#include "CrystalPoint.h" #include #include #include #include "WorldHandler.h" #include "Player.h" #include "Cursor.h" #include "Menu.h" #include "Text.h" #include "Vector.h" #include "Button.h" int CrystalPoint::width = 0; int CrystalPoint::height = 0; SoundSystem CrystalPoint::sound_system; bool state = false; void CrystalPoint::init() { player = Player::getInstance(); worldhandler = WorldHandler::getInstance(); cursor = Cursor::getInstance(); menu = new Menu(); buildMenu(); lastFrameTime = 0; state = true; glClearColor(0.7f, 0.7f, 1.0f, 1.0f); } void CrystalPoint::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, 15000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); worldhandler->draw(); if(!state) menu->draw(); glutSwapBuffers(); } void CrystalPoint::update() { float frameTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f; float deltaTime = frameTime - lastFrameTime; lastFrameTime = frameTime; if (keyboardState.keys[27] && !prevKeyboardState.keys[27]) state = !state; Controller *rightcontroller = controller.getRightController(); Controller *leftcontroller = controller.getLeftController(); if (state) { Player* player = Player::getInstance(); if (keyboardState.special[GLUT_KEY_LEFT] && !prevKeyboardState.special[GLUT_KEY_LEFT]) worldhandler->PreviousWorld(); if (keyboardState.special[GLUT_KEY_RIGHT] && !prevKeyboardState.special[GLUT_KEY_RIGHT]) worldhandler->NextWorld(); if (keyboardState.special[GLUT_KEY_UP] && !prevKeyboardState.special[GLUT_KEY_UP]) player->NextRightWeapon(); if (keyboardState.special[GLUT_KEY_DOWN] && !prevKeyboardState.special[GLUT_KEY_DOWN]) player->PreviousLeftWeapon(); if (keyboardState.keys[27]) state = false; //testing code if (keyboardState.keys['u']) player->HpUp(1); if (keyboardState.keys['i']) player->HpDown(1); if (keyboardState.keys['o']) player->XpUp(1); player->rotation.y += mouseOffset.x / 10.0f; player->rotation.x += mouseOffset.y / 10.0f; float speed = 10; Vec3f oldPosition = player->position; if (keyboardState.keys['a']) player->setPosition(0, deltaTime*speed, false); if (keyboardState.keys['d']) player->setPosition(180, deltaTime*speed, false); if (keyboardState.keys['w']) player->setPosition(90, deltaTime*speed, false); if (keyboardState.keys['s']) player->setPosition(270, deltaTime*speed, false); if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true); if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true); if (leftcontroller != nullptr) { Vec2f *leftControllerJoystick = &leftcontroller->joystick; if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) { player->rotation.x += leftControllerJoystick->y/4; } if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) { player->rotation.y += leftControllerJoystick->x/4; } player->leftWeapon->rotateWeapon(Vec3f(leftcontroller->ypr.y + 140, 0, -leftcontroller->ypr.z)); if(leftcontroller->button && leftcontroller->joystickButton){ state = !state; }else if(!leftcontroller->lastButton && leftcontroller->button){ leftcontroller->lastButton = leftcontroller->button; controller.rumble(leftcontroller->controllerId, 100, 200); player->NextLeftWeapon(); }else if(!leftcontroller->lastJoystickButton && leftcontroller->joystickButton){ leftcontroller->lastJoystickButton = leftcontroller->joystickButton; player->hit = true; } if(player->isHit){ controller.rumble(leftcontroller->controllerId, 50, 250); } if(!leftcontroller->lastMagetSwitch && leftcontroller->magnetSwitch){ worldhandler -> teleportRandom(); } } if(rightcontroller != nullptr){ Vec2f *rightControllerJoystick = &rightcontroller->joystick; if (rightControllerJoystick->y > 0.3) { player->setPosition(270, rightControllerJoystick->y * deltaTime * 2.0f, false); } else if (rightControllerJoystick->y < -0.3) { player->setPosition(90, rightControllerJoystick->y * -1 * deltaTime * 2.0f, false); } if (rightControllerJoystick->x > 0.3) { player->setPosition(180, rightControllerJoystick->x * deltaTime * 2.0f, false); } else if (rightControllerJoystick->x < -0.3) { player->setPosition(0, rightControllerJoystick->x * -1 * deltaTime * 2.0f, false); } if(!rightcontroller->lastButton && rightcontroller->button){ rightcontroller->lastButton = rightcontroller->button; controller.rumble(rightcontroller->controllerId, 100, 200); player->NextRightWeapon(); } if(player->isHit){ controller.rumble(rightcontroller->controllerId, 50, 250); player->isHit = false; } if(!rightcontroller->lastMagetSwitch && rightcontroller->magnetSwitch){ worldhandler -> teleportRandom(); } player->rightWeapon->rotateWeapon(Vec3f(rightcontroller->ypr.y + 140, 0, -rightcontroller->ypr.z)); } if (player->rotation.x > 90) player->rotation.x = 90; if (player->rotation.x < -90) player->rotation.x = -90; player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 1.7f; if (!worldhandler->isPlayerPositionValid()) player->position = oldPosition; worldhandler->update(deltaTime); } else { menu->update(); if (leftcontroller != nullptr) { Vec2f *leftControllerJoystick = &leftcontroller->joystick; if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) { cursor->update(Vec2f(cursor->mousePosition.x,cursor->mousePosition.y+leftControllerJoystick->y )); } if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) { cursor->update(Vec2f(cursor->mousePosition.x+leftControllerJoystick->x ,cursor->mousePosition.y)); } if(leftcontroller->button){ cursor->state = 137; }else if(cursor->state == 137){ cursor->state = GLUT_UP; } } cursor->update(cursor->mousePosition + mouseOffset); } mouseOffset = Vec2f(0, 0); prevKeyboardState = keyboardState; glutPostRedisplay(); sound_system.SetListener(player->position, Vec3f(), Vec3f()); } void CrystalPoint::buildMenu() { Button* start = new Button("Resume", Vec2f(1920 / 2 - 50, 1080 / 2 - 30), 100, 50); auto toWorld = [](Button* b) { state = true; }; start->addAction(toWorld); menu->AddMenuElement(start); Button* test = new Button("Exit", Vec2f(1920 / 2 - 50, 1080 / 2 + 30), 100, 50); test->addAction([](Button* b) { exit(0); }); menu->AddMenuElement(test); Text* t = new Text("Pause", Vec2f(1920 / 2 - Util::glutTextWidth("Pause") / 2, 1080 / 2 - 75)); t->setColor(Vec3f(255, 255, 0)); menu->AddMenuElement(t); } KeyboardState::KeyboardState() { memset(keys, 0, sizeof(keys)); memset(special, 0, sizeof(special)); }