OS Windows support
parent
58535b1dd7
commit
758685fe57
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@ -5,7 +5,7 @@
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#ifndef SHOOTER_BONUS_H
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#define SHOOTER_BONUS_H
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#include "World.h"
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#include "engine/World.h"
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#include "Player.h"
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class Bonus : public RigidBody {
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@ -3,11 +3,11 @@ project(shooter)
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set(CMAKE_CXX_STANDARD 20)
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include_directories(engine)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}")
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add_executable(shooter
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# game:
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main.cpp
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Source.cpp
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Player.cpp
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Player.h
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Client.cpp
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@ -94,12 +94,12 @@ add_executable(shooter
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engine/network/UDPSocket.h
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engine/network/config.h
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engine/animation/AFunction.h
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)
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engine/Consts.h)
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if(APPLE OR UNIX)
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include_directories(/usr/local/include)
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else()
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set(SFML_DIR "C:/Libraries/SFML/lib/cmake/SFML")
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set(SFML_DIR "SFML/lib/cmake/SFML")
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set(SFML_STATIC_LIBRARIES TRUE)
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endif()
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@ -5,7 +5,7 @@
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#include "Client.h"
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#include <utility>
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#include "utils/Log.h"
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#include "engine/utils/Log.h"
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#include "Bonus.h"
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void Client::updatePacket() {
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@ -71,7 +71,6 @@ void Client::processDisconnect(sf::Uint16 targetId) {
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void Client::processCustomPacket(MsgType type, sf::Packet& packet) {
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int buff[3];
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sf::Uint16 buffId[2];
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double dbuff[10];
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std::string tmp, tmp2;
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@ -5,7 +5,7 @@
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#ifndef SHOOTER_CLIENT_H
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#define SHOOTER_CLIENT_H
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#include "network/ClientUDP.h"
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#include "engine/network/ClientUDP.h"
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#include "Player.h"
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class Client : public ClientUDP {
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@ -3,9 +3,9 @@
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//
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#include "Player.h"
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#include "Screen.h"
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#include "ResourceManager.h"
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#include "utils/Log.h"
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#include "engine/Screen.h"
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#include "engine/ResourceManager.h"
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#include "engine/utils/Log.h"
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void Player::rotateWeaponsRelativePoint(const Point4D& point4D, const Point4D& v, double val) {
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for(auto& weapon : _weapons)
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@ -13,12 +13,12 @@ void Player::rotateWeaponsRelativePoint(const Point4D& point4D, const Point4D& v
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}
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void Player::playDeath() {
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_deathSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/classic_hurt.ogg"));
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_deathSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/classic_hurt.ogg"));
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_deathSound.play();
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}
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void Player::playKill() {
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_killSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/kill.ogg"));
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_killSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/kill.ogg"));
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_killSound.play();
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}
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@ -90,7 +90,7 @@ void Player::nextWeapon() {
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_removeWeaponCallBack(_weapons[_selectedWeapon]);
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_selectedWeapon = (_selectedWeapon + 1) % _weapons.size();
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_addWeaponCallBack(_weapons[_selectedWeapon]);
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Log::log("_selected _selectedWeapon " + std::to_string(_selectedWeapon));
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Log::log("selectedWeapon " + std::to_string(_selectedWeapon));
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_changeWeaponSound.play();
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}
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}
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@ -104,7 +104,7 @@ void Player::previousWeapon() {
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else
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_selectedWeapon = _weapons.size() - 1;
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_addWeaponCallBack(_weapons[_selectedWeapon]);
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Log::log("_selected _selectedWeapon " + std::to_string(_selectedWeapon));
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Log::log("selectedWeapon " + std::to_string(_selectedWeapon));
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_changeWeaponSound.play();
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}
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}
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@ -7,9 +7,9 @@
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#include <SFML/Audio/Sound.hpp>
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#include <utility>
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#include <ResourceManager.h>
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#include "Camera.h"
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#include "World.h"
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#include "engine/ResourceManager.h"
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#include "engine/Camera.h"
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#include "engine/World.h"
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#include "weapon/Ak47.h"
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#include "weapon/Shotgun.h"
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#include "weapon/Gun.h"
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@ -41,7 +41,7 @@ private:
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std::string _name = "im";
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std::vector<std::shared_ptr<Weapon>> _weapons;
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uint8_t _selectedWeapon = 0;
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size_t _selectedWeapon = 0;
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std::function<void(sf::Uint16 targetId, double)> _damagePlayerCallBack;
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std::function<void(const Point4D&, const Point4D&)> _addTraceCallBack;
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@ -53,16 +53,16 @@ private:
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std::function<std::pair<Point4D, std::string>(const Point4D&, const Point4D&)> _rayCastFunction;
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public:
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Player() {
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loadObj("../obj/cube.obj", "", Point4D{0.5, 1.9, 0.5});
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loadObj("obj/cube.obj", "", Point4D{0.5, 1.9, 0.5});
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setAcceleration(Point4D{0, -_g, 0});
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setCollision(true);
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setVisible(false);
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setColor({240, 168, 168});
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_changeWeaponSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/weapons/change_weapon.ogg"));
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_changeWeaponSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/weapons/change_weapon.ogg"));
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_fullHealthSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/fullHealth.ogg"));
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_fullAbilitySound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/fullAbility.ogg"));
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_fullHealthSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/fullHealth.ogg"));
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_fullAbilitySound.setBuffer(*ResourceManager::loadSoundBuffer("sound/fullAbility.ogg"));
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setCollisionCallBack([this](const std::string& objName, std::shared_ptr<RigidBody> obj) {collisionWithObject(objName, obj);});
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};
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@ -3,19 +3,19 @@
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//
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#include "PlayerController.h"
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#include "utils/Log.h"
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#include "animation/AColor.h"
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#include "animation/AFunction.h"
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#include "animation/AWait.h"
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#include "animation/ATranslate.h"
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#include "animation/ATranslateToPoint.h"
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#include "animation/Timeline.h"
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#include "engine/utils/Log.h"
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#include "engine/animation/AColor.h"
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#include "engine/animation/AFunction.h"
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#include "engine/animation/AWait.h"
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#include "engine/animation/ATranslate.h"
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#include "engine/animation/ATranslateToPoint.h"
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#include "engine/animation/Timeline.h"
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PlayerController::PlayerController(std::shared_ptr<Player> player,
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std::shared_ptr<Keyboard> keyboard,
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std::shared_ptr<Mouse> mouse) : _player(player), _keyboard(keyboard), _mouse(mouse) {
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_slowMoSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/slow_mo.ogg"));
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_unSlowMoSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/unslow_mo.ogg"));
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_slowMoSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/slow_mo.ogg"));
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_unSlowMoSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/unslow_mo.ogg"));
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}
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void PlayerController::update() {
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@ -47,25 +47,25 @@ void PlayerController::update() {
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std::shared_ptr<Object> camera = _player->attached("camera");
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if(_inRunning) {
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if (!Timeline::isInAnimList("camera_hor_oscil")) {
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Timeline::animate("camera_hor_oscil", new ATranslate(camera, -camera->left() / 6, 0.3,Animation::LoopOut::None, Animation::cos));
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Timeline::animate("camera_hor_oscil", new ATranslate(camera, -camera->left() / 6, 0.3,Animation::LoopOut::None, Animation::InterpolationType::cos));
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Timeline::animate("camera_hor_oscil", new AWait(0));
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Timeline::animate("camera_hor_oscil", new ATranslate(camera, camera->left() / 6, 0.3, Animation::LoopOut::None, Animation::cos));
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Timeline::animate("camera_hor_oscil", new ATranslate(camera, camera->left() / 6, 0.3, Animation::LoopOut::None, Animation::InterpolationType::cos));
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Timeline::animate("camera_vert_oscil", new ATranslate(camera, -Point4D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::cos));
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Timeline::animate("camera_vert_oscil", new ATranslate(camera, -Point4D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos));
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Timeline::animate("camera_vert_oscil", new AWait(0));
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Timeline::animate("camera_vert_oscil", new ATranslate(camera, Point4D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None,Animation::cos));
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Timeline::animate("camera_vert_oscil", new ATranslate(camera, Point4D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos));
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Timeline::animate("camera_vert_oscil", new AWait(0));
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Timeline::animate("camera_vert_oscil", new ATranslate(camera, -Point4D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::cos));
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Timeline::animate("camera_vert_oscil", new ATranslate(camera, -Point4D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos));
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Timeline::animate("camera_vert_oscil", new AWait(0));
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Timeline::animate("camera_vert_oscil", new ATranslate(camera, Point4D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::cos));
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Timeline::animate("camera_vert_oscil", new ATranslate(camera, Point4D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos));
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Timeline::animate("camera_init", new ATranslateToPoint( camera, _player->position() + Point4D{0, 1.8, 0}, 0.3, Animation::None, Animation::cos));
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Timeline::animate("camera_init", new ATranslateToPoint( camera, _player->position() + Point4D{0, 1.8, 0}, 0.3, Animation::LoopOut::None, Animation::InterpolationType::cos));
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}
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} else if(inRunning_old && !_inRunning) {
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Timeline::deleteAnimationList("camera_hor_oscil");
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Timeline::deleteAnimationList("camera_vert_oscil");
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Timeline::deleteAnimationList("camera_init");
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Timeline::animate("camera_init", new ATranslateToPoint( camera, _player->position() + Point4D{0, 1.8, 0}, 0.15, Animation::None, Animation::cos));
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Timeline::animate("camera_init", new ATranslateToPoint( camera, _player->position() + Point4D{0, 1.8, 0}, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos));
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}
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// Left and right
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}
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if (Keyboard::isKeyPressed(sf::Keyboard::Space) && _player->inCollision()) {
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_player->addVelocity(Point4D{0, std::abs(_player->collisionNormal().y()) * sqrt(2 * _g * _jumpHeight) * coeff, 0});
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_player->translate(Point4D{0, Time::deltaTime() * _walkSpeed * 2 * coeff, 0});
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// if we just want to jump, we have to add particular speed
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if (!_isSliding)
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_player->addVelocity(Point4D{ 0, std::abs(_player->collisionNormal().y()) * sqrt(2 * -_player->acceleration().y() * _jumpHeight) * coeff, 0 });
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// if we want to slide, we have to add speed * 60/fps to make it independent on frame rate
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else
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_player->addVelocity(Point4D{ 0, std::abs(_player->collisionNormal().y()) * sqrt(2 * -_player->acceleration().y() * _jumpHeight) * coeff * 60.0 / Time::fps(), 0 });
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_player->translate(Point4D{ 0, Time::deltaTime() * _walkSpeed * 2 * coeff * 60.0 / Time::fps(), 0 });
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_isSliding = true;
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} else {
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_isSliding = false;
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}
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// Mouse movement
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double rotationLeft = displacement.y() / 1000.0;
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// You can only see in range [-90 : 90] grad
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if (_player->headAngle() + rotationLeft > M_PI / 2)
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rotationLeft = M_PI / 2 - _player->headAngle();
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if (_player->headAngle() + rotationLeft < -M_PI / 2)
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rotationLeft = -M_PI / 2 - _player->headAngle();
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if (_player->headAngle() + rotationLeft > Consts::PI / 2)
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rotationLeft = Consts::PI / 2 - _player->headAngle();
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if (_player->headAngle() + rotationLeft < -Consts::PI / 2)
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rotationLeft = -Consts::PI / 2 - _player->headAngle();
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_player->setHeadAngle(_player->headAngle() + rotationLeft);
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_player->rotateWeaponsRelativePoint(_player->position() + Point4D{0, 1.8, 0}, _player->left(), rotationLeft);
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@ -149,8 +159,8 @@ void PlayerController::update() {
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}
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if ((_inRunning || _player->velocity().sqrAbs() > 3) && _player->inCollision() && _walkSound.getStatus() != sf::Sound::Status::Playing) {
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int soundNum = round((double) rand() / RAND_MAX * 5) + 1;
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_walkSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/stonestep" + std::to_string(soundNum) + ".ogg"));
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int soundNum = (int)((double) rand() / RAND_MAX * 5) + 1;
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_walkSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/stonestep" + std::to_string(soundNum) + ".ogg"));
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_walkSound.play();
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}
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}
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#define SHOOTER_PLAYERCONTROLLER_H
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#include "Player.h"
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#include "Keyboard.h"
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#include "Mouse.h"
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#include "engine/Keyboard.h"
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#include "engine/Mouse.h"
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class PlayerController {
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private:
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std::shared_ptr<Mouse> _mouse;
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bool _inRunning = false;
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bool _isSliding = false;
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double _slowMoCoefficient = 5;
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bool _isInSlowMo = false;
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double _g = 35;
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sf::Sound _slowMoSound;
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sf::Sound _unSlowMoSound;
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sf::Sound _walkSound;
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@ -0,0 +1,98 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml">
|
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<head>
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<title>SFML - Simple and Fast Multimedia Library</title>
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<meta http-equiv="Content-Type" content="text/html;"/>
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<meta charset="utf-8"/>
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<!--<link rel='stylesheet' type='text/css' href="https://fonts.googleapis.com/css?family=Ubuntu:400,700,400italic"/>-->
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<link rel="stylesheet" type="text/css" href="doxygen.css" title="default" media="screen,print" />
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<script type="text/javascript" src="jquery.js"></script>
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<script type="text/javascript" src="dynsections.js"></script>
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</head>
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<body>
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<div id="banner-container">
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<div id="banner">
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<span id="sfml">SFML 2.5.1</span>
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</div>
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<li class="navelem"><a class="el" href="dir_d44c64559bbebec7f509842c48db8b23.html">include</a></li><li class="navelem"><a class="el" href="dir_c0a853e81d6f1c1f0a3eb7a27dc24256.html">SFML</a></li> </ul>
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<div class="header">
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<a href="#define-members">Macros</a> </div>
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<div class="headertitle">
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<div class="title">GpuPreference.hpp File Reference</div> </div>
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<div class="contents">
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<p>Headers.
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<a href="#details">More...</a></p>
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<div class="textblock"><code>#include <SFML/Config.hpp></code><br />
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<p><a href="GpuPreference_8hpp_source.html">Go to the source code of this file.</a></p>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="define-members"></a>
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Macros</h2></td></tr>
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<tr class="memitem:ab0233c2d867cbd561036ed2440a4fec0"><td class="memItemLeft" align="right" valign="top">#define </td><td class="memItemRight" valign="bottom"><a class="el" href="GpuPreference_8hpp.html#ab0233c2d867cbd561036ed2440a4fec0">SFML_DEFINE_DISCRETE_GPU_PREFERENCE</a></td></tr>
|
||||
<tr class="memdesc:ab0233c2d867cbd561036ed2440a4fec0"><td class="mdescLeft"> </td><td class="mdescRight">A macro to encourage usage of the discrete GPU. <a href="#ab0233c2d867cbd561036ed2440a4fec0">More...</a><br /></td></tr>
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<tr class="separator:ab0233c2d867cbd561036ed2440a4fec0"><td class="memSeparator" colspan="2"> </td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
|
||||
<div class="textblock"><p>Headers. </p>
|
||||
<p>File containing SFML_DEFINE_DISCRETE_GPU_PREFERENCE </p>
|
||||
|
||||
<p class="definition">Definition in file <a class="el" href="GpuPreference_8hpp_source.html">GpuPreference.hpp</a>.</p>
|
||||
</div><h2 class="groupheader">Macro Definition Documentation</h2>
|
||||
<a id="ab0233c2d867cbd561036ed2440a4fec0"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#ab0233c2d867cbd561036ed2440a4fec0">◆ </a></span>SFML_DEFINE_DISCRETE_GPU_PREFERENCE</h2>
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||||
<div class="memitem">
|
||||
<div class="memproto">
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||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">#define SFML_DEFINE_DISCRETE_GPU_PREFERENCE</td>
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||||
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|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
|
||||
<p>A macro to encourage usage of the discrete GPU. </p>
|
||||
<p>In order to inform the Nvidia/AMD driver that an SFML application could benefit from using the more powerful discrete GPU, special symbols have to be publicly exported from the final executable.</p>
|
||||
<p>SFML defines a helper macro to easily do this.</p>
|
||||
<p>Place SFML_DEFINE_DISCRETE_GPU_PREFERENCE in the global scope of a source file that will be linked into the final executable. Typically it is best to place it where the main function is also defined. </p>
|
||||
|
||||
<p class="definition">Definition at line <a class="el" href="GpuPreference_8hpp_source.html#l00069">69</a> of file <a class="el" href="GpuPreference_8hpp_source.html">GpuPreference.hpp</a>.</p>
|
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|
||||
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|
||||
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|
||||
</div><!-- contents -->
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||||
<div id="footer-container">
|
||||
<div id="footer">
|
||||
SFML is licensed under the terms and conditions of the <a href="https://www.sfml-dev.org/license.php">zlib/png license</a>.<br>
|
||||
Copyright © Laurent Gomila ::
|
||||
Documentation generated by <a href="http://www.doxygen.org/" title="doxygen website">doxygen</a> ::
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