CrystalPoint.cpp 7.1 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 (keyboardState.keys[27] && !prevKeyboardState.keys[27])
  49. state = !state;
  50. Controller *rightcontroller = controller.getRightController();
  51. Controller *leftcontroller = controller.getLeftController();
  52. if (state)
  53. {
  54. Player* player = Player::getInstance();
  55. if (keyboardState.special[GLUT_KEY_LEFT] && !prevKeyboardState.special[GLUT_KEY_LEFT])
  56. worldhandler->PreviousWorld();
  57. if (keyboardState.special[GLUT_KEY_RIGHT] && !prevKeyboardState.special[GLUT_KEY_RIGHT])
  58. worldhandler->NextWorld();
  59. if (keyboardState.special[GLUT_KEY_UP] && !prevKeyboardState.special[GLUT_KEY_UP])
  60. player->NextRightWeapon();
  61. if (keyboardState.special[GLUT_KEY_DOWN] && !prevKeyboardState.special[GLUT_KEY_DOWN])
  62. player->PreviousLeftWeapon();
  63. if (keyboardState.keys[27])
  64. state = false;
  65. //testing code
  66. if (keyboardState.keys['u'])
  67. player->HpUp(1);
  68. if (keyboardState.keys['i'])
  69. player->HpDown(1);
  70. if (keyboardState.keys['o'])
  71. player->XpUp(1);
  72. player->rotation.y += mouseOffset.x / 10.0f;
  73. player->rotation.x += mouseOffset.y / 10.0f;
  74. float speed = 10;
  75. Vec3f oldPosition = player->position;
  76. if (keyboardState.keys['a']) player->setPosition(0, deltaTime*speed, false);
  77. if (keyboardState.keys['d']) player->setPosition(180, deltaTime*speed, false);
  78. if (keyboardState.keys['w']) player->setPosition(90, deltaTime*speed, false);
  79. if (keyboardState.keys['s']) player->setPosition(270, deltaTime*speed, false);
  80. if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
  81. if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
  82. if (leftcontroller != nullptr) {
  83. Vec2f *leftControllerJoystick = &leftcontroller->joystick;
  84. if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) {
  85. player->rotation.x += leftControllerJoystick->y/4;
  86. }
  87. if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) {
  88. player->rotation.y += leftControllerJoystick->x/4;
  89. }
  90. player->leftWeapon->rotateWeapon(Vec3f(leftcontroller->ypr.y + 140, 0, -leftcontroller->ypr.z));
  91. if(leftcontroller->button && leftcontroller->joystickButton){
  92. state = !state;
  93. }else if(!leftcontroller->lastButton && leftcontroller->button){
  94. leftcontroller->lastButton = leftcontroller->button;
  95. controller.rumble(leftcontroller->controllerId, 100, 200);
  96. player->NextLeftWeapon();
  97. }else if(!leftcontroller->lastJoystickButton && leftcontroller->joystickButton){
  98. leftcontroller->lastJoystickButton = leftcontroller->joystickButton;
  99. player->hit = true;
  100. }
  101. if(player->isHit){
  102. controller.rumble(leftcontroller->controllerId, 50, 250);
  103. }
  104. if(!leftcontroller->lastMagetSwitch && leftcontroller->magnetSwitch){
  105. worldhandler -> teleportRandom();
  106. }
  107. }
  108. if(rightcontroller != nullptr){
  109. Vec2f *rightControllerJoystick = &rightcontroller->joystick;
  110. if (rightControllerJoystick->y > 0.3) {
  111. player->setPosition(270, rightControllerJoystick->y * deltaTime * 2.0f, false);
  112. }
  113. else if (rightControllerJoystick->y < -0.3) {
  114. player->setPosition(90, rightControllerJoystick->y * -1 * deltaTime * 2.0f, false);
  115. }
  116. if (rightControllerJoystick->x > 0.3) {
  117. player->setPosition(180, rightControllerJoystick->x * deltaTime * 2.0f, false);
  118. }
  119. else if (rightControllerJoystick->x < -0.3) {
  120. player->setPosition(0, rightControllerJoystick->x * -1 * deltaTime * 2.0f, false);
  121. }
  122. if(!rightcontroller->lastButton && rightcontroller->button){
  123. rightcontroller->lastButton = rightcontroller->button;
  124. controller.rumble(rightcontroller->controllerId, 100, 200);
  125. player->NextRightWeapon();
  126. }
  127. if(player->isHit){
  128. controller.rumble(rightcontroller->controllerId, 50, 250);
  129. player->isHit = false;
  130. }
  131. if(!rightcontroller->lastMagetSwitch && rightcontroller->magnetSwitch){
  132. worldhandler -> teleportRandom();
  133. }
  134. player->rightWeapon->rotateWeapon(Vec3f(rightcontroller->ypr.y + 140, 0, -rightcontroller->ypr.z));
  135. }
  136. if (player->rotation.x > 90)
  137. player->rotation.x = 90;
  138. if (player->rotation.x < -90)
  139. player->rotation.x = -90;
  140. player->position.y = worldhandler->getHeight(player->position.x, player->position.z) + 1.7f;
  141. if (!worldhandler->isPlayerPositionValid())
  142. player->position = oldPosition;
  143. worldhandler->update(deltaTime);
  144. }
  145. else
  146. {
  147. menu->update();
  148. if (leftcontroller != nullptr) {
  149. Vec2f *leftControllerJoystick = &leftcontroller->joystick;
  150. if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) {
  151. cursor->update(Vec2f(cursor->mousePosition.x,cursor->mousePosition.y+leftControllerJoystick->y ));
  152. }
  153. if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) {
  154. cursor->update(Vec2f(cursor->mousePosition.x+leftControllerJoystick->x ,cursor->mousePosition.y));
  155. }
  156. if(leftcontroller->button){
  157. cursor->state = 137;
  158. }else if(cursor->state == 137){
  159. cursor->state = GLUT_UP;
  160. }
  161. }
  162. cursor->update(cursor->mousePosition + mouseOffset);
  163. }
  164. mouseOffset = Vec2f(0, 0);
  165. prevKeyboardState = keyboardState;
  166. glutPostRedisplay();
  167. sound_system.SetListener(player->position, Vec3f(), Vec3f());
  168. }
  169. void CrystalPoint::buildMenu()
  170. {
  171. Button* start = new Button("Resume", Vec2f(1920 / 2 - 50, 1080 / 2 - 30), 100, 50);
  172. auto toWorld = [](Button* b)
  173. {
  174. state = true;
  175. };
  176. start->addAction(toWorld);
  177. menu->AddMenuElement(start);
  178. Button* test = new Button("Exit", Vec2f(1920 / 2 - 50, 1080 / 2 + 30), 100, 50);
  179. test->addAction([](Button* b)
  180. {
  181. exit(0);
  182. });
  183. menu->AddMenuElement(test);
  184. Text* t = new Text("Pause", Vec2f(1920 / 2 - Util::glutTextWidth("Pause") / 2, 1080 / 2 - 75));
  185. t->setColor(Vec3f(255, 255, 0));
  186. menu->AddMenuElement(t);
  187. }
  188. KeyboardState::KeyboardState()
  189. {
  190. memset(keys, 0, sizeof(keys));
  191. memset(special, 0, sizeof(special));
  192. }