World.cpp 3.8 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. heightmap = new HeightMap(v["world"]["heightmap"].asString());
  24. if(!v["world"]["texture"].isNull())
  25. heightmap->SetTexture(v["world"]["texture"].asString());
  26. player->position.x = v["player"]["startposition"][0].asFloat();
  27. player->position.y = v["player"]["startposition"][1].asFloat();
  28. player->position.z = v["player"]["startposition"][2].asFloat();
  29. for (auto object : v["objects"])
  30. {
  31. bool hasCollision = true;
  32. if (!object["collide"].isNull())
  33. hasCollision = object["collide"].asBool();
  34. Vec3f rotation(0, 0, 0);
  35. if(!object["rot"].isNull())
  36. rotation = Vec3f(object["rot"][0].asFloat(), object["rot"][1].asFloat(), object["rot"][2].asFloat());
  37. float scale = 1;
  38. if (!object["scale"].isNull())
  39. scale = object["scale"].asFloat();
  40. if (object["pos"].isNull())
  41. std::cout << "Invalid world file: objects pos - " << fileName << "\n";
  42. Vec3f position(object["pos"][0].asFloat(), object["pos"][1].asFloat(), object["pos"][2].asFloat());
  43. entities.push_back(new LevelObject(object["file"], position, rotation, scale, hasCollision));
  44. }
  45. //Enemies
  46. for (auto e : v["enemies"])
  47. {
  48. std::string fileName = "";
  49. if (!e["file"].isNull())
  50. fileName = e["file"].asString();
  51. Vec3f position(0, 0, 0);
  52. if (!e["pos"].isNull())
  53. position = Vec3f(e["pos"][0].asFloat(), e["pos"][1].asFloat(), e["pos"][2].asFloat());
  54. Vec3f rotation(0, 0, 0);
  55. if (!e["rot"].isNull())
  56. rotation = Vec3f(e["rot"][0].asFloat(), e["rot"][1].asFloat(), e["rot"][2].asFloat());
  57. float scale = 1.0f;
  58. if (!e["scale"].isNull())
  59. scale = e["scale"].asFloat();
  60. enemies.push_back(new Enemy(fileName, position, rotation, scale));
  61. }
  62. }
  63. World::~World()
  64. {
  65. delete heightmap;
  66. }
  67. void World::draw()
  68. {
  69. player->setCamera();
  70. float lightPosition[4] = { 0, 2, 1, 0 };
  71. glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
  72. float lightAmbient[4] = { 0.5, 0.5, 0.5, 1 };
  73. glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
  74. glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
  75. heightmap->Draw();
  76. for (auto &enemy : enemies)
  77. enemy->draw();
  78. for (auto &entity : entities)
  79. entity->draw();
  80. }
  81. void World::update(float elapsedTime)
  82. {
  83. for (auto &entity : entities)
  84. entity->update(elapsedTime);
  85. for (auto &enemy : enemies)
  86. {
  87. //Al deze code zou in enemy moeten staan
  88. if (enemy->position.Distance(player->position) <= enemy->radius)
  89. {
  90. enemy->hasTarget = true;
  91. enemy->target.x = player->position.x;
  92. enemy->target.z = player->position.z;
  93. }
  94. else
  95. enemy->hasTarget = false;
  96. Vec3f oldpos = enemy->position;
  97. enemy->update(elapsedTime);
  98. if (enemy->hasTarget)
  99. {
  100. for (auto e : entities)
  101. {
  102. if (e->canCollide && e->inObject(enemy->position))
  103. {
  104. Vec3f difference = e->position - enemy->position; //zou misschien omgedraait moeten worden
  105. difference.Normalize();
  106. //difference = difference * (e->model->radius + 0.01f);
  107. enemy->position = e->position + difference;
  108. break;
  109. }
  110. }
  111. }
  112. //tot hier
  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. }