World.cpp 4.0 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 "Model.h"
  7. #include <fstream>
  8. #include <iostream>
  9. World::World(const std::string &fileName)
  10. {
  11. player = Player::getInstance();
  12. std::ifstream file(fileName);
  13. if(!file.is_open())
  14. std::cout<<"Error, can't open world file - " << fileName << "\n";
  15. json::Value v = json::readJson(file);
  16. file.close();
  17. if(v["world"].isNull() || v["world"]["heightmap"].isNull())
  18. std::cout << "Invalid world file: world - " << fileName << "\n";
  19. if (v["player"].isNull() || v["player"]["startposition"].isNull())
  20. std::cout << "Invalid world file: player - " << fileName << "\n";
  21. if (v["objects"].isNull())
  22. std::cout << "Invalid world file: objects - " << fileName << "\n";
  23. float scale = 1.0f;
  24. if (!v["world"]["scale"].isNull())
  25. scale = v["world"]["scale"].asFloat();
  26. heightmap = new HeightMap(v["world"]["heightmap"].asString(), scale);
  27. if(!v["world"]["texture"].isNull())
  28. heightmap->SetTexture(v["world"]["texture"].asString());
  29. player->position.x = v["player"]["startposition"][0].asFloat()*scale;
  30. player->position.y = v["player"]["startposition"][1].asFloat()*scale;
  31. player->position.z = v["player"]["startposition"][2].asFloat()*scale;
  32. for (auto object : v["objects"])
  33. {
  34. bool hasCollision = true;
  35. if (!object["collide"].isNull())
  36. hasCollision = object["collide"].asBool();
  37. Vec3f rotation(0, 0, 0);
  38. if(!object["rot"].isNull())
  39. rotation = Vec3f(object["rot"][0].asFloat(), object["rot"][1].asFloat(), object["rot"][2].asFloat());
  40. float scale = 1;
  41. if (!object["scale"].isNull())
  42. scale = object["scale"].asFloat();
  43. if (object["pos"].isNull())
  44. std::cout << "Invalid world file: objects pos - " << fileName << "\n";
  45. Vec3f position(object["pos"][0].asFloat(), object["pos"][1].asFloat(), object["pos"][2].asFloat());
  46. entities.push_back(new LevelObject(object["file"], position, rotation, scale, hasCollision));
  47. }
  48. //Enemies
  49. for (auto e : v["enemies"])
  50. {
  51. std::string fileName = "";
  52. if (!e["file"].isNull())
  53. fileName = e["file"].asString();
  54. Vec3f position(0, 0, 0);
  55. if (!e["pos"].isNull())
  56. position = Vec3f(e["pos"][0].asFloat(), e["pos"][1].asFloat(), e["pos"][2].asFloat());
  57. Vec3f rotation(0, 0, 0);
  58. if (!e["rot"].isNull())
  59. rotation = Vec3f(e["rot"][0].asFloat(), e["rot"][1].asFloat(), e["rot"][2].asFloat());
  60. float scale = 1.0f;
  61. if (!e["scale"].isNull())
  62. scale = e["scale"].asFloat();
  63. enemies.push_back(new Enemy(fileName, position, rotation, scale));
  64. }
  65. }
  66. World::~World()
  67. {
  68. delete heightmap;
  69. }
  70. float World::getHeight(float x, float y)
  71. {
  72. return heightmap->GetHeight(x, y);
  73. }
  74. void World::draw()
  75. {
  76. player->setCamera();
  77. float lightPosition[4] = { 0, 2, 1, 0 };
  78. glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
  79. float lightAmbient[4] = { 0.5, 0.5, 0.5, 1 };
  80. glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
  81. glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
  82. heightmap->Draw();
  83. for (auto &enemy : enemies)
  84. enemy->draw();
  85. for (auto &entity : entities)
  86. entity->draw();
  87. }
  88. void World::update(float elapsedTime)
  89. {
  90. for (auto &entity : entities)
  91. entity->update(elapsedTime);
  92. for (auto &enemy : enemies)
  93. {
  94. //Al deze code zou in enemy moeten staan
  95. if (enemy->position.Distance(player->position) <= enemy->radius)
  96. {
  97. enemy->hasTarget = true;
  98. enemy->target.x = player->position.x;
  99. enemy->target.z = player->position.z;
  100. }
  101. else
  102. enemy->hasTarget = false;
  103. Vec3f oldpos = enemy->position;
  104. enemy->update(elapsedTime);
  105. if (enemy->hasTarget)
  106. {
  107. for (auto e : entities)
  108. {
  109. if (e->canCollide && e->inObject(enemy->position))
  110. {
  111. Vec3f difference = e->position - enemy->position; //zou misschien omgedraait moeten worden
  112. difference.Normalize();
  113. difference = difference * (e->model->radius + 0.01f);
  114. enemy->position = e->position + difference;
  115. break;
  116. }
  117. }
  118. }
  119. //tot hier
  120. }
  121. }
  122. bool World::isPlayerPositionValid()
  123. {
  124. for (auto e : entities)
  125. {
  126. if (e->canCollide && e->inObject(player->position))
  127. return false;
  128. }
  129. return true;
  130. }