Hello! I have two cubes rotating here, and I additionally want to move my camera on a sphere to watch this from different angles. I use keyboard function, but camera doesn't move. I don't know what's wrong... My code is this:

Code :
#include <stdio.h>
 
#include <stdlib.h>
 
#include <glut.h>
 
#include <math.h>
 
 
 
#define pi 3.14159265
 
 
 
typedef GLfloat point3d[3];
 
point3d p0={-1,-1,-13}, p1={1,-1,-13}, p2={-1,1,-13}, p3={1,1,-13};
 
point3d p4={-1,-1,-15}, p5={1,-1,-15}, p6={-1,1,-15}, p7={1,1,-15};
 
point3d p20={1,1,-13}, p21={1.5,1,-13}, p22={1,1.5,-13}, p23={1.5,1.5,-13};
 
point3d p24={1,1,-14}, p25={1.5,1,-14}, p26={1,1.5,-14}, p27={1.5,1.5,-14};
 
int delay=100, angle; //delay in msec
 
float xe=0., ye=0., ze=0., a=0., b=0., c=0., move=20.;
 
 
 
void InitWindow()
 
{
 
    GLfloat ambientLight[] = {0.3, 0.3, 0.3, 1};//ambient grey light
 
    GLfloat diffuseLight[] = {0.7, 0.7, 0.7, 1};//diffuse white light
 
    GLfloat lightPos[] = {1, 1, -12, 1};
 
 
 
    //ENABLE SPECULAR LIGHT
 
    //GLfloat specularLight[] = {0.8, 0.8, 0.8, 1};
 
    //GLfloat specref[] = {1, 1, 1, 1};//full reflectance
 
    //GLfloat spotDir[]={0, 0, -14};
 
    //glLightfv(GL_LIGHT0,GL_SPECULAR,specularLight);
 
    //glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION, spotDir);
 
    //glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,15);
 
    //glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,specref);
 
    //glMateriali(GL_FRONT,GL_SHININESS,128);
 
 
 
    glLightfv(GL_LIGHT0,GL_AMBIENT,ambientLight);
 
    glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);
 
    glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
 
 
 
    glEnable(GL_LIGHTING);
 
    glEnable(GL_LIGHT0);
 
    glEnable(GL_DEPTH_TEST);
 
    glEnable(GL_COLOR_MATERIAL);
 
    glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE);
 
 
 
    glClearColor(0.,0.,40./255.,0); //blue sky
 
    glMatrixMode(GL_PROJECTION);
 
    glFrustum(-2,2,-2,2,10,15000);
 
//    glOrtho(-4,5,-3,5,-13,15000);
 
    glMatrixMode(GL_MODELVIEW);
 
}
 
 
 
void Stars()
 
{
 
    float c,d;
 
    glLoadIdentity();
 
    srand(1);
 
    glEnable(GL_POINT_SMOOTH);
 
    glColor3f(1.,1.,0.);
 
    glPointSize(1);
 
    glBegin(GL_POINTS);
 
    for (int i=1;i<=1000;i++){
 
        c=200*rand()/RAND_MAX-100;
 
        d=200*rand()/RAND_MAX-100;
 
        glVertex3i(c,d,-300);
 
    }
 
    glEnd();
 
    glPointSize(4);
 
    glBegin(GL_POINTS);
 
    for (int i=1;i<=100;i++){
 
        c=200*rand()/RAND_MAX-100;
 
        d=200*rand()/RAND_MAX-100;
 
        glVertex3i(c,d,-300);
 
    }
 
    glEnd();
 
    glPointSize(8);
 
    glBegin(GL_POINTS);
 
    for (int i=1;i<=10;i++){
 
        c=200*rand()/RAND_MAX-100;
 
        d=200*rand()/RAND_MAX-100;
 
        glVertex3i(c,d,-300);
 
    }
 
    glEnd();
 
}
 
 
 
void Cubes()
 
{
 
    glBegin(GL_QUADS);
 
        glColor3f(0.3,0.3,0.9);//blue
 
        glVertex3fv(p0); glVertex3fv(p1); glVertex3fv(p3); glVertex3fv(p2); //front
 
        glColor3f(0.1,0.6,0.9);
 
        glVertex3fv(p1); glVertex3fv(p5); glVertex3fv(p7); glVertex3fv(p3); //right
 
        glColor3f(0,0.3,0.9);
 
        glVertex3fv(p5); glVertex3fv(p4); glVertex3fv(p6); glVertex3fv(p7); //back
 
        glColor3f(0.3,0,0.9);
 
        glVertex3fv(p4); glVertex3fv(p0); glVertex3fv(p2); glVertex3fv(p6); //left
 
        glColor3f(0.3,0.3,0);
 
        glVertex3fv(p2); glVertex3fv(p3); glVertex3fv(p7); glVertex3fv(p6); //top
 
        glColor3f(1,0.3,1);
 
        glVertex3fv(p1); glVertex3fv(p0); glVertex3fv(p4); glVertex3fv(p5); //bottom
 
    glEnd();
 
    glBegin(GL_QUADS);
 
        glColor3f(0.3,0.3,0.9);//blue
 
        glVertex3fv(p20); glVertex3fv(p21); glVertex3fv(p23); glVertex3fv(p22); //front
 
        glColor3f(0.1,0.6,0.9);
 
        glVertex3fv(p21); glVertex3fv(p25); glVertex3fv(p27); glVertex3fv(p23); //right
 
        glColor3f(0,0.3,0.9);
 
        glVertex3fv(p25); glVertex3fv(p24); glVertex3fv(p26); glVertex3fv(p27); //back
 
        glColor3f(0.3,0,0.9);
 
        glVertex3fv(p24); glVertex3fv(p20); glVertex3fv(p22); glVertex3fv(p26); //left
 
        glColor3f(0.3,0.3,0);
 
        glVertex3fv(p22); glVertex3fv(p23); glVertex3fv(p27); glVertex3fv(p26); //top
 
        glColor3f(1,0.3,1);
 
        glVertex3fv(p21); glVertex3fv(p20); glVertex3fv(p24); glVertex3fv(p25); //bottom
 
    glEnd();
 
}
 
 
 
void Display(void)
 
{
 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
    glLoadIdentity();
 
    glPushMatrix();
 
    Stars();
 
    glPopMatrix();
 
    xe=(cos(c*pi/180.)*cos(b*pi/180.)*cos(a*pi/180.)-sin(c*pi/180.)*sin(a*pi/180.))*xe+(cos(c*pi/180.)*cos(b*pi/180.)*sin(a*pi/180.)+sin(c*pi/180.)*cos(a*pi/180.))*ye-cos(c*pi/180.)*sin(b*pi/180.)*ze;
 
    ye=-(sin(c*pi/180.)*cos(b*pi/180.)*cos(a*pi/180.)-cos(c*pi/180.)*sin(a*pi/180.))*xe+(-sin(c*pi/180.)*cos(b*pi/180.)*sin(a*pi/180.)+cos(c*pi/180.)*cos(a*pi/180.))*ye+sin(c*pi/180.)*sin(b*pi/180.)*ze;
 
    ze=sin(b*pi/180.)*cos(a*pi/180.)*xe+sin(b*pi/180.)*sin(a*pi/180.)*ye+cos(b*pi/180.)*ze;
 
    gluLookAt(xe,ye,ze,0,0,-14,0,1,0);// (0,1,0) the angle of the camera,(xe,ye,ze) the camera,(0,0,-14) the focus point
 
 
 
    glTranslatef(0,0,-14);
 
    glRotatef(angle,0,1,0);
 
    glTranslatef(0,0,14);
 
 
 
    Cubes();
 
    glutSwapBuffers();
 
}
 
 
 
void Camera(unsigned char key, int x, int y)
 
{
 
//    float move=20.;
 
    switch(key){
 
        case 'q': a+=move; break;
 
        case 'w': a-=move; break;
 
        case 'a': b+=move; break;
 
        case 's': b-=move; break;
 
        case 'z': c+=move; break;
 
        case 'x': c-=move; break;
 
        case '0': a=0.; b=0.; c=0.; //go to the initial state
 
    }
 
    if(key==27) exit(0); //turn off camera
 
    glutPostRedisplay();
 
}
 
 
 
void Rotate(int n) // the glutTimerFunc
 
{
 
    n++;
 
    angle+=5;
 
    glutPostRedisplay();
 
    glutTimerFunc(delay,Rotate,n);
 
}
 
 
 
void main(int argc, char **argv)
 
{
 
    glutInit(&argc, argv);
 
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);
 
    glutInitWindowPosition(200,100);
 
    glutInitWindowSize(400,400);
 
    glutCreateWindow("3D-cubes rotating in space and hit by light");
 
    InitWindow();
 
 
 
    glutDisplayFunc(Display);
 
    glutTimerFunc(delay,Rotate,0);
 
    glutKeyboardFunc(Camera);
 
    glutMainLoop();
 
}

Thank you for helping