// // Created by Иван Ильин on 22.09.2021. // #include "Shooter.h" #include #include #include "engine/animation/AColor.h" #include "engine/animation/AFunction.h" #include "engine/animation/ARotate.h" #include "engine/animation/Timeline.h" #include "ShooterConsts.h" #include "engine/SoundController.h" #include "engine/animation/AAttractToPoint.h" #include "engine/animation/ARotateRelativePoint.h" #include "engine/animation/ATranslateToPoint.h" #include "engine/animation/AWait.h" #include "engine/animation/ATranslate.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::string playerName; std::ifstream connectFile("connect.txt", std::ifstream::in); // If failed to read client settings if (!connectFile.is_open() || !(connectFile >> clientIp >> clientPort >> playerName) || sf::IpAddress(clientIp) == sf::IpAddress::None) { connectFile.close(); // Create file and write default settings clientIp = "127.0.0.1"; clientPort = 54000; playerName = "PlayerName"; std::ofstream temp("connect.txt", std::ofstream::out); temp << clientIp << std::endl << clientPort << std::endl << playerName; 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); player->setPlayerNickName(playerName); // TODO: encapsulate call backs inside ShooterClient client->setSpawnPlayerCallBack([this](sf::Uint16 id) { spawnPlayer(id); }); client->setRemovePlayerCallBack([this](sf::Uint16 id) { removePlayer(id); }); client->setAddFireTraceCallBack([this](const Vec3D &from, const Vec3D &to) { addFireTrace(from, to); }); client->setAddBonusCallBack( [this](const std::string &bonusName, const Vec3D &position) { addBonus(bonusName, position); }); client->setRemoveBonusCallBack([this](const ObjectNameTag &bonusName) { removeBonus(bonusName); }); client->setChangeEnemyWeaponCallBack( [this](const std::string &weaponName, sf::Uint16 id) { changeEnemyWeapon(weaponName, id); }); } void Shooter::start() { // This code executed once in the beginning: setUpdateWorld(false); screen->setMouseCursorVisible(true); world->loadMap(ShooterConsts::MAP_OBJ, Vec3D{5, 5, 5}); // TODO: encapsulate call backs inside Player player->setAddTraceCallBack([this](const Vec3D &from, const Vec3D &to) { client->addTrace(from, to); addFireTrace(from, to); }); player->setDamagePlayerCallBack( [this](sf::Uint16 targetId, double damage) { client->damagePlayer(targetId, damage); }); player->setRayCastFunction( [this](const Vec3D &from, const Vec3D &to) { return world->rayCast(from, to, "Player Weapon"); }); player->setTakeBonusCallBack([this](const string &bonusName) { client->takeBonus(bonusName); }); player->setAddWeaponCallBack([this](std::shared_ptr weapon) { addWeapon(std::move(weapon)); }); player->setRemoveWeaponCallBack([this](std::shared_ptr weapon) { removeWeapon(std::move(weapon)); }); player->reInitWeapons(); player->translate(Vec3D{0, 0, 0}); camera->translateToPoint(player->position() + Vec3D{0, 1.8, 0}); player->attach(camera); world->addBody(player); // 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(); } // windows init: mainMenu.setTitle("Main menu"); mainMenu.setBackgroundTexture(ShooterConsts::MAIN_MENU_BACK, 1.1, 1.1, screen->width(), screen->height()); mainMenu.addButton(screen->width() / 2, 200, 200, 20, [this]() { this->play(); SoundController::playSound(SoundTag("click"), ShooterConsts::CLICK_SOUND); }, "Server: " + client->serverIp().toString(), 5, 5, ShooterConsts::MAIN_MENU_GUI, {0, 66}, {0, 86}, {0, 46}, Consts::MEDIUM_FONT, {255, 255, 255}); mainMenu.addButton(screen->width() / 2, 350, 200, 20, [this]() { this->player->translateToPoint(Vec3D{0, 0, 0}); this->player->setVelocity({}); this->play(); SoundController::playSound(SoundTag("click"), ShooterConsts::CLICK_SOUND); }, "Respawn", 5, 5, ShooterConsts::MAIN_MENU_GUI, {0, 66}, {0, 86}, {0, 46}, Consts::MEDIUM_FONT, {255, 255, 255}); mainMenu.addButton(screen->width() / 2, 500, 200, 20, [this]() { client->disconnect(); server->stop(); this->exit(); }, "Exit", 5, 5, ShooterConsts::MAIN_MENU_GUI, {0, 66}, {0, 86}, {0, 46}, Consts::MEDIUM_FONT, {255, 255, 255}); } 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; screen->setMouseCursorVisible(!inGame); } if (keyboard->isKeyTapped(sf::Keyboard::O)) { setGlEnable(!glEnable()); } if (keyboard->isKeyTapped(sf::Keyboard::Tab)) { setDebugInfo(!showDebugInfo()); } if (inGame) { screen->setTitle(ShooterConsts::PROJECT_NAME); playerController->update(); } else { mainMenu.update(); } setUpdateWorld(inGame); // background sounds and music control if (SoundController::getStatus(SoundTag("background")) != sf::Sound::Status::Playing) { SoundController::playSound(SoundTag("background"), ShooterConsts::BACK_NOISE); } } void Shooter::gui() { sf::Sprite sprite; sprite.setTexture(*ResourceManager::loadTexture(ShooterConsts::MAIN_MENU_GUI)); sprite.setTextureRect(sf::IntRect(243, 3, 9, 9)); sprite.scale(3, 3); sprite.setPosition(static_cast(screen->width()) / 2.0f - 27.0f / 2.0f, static_cast(screen->height()) / 2.0f - 27.0f / 2.0f); sprite.setColor(sf::Color(0, 0, 0, 250)); screen->drawSprite(sprite); // health player stats drawPlayerStats(); drawStatsTable(); } void Shooter::drawStatsTable() { int i = 1; screen->drawText(client->lastEvent(), Vec2D{10, 10}, 25, sf::Color(0, 0, 0, 100)); vector> allPlayers; allPlayers.push_back(player); for (auto&[playerId, player] : client->players()) allPlayers.push_back(player); std::sort(allPlayers.begin(), allPlayers.end(), [](std::shared_ptr p1, std::shared_ptr p2) { return p1->kills() - p1->deaths() > p2->kills() - p2->deaths(); }); for (auto &p : allPlayers) { screen->drawText(std::to_string(i) + "\t" + p->playerNickName() + "\t" + std::to_string(p->kills()) + " / " + std::to_string(p->deaths()), Vec2D{10, 15 + 35.0 * i}, 25, sf::Color(0, 0, 0, 150)); i++; } } void Shooter::drawPlayerStats() { // health bar double xPos = 10; double yPos = screen->height() - 20; int width = screen->width() / 2 - 20; int height = 10; screen->drawTetragon(Vec2D{xPos, yPos}, Vec2D{xPos + width * player->health() / ShooterConsts::HEALTH_MAX, yPos}, Vec2D{xPos + width * player->health() / ShooterConsts::HEALTH_MAX, yPos + height}, Vec2D{xPos, yPos + height}, {static_cast((ShooterConsts::HEALTH_MAX - player->health()) / ShooterConsts::HEALTH_MAX * 255), static_cast(player->health() * 255 / ShooterConsts::HEALTH_MAX), 0, 100}); screen->drawTetragon(Vec2D{xPos, yPos - 15}, Vec2D{xPos + width * player->ability() / ShooterConsts::ABILITY_MAX, yPos - 15}, Vec2D{xPos + width * player->ability() / ShooterConsts::ABILITY_MAX, yPos - 15 + height}, Vec2D{xPos, yPos - 15 + height}, {255, 168, 168, 100}); auto balance = player->weapon()->balance(); screen->drawText(std::to_string((int) balance.first), Vec2D{150, static_cast(screen->height() - 150)}, 100, sf::Color(0, 0, 0, 100)); screen->drawText(std::to_string((int) balance.second), Vec2D{50, static_cast(screen->height() - 100)}, 50, sf::Color(0, 0, 0, 70)); } void Shooter::play() { inGame = true; screen->setMouseCursorVisible(false); } void Shooter::spawnPlayer(sf::Uint16 id) { std::string name = "Enemy_" + std::to_string(id); std::shared_ptr newPlayer = std::make_shared(ObjectNameTag(name), ShooterConsts::BODY_OBJ, Vec3D{0.4, 0.4, 0.4}); client->addPlayer(id, newPlayer); world->addBody(newPlayer); newPlayer->setVisible(true); newPlayer->setCollision(false); newPlayer->setAcceleration(Vec3D{0, 0, 0}); // add head and other stuff: world->loadBody(ObjectNameTag(name + "_head"), ShooterConsts::HEAD_OBJ, Vec3D{0.4, 0.4, 0.4}); world->body(ObjectNameTag(name + "_head"))->translate(Vec3D{0, 2.2, 0}); newPlayer->attach(world->body(ObjectNameTag(name + "_head"))); world->loadBody(ObjectNameTag(name + "_foot_1"), ShooterConsts::FOOT_OBJ, Vec3D{0.4, 0.4, 0.4}); world->body(ObjectNameTag(name + "_foot_1"))->translate(Vec3D{-0.25, 0, 0}); newPlayer->attach(world->body(ObjectNameTag(name + "_foot_1"))); world->loadBody(ObjectNameTag(name + "_foot_2"), ShooterConsts::FOOT_OBJ, Vec3D{0.4, 0.4, 0.4}); world->body(ObjectNameTag(name + "_foot_2"))->translate(Vec3D{0.25, 0, 0}); newPlayer->attach(world->body(ObjectNameTag(name + "_foot_2"))); int colorBodyNum = static_cast (static_cast((rand()-1)) / RAND_MAX * 5.0); int colorFootNum = static_cast (static_cast((rand()-1)) / RAND_MAX * 5.0); newPlayer->setColor(ShooterConsts::WHITE_COLORS[colorBodyNum]); world->body(ObjectNameTag(name + "_foot_1"))->setColor(ShooterConsts::DARK_COLORS[colorFootNum]); world->body(ObjectNameTag(name + "_foot_2"))->setColor(ShooterConsts::DARK_COLORS[colorFootNum]); changeEnemyWeapon("gun", id); } void Shooter::removePlayer(sf::Uint16 id) { std::string name = "Enemy_" + std::to_string(id); world->removeBody(ObjectNameTag(name)); world->removeBody(ObjectNameTag(name + "_head")); world->removeBody(ObjectNameTag(name + "_weapon")); world->removeBody(ObjectNameTag(name + "_foot_1")); world->removeBody(ObjectNameTag(name + "_foot_2")); } void Shooter::addFireTrace(const Vec3D &from, const Vec3D &to) { std::string traceName = "Client_fireTraces_" + std::to_string(fireTraces++); world->addBody(std::make_shared(Mesh::LineTo(ObjectNameTag(traceName), from, to, 0.05))); world->body(ObjectNameTag(traceName))->setCollider(false); Timeline::animate(AnimationListTag(traceName + "_fadeOut"), std::make_shared(world->body(ObjectNameTag(traceName)), sf::Color{150, 150, 150, 0})); Timeline::animate(AnimationListTag(traceName + "_delete"), std::make_shared([this, traceName]() { removeFireTrace(ObjectNameTag(traceName)); }, 1, 1)); } void Shooter::removeFireTrace(const ObjectNameTag &traceName) { world->removeBody(traceName); } void Shooter::addBonus(const string &bonusName, const Vec3D &position) { std::string name = bonusName.substr(6, bonusName.size() - 3 - 5); ObjectNameTag nameTag(bonusName); world->addBody(std::make_shared(ObjectNameTag(bonusName), "obj/" + name + ".obj", Vec3D{3, 3, 3})); world->body(ObjectNameTag(bonusName))->translateToPoint(position); world->body(ObjectNameTag(bonusName))->setCollider(false); world->body(ObjectNameTag(bonusName))->setSimpleHitBox(true); world->body(ObjectNameTag(bonusName))->setTrigger(true); Timeline::animate(AnimationListTag(bonusName + "_rotation"), std::make_shared(world->body(ObjectNameTag(bonusName)), Vec3D{0, 2 * Consts::PI, 0}, 4, Animation::LoopOut::Continue, Animation::InterpolationType::Linear)); } void Shooter::removeBonus(const ObjectNameTag &bonusName) { world->removeBody(bonusName); Timeline::deleteAnimationList(AnimationListTag(bonusName.str() + "_rotation")); } void Shooter::addWeapon(std::shared_ptr weapon) { world->addBody(weapon); if (client != nullptr) { client->changeWeapon(weapon->name().str()); } } void Shooter::changeEnemyWeapon(const std::string &weaponName, sf::Uint16 enemyId) { ObjectNameTag weaponTag("Enemy_" + std::to_string(enemyId) + "_weapon"); auto head = world->body(ObjectNameTag("Enemy_" + std::to_string(enemyId) + "_head")); auto enemy = world->body(ObjectNameTag("Enemy_" + std::to_string(enemyId))); // remove old weapon: world->removeBody(weaponTag); enemy->unattach(weaponTag); world->loadBody(weaponTag, "obj/" + weaponName + ".obj"); world->body(weaponTag)->setCollider(false); world->body(weaponTag)->scale(Vec3D(3, 3, 3)); world->body(weaponTag)->translateToPoint( head->position() - enemy->left() * 2.5 - enemy->up() * 2.5 + enemy->lookAt()); world->body(weaponTag)->rotate(Vec3D(0, enemy->angle().y(), 0)); world->body(weaponTag)->rotateLeft(head->angleLeftUpLookAt().x()); enemy->attach(world->body(weaponTag)); } void Shooter::removeWeapon(std::shared_ptr weapon) { world->removeBody(weapon->name()); }