#include "World.h" #include #include "Entity.h" #include "LevelObject.h" #include "json.h" #include World::World() : player(Player::getInstance()) { json::Value v = json::readJson(std::ifstream("worlds/world1.json")); 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)); } } 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 e : entities) e->draw(); } void World::update(float elapsedTime) { for (auto e : entities) e->update(elapsedTime); } bool World::isPlayerPositionValid() { for (auto e : entities) { if (e->canCollide && e->inObject(player.position)) return false; } return true; }