World.cpp 3.1 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 <string>
  8. #include <iostream>
  9. World::World() : player(Player::getInstance())
  10. {
  11. json::Value v = json::readJson(std::ifstream("worlds/world1.json"));
  12. if (!v["player"]["startposition"].isNull())
  13. {
  14. player.position.x = v["player"]["startposition"][0];
  15. player.position.y = v["player"]["startposition"][1];
  16. player.position.z = v["player"]["startposition"][2];
  17. }
  18. for (auto object : v["objects"])
  19. {
  20. bool hasCollision = true;
  21. if (!object["collide"].isNull())
  22. hasCollision = object["collide"].asBool();
  23. Vec3f rotation(0, 0, 0);
  24. if(!object["rot"].isNull())
  25. rotation = Vec3f(object["rot"][0], object["rot"][1], object["rot"][2]);
  26. float scale = 1;
  27. if (!object["scale"].isNull())
  28. scale = object["scale"].asFloat();
  29. Vec3f position(object["pos"][0], object["pos"][1], object["pos"][2]);
  30. entities.push_back(new LevelObject(object["file"], position, rotation, scale, hasCollision));
  31. }
  32. //look up table for the enemies
  33. std::vector<std::pair<int, std::string>>enemy_models;
  34. for (auto enemy_model : v["enemy_models"])
  35. {
  36. int id = -1;
  37. if (!enemy_model["id"].isNull())
  38. id = enemy_model["id"].asInt();
  39. std::string fileName = "";
  40. if (!enemy_model["file"].isNull())
  41. fileName = enemy_model["file"];
  42. enemy_models.push_back(std::pair<int, std::string>(id,fileName));
  43. }
  44. for (auto enemy : v["enemy_data"])
  45. {
  46. int id = -1;
  47. if (!enemy["id"].isNull())
  48. id = enemy["id"];
  49. for (auto enemy_model : enemy_models)
  50. {
  51. if (id == enemy_model.first)
  52. {
  53. Vec3f position(0, 0, 0);
  54. if (!enemy["pos"].isNull())
  55. position = Vec3f(enemy["pos"][0], enemy["pos"][1], enemy["pos"][2]);
  56. Vec3f rotation(0, 0, 0);
  57. if (!enemy["rot"].isNull())
  58. rotation = Vec3f(enemy["rot"][0], enemy["rot"][1], enemy["rot"][2]);
  59. float scale = 1.0f;
  60. if (!enemy["scale"].isNull())
  61. scale = enemy["scale"].asFloat();
  62. enemies.push_back(new Enemy(enemy_model.second,position,rotation,scale,true));
  63. }
  64. }
  65. }
  66. }
  67. World::~World()
  68. {
  69. }
  70. void World::draw()
  71. {
  72. player.setCamera();
  73. float lightPosition[4] = { 0, 2, 1, 0 };
  74. glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
  75. float lightAmbient[4] = { 0.5, 0.5, 0.5, 1 };
  76. glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
  77. glColor3f(0.5f, 0.9f, 0.5f);
  78. glNormal3f(0, 1, 0);
  79. glBegin(GL_QUADS);
  80. glVertex3f(-50, 0, -50);
  81. glVertex3f(-50, 0, 50);
  82. glVertex3f(50, 0, 50);
  83. glVertex3f(50, 0, -50);
  84. glEnd();
  85. for (auto &enemy : enemies)
  86. enemy->draw();
  87. for (auto &entity : entities)
  88. entity->draw();
  89. }
  90. void World::update(float elapsedTime)
  91. {
  92. for (auto &entity : entities)
  93. entity->update(elapsedTime);
  94. for (auto &enemy : enemies)
  95. {
  96. if (enemy->position.Distance(player.position) <= enemy->radius)
  97. {
  98. enemy->hasTarget = true;
  99. enemy->target.x = player.position.x;
  100. enemy->target.z = player.position.z;
  101. }
  102. else
  103. enemy->hasTarget = false;
  104. enemy->update(elapsedTime);
  105. }
  106. }
  107. bool World::isPlayerPositionValid()
  108. {
  109. for (auto e : entities)
  110. {
  111. if (e->canCollide && e->inObject(player.position))
  112. return false;
  113. }
  114. return true;
  115. }