#include "World.h" #include #include "Entity.h" #include "LevelObject.h" #include "json.h" #include "Model.h" #include #include World::World(const std::string &fileName) { player = Player::getInstance(); 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(); if(v["world"].isNull() || v["world"]["heightmap"].isNull()) std::cout << "Invalid world file: world - " << fileName << "\n"; if (v["player"].isNull() || v["player"]["startposition"].isNull()) std::cout << "Invalid world file: player - " << fileName << "\n"; if (v["objects"].isNull()) std::cout << "Invalid world file: objects - " << fileName << "\n"; float scale = 1.0f; if (!v["world"]["scale"].isNull()) scale = v["world"]["scale"].asFloat(); heightmap = new HeightMap(v["world"]["heightmap"].asString(), scale); if(!v["world"]["texture"].isNull()) heightmap->SetTexture(v["world"]["texture"].asString()); player->position.x = v["player"]["startposition"][0].asFloat(); player->position.y = v["player"]["startposition"][1].asFloat(); player->position.z = v["player"]["startposition"][2].asFloat(); 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].asFloat(), object["rot"][1].asFloat(), object["rot"][2].asFloat()); float scale = 1; if (!object["scale"].isNull()) scale = object["scale"].asFloat(); if (object["pos"].isNull()) std::cout << "Invalid world file: objects pos - " << fileName << "\n"; Vec3f position(object["pos"][0].asFloat(), object["pos"][1].asFloat(), object["pos"][2].asFloat()); entities.push_back(new LevelObject(object["file"], position, rotation, scale, hasCollision)); } //Enemies for (auto e : v["enemies"]) { std::string fileName = ""; if (!e["file"].isNull()) fileName = e["file"].asString(); Vec3f position(0, 0, 0); if (!e["pos"].isNull()) position = Vec3f(e["pos"][0].asFloat(), e["pos"][1].asFloat(), e["pos"][2].asFloat()); Vec3f rotation(0, 0, 0); if (!e["rot"].isNull()) rotation = Vec3f(e["rot"][0].asFloat(), e["rot"][1].asFloat(), e["rot"][2].asFloat()); float scale = 1.0f; if (!e["scale"].isNull()) scale = e["scale"].asFloat(); enemies.push_back(new Enemy(fileName, position, rotation, scale)); } } World::~World() { delete heightmap; } float World::getHeight(float x, float y) { return heightmap->GetHeight(x, y); } 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); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); heightmap->Draw(); 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) { //Al deze code zou in enemy moeten staan 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; Vec3f oldpos = enemy->position; enemy->update(elapsedTime); if (enemy->hasTarget) { for (auto e : entities) { if (e->canCollide && e->inObject(enemy->position)) { Vec3f difference = e->position - enemy->position; //zou misschien omgedraait moeten worden difference.Normalize(); difference = difference * (e->model->radius + 0.01f); enemy->position = e->position + difference; break; } } } //tot hier } } bool World::isPlayerPositionValid() { for (auto e : entities) { if (e->canCollide && e->inObject(player->position)) return false; } return true; }