#include "World.h" #include #include "Entity.h" #include "LevelObject.h" #include "json.h" #include #include #include World::World() : player(Player::getInstance()) { json::Value v = json::readJson(std::ifstream("worlds/world1.json")); if (!v["player"]["startposition"].isNull()) { 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)); } //look up table for the enemies std::vector>enemy_models; for (auto enemy_model : v["enemy_models"]) { int id = -1; if (!enemy_model["id"].isNull()) id = enemy_model["id"].asInt(); std::string fileName = ""; if (!enemy_model["file"].isNull()) fileName = enemy_model["file"]; enemy_models.push_back(std::pair(id,fileName)); } for (auto enemy : v["enemy_data"]) { int id = -1; if (!enemy["id"].isNull()) id = enemy["id"]; for (auto enemy_model : enemy_models) { if (id == enemy_model.first) { Vec3f position(0, 0, 0); if (!enemy["pos"].isNull()) position = Vec3f(enemy["pos"][0], enemy["pos"][1], enemy["pos"][2]); Vec3f rotation(0, 0, 0); if (!enemy["rot"].isNull()) rotation = Vec3f(enemy["rot"][0], enemy["rot"][1], enemy["rot"][2]); float scale = 1.0f; if (!enemy["scale"].isNull()) scale = enemy["scale"].asFloat(); enemies.push_back(new Enemy(enemy_model.second,position,rotation,scale,true)); } } } } 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 &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) { 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; enemy->update(elapsedTime); } } bool World::isPlayerPositionValid() { for (auto e : entities) { if (e->canCollide && e->inObject(player.position)) return false; } return true; }