#include "JancoProject.h" #include #include int CrystalPoint::width = 0; int CrystalPoint::height = 0; bool state = false; void CrystalPoint::init() { player = Player::getInstance(); world = World::getInstance(); lastFrameTime = 0; state = true; glClearColor(0.7f, 0.7f, 1.0f, 1.0f); } void CrystalPoint::draw() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Draw world glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(70, width / (float)height, 0.1f, 15000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); world->draw(); glutSwapBuffers(); } void CrystalPoint::update() { float frameTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f; float deltaTime = frameTime - lastFrameTime; lastFrameTime = frameTime; if (keyboardState.keys[27] && !prevKeyboardState.keys[27]) state = !state; Player* player = Player::getInstance(); if (keyboardState.keys[27]) exit(0); player->rotation.y += mouseOffset.x / 10.0f; player->rotation.x += mouseOffset.y / 10.0f; float speed = 30; 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 (keyboardState.keys['z']) world->objects[1].scale+=1*deltaTime; if (keyboardState.keys['x']) world->objects[1].scale-=1*deltaTime; if (player->rotation.x > 90) player->rotation.x = 90; if (player->rotation.x < -90) player->rotation.x = -90; world->update(deltaTime); mouseOffset = Vec2f(0, 0); prevKeyboardState = keyboardState; glutPostRedisplay(); } KeyboardState::KeyboardState() { memset(keys, 0, sizeof(keys)); memset(special, 0, sizeof(special)); }