#include "CrystalPoint.h" #include #include #include #include "WorldHandler.h" #include "Player.h" int CrystalPoint::width = 0; int CrystalPoint::height = 0; void CrystalPoint::init() { player = Player::getInstance(); worldhandler = WorldHandler::getInstance(); //cursor = Cursor::getInstance(); lastFrameTime = 0; glClearColor(0.7, 0.7, 1.0, 1.0); mousePosition = Vec2f(width / 2, height / 2); } 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(); //cursor->draw(); glutSwapBuffers(); } void CrystalPoint::update() { float frameTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f; float deltaTime = frameTime - lastFrameTime; lastFrameTime = frameTime; 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.keys[27]) exit(0); Player* player = Player::getInstance(); player->rotation.y += mouseOffset.x / 10.0f; player->rotation.x += mouseOffset.y / 10.0f; if (player->rotation.x > 90) player->rotation.x = 90; if (player->rotation.x < -90) player->rotation.x = -90; float speed = 1; 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 (!worldhandler->isPlayerPositionValid()) player->position = oldPosition; player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 0.7f; worldhandler->update(deltaTime); mousePosition = mousePosition + mouseOffset; //cursor->update(mousePosition); mouseOffset = Vec2f(0, 0); prevKeyboardState = keyboardState; glutPostRedisplay(); } KeyboardState::KeyboardState() { memset(keys, 0, sizeof(keys)); memset(special, 0, sizeof(special)); }