCollision));
}
//look up table for the enemies
std::vector<std::pair<int, std::string>>enemy_models;
for (auto enemy_model : v["enemy_models"])
{
int id = -1;
if (!enemy_model["id"].isNull())
id = enemy_model["id"].asInt();
std::string fileName = "";
if (!enemy_model["file"].isNull())
fileName = enemy_model["file"].asString();
enemy_models.push_back(std::pair<int, std::string>(id,fileName));
}
for (auto enemy : v["enemy_data"])
{
int id = -1;
if (!enemy["id"].isNull())
id = enemy["id"];
for (auto enemy_model : enemy_models)
{
if (id == enemy_model.first)
{
Vec3f position(0, 0, 0);
if (!enemy["pos"].isNull())
position = Vec3f(enemy["pos"][0], enemy["pos"][1], enemy["pos"][2]);
Vec3f rotation(0, 0, 0);
if (!enemy["rot"].isNull())
rotation = Vec3f(enemy["rot"][0], enemy["rot"][1], enemy["rot"][2]);
float scale = 1.0f;
if (!enemy["scale"].isNull())
scale = enemy["scale"].asFloat();
enemies.push_back(new Enemy(enemy_model.second,position,rotation,scale,true));
}
}
}
}
World::~World()
{
}
void World::draw()
{
player.setCamera();
float lightPosition[4] = { 0, 2, 1, 0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
float lightAmbient[4] = { 0.5, 0.5, 0.5, 1 };
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
glColor3f(0.5f, 0.9f, 0.5f);
glNormal3f(0, 1, 0);
glBegin(GL_QUADS);
glVertex3f(-50, 0, -50);
glVertex3f(-50, 0, 50);
glVertex3f(50, 0, 50);
glVertex3f(50, 0, -50);
glEnd();
for (auto &enemy : enemies)
enemy->draw();
for (auto &entity : entities)
entity->draw();
}
void World::update(float elapsedTime)
{
for (auto &entity : entities)
entity->update(elapsedTime);
for (auto &enemy : enemies)
{
if (enemy->position.Distance(player.position) <= enemy->radius)
{
enemy->hasTarget = true;
enemy->target.x = player.position.x;
enemy->target.z = player.position.z;
}
else
enemy->hasTarget = false;
enemy->update(elapsedTime);
}
}
bool World::isPlayerPositionValid()
{
for (auto e : entities)
{
if (e->canCollide && e->inObject(player.position))
return false;
}
return true;
}