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- #include "CrystalPoint.h"
- #include <GL/freeglut.h>
- #include <cmath>
- #include <cstring>
- #include "WorldHandler.h"
- #include "Player.h"
- int CrystalPoint::width = 0;
- int CrystalPoint::height = 0;
- void CrystalPoint::init()
- {
- player = Player::getInstance();
- worldhandler = WorldHandler::getInstance();
- //cursor = Cursor::getInstance();
- lastFrameTime = 0;
- glClearColor(0.7f, 0.7f, 1.0f, 1.0f);
- mousePosition = Vec2f(width / 2, height / 2);
- }
- 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();
- //cursor->draw();
- glutSwapBuffers();
- }
- void CrystalPoint::update()
- {
- float frameTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
- float deltaTime = frameTime - lastFrameTime;
- lastFrameTime = frameTime;
- 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.keys[27])
- exit(0);
- Player* player = Player::getInstance();
- player->rotation.y += mouseOffset.x / 10.0f;
- player->rotation.x += mouseOffset.y / 10.0f;
- if (player->rotation.x > 90)
- player->rotation.x = 90;
- if (player->rotation.x < -90)
- player->rotation.x = -90;
- 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 (!worldhandler->isPlayerPositionValid())
- player->position = oldPosition;
- player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 1.7f;
- worldhandler->update(deltaTime);
- mousePosition = mousePosition + mouseOffset;
- //cursor->update(mousePosition);
- mouseOffset = Vec2f(0, 0);
- prevKeyboardState = keyboardState;
- glutPostRedisplay();
- }
- KeyboardState::KeyboardState()
- {
- memset(keys, 0, sizeof(keys));
- memset(special, 0, sizeof(special));
- }
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