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assets.hpp
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assets.hpp
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#ifndef ASSETS_H
#define ASSETS_H
// OpenGL Libraries
#include <GL/glut.h>
// Additional Libraries
#include <iostream>
#include <math.h>
#include <cstdlib>
#include <cmath>
#include <ctime>
#include <map>
// Global variables
const double TO_RADS = 3.141592654 / 180.0;
using namespace std;
template <class T> class Vec3 {
public:
T x, y, z;
// Constructor
Vec3() {
x = y = z = 0;
}
// Three parameter constructor
Vec3(T xVal, T yVal, T zVal) {
x = xVal;
y = yVal;
z = zVal;
}
// Setters and Getters
void set(const T &xValue, const T &yValue, const T &zValue) {
x = xValue;
y = yValue;
z = zValue;
}
T getX() const {return x;}
T getY() const {return y;}
T getZ() const {return z;}
void setX(const T &xValue) {x = xValue;}
void setY(const T &yValue) {x = yValue;}
void setZ(const T &zValue) {x = zValue;}
// Helper method
void zero() {
x = y = z = 0.0;
}
void normalize() {
// Calculate magnitude of vector
T magnitude = sqrt((x * x) + (y * y) + (z * z));
// if the magnitude isn't zero, then divide
if (magnitude != 0) {
x /= magnitude;
y /= magnitude;
z /= magnitude;
}
}
// Easy adders
void addX(T value) {x += value;}
void addY(T value) {y += value;}
void addZ(T value) {z += value;}
// Method to display the vector to easily check the values
void display() {
std::cout << "X: " << x << "\t Y: " << y << "\t Z: " << z << std::endl;
}
// Overloaded add and assign operator to add Vec3's together
Vec3 operator+=(const Vec3 &vector) {
x += vector.x;
y += vector.y;
z += vector.z;
}
// Overloaded multiply and assign operator
Vec3 operator*=(const T value) {
x *= value;
y *= value;
z *= value;
}
};
class Player {
private:
int player_sides;
float player_vitality;
float player_speed;
int side_cap;
public:
// Camera Position - not protected because I keep having to manipulate it
Vec3<double> userPos;
Vec3<double> userMovement;
Vec3<double> userRot;
int sides = player_sides;
float speed = player_speed;
float angle, increment, a, b;
// Holding keys down
bool holdLeft = false;
bool holdRight = false;
bool holdUp = false;
bool holdDown = false;
// Constructor
Player() {
// Zero out position
userPos.zero();
userRot.zero();
userMovement.zero();
player_sides = 3;
player_speed = 1;
side_cap = 20;
}
// Destructor
~Player() {}
void addSides(int a) {
if (player_sides < side_cap) {
setSides(getSides() + 1);
// Printing for testing purposes
cout << getSides() << endl;
}
}
void createPlayer() {
int scale = 1;
// Convert radians to degrees
angle = M_PI / 2;
// this is how we travel around the unit circle.
increment = ((360 / player_sides) * M_PI) / 180;
glBegin(GL_POLYGON);
glColor3f(0.0, 0.0, 0.0);
for (int i = 0; i < player_sides; i++) {
//calculate x and y, then add to dictionary
a = cos(angle) * scale; //x
b = sin(angle) * scale; //y
glVertex2f(a,b);
angle += increment; //Move to the next point
}
glEnd();
glFlush();
}
// Method to convert angle from degrees to radians
const double toRads(const double &angleInDegrees) const {
return angleInDegrees * TO_RADS;
}
void move(float delta) {
/* Creating a new vector here. This stores the next move and applies it to
user position all at once. Allowing for a smooth transition.
*/
double framerateFactor;
double speedX, speedY;
if (holdLeft) {
userRot.addZ(2.0);
}
if (holdRight) {
userRot.addZ(-2.0);
}
// Limit Z rotation to 360 degrees, makes thngs easier... maybe?
if (userRot.getZ() >= 360.0) {
userRot.addZ(-360.0);
} else if (userRot.getZ() <=-360.0) {
userRot.addZ(360.0);
}
// Get sin and cos of x and y axis rotation
double sinZrot = sin( toRads(userRot.getZ()) + M_PI/2 );
double cosZrot = cos( toRads(userRot.getZ()) + M_PI/2 );
if (holdUp) {
userMovement.addY(sinZrot);
userMovement.addX(-cosZrot);
}
if (holdDown) {
userMovement.addY(-sinZrot);
userMovement.addX(cosZrot);
}
// Normalize movement vector
userMovement.normalize();
framerateFactor = player_speed * delta;
userMovement *= framerateFactor;
// userMovement.display();
userPos += userMovement;
// userPos.display();
userMovement.zero();
} // End of move()
// Getters and Setters
void setSides(int s) {player_sides = s;}
int getSides() {return player_sides;}
double getXPos() const {return userPos.getX();}
double getYPos() const {return userPos.getY();}
int getZRot() const {return userRot.getZ();}
};
#endif