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Level.cpp
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172 lines (129 loc) · 3.08 KB
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#include "Level.h"
#include <iostream>
#include <fstream>
Shader* Level::bgShader;
Level::Level(int level){
this->level = level;
char filename[10];
sprintf(filename, "levels/%d", level);
ifstream levelFile(filename);
string dummy;
///READ SPLASH
levelFile >> dummy;
levelFile >> splashFile;
splashImage = new sf::Image();
splashImage->LoadFromFile(splashFile);
///READ BG
levelFile >> dummy;
levelFile >> bgFile;
if(bgFile == "NONE"){
background = NULL;
}else{
background = new sf::Image();
background->LoadFromFile(bgFile);
}
///READ SPEED
levelFile >> dummy;
levelFile >> speed;
//READ ENDTIME
levelFile >> dummy;
levelFile >> endTime;
///READ MODEL TYPES
levelFile >> dummy;
int numTypes;
levelFile >> numTypes;
int type;
for(int i = 0; i < numTypes; i++){
levelFile >> type;
levelTypes.push_back(BodyType(type));
}
//READ LANDMARKS
levelFile >> dummy;
int numModels;
levelFile >> numModels;
float time;
int landmark;
for(int i = 0; i < numModels; i++){
levelFile >> time;
levelFile >> landmark;
Landmark lm = {time, BodyType(landmark)};
//lm.print();
landmarks.push_back(lm);
this->endTime = landmarks[0].time;
}
///READ GATES
levelFile >> dummy;
string gates;
levelFile >> gates;
if(gates == "YES"){
hasGates = true;
}else{
hasGates = false;
}
///READ COUNT
levelFile >> dummy;
levelFile >> count;
levelFile.close();
}
Level::~Level(){
}
int Level::number(){
return level;
}
void Level::print(){
cout << "============" << endl;
cout << "Level " << level << endl;
cout << "Speed: " << speed << endl;
cout << "Has Gates: ";
string val = hasGates ? "YES" : "NO";
cout << val << endl;
cout << "Count: " << count << endl;
cout << "EndTime: " << endTime << endl;
cout << "Splash: " << splashFile << endl;
cout << "BG: " << bgFile << endl;
for(unsigned i = 0; i < levelTypes.size(); i++){
cout << "ModelType #" << levelTypes[i] << endl;
}
for(unsigned i = 0; i < landmarks.size(); i++){
cout << "Landmark: ";
landmarks[i].print();
}
cout << "============" << endl;
}
BodyType Level::firstLandmark(){
BodyType saved = landmarks[0].type;
landmarks.erase(landmarks.begin());
return saved;
}
bool Level::shouldEmitLandmark(float timeElapsed){
if(landmarks.size() == 0) return false;
return timeElapsed > landmarks[0].time;
}
sf::Image* Level::getSplash(){
return splashImage;
}
bool Level::hasBG(){
return background != NULL;
}
void Level::loadShaders(){
bgShader = new Shader("shaders/background");
}
void Level::renderBackground(){
glUseProgram(bgShader->programID());
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-1.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
GLint tex = glGetUniformLocation(bgShader->programID(), "texture");
glUniform1i(tex, 0);
glActiveTexture(GL_TEXTURE0);
background->Bind();
GLint pos = glGetAttribLocation(bgShader->programID(), "positionIn");
glBegin(GL_QUADS);
glVertexAttrib2f(pos, -1.0, -1.0);
glVertexAttrib2f(pos, 1.0, -1.0);
glVertexAttrib2f(pos, 1.0, 1.0);
glVertexAttrib2f(pos, -1.0, 1.0);
glEnd();
}