Player.cpp 1.2 KB

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  1. #define _USE_MATH_DEFINES
  2. #include <cmath>
  3. #include "Player.h"
  4. #include <GL/freeglut.h>
  5. Player* Player::instance = NULL;
  6. Player::Player()
  7. {
  8. speed = 10;
  9. health = 50;
  10. xp = 75;
  11. level = 10;
  12. crystals = 0;
  13. leftWeapon = new Weapon("models/weapons/ZwaardMetTextures/TextureZwaard.obj", 1, position, rotation, Vec3f(4.5, -8, -1), Vec3f(-2.0f, 6.0f, -2.1f), Vec2f(170, 70), Vec2f(20, -80));
  14. leftWeapon->rotateWeapon(Vec3f(150, 0, 60));
  15. }
  16. Player* Player::getInstance()
  17. {
  18. if (instance == nullptr)
  19. instance = new Player();
  20. return instance;
  21. }
  22. void Player::init()
  23. {
  24. instance = new Player();
  25. }
  26. Player::~Player()
  27. {
  28. if (leftWeapon)
  29. delete leftWeapon;
  30. if (rightWeapon)
  31. delete rightWeapon;
  32. }
  33. void Player::setCamera()
  34. {
  35. glRotatef(rotation.x, 1, 0, 0);
  36. glRotatef(rotation.y, 0, 1, 0);
  37. glTranslatef(-position.x, -position.y, -position.z);
  38. leftWeapon->rotate(rotation);
  39. }
  40. void Player::setPosition(float angle, float fac, bool height)
  41. {
  42. if (height)
  43. position.y += angle*fac;
  44. else
  45. {
  46. position.x -= (float)cos((rotation.y + angle) / 180 * M_PI) * fac;
  47. position.z -= (float)sin((rotation.y + angle) / 180 * M_PI) * fac;
  48. }
  49. leftWeapon->move(position);
  50. }
  51. void Player::draw() {
  52. leftWeapon->draw();
  53. }