💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2017 Christopher J. Howard
*
* This file is part of Antkeeper Source Code.
*
* Antkeeper Source Code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper Source Code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "level-select-state.hpp"
#include "main-menu-state.hpp"
#include "../application.hpp"
#include "../configuration.hpp"
LevelSelectState::LevelSelectState(Application* application):
ApplicationState(application)
{}
LevelSelectState::~LevelSelectState()
{}
void LevelSelectState::enter()
{
levelRotation = 0.0f;
for (int i = 0; i < 5; ++i)
{
ModelInstance* surfaceInstance = &application->previewLevelSurfaces[i];
ModelInstance* subsurfaceInstance = &application->previewLevelSubsurfaces[i];
Quaternion rotation = glm::angleAxis(levelRotation, Vector3(0, 1, 0));
surfaceInstance->setRotation(rotation);
subsurfaceInstance->setRotation(rotation);
application->defaultLayer->addObject(surfaceInstance);
application->defaultLayer->addObject(subsurfaceInstance);
}
application->defaultLayer->addObject(&application->biomeFloorModelInstance);
//application->biomeFloorModelInstance.setTranslation(Vector3(0.0f, -ANTKEEPER_TERRAIN_BASE_HEIGHT, 0.0f));
application->levelIDLabel->setVisible(true);
application->levelNameLabel->setVisible(true);
application->selectWorld(0);
application->selectLevel(0);
application->camera.lookAt(Vector3(0, 150, 200), Vector3(0, 0, 0), Vector3(0, 1, 0));
}
void LevelSelectState::execute()
{
// Navigate menu
if (application->menuLeft.isTriggered() && !application->menuLeft.wasTriggered())
{
application->selectPreviousLevel();
}
else if (application->menuRight.isTriggered() && !application->menuRight.wasTriggered())
{
application->selectNextLevel();
}
if (application->menuDown.isTriggered() && !application->menuDown.wasTriggered())
{
application->selectPreviousWorld();
}
else if (application->menuUp.isTriggered() && !application->menuUp.wasTriggered())
{
application->selectNextWorld();
}
if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered())
{
application->enterSelectedLevel();
}
else if (application->menuCancel.isTriggered() && !application->menuCancel.wasTriggered())
{
application->changeState(application->mainMenuState);
}
// Rotate levels
levelRotation += glm::radians(5.0f) * application->dt;
for (int i = 0; i < 5; ++i)
{
ModelInstance* surfaceInstance = &application->previewLevelSurfaces[i];
ModelInstance* subsurfaceInstance = &application->previewLevelSubsurfaces[i];
Quaternion rotation = glm::angleAxis(levelRotation, Vector3(0, 1, 0));
//surfaceInstance->setRotation(rotation);
//subsurfaceInstance->setRotation(rotation);
}
}
void LevelSelectState::exit()
{
for (int i = 0; i < 5; ++i)
{
ModelInstance* surfaceInstance = &application->previewLevelSurfaces[i];
ModelInstance* subsurfaceInstance = &application->previewLevelSubsurfaces[i];
application->defaultLayer->removeObject(surfaceInstance);
application->defaultLayer->removeObject(subsurfaceInstance);
}
application->levelIDLabel->setVisible(false);
application->levelNameLabel->setVisible(false);
}