add reloading animation
parent
a1ad7f6af0
commit
71be55ee58
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@ -91,7 +91,7 @@ add_executable(shooter
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engine/network/UDPConnection.h
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engine/network/UDPSocket.cpp
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engine/network/UDPSocket.h
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engine/SoundController.cpp engine/SoundController.h ShooterMsgType.h ShooterMsgType.cpp engine/animation/AAttractToPoint.h engine/animation/ARotateRelativePoint.h)
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engine/SoundController.cpp engine/SoundController.h ShooterMsgType.h ShooterMsgType.cpp engine/animation/AAttractToPoint.h engine/animation/ARotateRelativePoint.h engine/animation/ARotateLeft.h)
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if(APPLE OR UNIX)
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include_directories(/usr/local/include)
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14
Player.cpp
14
Player.cpp
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@ -6,6 +6,9 @@
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#include "engine/Screen.h"
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#include "engine/utils/Log.h"
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#include "engine/animation/Timeline.h"
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#include "engine/animation/ARotateLeft.h"
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Player::Player(ObjectNameTag name) : RigidBody(name) {
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loadObj(ShooterConsts::CUBE_OBJ, Vec3D{0.5, 1.9, 0.5});
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setAcceleration(Vec3D{0, -ShooterConsts::GRAVITY, 0});
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@ -79,6 +82,15 @@ void Player::addWeapon(std::shared_ptr<Weapon> weapon) {
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_weapons.back()->rotateRelativePoint(position() + Vec3D{0, 1.8, 0}, Vec3D{0, 1, 0}, angle().y());
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_weapons.back()->rotateRelativePoint(position() + Vec3D{0, 1.8, 0}, left(), headAngle());
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// add animation of reloading
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_weapons.back()->setReloadCallBack([this]() {
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Timeline::animate(AnimationListTag("reload_weapon"),
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std::make_shared<ARotateLeft>(_weapons[_selectedWeapon],
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2 * Consts::PI,
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_weapons[_selectedWeapon]->reloadTime() / 2));
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});
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// add call back function to create fire traces
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if (_addTraceCallBack != nullptr) {
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_weapons.back()->setAddTraceCallBack(_addTraceCallBack);
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}
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@ -110,7 +122,7 @@ void Player::selectNextWeapon() {
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if (_removeWeaponCallBack != nullptr) {
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_removeWeaponCallBack(_weapons[_selectedWeapon]);
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}
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_selectedWeapon = (_selectedWeapon + 1) % _weapons.size();
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if (_addWeaponCallBack != nullptr) {
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@ -0,0 +1,33 @@
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//
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// Created by Иван Ильин on 01.11.2021.
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//
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#ifndef SHOOTER_AROTATELEFT_H
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#define SHOOTER_AROTATELEFT_H
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#include <utility>
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#include "Animation.h"
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#include "../Object.h"
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class ARotateLeft final : public Animation {
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private:
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const std::weak_ptr<Object> _object;
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const double _rotationValue;
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void update() override {
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if (_object.expired()) {
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stop();
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return;
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}
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_object.lock()->rotateLeft(_rotationValue * dprogress());
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}
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public:
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ARotateLeft(std::weak_ptr<Object> object, double r, double duration = 1, LoopOut looped = LoopOut::None,
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InterpolationType interpolationType = InterpolationType::Bezier)
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: Animation(duration, looped, interpolationType), _object(object), _rotationValue(r) {}
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};
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#endif //SHOOTER_AROTATELEFT_H
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@ -208,6 +208,7 @@
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<ClInclude Include="engine\animation\AWait.h" />
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<ClInclude Include="engine\animation\AAttractToPoint.h" />
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<ClInclude Include="engine\animation\ARotateRelativePoint.h" />
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<ClInclude Include="engine\animation\ARotateLeft.h" />
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<ClInclude Include="engine\animation\Interpolation.h" />
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<ClInclude Include="engine\animation\Timeline.h" />
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<ClInclude Include="engine\Camera.h" />
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@ -221,6 +221,9 @@
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<ClInclude Include="engine\animation\ARotateRelativePoint.h">
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<Filter>Файлы заголовков\engine\animation</Filter>
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</ClInclude>
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<ClInclude Include="engine\animation\ARotateLeft.h">
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<Filter>Файлы заголовков\engine\animation</Filter>
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</ClInclude>
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<ClInclude Include="weapon\Ak47.h">
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<Filter>Файлы заголовков\weapon</Filter>
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</ClInclude>
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@ -3,6 +3,7 @@
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//
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#include <utility>
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#include "Weapon.h"
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#include "../engine/ResourceManager.h"
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#include "../engine/utils/Log.h"
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@ -70,6 +71,10 @@ void Weapon::reload() {
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SoundController::playSound(SoundTag("reloadSound_" + name().str()), _reloadSound);
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Log::log("Weapon::reload (" + std::to_string(_stockAmmo) + " : " + std::to_string(_clipAmmo) + ")");
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_lastReloadTime = Time::time();
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if(_reloadCallBack != nullptr) {
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_reloadCallBack();
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}
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}
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std::map<ObjectNameTag, double>
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@ -38,6 +38,7 @@ private:
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double _lastReloadTime = std::numeric_limits<double>::min();
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std::function<void(const Vec3D &, const Vec3D &)> _addTraceCallBack;
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std::function<void()> _reloadCallBack;
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protected:
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std::map<ObjectNameTag, double>
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@ -58,10 +59,13 @@ public:
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const Vec3D &direction);
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void reload();
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[[nodiscard]] double reloadTime() const { return _reloadTime; }
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[[nodiscard]] std::pair<double, double> balance() const { return std::make_pair(_clipAmmo, _stockAmmo); }
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void setAddTraceCallBack(std::function<void(Vec3D, Vec3D)> add) { _addTraceCallBack = std::move(add); }
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void setReloadCallBack(std::function<void()> reload) { _reloadCallBack = std::move(reload); }
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void addAmmo(int ammoAdd) { _stockAmmo += ammoAdd; }
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