// // Created by Иван Ильин on 19.09.2021. // #include "PlayerController.h" #include "engine/utils/Log.h" #include "engine/animation/AColor.h" #include "engine/animation/AFunction.h" #include "engine/animation/AWait.h" #include "engine/animation/ATranslate.h" #include "engine/animation/ATranslateToPoint.h" #include "engine/animation/Timeline.h" PlayerController::PlayerController(std::shared_ptr player, std::shared_ptr keyboard, std::shared_ptr mouse) : _player(player), _keyboard(keyboard), _mouse(mouse) { _slowMoSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/slow_mo.ogg")); _unSlowMoSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/unslow_mo.ogg")); } void PlayerController::update() { // friction if(_player->inCollision()) _player->setVelocity(_player->velocity()*(1.0 - Time::deltaTime() * 2)); if(_isInSlowMo) { if(_player->ability() > 0) _player->setAbility(_player->ability() - Time::deltaTime()); else { _player->setAbility(0); _isInSlowMo = false; _player->setVelocity(_player->velocity() * _slowMoCoefficient); _player->setAcceleration(_player->acceleration() * _slowMoCoefficient * _slowMoCoefficient); _slowMoSound.stop(); _unSlowMoSound.play(); } } double coeff = _isInSlowMo ? 1.0 / _slowMoCoefficient : 1.0; bool inRunning_old = _inRunning; _inRunning = ( Keyboard::isKeyPressed(sf::Keyboard::A) || Keyboard::isKeyPressed(sf::Keyboard::D) || Keyboard::isKeyPressed(sf::Keyboard::W) || Keyboard::isKeyPressed(sf::Keyboard::S)); std::shared_ptr camera = _player->attached("camera"); if(_inRunning) { if (!Timeline::isInAnimList("camera_hor_oscil")) { Timeline::animate("camera_hor_oscil", new ATranslate(camera, -camera->left() / 6, 0.3,Animation::LoopOut::None, Animation::InterpolationType::cos)); Timeline::animate("camera_hor_oscil", new AWait(0)); Timeline::animate("camera_hor_oscil", new ATranslate(camera, camera->left() / 6, 0.3, Animation::LoopOut::None, Animation::InterpolationType::cos)); Timeline::animate("camera_vert_oscil", new ATranslate(camera, -Point4D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos)); Timeline::animate("camera_vert_oscil", new AWait(0)); Timeline::animate("camera_vert_oscil", new ATranslate(camera, Point4D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos)); Timeline::animate("camera_vert_oscil", new AWait(0)); Timeline::animate("camera_vert_oscil", new ATranslate(camera, -Point4D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos)); Timeline::animate("camera_vert_oscil", new AWait(0)); Timeline::animate("camera_vert_oscil", new ATranslate(camera, Point4D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos)); Timeline::animate("camera_init", new ATranslateToPoint( camera, _player->position() + Point4D{0, 1.8, 0}, 0.3, Animation::LoopOut::None, Animation::InterpolationType::cos)); } } else if(inRunning_old && !_inRunning) { Timeline::deleteAnimationList("camera_hor_oscil"); Timeline::deleteAnimationList("camera_vert_oscil"); Timeline::deleteAnimationList("camera_init"); Timeline::animate("camera_init", new ATranslateToPoint( camera, _player->position() + Point4D{0, 1.8, 0}, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos)); } // Left and right if (Keyboard::isKeyPressed(sf::Keyboard::A)) { _player->translate(_player->left() * Time::deltaTime() * _walkSpeed * coeff); if(_player->inCollision()) _player->setVelocity(Point4D{0,0,0}); } if (Keyboard::isKeyPressed(sf::Keyboard::D)) { _player->translate(-_player->left() * Time::deltaTime() * _walkSpeed * coeff); if(_player->inCollision()) _player->setVelocity(Point4D{0,0,0}); } // Forward and backward if (Keyboard::isKeyPressed(sf::Keyboard::W)) { _player->translate(_player->lookAt() * Time::deltaTime() * _walkSpeed * coeff); if(_player->inCollision()) _player->setVelocity(Point4D{0,0,0}); } if (Keyboard::isKeyPressed(sf::Keyboard::S)) { _player->translate(-_player->lookAt() * Time::deltaTime() * _walkSpeed * coeff); if(_player->inCollision()) _player->setVelocity(Point4D{0,0,0}); } if (_player->ability() > 0 && !_isInSlowMo && Keyboard::isKeyPressed(sf::Keyboard::LShift)) { // slow mo _isInSlowMo = true; _player->setVelocity(_player->velocity() / _slowMoCoefficient); _player->setAcceleration(_player->acceleration() / (_slowMoCoefficient * _slowMoCoefficient)); _unSlowMoSound.stop(); _slowMoSound.play(); } else if (_isInSlowMo && !Keyboard::isKeyPressed(sf::Keyboard::LShift)) { _isInSlowMo = false; _player->setVelocity(_player->velocity() * _slowMoCoefficient); _player->setAcceleration(_player->acceleration() * _slowMoCoefficient * _slowMoCoefficient); _slowMoSound.stop(); _unSlowMoSound.play(); } if (Keyboard::isKeyPressed(sf::Keyboard::Space) && _player->inCollision()) { // if we just want to jump, we have to add particular speed if (!_isSliding) _player->addVelocity(Point4D{ 0, std::abs(_player->collisionNormal().y()) * sqrt(2 * -_player->acceleration().y() * _jumpHeight) * coeff, 0 }); // if we want to slide, we have to add speed * 60/fps to make it independent on frame rate else _player->addVelocity(Point4D{ 0, std::abs(_player->collisionNormal().y()) * sqrt(2 * -_player->acceleration().y() * _jumpHeight) * coeff * 60.0 / Time::fps(), 0 }); _player->translate(Point4D{ 0, Time::deltaTime() * _walkSpeed * 2 * coeff * 60.0 / Time::fps(), 0 }); _isSliding = true; } else { _isSliding = false; } // Mouse movement Point4D displacement = _mouse->getMouseDisplacement(); _player->rotate(Point4D{0, -displacement.x() / 1000.0, 0}); _player->setVelocity(Matrix4x4::RotationY(-displacement.x() / 1000.0) * _player->velocity()); double rotationLeft = displacement.y() / 1000.0; // You can only see in range [-90 : 90] grad if (_player->headAngle() + rotationLeft > Consts::PI / 2) rotationLeft = Consts::PI / 2 - _player->headAngle(); if (_player->headAngle() + rotationLeft < -Consts::PI / 2) rotationLeft = -Consts::PI / 2 - _player->headAngle(); _player->setHeadAngle(_player->headAngle() + rotationLeft); _player->rotateWeaponsRelativePoint(_player->position() + Point4D{0, 1.8, 0}, _player->left(), rotationLeft); if (_keyboard->isKeyTapped(sf::Keyboard::Right) || _keyboard->isKeyTapped(sf::Keyboard::E)) { _player->nextWeapon(); } if (_keyboard->isKeyTapped(sf::Keyboard::Left) || _keyboard->isKeyTapped(sf::Keyboard::Q)) { _player->previousWeapon(); } if (Mouse::isButtonPressed(sf::Mouse::Button::Left)) { _player->fire(); } if(Keyboard::isKeyPressed(sf::Keyboard::R)) { _player->reload(); } if ((_inRunning || _player->velocity().sqrAbs() > 3) && _player->inCollision() && _walkSound.getStatus() != sf::Sound::Status::Playing) { int soundNum = (int)((double) rand() / RAND_MAX * 5) + 1; _walkSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/stonestep" + std::to_string(soundNum) + ".ogg")); _walkSound.play(); } }