153 lines
6.9 KiB
C++
153 lines
6.9 KiB
C++
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//
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// Created by Иван Ильин on 19.09.2021.
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//
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#include "PlayerController.h"
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PlayerController::PlayerController(std::shared_ptr<Player> player,
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std::shared_ptr<World> world,
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std::shared_ptr<Keyboard> keyboard,
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std::shared_ptr<Mouse> mouse) : _player(player), _world(world), _keyboard(keyboard), _mouse(mouse) {
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_slowMoSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/slow_mo.ogg"));
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_unSlowMoSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/unslow_mo.ogg"));
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_changeWeaponSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/weapons/change_weapon.ogg"));
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}
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void PlayerController::update() {
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// friction
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if(_player->inCollision())
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_player->setVelocity(_player->velocity()*(1.0 - Time::deltaTime() * 2));
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if(_isInSlowMo) {
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if(_player->ability() > 0)
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_player->setAbility(_player->ability() - Time::deltaTime());
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else {
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_player->setAbility(0);
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_isInSlowMo = false;
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_player->setVelocity(_player->velocity() * _slowMoCoefficient);
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_player->setAcceleration(_player->acceleration() * _slowMoCoefficient * _slowMoCoefficient);
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_slowMoSound.stop();
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_unSlowMoSound.play();
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}
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}
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double coeff = _isInSlowMo ? 1.0 / _slowMoCoefficient : 1.0;
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bool inRunning_old = _inRunning;
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_inRunning = ( Keyboard::isKeyPressed(sf::Keyboard::A) ||
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Keyboard::isKeyPressed(sf::Keyboard::D) ||
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Keyboard::isKeyPressed(sf::Keyboard::W) ||
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Keyboard::isKeyPressed(sf::Keyboard::S));
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// in case when the camera is attached we make some animation during running
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if(_inRunning && !_player->camera()->isInAnim()) {
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_player->camera()->a_translate("hor_oscil", -_player->camera()->left()/12, 0.3/coeff, Animation::LoopOut::None, Animation::cos);
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_player->camera()->a_wait("hor_oscil", 0);
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_player->camera()->a_translate("hor_oscil", _player->camera()->left()/12, 0.3/coeff, Animation::LoopOut::None, Animation::cos);
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_player->camera()->a_translate("vert_oscil", -Point4D{0, 1, 0}/24, 0.15/coeff, Animation::LoopOut::None, Animation::cos);
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_player->camera()->a_wait("vert_oscil", 0);
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_player->camera()->a_translate("vert_oscil", Point4D{0, 1, 0}/24, 0.15/coeff, Animation::LoopOut::None, Animation::cos);
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_player->camera()->a_wait("vert_oscil", 0);
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_player->camera()->a_translate("vert_oscil", -Point4D{0, 1, 0}/24, 0.15/coeff, Animation::LoopOut::None, Animation::cos);
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_player->camera()->a_wait("vert_oscil", 0);
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_player->camera()->a_translate("vert_oscil", Point4D{0, 1, 0}/24, 0.15/coeff, Animation::LoopOut::None, Animation::cos);
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_player->camera()->a_translateToPoint("init", _player->position() + Point4D{0, 1.8, 0}, 0.3/coeff, Animation::None, Animation::cos);
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} else if(inRunning_old && !_inRunning) {
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_player->camera()->a_stopAllAnimations();
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_player->camera()->a_translateToPoint("init", _player->position() + Point4D{0, 1.8, 0}, 0.15/coeff, Animation::None, Animation::cos);
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}
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auto rayToFloor = (*_world).rayCast(_player->position(), _player->position() + Point4D{0, -5, 0});
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// Left and right
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if (Keyboard::isKeyPressed(sf::Keyboard::A)) {
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_player->translate(_player->camera()->left() * Time::deltaTime() * _walkSpeed * coeff);
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if(_player->inCollision())
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_player->setVelocity(Point4D{0,0,0});
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}
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if (Keyboard::isKeyPressed(sf::Keyboard::D)) {
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_player->translate(-_player->camera()->left() * Time::deltaTime() * _walkSpeed * coeff);
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if(_player->inCollision())
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_player->setVelocity(Point4D{0,0,0});
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}
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// Forward and backward
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if (Keyboard::isKeyPressed(sf::Keyboard::W)) {
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_player->translate(_player->camera()->left().cross3D(Point4D{0, 1, 0}) * Time::deltaTime() * _walkSpeed * coeff);
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if(_player->inCollision())
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_player->setVelocity(Point4D{0,0,0});
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}
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if (Keyboard::isKeyPressed(sf::Keyboard::S)) {
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_player->translate(-_player->camera()->left().cross3D(Point4D{0, 1, 0}) * Time::deltaTime() * _walkSpeed * coeff);
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if(_player->inCollision())
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_player->setVelocity(Point4D{0,0,0});
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}
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if (_player->ability() > 0 && !_isInSlowMo && Keyboard::isKeyPressed(sf::Keyboard::LShift)) {
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// slow mo
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_isInSlowMo = true;
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_player->setVelocity(_player->velocity() / _slowMoCoefficient);
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_player->setAcceleration(_player->acceleration() / (_slowMoCoefficient * _slowMoCoefficient));
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_unSlowMoSound.stop();
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_slowMoSound.play();
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} else if (_isInSlowMo && !Keyboard::isKeyPressed(sf::Keyboard::LShift)) {
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_isInSlowMo = false;
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_player->setVelocity(_player->velocity() * _slowMoCoefficient);
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_player->setAcceleration(_player->acceleration() * _slowMoCoefficient * _slowMoCoefficient);
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_slowMoSound.stop();
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_unSlowMoSound.play();
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}
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if (Keyboard::isKeyPressed(sf::Keyboard::Space) && _player->inCollision()) {
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_player->addVelocity(Point4D{0, std::abs(_player->collisionNormal().y()) * sqrt(2 * _g * _jumpHeight) * coeff, 0});
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_player->translate(Point4D{0, Time::deltaTime() * _walkSpeed * 2 * coeff, 0});
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}
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// Mouse movement
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Point4D disp = _mouse->getMouseDisplacement();
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_player->rotate(Point4D{0, -disp.x() / 1000.0, 0});
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_player->setVelocity(Matrix4x4::RotationY(-disp.x() / 1000.0) * _player->velocity());
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double rotationLeft = disp.y() / 1000.0;
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// You can only see in range [-90 : 90] grad
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if (_player->camera()->angleLeftUpLookAt().x() + rotationLeft > M_PI / 2)
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rotationLeft = M_PI / 2 - _player->camera()->angleLeftUpLookAt().x();
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if (_player->camera()->angleLeftUpLookAt().x() + rotationLeft < -M_PI / 2)
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rotationLeft = -M_PI / 2 - _player->camera()->angleLeftUpLookAt().x();
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_player->camera()->rotateLeft(rotationLeft);
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_player->rotateWeaponsRelativePoint(_player->position() + Point4D{0, 1.8, 0}, _player->camera()->left(), rotationLeft);
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if (_keyboard->isKeyTapped(sf::Keyboard::Right) || _keyboard->isKeyTapped(sf::Keyboard::E)) {
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_player->nextWeapon();
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}
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if (_keyboard->isKeyTapped(sf::Keyboard::Left) || _keyboard->isKeyTapped(sf::Keyboard::Q)) {
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_player->previousWeapon();
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}
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if (Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
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_player->fire();
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}
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if(Keyboard::isKeyPressed(sf::Keyboard::R)) {
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_player->reload();
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}
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if (_inRunning && _player->inCollision() && _walkSound.getStatus() != sf::Sound::Status::Playing) {
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if ((_player->position() - rayToFloor.first).abs() < 2) {
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int soundNum = round((double) rand() / RAND_MAX * 5) + 1;
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_walkSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/stonestep" + std::to_string(soundNum) + ".ogg"));
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_walkSound.play();
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}
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}
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}
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