// // Created by Иван Ильин on 19.09.2021. // #include "PlayerController.h" #include "engine/utils/Log.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" #include "ShooterConsts.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(ShooterConsts::SLOW_MO_SOUND)); _unSlowMoSound.setBuffer(*ResourceManager::loadSoundBuffer(ShooterConsts::UN_SLOW_MO_SOUND)); } 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() * ShooterConsts::SLOW_MO_COEFFICIENT); _player->setAcceleration(_player->acceleration() * ShooterConsts::SLOW_MO_COEFFICIENT * ShooterConsts::SLOW_MO_COEFFICIENT); _slowMoSound.stop(); _unSlowMoSound.play(); } } double coeff = _isInSlowMo ? 1.0 / ShooterConsts::SLOW_MO_COEFFICIENT : 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(ObjectNameTag("camera")); if(camera != nullptr && _inRunning) { if (!Timeline::isInAnimList(AnimationListTag("camera_hor_oscil"))) { Timeline::animate(AnimationListTag("camera_hor_oscil"), new ATranslate(camera, -camera->left() / 6, 0.3,Animation::LoopOut::None, Animation::InterpolationType::cos)); Timeline::animate(AnimationListTag("camera_hor_oscil"), new AWait(0)); Timeline::animate(AnimationListTag("camera_hor_oscil"), new ATranslate(camera, camera->left() / 6, 0.3, Animation::LoopOut::None, Animation::InterpolationType::cos)); Timeline::animate(AnimationListTag("camera_vert_oscil"), new ATranslate(camera, -Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos)); Timeline::animate(AnimationListTag("camera_vert_oscil"), new AWait(0)); Timeline::animate(AnimationListTag("camera_vert_oscil"), new ATranslate(camera, Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos)); Timeline::animate(AnimationListTag("camera_vert_oscil"), new AWait(0)); Timeline::animate(AnimationListTag("camera_vert_oscil"), new ATranslate(camera, -Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos)); Timeline::animate(AnimationListTag("camera_vert_oscil"), new AWait(0)); Timeline::animate(AnimationListTag("camera_vert_oscil"), new ATranslate(camera, Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos)); Timeline::animate(AnimationListTag("camera_init"), new ATranslateToPoint( camera, _player->position() + Vec3D{0, 1.8, 0}, 0.3, Animation::LoopOut::None, Animation::InterpolationType::cos)); } } else if(camera != nullptr && inRunning_old && !_inRunning) { Timeline::deleteAnimationList(AnimationListTag("camera_hor_oscil")); Timeline::deleteAnimationList(AnimationListTag("camera_vert_oscil")); Timeline::deleteAnimationList(AnimationListTag("camera_init")); Timeline::animate(AnimationListTag("camera_init"), new ATranslateToPoint( camera, _player->position() + Vec3D{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() * ShooterConsts::WALK_SPEED * coeff); if(_player->inCollision()) _player->setVelocity(Vec3D{0,0,0}); } if (Keyboard::isKeyPressed(sf::Keyboard::D)) { _player->translate(-_player->left() * Time::deltaTime() * ShooterConsts::WALK_SPEED * coeff); if(_player->inCollision()) _player->setVelocity(Vec3D{0,0,0}); } // Forward and backward if (Keyboard::isKeyPressed(sf::Keyboard::W)) { _player->translate(_player->lookAt() * Time::deltaTime() * ShooterConsts::WALK_SPEED * coeff); if(_player->inCollision()) _player->setVelocity(Vec3D{0,0,0}); } if (Keyboard::isKeyPressed(sf::Keyboard::S)) { _player->translate(-_player->lookAt() * Time::deltaTime() * ShooterConsts::WALK_SPEED * coeff); if(_player->inCollision()) _player->setVelocity(Vec3D{0,0,0}); } if (_player->ability() > 0 && !_isInSlowMo && Keyboard::isKeyPressed(sf::Keyboard::LShift)) { // slow mo _isInSlowMo = true; _player->setVelocity(_player->velocity() / ShooterConsts::SLOW_MO_COEFFICIENT); _player->setAcceleration(Vec3D(0, -ShooterConsts::GRAVITY / (ShooterConsts::SLOW_MO_COEFFICIENT * ShooterConsts::SLOW_MO_COEFFICIENT), 0)); _unSlowMoSound.stop(); _slowMoSound.play(); } else if (_isInSlowMo && !Keyboard::isKeyPressed(sf::Keyboard::LShift)) { _isInSlowMo = false; _player->setVelocity(_player->velocity() * ShooterConsts::SLOW_MO_COEFFICIENT); _player->setAcceleration(Vec3D(0, -ShooterConsts::GRAVITY, 0)); _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(Vec3D{ 0, std::abs(_player->collisionNormal().y()) * sqrt(2 * -_player->acceleration().y() * ShooterConsts::JUMP_HEIGHT) * coeff, 0 }); // if we want to slide, we have to add speed * 60/fps to make it independent on frame rate else _player->addVelocity(Vec3D{ 0, std::abs(_player->collisionNormal().y()) * sqrt(2 * -_player->acceleration().y() * ShooterConsts::JUMP_HEIGHT) * coeff * 60.0 / Time::fps(), 0 }); _player->translate(Vec3D{ 0, Time::deltaTime() * ShooterConsts::WALK_SPEED * 2 * coeff * 60.0 / Time::fps(), 0 }); _isSliding = true; } else { _isSliding = false; } // Mouse movement Vec2D displacement = _mouse->getMouseDisplacement(); _player->rotate(Vec3D{0, -displacement.x() * ShooterConsts::MOUSE_SENSITIVITY, 0}); _player->setVelocity(Matrix4x4::RotationY(-displacement.x() * ShooterConsts::MOUSE_SENSITIVITY) * _player->velocity()); double rotationLeft = displacement.y() * ShooterConsts::MOUSE_SENSITIVITY; // 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() + Vec3D{0, 1.8, 0}, _player->left(), rotationLeft); if(camera != nullptr) camera->rotateLeft(_player->headAngle() - camera->angleLeftUpLookAt().x()); 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(); } }