vectozavr-shooter/Player.cpp

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//
// Created by Иван Ильин on 14.03.2021.
//
#include "Player.h"
#include "Screen.h"
#include "ResourceManager.h"
#include "utils/Log.h"
void Player::update() {
}
void Player::rotateWeaponsRelativePoint(const Point4D& point4D, const Point4D& v, double val) {
for(auto& weapon : _weapons)
weapon->rotateRelativePoint(point4D, v, val);
}
void Player::drawStats() {
if(_screen == nullptr)
return;
// health bar
double xPos = 10;
double yPos = _screen->height() - 10 - 10;
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double width = _screen->width()/2 - 20;
double height = 10;
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_screen->drawTetragon(Point4D{xPos, yPos},
Point4D{xPos + width, yPos},
Point4D{xPos + width, yPos + height},
Point4D{xPos, yPos + height},
{ static_cast<sf::Uint8>((_healthMax - _health)/_healthMax * 255), static_cast<sf::Uint8>(_health * 255 / _healthMax), 0, 100 });
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_screen->drawTetragon(Point4D{xPos, yPos - 15},
Point4D{xPos + width * _ability / _abilityMax, yPos - 15},
Point4D{xPos + width * _ability / _abilityMax, yPos - 15 + height},
Point4D{xPos, yPos - 15 + height},
{ 255, 168, 168, 100 });
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auto balance = _weapons[_selectedWeapon]->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((int)_kills) + " | " + "DEATHS: " + std::to_string((int)_deaths),
Point4D{10, 10},25, sf::Color(0, 0, 0, 100));
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}
void Player::playDeath() {
_deathSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/classic_hurt.ogg"));
_deathSound.play();
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}
void Player::playKill() {
_killSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/kill.ogg"));
_killSound.play();
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}
void Player::collisionWithObject(const std::string &objName, std::shared_ptr<RigidBody> obj) {
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if(objName.find("Bonus_gun") != std::string::npos)
addWeapon(std::make_shared<Gun>());
if(objName.find("Bonus_shotgun") != std::string::npos)
addWeapon(std::make_shared<Shotgun>());
if(objName.find("Bonus_ak47") != std::string::npos)
addWeapon(std::make_shared<Ak47>());
if(objName.find("Bonus_gold_ak47") != std::string::npos)
addWeapon(std::make_shared<Gold_Ak47>());
if(objName.find("Bonus_rifle") != std::string::npos)
addWeapon(std::make_shared<Rifle>());
if(objName.find("Bonus_hill") != std::string::npos)
setFullHealth();
if(objName.find("Bonus_ability") != std::string::npos)
setFullAbility();
if(objName.find("Bonus") != std::string::npos) {
_world->removeBody(objName);
_takeBonusCallBack(objName);
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}
}
void Player::addWeapon(std::shared_ptr<Weapon> weapon) {
_changeWeaponSound.play();
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if(!_weapons.empty()) {
for(auto& w : _weapons) {
if (w->name() == weapon->name()) {
w->addAmmo(w->initialPack());
return;
}
}
}
_weapons.push_back(weapon);
_weapons.back()->attachToPlayer(*this);
_weapons.back()->translate(position());
_weapons.back()->rotateRelativePoint(position() + Point4D{0, 1.8, 0}, Point4D{0, 1, 0}, _angle.y());
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_weapons.back()->rotateRelativePoint(position() + Point4D{0, 1.8, 0}, _camera->left(), _camera->angleLeftUpLookAt().x());
_weapons.back()->setAddTraceCallBack(_addTraceCallBack);
_changeWeaponSound.play();
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}
void Player::initWeapons() {
if(!_weapons.empty()) {
_weapons[_selectedWeapon]->removeFromWorld(_world);
_weapons.clear();
}
_selectedWeapon = 0;
addWeapon(std::make_shared<Gun>());
_weapons[_selectedWeapon]->addToWorld(_world);
}
void Player::nextWeapon() {
if(_weapons.size() > 1) {
// change '_selectedWeapon'
_weapons[_selectedWeapon]->removeFromWorld(_world);
_selectedWeapon = (_selectedWeapon + 1) % _weapons.size();
_weapons[_selectedWeapon]->addToWorld(_world);
Log::log("selected _selectedWeapon " + std::to_string(_selectedWeapon));
_changeWeaponSound.play();
}
}
void Player::previousWeapon() {
if(_weapons.size() > 1) {
// change '_selectedWeapon'
_weapons[_selectedWeapon]->removeFromWorld(_world);
if (_selectedWeapon > 0)
_selectedWeapon = (_selectedWeapon - 1) % _weapons.size();
else
_selectedWeapon = _weapons.size() - 1;
_weapons[_selectedWeapon]->addToWorld(_world);
Log::log("selected _selectedWeapon " + std::to_string(_selectedWeapon));
_changeWeaponSound.play();
}
}
void Player::fire() {
auto damagedPlayers = _weapons[_selectedWeapon]->fire(_world, _camera);
for(auto& damagedPlayer : damagedPlayers) {
sf::Uint16 targetId = std::stoi(damagedPlayer.first.substr(7));
_damagePlayerCallBack(targetId, damagedPlayer.second);
}
}
void Player::reload() {
_weapons[_selectedWeapon]->reload();
}