CrystalPoint.cpp 5.1 KB

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  1. #include "CrystalPoint.h"
  2. #include <GL/freeglut.h>
  3. #include <cmath>
  4. #include <cstring>
  5. #include "WorldHandler.h"
  6. #include "Player.h"
  7. #include "Cursor.h"
  8. #include "Menu.h"
  9. #include "Text.h"
  10. #include "Vector.h"
  11. #include "Button.h"
  12. int CrystalPoint::width = 0;
  13. int CrystalPoint::height = 0;
  14. SoundSystem CrystalPoint::sound_system;
  15. bool state = false;
  16. void CrystalPoint::init()
  17. {
  18. player = Player::getInstance();
  19. worldhandler = WorldHandler::getInstance();
  20. cursor = Cursor::getInstance();
  21. menu = new Menu();
  22. buildMenu();
  23. lastFrameTime = 0;
  24. state = true;
  25. glClearColor(0.7f, 0.7f, 1.0f, 1.0f);
  26. }
  27. void CrystalPoint::draw()
  28. {
  29. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  30. //Draw world
  31. glEnable(GL_LIGHTING);
  32. glEnable(GL_DEPTH_TEST);
  33. glMatrixMode(GL_PROJECTION);
  34. glLoadIdentity();
  35. gluPerspective(70, width / (float)height, 0.1f, 15000);
  36. glMatrixMode(GL_MODELVIEW);
  37. glLoadIdentity();
  38. worldhandler->draw();
  39. if(!state)
  40. menu->draw();
  41. glutSwapBuffers();
  42. }
  43. void CrystalPoint::update()
  44. {
  45. float frameTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
  46. float deltaTime = frameTime - lastFrameTime;
  47. lastFrameTime = frameTime;
  48. if (keyboardState.keys[27] && !prevKeyboardState.keys[27])
  49. state = !state;
  50. if (state)
  51. {
  52. if (keyboardState.special[GLUT_KEY_LEFT] && !prevKeyboardState.special[GLUT_KEY_LEFT])
  53. worldhandler->PreviousWorld();
  54. if (keyboardState.special[GLUT_KEY_RIGHT] && !prevKeyboardState.special[GLUT_KEY_RIGHT])
  55. worldhandler->NextWorld();
  56. if (keyboardState.keys[27])
  57. state = false;
  58. Player* player = Player::getInstance();
  59. //testing code
  60. if (keyboardState.keys['u'])
  61. player->HpUp(1);
  62. if (keyboardState.keys['i'])
  63. player->HpDown(1);
  64. if (keyboardState.keys['o'])
  65. player->XpUp(1);
  66. player->rotation.y += mouseOffset.x / 10.0f;
  67. player->rotation.x += mouseOffset.y / 10.0f;
  68. float speed = 10;
  69. Vec3f oldPosition = player->position;
  70. if (keyboardState.keys['a']) player->setPosition(0, deltaTime*speed, false);
  71. if (keyboardState.keys['d']) player->setPosition(180, deltaTime*speed, false);
  72. if (keyboardState.keys['w']) player->setPosition(90, deltaTime*speed, false);
  73. if (keyboardState.keys['s']) player->setPosition(270, deltaTime*speed, false);
  74. if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
  75. if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
  76. Controller *leftcontroller = controller.getLeftController();
  77. if (leftcontroller != nullptr) {
  78. Vec2f *leftControllerJoystick = &leftcontroller->joystick;
  79. if (leftcontroller->joystickButton) {
  80. controller.rumble(leftcontroller->controllerId, 100, 100);
  81. }
  82. if (leftControllerJoystick->y > 0.3) {
  83. player->setPosition(270, leftControllerJoystick->y * deltaTime * 2.0f, false);
  84. }
  85. else if (leftControllerJoystick->y < -0.3) {
  86. player->setPosition(90, leftControllerJoystick->y * -1 * deltaTime * 2.0f, false);
  87. }
  88. if (leftControllerJoystick->x > 0.3) {
  89. player->setPosition(180, leftControllerJoystick->x * deltaTime * 2.0f, false);
  90. }
  91. else if (leftControllerJoystick->x < -0.3) {
  92. player->setPosition(0, leftControllerJoystick->x * -1 * deltaTime * 2.0f, false);
  93. }
  94. player->leftWeapon->rotateWeapon(Vec3f(leftcontroller->ypr.y + 140, 0, -leftcontroller->ypr.z));
  95. }
  96. Controller *rightcontroller = controller.getRightController();
  97. if(rightcontroller != nullptr){
  98. Vec2f *rightControllerJoystick = &rightcontroller->joystick;
  99. if (rightControllerJoystick->y > 0.3 || rightControllerJoystick->y < -0.3) {
  100. player->rotation.x += rightcontroller->joystick.y/4;
  101. }
  102. if (rightControllerJoystick->x > 0.3 || rightControllerJoystick->x < -0.3) {
  103. player->rotation.y += rightcontroller->joystick.x/4;
  104. }
  105. player->rightWeapon->rotateWeapon(Vec3f(rightcontroller->ypr.y + 140, 0, -rightcontroller->ypr.z));
  106. }
  107. if (player->rotation.x > 90)
  108. player->rotation.x = 90;
  109. if (player->rotation.x < -90)
  110. player->rotation.x = -90;
  111. player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 1.7f;
  112. if (!worldhandler->isPlayerPositionValid())
  113. player->position = oldPosition;
  114. /*else if (player->position.y > oldPosition.y + 1.2)
  115. player->position = oldPosition;
  116. */
  117. worldhandler->update(deltaTime);
  118. }
  119. else
  120. {
  121. menu->update();
  122. cursor->update(cursor->mousePosition + mouseOffset);
  123. }
  124. mouseOffset = Vec2f(0, 0);
  125. prevKeyboardState = keyboardState;
  126. glutPostRedisplay();
  127. sound_system.SetListener(player->position, Vec3f(), Vec3f());
  128. }
  129. void CrystalPoint::buildMenu()
  130. {
  131. Button* start = new Button("Resume", Vec2f(1920 / 2 - 50, 1080 / 2 - 30), 100, 50);
  132. auto toWorld = [](Button* b)
  133. {
  134. state = true;
  135. };
  136. start->addAction(toWorld);
  137. menu->AddMenuElement(start);
  138. Button* test = new Button("Exit", Vec2f(1920 / 2 - 50, 1080 / 2 + 30), 100, 50);
  139. test->addAction([](Button* b)
  140. {
  141. exit(0);
  142. });
  143. menu->AddMenuElement(test);
  144. Text* t = new Text("Pause", Vec2f(1920 / 2 - Util::glutTextWidth("Pause") / 2, 1080 / 2 - 75));
  145. t->setColor(Vec3f(255, 255, 0));
  146. menu->AddMenuElement(t);
  147. }
  148. KeyboardState::KeyboardState()
  149. {
  150. memset(keys, 0, sizeof(keys));
  151. memset(special, 0, sizeof(special));
  152. }