World.cpp 3.4 KB

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  1. #include "World.h"
  2. #include <GL/freeglut.h>
  3. #include "Entity.h"
  4. #include "LevelObject.h"
  5. #include "json.h"
  6. #include <fstream>
  7. #include <iostream>
  8. World::World() : player(Player::getInstance())
  9. {
  10. std::ifstream file("worlds/world1.json");
  11. if(!file.is_open())
  12. std::cout<<"Uhoh, can't open file\n";
  13. json::Value v = json::readJson(file);
  14. file.close();
  15. heightmap = new HeightMap(v["world"]["heightmap"].asString());
  16. heightmap->SetTexture(v["world"]["texture"].asString());
  17. player.position.x = v["player"]["startposition"][0];
  18. player.position.y = v["player"]["startposition"][1];
  19. player.position.z = v["player"]["startposition"][2];
  20. for (auto object : v["objects"])
  21. {
  22. bool hasCollision = true;
  23. if (!object["collide"].isNull())
  24. hasCollision = object["collide"].asBool();
  25. Vec3f rotation(0, 0, 0);
  26. if(!object["rot"].isNull())
  27. rotation = Vec3f(object["rot"][0], object["rot"][1], object["rot"][2]);
  28. float scale = 1;
  29. if (!object["scale"].isNull())
  30. scale = object["scale"].asFloat();
  31. Vec3f position(object["pos"][0], object["pos"][1], object["pos"][2]);
  32. entities.push_back(new LevelObject(object["file"], position, rotation, scale, hasCollision));
  33. }
  34. //look up table for the enemies
  35. std::vector<std::pair<int, std::string>>enemy_models;
  36. for (auto enemy_model : v["enemy_models"])
  37. {
  38. int id = -1;
  39. if (!enemy_model["id"].isNull())
  40. id = enemy_model["id"].asInt();
  41. std::string fileName = "";
  42. if (!enemy_model["file"].isNull())
  43. fileName = enemy_model["file"].asString();
  44. enemy_models.push_back(std::pair<int, std::string>(id,fileName));
  45. }
  46. for (auto enemy : v["enemy_data"])
  47. {
  48. int id = -1;
  49. if (!enemy["id"].isNull())
  50. id = enemy["id"];
  51. for (auto enemy_model : enemy_models)
  52. {
  53. if (id == enemy_model.first)
  54. {
  55. Vec3f position(0, 0, 0);
  56. if (!enemy["pos"].isNull())
  57. position = Vec3f(enemy["pos"][0], enemy["pos"][1], enemy["pos"][2]);
  58. Vec3f rotation(0, 0, 0);
  59. if (!enemy["rot"].isNull())
  60. rotation = Vec3f(enemy["rot"][0], enemy["rot"][1], enemy["rot"][2]);
  61. float scale = 1.0f;
  62. if (!enemy["scale"].isNull())
  63. scale = enemy["scale"].asFloat();
  64. enemies.push_back(new Enemy(enemy_model.second,position,rotation,scale,true));
  65. }
  66. }
  67. }
  68. }
  69. World::~World()
  70. {
  71. }
  72. void World::draw()
  73. {
  74. player.setCamera();
  75. float lightPosition[4] = { 0, 2, 1, 0 };
  76. glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
  77. float lightAmbient[4] = { 0.5, 0.5, 0.5, 1 };
  78. glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
  79. glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
  80. heightmap->Draw();
  81. for (auto &enemy : enemies)
  82. enemy->draw();
  83. for (auto &entity : entities)
  84. entity->draw();
  85. }
  86. void World::update(float elapsedTime)
  87. {
  88. for (auto &entity : entities)
  89. entity->update(elapsedTime);
  90. for (auto &enemy : enemies)
  91. {
  92. if (enemy->position.Distance(player.position) <= enemy->radius)
  93. {
  94. enemy->hasTarget = true;
  95. enemy->target.x = player.position.x;
  96. enemy->target.z = player.position.z;
  97. }
  98. else
  99. enemy->hasTarget = false;
  100. Vec3f oldpos = enemy->position;
  101. enemy->update(elapsedTime);
  102. if (enemy->hasTarget)
  103. {
  104. for (auto e : entities)
  105. {
  106. if (e->canCollide && e->inObject(enemy->position))
  107. {
  108. enemy->position = oldpos;
  109. break;
  110. }
  111. }
  112. }
  113. }
  114. }
  115. bool World::isPlayerPositionValid()
  116. {
  117. for (auto e : entities)
  118. {
  119. if (e->canCollide && e->inObject(player.position))
  120. return false;
  121. }
  122. return true;
  123. }