World.cpp 3.4 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 <fstream>
  7. #include <iostream>
  8. World::World() : player(Player::getInstance())
  9. {
  10. std::ifstream file("worlds/world1.json");
  11. if(!file.is_open())
  12. std::cout<<"Uhoh, can't open file\n";
  13. json::Value v = json::readJson(file);
  14. std::cout<<v;
  15. file.close();
  16. player.position.x = v["player"]["startposition"][0];
  17. player.position.y = v["player"]["startposition"][1];
  18. player.position.z = v["player"]["startposition"][2];
  19. for (auto object : v["objects"])
  20. {
  21. bool hasCollision = true;
  22. if (!object["collide"].isNull())
  23. hasCollision = object["collide"].asBool();
  24. Vec3f rotation(0, 0, 0);
  25. if(!object["rot"].isNull())
  26. rotation = Vec3f(object["rot"][0], object["rot"][1], object["rot"][2]);
  27. float scale = 1;
  28. if (!object["scale"].isNull())
  29. scale = object["scale"].asFloat();
  30. Vec3f position(object["pos"][0], object["pos"][1], object["pos"][2]);
  31. entities.push_back(new LevelObject(object["file"], position, rotation, scale, hasCollision));
  32. }
  33. //look up table for the enemies
  34. std::vector<std::pair<int, std::string>>enemy_models;
  35. for (auto enemy_model : v["enemy_models"])
  36. {
  37. int id = -1;
  38. if (!enemy_model["id"].isNull())
  39. id = enemy_model["id"].asInt();
  40. std::string fileName = "";
  41. if (!enemy_model["file"].isNull())
  42. fileName = enemy_model["file"].asString();
  43. enemy_models.push_back(std::pair<int, std::string>(id,fileName));
  44. }
  45. for (auto enemy : v["enemy_data"])
  46. {
  47. int id = -1;
  48. if (!enemy["id"].isNull())
  49. id = enemy["id"];
  50. for (auto enemy_model : enemy_models)
  51. {
  52. if (id == enemy_model.first)
  53. {
  54. Vec3f position(0, 0, 0);
  55. if (!enemy["pos"].isNull())
  56. position = Vec3f(enemy["pos"][0], enemy["pos"][1], enemy["pos"][2]);
  57. Vec3f rotation(0, 0, 0);
  58. if (!enemy["rot"].isNull())
  59. rotation = Vec3f(enemy["rot"][0], enemy["rot"][1], enemy["rot"][2]);
  60. float scale = 1.0f;
  61. if (!enemy["scale"].isNull())
  62. scale = enemy["scale"].asFloat();
  63. enemies.push_back(new Enemy(enemy_model.second,position,rotation,scale,true));
  64. }
  65. }
  66. }
  67. }
  68. World::~World()
  69. {
  70. }
  71. void World::draw()
  72. {
  73. player.setCamera();
  74. float lightPosition[4] = { 0, 2, 1, 0 };
  75. glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
  76. float lightAmbient[4] = { 0.5, 0.5, 0.5, 1 };
  77. glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
  78. glColor3f(0.5f, 0.9f, 0.5f);
  79. glNormal3f(0, 1, 0);
  80. glBegin(GL_QUADS);
  81. glVertex3f(-50, 0, -50);
  82. glVertex3f(-50, 0, 50);
  83. glVertex3f(50, 0, 50);
  84. glVertex3f(50, 0, -50);
  85. glEnd();
  86. for (auto &enemy : enemies)
  87. enemy->draw();
  88. for (auto &entity : entities)
  89. entity->draw();
  90. }
  91. void World::update(float elapsedTime)
  92. {
  93. for (auto &entity : entities)
  94. entity->update(elapsedTime);
  95. for (auto &enemy : enemies)
  96. {
  97. if (enemy->position.Distance(player.position) <= enemy->radius)
  98. {
  99. enemy->hasTarget = true;
  100. enemy->target.x = player.position.x;
  101. enemy->target.z = player.position.z;
  102. }
  103. else
  104. enemy->hasTarget = false;
  105. Vec3f oldpos = enemy->position;
  106. enemy->update(elapsedTime);
  107. if (enemy->hasTarget)
  108. {
  109. for (auto e : entities)
  110. {
  111. if (e->canCollide && e->inObject(enemy->position))
  112. {
  113. enemy->position = oldpos;
  114. break;
  115. }
  116. }
  117. }
  118. }
  119. }
  120. bool World::isPlayerPositionValid()
  121. {
  122. for (auto e : entities)
  123. {
  124. if (e->canCollide && e->inObject(player.position))
  125. return false;
  126. }
  127. return true;
  128. }