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>
#include <ResourceManager.h>
#include "Camera.h"
#include "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 : public RigidBody{
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private:
double _healthMax = 100;
double _health = _healthMax;
double _abilityMax = 10;
double _ability = _abilityMax;
double _jumpHeight = 3;
double _walkSpeed = 10;
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double _headAngle = 0;
unsigned _kills = 0;
unsigned _deaths = 0;
double _g = 35;
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std::shared_ptr<Camera> _camera;
std::shared_ptr<Screen> _screen;
std::shared_ptr<World> _world;
// sounds
sf::Sound _killSound;
sf::Sound _deathSound;
sf::Sound _changeWeaponSound;
sf::Sound _fullHealthSound;
sf::Sound _fullAbilitySound;
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std::string _name = "im";
std::vector<std::shared_ptr<Weapon>> _weapons;
uint8_t _selectedWeapon = 0;
std::function<void(sf::Uint16 targetId, double)> _damagePlayerCallBack;
std::function<void(const Point4D&, const Point4D&)> _addTraceCallBack;
std::function<void(const std::string&)> _takeBonusCallBack;
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public:
Player() {
loadObj("../obj/cube.obj", "", Point4D{0.5, 1.9, 0.5});
setAcceleration(Point4D{0, -_g, 0});
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setCollision(true);
setVisible(false);
setColor({240, 168, 168});
_changeWeaponSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/weapons/change_weapon.ogg"));
_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 update();
void attachCamera(std::shared_ptr<Camera> camera, std::shared_ptr<Screen> screen) {
_camera = camera;
_screen = screen;
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_camera->translateToPoint(position() + Point4D{0, 1.8, 0});
this->attach(_camera);
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}
void attachWorld(std::shared_ptr<World> world, const Point4D& pos = Point4D{0, 30, 0}) {
_world = world;
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translate(pos);
initWeapons();
}
void setHealth(double h) {
_health = h;
}
void setAbility(double a) {
_ability = a;
}
void nextWeapon();
void previousWeapon();
void fire();
void reload();
[[nodiscard]] double ability() const { return _ability; }
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void setFullHealth() {
_health = _healthMax;
_fullHealthSound.play();
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}
void setFullAbility() {
_ability = _abilityMax;
_fullAbilitySound.play();
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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 Point4D&, const Point4D&)> 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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}
[[nodiscard]] double health() const { return _health; }
[[nodiscard]] std::string name() const { return "Player_" + _name; }
std::shared_ptr<Camera> camera() { return _camera; }
// 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 rotateWeaponsRelativePoint(const Point4D& point4D, const Point4D& v, double val);
void drawStats();
void addKill() { _kills++; }
void addDeath() { _deaths++; }
void playDeath();
void playKill();
void collisionWithObject(const std::string& objName, std::shared_ptr<RigidBody> obj);
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void addWeapon(std::shared_ptr<Weapon> weapon);
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void initWeapons();
};
#endif //MINECRAFT_3DZAVR_PLAYER_H