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- #include "CrystalPoint.h"
- #include <GL/freeglut.h>
- #include <cmath>
- #include <cstring>
- #include "WorldHandler.h"
- #include "Player.h"
- #include "Cursor.h"
- #include "Menu.h"
- #include "Text.h"
- #include "Vector.h"
- #include "Button.h"
- int CrystalPoint::width = 0;
- int CrystalPoint::height = 0;
- SoundSystem CrystalPoint::sound_system;
- bool state = false;
- void CrystalPoint::init()
- {
- player = Player::getInstance();
- worldhandler = WorldHandler::getInstance();
- cursor = Cursor::getInstance();
- menu = new Menu();
- buildMenu();
- lastFrameTime = 0;
- state = true;
- glClearColor(0.7f, 0.7f, 1.0f, 1.0f);
- }
- 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();
-
- if(!state)
- menu->draw();
- glutSwapBuffers();
- }
- void CrystalPoint::update()
- {
- float frameTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
- float deltaTime = frameTime - lastFrameTime;
- lastFrameTime = frameTime;
- if (keyboardState.keys[27] && !prevKeyboardState.keys[27])
- state = !state;
- Controller *rightcontroller = controller.getRightController();
- Controller *leftcontroller = controller.getLeftController();
- if (state)
- {
- Player* player = Player::getInstance();
- 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.special[GLUT_KEY_UP] && !prevKeyboardState.special[GLUT_KEY_UP])
- player->NextRightWeapon();
- if (keyboardState.special[GLUT_KEY_DOWN] && !prevKeyboardState.special[GLUT_KEY_DOWN])
- player->PreviousLeftWeapon();
- if (keyboardState.keys[27])
- state = false;
- //testing code
- if (keyboardState.keys['u'])
- player->HpUp(1);
- if (keyboardState.keys['i'])
- player->HpDown(1);
- if (keyboardState.keys['o'])
- player->XpUp(1);
- player->rotation.y += mouseOffset.x / 10.0f;
- player->rotation.x += mouseOffset.y / 10.0f;
- float speed = 10;
- 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 (leftcontroller != nullptr) {
- Vec2f *leftControllerJoystick = &leftcontroller->joystick;
- if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) {
- player->rotation.x += leftControllerJoystick->y/4;
- }
- if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) {
- player->rotation.y += leftControllerJoystick->x/4;
- }
- player->leftWeapon->rotateWeapon(Vec3f(leftcontroller->ypr.y + 140, 0, -leftcontroller->ypr.z));
- if(leftcontroller->button && leftcontroller->joystickButton){
- state = !state;
- }else if(!leftcontroller->lastButton && leftcontroller->button){
- leftcontroller->lastButton = leftcontroller->button;
- controller.rumble(leftcontroller->controllerId, 100, 200);
- player->NextLeftWeapon();
- }else if(!leftcontroller->lastJoystickButton && leftcontroller->joystickButton){
- leftcontroller->lastJoystickButton = leftcontroller->joystickButton;
- player->hit = true;
- }
- if(player->isHit){
- controller.rumble(leftcontroller->controllerId, 50, 250);
- }
- if(!leftcontroller->lastMagetSwitch && leftcontroller->magnetSwitch){
- worldhandler -> teleportRandom();
- }
- }
- if(rightcontroller != nullptr){
- Vec2f *rightControllerJoystick = &rightcontroller->joystick;
- if (rightControllerJoystick->y > 0.3) {
- player->setPosition(270, rightControllerJoystick->y * deltaTime * 2.0f, false);
- }
- else if (rightControllerJoystick->y < -0.3) {
- player->setPosition(90, rightControllerJoystick->y * -1 * deltaTime * 2.0f, false);
- }
- if (rightControllerJoystick->x > 0.3) {
- player->setPosition(180, rightControllerJoystick->x * deltaTime * 2.0f, false);
- }
- else if (rightControllerJoystick->x < -0.3) {
- player->setPosition(0, rightControllerJoystick->x * -1 * deltaTime * 2.0f, false);
- }
- if(!rightcontroller->lastButton && rightcontroller->button){
- rightcontroller->lastButton = rightcontroller->button;
- controller.rumble(rightcontroller->controllerId, 100, 200);
- player->NextRightWeapon();
- }
- if(player->isHit){
- controller.rumble(rightcontroller->controllerId, 50, 250);
- player->isHit = false;
- }
- if(!rightcontroller->lastMagetSwitch && rightcontroller->magnetSwitch){
- worldhandler -> teleportRandom();
- }
- player->rightWeapon->rotateWeapon(Vec3f(rightcontroller->ypr.y + 140, 0, -rightcontroller->ypr.z));
- }
- if (player->rotation.x > 90)
- player->rotation.x = 90;
- if (player->rotation.x < -90)
- player->rotation.x = -90;
- player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 1.7f;
- if (!worldhandler->isPlayerPositionValid())
- player->position = oldPosition;
- worldhandler->update(deltaTime);
- }
- else
- {
- menu->update();
- if (leftcontroller != nullptr) {
- Vec2f *leftControllerJoystick = &leftcontroller->joystick;
- if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) {
- cursor->update(Vec2f(cursor->mousePosition.x,cursor->mousePosition.y+leftControllerJoystick->y ));
- }
- if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) {
- cursor->update(Vec2f(cursor->mousePosition.x+leftControllerJoystick->x ,cursor->mousePosition.y));
- }
- if(leftcontroller->button){
- cursor->state = 137;
- }else if(cursor->state == 137){
- cursor->state = GLUT_UP;
- }
- }
- cursor->update(cursor->mousePosition + mouseOffset);
- }
- mouseOffset = Vec2f(0, 0);
- prevKeyboardState = keyboardState;
- glutPostRedisplay();
- sound_system.SetListener(player->position, Vec3f(), Vec3f());
- }
- void CrystalPoint::buildMenu()
- {
- Button* start = new Button("Resume", Vec2f(1920 / 2 - 50, 1080 / 2 - 30), 100, 50);
- auto toWorld = [](Button* b)
- {
- state = true;
- };
- start->addAction(toWorld);
- menu->AddMenuElement(start);
- Button* test = new Button("Exit", Vec2f(1920 / 2 - 50, 1080 / 2 + 30), 100, 50);
- test->addAction([](Button* b)
- {
- exit(0);
- });
- menu->AddMenuElement(test);
- Text* t = new Text("Pause", Vec2f(1920 / 2 - Util::glutTextWidth("Pause") / 2, 1080 / 2 - 75));
- t->setColor(Vec3f(255, 255, 0));
- menu->AddMenuElement(t);
- }
- KeyboardState::KeyboardState()
- {
- memset(keys, 0, sizeof(keys));
- memset(special, 0, sizeof(special));
- }
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