Files
CrystalPoint/Player.cpp
T
2016-06-21 19:05:06 +02:00

221 lines
4.6 KiB
C++

#define _USE_MATH_DEFINES
#include <cmath>
#include "Player.h"
#include <GL/freeglut.h>
#include <string>
#include <iostream>
#include <fstream>
Player* Player::instance = NULL;
Player::Player()
{
speed = 10;
maxHp = 100;
health = maxHp;
xp = 0;
maxXp = 100;
level = 5;
crystals = 0;
loadWeapons();
currentleftweapon = 0;
leftWeapon = leftweapons[0];
leftWeapon->rotateWeapon(Vec3f(150, 0, 60));
currentrightweapon = 0;
rightWeapon = rightweapons[0];
rightWeapon->rotateWeapon(Vec3f(150, 0, 60));
}
Player* Player::getInstance()
{
if (instance == nullptr)
instance = new Player();
return instance;
}
void Player::init()
{
instance = new Player();
}
Player::~Player()
{
if (leftWeapon)
delete leftWeapon;
if (rightWeapon)
delete rightWeapon;
}
void Player::setCamera()
{
glRotatef(rotation.x, 1, 0, 0);
glRotatef(rotation.y, 0, 1, 0);
glTranslatef(-position.x, -position.y, -position.z);
leftWeapon->rotate(rotation);
rightWeapon->rotate(rotation);
}
void Player::setPosition(float angle, float fac, bool height)
{
if (height)
position.y += angle*fac;
else
{
position.x -= (float)cos((rotation.y + angle) / 180 * M_PI) * fac;
position.z -= (float)sin((rotation.y + angle) / 180 * M_PI) * fac;
}
leftWeapon->move(position);
rightWeapon->move(position);
}
void Player::draw() {
leftWeapon->draw();
rightWeapon->draw();
}
void Player::HpDown(int damage)
{
int newHealth = health - damage;
if (newHealth <= 0)
{
exit(0);
}
health = newHealth;
}
void Player::HpUp(int hp)
{
if (health != maxHp)
{
int newHealth = health + hp;
if (newHealth >= maxHp)
{
newHealth = maxHp;
}
health = newHealth;
}
}
void Player::XpUp(int xpUp)
{
float newXp = xp + xpUp;
if (newXp >= maxXp)
{
newXp -= maxXp;
levelUp();
}
xp = newXp;
}
void Player::levelUp()
{
level++;
maxXp += 50;
maxHp += 10;
health = maxHp;
}
void Player::loadWeapons()
{
std::string fileName = "weapons.json";
//Open world json file
std::ifstream file(fileName);
if (!file.is_open())
std::cout << "Error, can't open world file - " << fileName << "\n";
json::Value v = json::readJson(file);
file.close();
//Check file
if (v["weapons"].isNull())
std::cout << "Invalid weapons file: " << fileName << "\n";
//Load object templates
for (auto w : v["weapons"])
{
Weapon* lweapon;
Weapon* rweapon;
std::string name = w["name"].asString();
std::string fileN = w["file"].asString();
float damage = w["damage"].asFloat();
Weapon::Element e = Weapon::FIRE;
if(w["element"].asString() == "fire")
e = Weapon::FIRE;
else if (w["element"].asString() == "water")
e = Weapon::WATER;
else if (w["element"].asString() == "earth")
e = Weapon::EARTH;
else if (w["element"].asString() == "air")
e = Weapon::AIR;
else
e = Weapon::FIRE;
Vec3f leftoffset = Vec3f(w["left"]["offset"][0].asFloat(), w["left"]["offset"][1].asFloat(), w["left"]["offset"][2].asFloat());
Vec3f rightoffset = Vec3f(w["right"]["offset"][0].asFloat(), w["right"]["offset"][1].asFloat(), w["right"]["offset"][2].asFloat());
Vec3f anchor = Vec3f(w["anchor"][0].asFloat(), w["anchor"][1].asFloat(), w["anchor"][2].asFloat());
Vec3f collision = Vec3f(w["collision"][0].asFloat(), w["collision"][1].asFloat(), w["collision"][2].asFloat());
Vec2f maxRot = Vec2f(w["maxRotation"][0].asFloat(), w["maxRotation"][1].asFloat());
Vec2f minRot = Vec2f(w["minRotation"][0].asFloat(), w["minRotation"][1].asFloat());
lweapon = new Weapon(name, damage, e, fileN, 1, position, rotation, leftoffset, anchor, maxRot, minRot, collision);
rweapon = new Weapon(name, damage, e, fileN, 1, position, rotation, rightoffset, anchor, maxRot, minRot, collision);
leftweapons.push_back(lweapon);
rightweapons.push_back(rweapon);
}
}
void Player::PreviousRightWeapon()
{
currentrightweapon--;
if (currentrightweapon < 0)
currentrightweapon = (rightweapons.size() > level ? level - 1 : rightweapons.size() - 1);
rightWeapon = rightweapons[currentrightweapon];
}
void Player::NextRightWeapon(void)
{
currentrightweapon++;
if (currentrightweapon > level - 1 || currentrightweapon > rightweapons.size() - 1)
currentrightweapon = 0;
rightWeapon = rightweapons[currentrightweapon];
}
void Player::PreviousLeftWeapon(void)
{
currentleftweapon--;
if (currentleftweapon < 0)
currentleftweapon = (leftweapons.size() > level ? level - 1 : leftweapons.size() - 1);
leftWeapon = leftweapons[currentleftweapon];
}
void Player::NextLeftWeapon(void)
{
currentleftweapon++;
if (currentleftweapon > level - 1 || currentleftweapon > leftweapons.size() - 1)
currentleftweapon = 0;
leftWeapon = leftweapons[currentleftweapon];
}