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@@ -5,23 +5,33 @@
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#include <cstring>
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#include "WorldHandler.h"
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#include "Player.h"
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+#include "Cursor.h"
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+#include "Menu.h"
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+#include "Text.h"
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+#include "Vector.h"
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+#include "Button.h"
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int CrystalPoint::width = 0;
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int CrystalPoint::height = 0;
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SoundSystem CrystalPoint::sound_system;
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+bool state = false;
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+
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+
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void CrystalPoint::init()
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{
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player = Player::getInstance();
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worldhandler = WorldHandler::getInstance();
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- //cursor = Cursor::getInstance();
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+ cursor = Cursor::getInstance();
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+
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+ menu = new Menu();
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+ buildMenu();
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lastFrameTime = 0;
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+ state = true;
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glClearColor(0.7f, 0.7f, 1.0f, 1.0f);
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-
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- mousePosition = Vec2f(width / 2, height / 2);
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}
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@@ -39,9 +49,10 @@ void CrystalPoint::draw()
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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+
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worldhandler->draw();
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- player->draw();
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-
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+ if(!state)
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+ menu->draw();
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//cursor->draw();
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glutSwapBuffers();
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@@ -54,67 +65,85 @@ void CrystalPoint::update()
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float deltaTime = frameTime - lastFrameTime;
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lastFrameTime = frameTime;
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- if (keyboardState.special[GLUT_KEY_LEFT] && !prevKeyboardState.special[GLUT_KEY_LEFT])
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- worldhandler->PreviousWorld();
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- if (keyboardState.special[GLUT_KEY_RIGHT] && !prevKeyboardState.special[GLUT_KEY_RIGHT])
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- worldhandler->NextWorld();
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- if (keyboardState.keys[27])
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- exit(0);
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+ if (state)
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+ {
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+ if (keyboardState.special[GLUT_KEY_LEFT] && !prevKeyboardState.special[GLUT_KEY_LEFT])
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+ worldhandler->PreviousWorld();
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+ if (keyboardState.special[GLUT_KEY_RIGHT] && !prevKeyboardState.special[GLUT_KEY_RIGHT])
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+ worldhandler->NextWorld();
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+ if (keyboardState.keys[27])
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+ state = false;
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- Player* player = Player::getInstance();
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+ Player* player = Player::getInstance();
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- player->rotation.y += mouseOffset.x / 10.0f;
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- player->rotation.x += mouseOffset.y / 10.0f;
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- if (player->rotation.x > 90)
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- player->rotation.x = 90;
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- if (player->rotation.x < -90)
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- player->rotation.x = -90;
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+ player->rotation.y += mouseOffset.x / 10.0f;
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+ player->rotation.x += mouseOffset.y / 10.0f;
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- float speed = 10;
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- Vec3f oldPosition = player->position;
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- if (keyboardState.keys['a']) player->setPosition(0, deltaTime*speed, false);
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- if (keyboardState.keys['d']) player->setPosition(180, deltaTime*speed, false);
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- if (keyboardState.keys['w']) player->setPosition(90, deltaTime*speed, false);
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- if (keyboardState.keys['s']) player->setPosition(270, deltaTime*speed, false);
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- if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
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- if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
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+ float speed = 10;
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- Controller *leftcontroller = controller.getLeftController();
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- if (leftcontroller != nullptr) {
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- Vec2f *leftControllerJoystick = &leftcontroller->joystick;
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+ Vec3f oldPosition = player->position;
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+ if (keyboardState.keys['a']) player->setPosition(0, deltaTime*speed, false);
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+ if (keyboardState.keys['d']) player->setPosition(180, deltaTime*speed, false);
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+ if (keyboardState.keys['w']) player->setPosition(90, deltaTime*speed, false);
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+ if (keyboardState.keys['s']) player->setPosition(270, deltaTime*speed, false);
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+ if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
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+ if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
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- if (leftcontroller->joystickButton) {
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- controller.rumble(leftcontroller->controllerId, 100, 100);
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- }
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+ Controller *leftcontroller = controller.getLeftController();
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+ if (leftcontroller != nullptr) {
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+ Vec2f *leftControllerJoystick = &leftcontroller->joystick;
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- if (leftControllerJoystick->y > 0.3) {
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- player->setPosition(270, leftControllerJoystick->y*deltaTime, false);
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- }
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- else if (leftControllerJoystick->y < -0.3) {
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- player->setPosition(90, leftControllerJoystick->y*-1 * deltaTime, false);
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- }
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- if (leftControllerJoystick->x > 0.3) {
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- player->setPosition(180, leftControllerJoystick->x*deltaTime, false);
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- }
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- else if (leftControllerJoystick->x < -0.3) {
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- player->setPosition(0, leftControllerJoystick->x*-1 * deltaTime, false);
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- }
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- player->leftWeapon->rotateWeapon(Vec3f(leftcontroller->ypr.y + 140, 0, -leftcontroller->ypr.z));
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+ if (leftcontroller->joystickButton) {
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+ controller.rumble(leftcontroller->controllerId, 100, 100);
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+ }
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- }
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+ if (leftControllerJoystick->y > 0.3) {
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+ player->setPosition(270, leftControllerJoystick->y * deltaTime, false);
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+ }
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+ else if (leftControllerJoystick->y < -0.3) {
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+ player->setPosition(90, leftControllerJoystick->y * -1 * deltaTime, false);
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+ }
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+ if (leftControllerJoystick->x > 0.3) {
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+ player->setPosition(180, leftControllerJoystick->x * deltaTime, false);
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+ }
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+ else if (leftControllerJoystick->x < -0.3) {
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+ player->setPosition(0, leftControllerJoystick->x * -1 * deltaTime, false);
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+ }
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- if (!worldhandler->isPlayerPositionValid())
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- player->position = oldPosition;
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+ player->leftWeapon->rotateWeapon(Vec3f(leftcontroller->ypr.y + 140, 0, -leftcontroller->ypr.z));
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- player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 1.7f;
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+ }
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+ Controller *rightcontroller = controller.getRightController();
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+ if(rightcontroller != nullptr){
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+ Vec2f *rightControllerJoystick = &rightcontroller->joystick;
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+ if (rightControllerJoystick->y > 0.3 || rightControllerJoystick->y < -0.3) {
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+ player->rotation.x += rightcontroller->joystick.y/2;
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+ }
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+
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+ if (rightControllerJoystick->x > 0.3 || rightControllerJoystick->x < -0.3) {
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+ player->rotation.y += rightcontroller->joystick.x/2;
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+ }
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+ }
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- worldhandler->update(deltaTime);
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+ if (player->rotation.x > 90)
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+ player->rotation.x = 90;
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+ if (player->rotation.x < -90)
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+ player->rotation.x = -90;
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+
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+ if (!worldhandler->isPlayerPositionValid())
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+ player->position = oldPosition;
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+ player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 1.7f;
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+ worldhandler->update(deltaTime);
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+ }
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+ else
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+ {
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+ menu->update();
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+ cursor->update(cursor->mousePosition + mouseOffset);
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+ }
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- mousePosition = mousePosition + mouseOffset;
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- //cursor->update(mousePosition);
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mouseOffset = Vec2f(0, 0);
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prevKeyboardState = keyboardState;
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@@ -123,6 +152,28 @@ void CrystalPoint::update()
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sound_system.SetListener(player->position, Vec3f(), Vec3f());
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}
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+void CrystalPoint::buildMenu()
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+{
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+ Button* start = new Button("Resume", Vec2f(1920 / 2 - 50, 1080 / 2 - 30), 100, 50);
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+ auto toWorld = [](Button* b)
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+ {
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+ state = true;
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+ };
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+ start->addAction(toWorld);
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+ menu->AddMenuElement(start);
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+
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+
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+ Button* test = new Button("Exit", Vec2f(1920 / 2 - 50, 1080 / 2 + 30), 100, 50);
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+ test->addAction([](Button* b)
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+ {
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+ exit(0);
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+ });
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+ menu->AddMenuElement(test);
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+ Text* t = new Text("Pause", Vec2f(1920 / 2 - Util::glutTextWidth("Pause") / 2, 1080 / 2 - 75));
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+ t->setColor(Vec3f(255, 255, 0));
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+ menu->AddMenuElement(t);
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+}
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+
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KeyboardState::KeyboardState()
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