shooter/Player.h

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//
// Created by Иван Ильин on 14.03.2021.
//
#ifndef SHOOTER_PLAYER_H
#define SHOOTER_PLAYER_H
#include <SFML/Audio/Sound.hpp>
#include <utility>
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#include "engine/ResourceManager.h"
#include "engine/Camera.h"
#include "engine/World.h"
#include "weapon/Ak47.h"
#include "weapon/Shotgun.h"
#include "weapon/Gun.h"
#include "weapon/Gold_Ak47.h"
#include "weapon/Rifle.h"
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class Player final : public RigidBody{
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private:
double _healthMax = 100;
double _health = _healthMax;
double _abilityMax = 10;
double _ability = _abilityMax;
double _headAngle = 0;
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int _kills = 0;
int _deaths = 0;
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double _g = 35;
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// sounds
sf::Sound _killSound;
sf::Sound _deathSound;
sf::Sound _changeWeaponSound;
sf::Sound _fullHealthSound;
sf::Sound _fullAbilitySound;
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std::vector<std::shared_ptr<Weapon>> _weapons;
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size_t _selectedWeapon = 0;
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std::function<void(sf::Uint16 targetId, double)> _damagePlayerCallBack;
std::function<void(const Vec3D&, const Vec3D&)> _addTraceCallBack;
std::function<void(const std::string&)> _takeBonusCallBack;
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std::function<void(std::shared_ptr<Weapon>)> _addWeaponCallBack;
std::function<void(std::shared_ptr<Weapon>)> _removeWeaponCallBack;
std::function<std::pair<Vec3D, std::string>(const Vec3D&, const Vec3D&)> _rayCastFunction;
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public:
Player() {
loadObj("obj/cube.obj", "", Vec3D{0.5, 1.9, 0.5});
setAcceleration(Vec3D{0, -_g, 0});
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setCollision(true);
setVisible(false);
setColor({240, 168, 168});
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_changeWeaponSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/weapons/change_weapon.ogg"));
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_fullHealthSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/fullHealth.ogg"));
_fullAbilitySound.setBuffer(*ResourceManager::loadSoundBuffer("sound/fullAbility.ogg"));
setCollisionCallBack([this](const std::string& objName, std::shared_ptr<RigidBody> obj) {collisionWithObject(objName, obj);});
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};
void setHealth(double h) {
_health = h;
}
void setAbility(double a) {
_ability = a;
}
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[[nodiscard]] double health() const { return _health; }
[[nodiscard]] double ability() const { return _ability; }
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[[nodiscard]] double maxHealth() const { return _healthMax; }
[[nodiscard]] double maxAbility() const { return _abilityMax; }
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void setFullHealth() {
_health = _healthMax;
_fullHealthSound.play();
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}
void setFullAbility() {
_ability = _abilityMax;
_fullAbilitySound.play();
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}
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void initWeapons();
void addWeapon(std::shared_ptr<Weapon> weapon);
[[nodiscard]] std::pair<double, double> balance() const{ return _weapons[_selectedWeapon]->balance();}
void nextWeapon();
void previousWeapon();
void fire();
void reload();
void rotateWeaponsRelativePoint(const Vec3D& point, const Vec3D& v, double val);
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[[nodiscard]] int kills() const {return _kills;}
[[nodiscard]] int deaths() const {return _deaths;}
void addKill() { _kills++; }
void addDeath() { _deaths++; }
void playDeath();
void playKill();
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void setDamagePlayerCallBack(std::function<void(sf::Uint16 targetId, double)> hit) {
_damagePlayerCallBack = std::move(hit);
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}
void setAddTraceCallBack(std::function<void(const Vec3D&, const Vec3D&)> add) {
_addTraceCallBack = std::move(add);
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}
void setTakeBonusCallBack(std::function<void(const std::string&)> take) {
_takeBonusCallBack = std::move(take);
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}
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void setAddWeaponCallBack(std::function<void(std::shared_ptr<Weapon>)> addWeapon) {
_addWeaponCallBack = addWeapon;
}
void setRemoveWeaponCallBack(std::function<void(std::shared_ptr<Weapon>)> removeWeapon) {
_removeWeaponCallBack = std::move(removeWeapon);
}
void setRayCastFunction(std::function<std::pair<Vec3D, std::string>(const Vec3D&, const Vec3D&)> rayCastFunction) {
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_rayCastFunction = std::move(rayCastFunction);
}
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// This is for situation when you want to store the position of the head but you dont have attached camera
void setHeadAngle(double a) { _headAngle = a; }
[[nodiscard]] double headAngle() const { return _headAngle; };
void collisionWithObject(const std::string& objName, std::shared_ptr<RigidBody> obj);
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};
#endif //MINECRAFT_3DZAVR_PLAYER_H