#include "CrystalJohan.h" #include #include "World.h" void CrystalJohan::init() { world = new World(); lastFrameTime = 0; glClearColor(0.7, 0.7, 1.0, 1.0); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); mousePosition = Vec2f(width / 2, height / 2); } void CrystalJohan::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, 100); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); world->draw(); //Draw Cursor glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,width, height,0,-10,10); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); /*glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glColor4f(1, cos(glutGet(GLUT_ELAPSED_TIME) / 1000.0f), sin(glutGet(GLUT_ELAPSED_TIME) / 1000.0f), 1); glBegin(GL_TRIANGLES); glVertex2f(mousePosition.x, mousePosition.y); glVertex2f(mousePosition.x+15, mousePosition.y+15); glVertex2f(mousePosition.x+5, mousePosition.y+20); glEnd();*/ glutSwapBuffers(); } void CrystalJohan::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]) if (keyboardState.keys[27]) exit(0); world->player.rotation.y += mouseOffset.x / 10.0f; world->player.rotation.x += mouseOffset.y / 10.0f; if (world->player.rotation.x > 90) world->player.rotation.x = 90; if (world->player.rotation.x < -90) world->player.rotation.x = -90; Vec3f oldPosition = world->player.position; if (keyboardState.keys['a']) world->player.setPosition(0, deltaTime, false); if (keyboardState.keys['d']) world->player.setPosition(180, deltaTime, false); if (keyboardState.keys['w']) world->player.setPosition(90, deltaTime, false); if (keyboardState.keys['s']) world->player.setPosition(270, deltaTime, false); if (keyboardState.keys['q']) world->player.setPosition(1, deltaTime, true); if (keyboardState.keys['e']) world->player.setPosition(-1, deltaTime, true); if (!world->isPlayerPositionValid()) world->player.position = oldPosition; world->update(deltaTime); mousePosition = mousePosition + mouseOffset; mouseOffset = Vec2f(0, 0); prevKeyboardState = keyboardState; glutPostRedisplay(); } KeyboardState::KeyboardState() { memset(keys, 0, sizeof(keys)); memset(special, 0, sizeof(special)); }