CrystalPoint.cpp 3.3 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 (state)
  49. {
  50. if (keyboardState.special[GLUT_KEY_LEFT] && !prevKeyboardState.special[GLUT_KEY_LEFT])
  51. worldhandler->PreviousWorld();
  52. if (keyboardState.special[GLUT_KEY_RIGHT] && !prevKeyboardState.special[GLUT_KEY_RIGHT])
  53. worldhandler->NextWorld();
  54. if (keyboardState.keys[27])
  55. state = false;
  56. Player* player = Player::getInstance();
  57. player->rotation.y += mouseOffset.x / 10.0f;
  58. player->rotation.x += mouseOffset.y / 10.0f;
  59. if (player->rotation.x > 90)
  60. player->rotation.x = 90;
  61. if (player->rotation.x < -90)
  62. player->rotation.x = -90;
  63. float speed = 10;
  64. Vec3f oldPosition = player->position;
  65. if (keyboardState.keys['a']) player->setPosition(0, deltaTime*speed, false);
  66. if (keyboardState.keys['d']) player->setPosition(180, deltaTime*speed, false);
  67. if (keyboardState.keys['w']) player->setPosition(90, deltaTime*speed, false);
  68. if (keyboardState.keys['s']) player->setPosition(270, deltaTime*speed, false);
  69. if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
  70. if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
  71. if (!worldhandler->isPlayerPositionValid())
  72. player->position = oldPosition;
  73. player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 1.7f;
  74. worldhandler->update(deltaTime);
  75. }
  76. else
  77. {
  78. menu->update();
  79. cursor->update(cursor->mousePosition + mouseOffset);
  80. }
  81. mouseOffset = Vec2f(0, 0);
  82. prevKeyboardState = keyboardState;
  83. glutPostRedisplay();
  84. sound_system.SetListener(player->position, Vec3f(), Vec3f());
  85. }
  86. void CrystalPoint::buildMenu()
  87. {
  88. Button* start = new Button("Resume", Vec2f(1920 / 2 - 50, 1080 / 2 - 30), 100, 50);
  89. auto toWorld = [](Button* b)
  90. {
  91. state = true;
  92. };
  93. start->addAction(toWorld);
  94. menu->AddMenuElement(start);
  95. Button* test = new Button("Exit", Vec2f(1920 / 2 - 50, 1080 / 2 + 30), 100, 50);
  96. test->addAction([](Button* b)
  97. {
  98. exit(0);
  99. });
  100. menu->AddMenuElement(test);
  101. Text* t = new Text("Pause", Vec2f(1920 / 2 - Util::glutTextWidth("Pause") / 2, 1080 / 2 - 75));
  102. t->setColor(Vec3f(255, 255, 0));
  103. menu->AddMenuElement(t);
  104. }
  105. KeyboardState::KeyboardState()
  106. {
  107. memset(keys, 0, sizeof(keys));
  108. memset(special, 0, sizeof(special));
  109. }