shooter/Shooter.cpp

271 lines
11 KiB
C++

//
// Created by Иван Ильин on 22.09.2021.
//
#include "Shooter.h"
#include <fstream>
#include "animation/AColor.h"
#include "animation/AFunction.h"
#include "animation/ATranslate.h"
#include "animation/ARotate.h"
#include "animation/Timeline.h"
using namespace std;
// Read server/client settings and start both.
// If client doesn't connect to the localhost - server doesn't start.
void Shooter::InitNetwork()
{
std::string clientIp;
sf::Uint16 clientPort;
sf::Uint16 serverPort;
std::ifstream connectFile("connect.txt", std::ifstream::in);
// If failed to read client settings
if (!connectFile.is_open() || !(connectFile >> clientIp >> clientPort) || sf::IpAddress(clientIp) == sf::IpAddress::None)
{
connectFile.close();
// Create file and write default settings
clientIp = "127.0.0.1";
clientPort = 54000;
std::ofstream temp("connect.txt", std::ofstream::out);
temp << clientIp << std::endl << clientPort;
temp.close();
}
connectFile.close();
// If failed to read server settings
connectFile.open("server.txt", std::ifstream::in);
if (!connectFile.is_open() || !(connectFile >> serverPort))
{
connectFile.close();
// Create file and write default settings
serverPort = 54000;
std::ofstream temp("server.txt", std::ofstream::out);
temp << serverPort;
temp.close();
}
connectFile.close();
if (clientIp == sf::IpAddress::LocalHost) {
server->start(serverPort);
if(server->isWorking())
server->generateBonuses();
}
client->connect(clientIp, clientPort);
client->setSpawnPlayerCallBack([this](sf::Uint16 id){ spawnPlayer(id); });
client->setRemovePlayerCallBack([this](sf::Uint16 id){ removePlayer(id); });
client->setAddFireTraceCallBack([this](const Point4D& from, const Point4D& to){ addFireTrace(from, to); });
client->setAddBonusCallBack([this](const std::string& bonusName, const Point4D& position){ addBonus(bonusName, position); });
client->setRemoveBonusCallBack([this](const std::string& bonusName){ removeBonus(bonusName); });
}
void Shooter::start() {
// This code executed once in the beginning:
setDebugText(false);
setUpdateWorld(false);
mouse->setMouseCursorVisible(true);
world->loadMap("../maps/map1.obj", "map", Point4D{5, 5, 5});
player = std::make_shared<Player>();
playerController = std::make_shared<PlayerController>(player, keyboard, mouse);
player->setAddTraceCallBack([this](const Point4D& from, const Point4D& to){ client->addTrace(from, to); addFireTrace(from, to); });
player->setDamagePlayerCallBack([this] (sf::Uint16 targetId, double damage) { client->damagePlayer(targetId, damage); });
player->setRayCastFunction([this](const Point4D& from, const Point4D& to) { return world->rayCast(from, to); });
player->setTakeBonusCallBack([this] (const string& bonusName) { client->takeBonus(bonusName); });
player->setAddWeaponCallBack([this](std::shared_ptr<Weapon> weapon){ addWeapon(weapon); });
player->setRemoveWeaponCallBack([this](std::shared_ptr<Weapon> weapon){ removeWeapon(weapon); });
player->initWeapons();
camera->translateToPoint(player->position() + Point4D{0, 1.8, 0});
player->attach(camera, "camera");
world->addBody(player, player->name());
player->translate(Point4D{0, 10, 0});
client = std::make_shared<Client>(player);
server = std::make_shared<Server>();
// windows init:
mainMenu.title("Main menu");
mainMenu.setBackgroundTexture("../textures/back.png", 1.1, 1.1, screen->width(), screen->height());
mainMenu.addButton(screen->width()/2, 200, 200, 20, [this] () { this->play(); }, "Play", 5, 5, "../textures/gui.png", {0, 66}, {0, 86}, {0, 46}, "../engine/fonts/Roboto-Medium.ttf", {255, 255, 255}, "../sound/click.ogg");
mainMenu.addButton(screen->width()/2, 350, 200, 20, [this] () { this->player->translateToPoint(Point4D{0, 0, 0}); this->player->setVelocity({}); this->play(); }, "Respawn", 5, 5, "../textures/gui.png", {0, 66}, {0, 86}, {0, 46}, "../engine/fonts/Roboto-Medium.ttf", {255, 255, 255}, "../sound/click.ogg");
mainMenu.addButton(screen->width()/2, 500, 200, 20, [this] () { client->disconnect(); server->stop(); this->exit();}, "Exit", 5, 5, "../textures/gui.png", {0, 66}, {0, 86}, {0, 46}, "../engine/fonts/Roboto-Medium.ttf", {255, 255, 255}, "../sound/click.ogg");
// connecting to the server
InitNetwork();
// Waiting for connect and updating server if it's same window
while (client->isWorking() && !client->connected())
{
client->update();
server->update();
Time::update();
}
// If connect fail - return to menu
if (!client->isWorking())
{
inGame = false;
server->stop();
}
}
void Shooter::update() {
// This code executed every time step:
server->update();
client->update();
// Check all input after this condition please
if (!screen->hasFocus())
return;
if(keyboard->isKeyTapped(sf::Keyboard::Escape)) {
inGame = !inGame;
mouse->setMouseCursorVisible(!inGame);
}
if(inGame) {
screen->setTitle("Shooter");
playerController->update();
mouse->setMouseInCenter();
camera->rotateLeft(player->headAngle() - camera->angleLeftUpLookAt().x());
} else {
mainMenu.update();
}
setUpdateWorld(inGame);
// background sounds and music control
if(backgroundNoise.getStatus() != sf::Sound::Status::Playing) {
backgroundNoise.setBuffer(*ResourceManager::loadSoundBuffer("../sound/backNoise.ogg"));
backgroundNoise.play();
}
}
void Shooter::gui() {
sf::Sprite sprite;
sprite.setTexture(*ResourceManager::loadTexture("../textures/gui.png"));
sprite.setTextureRect(sf::IntRect(243, 3, 9, 9));
sprite.scale(3, 3);
sprite.setPosition(screen->width() / 2.0 - 27.0/2.0, screen->height() / 2 - 27.0/2.0);
sprite.setColor(sf::Color(0,0,0, 200));
screen->drawSprite(sprite);
// health player stats
drawPlayerStats();
}
void Shooter::drawPlayerStats() {
// health bar
double xPos = 10;
double yPos = screen->height() - 10 - 10;
int width = screen->width()/2 - 20;
int height = 10;
screen->drawTetragon(Point4D{xPos, yPos},
Point4D{xPos + width * player->health() / player->maxHealth(), yPos},
Point4D{xPos + width * player->health() / player->maxHealth(), yPos + height},
Point4D{xPos, yPos + height},
{ static_cast<sf::Uint8>((player->maxHealth() - player->health())/player->maxHealth() * 255), static_cast<sf::Uint8>(player->health() * 255 / player->maxHealth()), 0, 100 });
screen->drawTetragon(Point4D{xPos, yPos - 15},
Point4D{xPos + width * player->ability() / player->maxAbility(), yPos - 15},
Point4D{xPos + width * player->ability() / player->maxAbility(), yPos - 15 + height},
Point4D{xPos, yPos - 15 + height},
{ 255, 168, 168, 100 });
auto balance = player->balance();
screen->drawText(std::to_string((int)balance.first),Point4D{150, static_cast<double>(screen->height() - 50 - 100)},100, sf::Color(0, 0, 0, 100));
screen->drawText(std::to_string((int)balance.second),Point4D{50, static_cast<double>(screen->height() - 50 - 50)},50, sf::Color(0, 0, 0, 70));
screen->drawText("KILLS: " + std::to_string(player->kills()) + " | " + "DEATHS: " + std::to_string(player->deaths()),
Point4D{10, 10},25, sf::Color(0, 0, 0, 100));
}
void Shooter::play() {
inGame = true;
mouse->setMouseCursorVisible(false);
}
void Shooter::spawnPlayer(sf::Uint16 id) {
std::string name = "Player_" + std::to_string(id);
std::shared_ptr<Player> newPlayer = std::make_shared<Player>();
newPlayer->setCollision(false);
client->addPlayer(id, newPlayer);
world->addBody(newPlayer, name);
newPlayer->setVisible(true);
newPlayer->setAcceleration(Point4D{0, 0, 0});
// add head and other stuff:
world->loadBody(name + "_head", "../obj/cube.obj", "", Point4D{0.7, 0.7, 0.7});
world->body(name + "_head")->translate(Point4D{0, 2, 0});
world->body(name + "_head")->setCollider(false);
newPlayer->attach(world->body(name + "_head"), "head");
world->loadBody(name + "_eye1", "../obj/cube.obj", "", Point4D{0.2, 0.2, 0.05});
world->body(name + "_eye1")->translate(Point4D{0.3, 2.1, 0.7});
world->body(name + "_eye1")->setCollider(false);
world->body(name + "_eye1")->setColor({147, 159, 255});
world->body(name + "_head")->attach(world->body(name + "_eye1"), "eye1");
world->loadBody(name + "_eye2", "../obj/cube.obj", "", Point4D{0.2, 0.2, 0.05});
world->body(name + "_eye2")->translate(Point4D{-0.3, 2.1, 0.7});
world->body(name + "_eye2")->setCollider(false);
world->body(name + "_eye2")->setColor({147, 159, 255});
world->body(name + "_head")->attach(world->body(name + "_eye2"), "eye2");
}
void Shooter::removePlayer(sf::Uint16 id) {
std::string name = "Player_" + std::to_string(id);
world->removeBody(name);
world->removeBody(name + "_head");
world->removeBody(name + "_eye1");
world->removeBody(name + "_eye2");
}
void Shooter::addFireTrace(const Point4D &from, const Point4D &to) {
std::string traceName = "Client_fireTraces_" + std::to_string(fireTraces++);
world->addBody(std::make_shared<RigidBody>(Mesh::LineTo(from, to, 0.05)), traceName);
world->body(traceName)->setCollider(false);
Timeline::animate(traceName + "_fadeOut", new AColor(world->body(traceName), {255, 255, 255, 0}));
Timeline::animate(traceName + "_delete", new AFunction([this, traceName](){ deleteFireTrace(traceName); }, 1, 2));
}
void Shooter::deleteFireTrace(const std::string& traceName) {
world->removeBody(traceName);
}
void Shooter::addBonus(const string &bonusName, const Point4D &position) {
std::string name = bonusName.substr(6, bonusName.size()-3-5);
world->addBody(std::make_shared<Bonus>(bonusName, "../obj/" + name + ".obj", "../obj/" + name + "_mat.txt", Point4D{3, 3, 3}), bonusName);
world->body(bonusName)->translateToPoint(position);
Timeline::animate(bonusName + "_rotation", new ARotate(world->body(bonusName), Point4D{0, 2*M_PI, 0}, 4, Animation::Continue, Animation::linear));
}
void Shooter::removeBonus(const string &bonusName) {
world->removeBody(bonusName);
}
void Shooter::addWeapon(std::shared_ptr<Weapon> weapon) {
world->addBody(weapon, weapon->name());
}
void Shooter::removeWeapon(std::shared_ptr<Weapon> weapon) {
world->removeBodyInstantly(weapon->name());
}