// // Created by Иван Ильин on 19.09.2021. // #include "PlayerController.h" PlayerController::PlayerController(std::shared_ptr player, std::shared_ptr world, std::shared_ptr keyboard, std::shared_ptr mouse) : _player(player), _world(world), _keyboard(keyboard), _mouse(mouse) { _slowMoSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/slow_mo.ogg")); _unSlowMoSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/unslow_mo.ogg")); _changeWeaponSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/weapons/change_weapon.ogg")); } 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() * _slowMoCoefficient); _player->setAcceleration(_player->acceleration() * _slowMoCoefficient * _slowMoCoefficient); _slowMoSound.stop(); _unSlowMoSound.play(); } } double coeff = _isInSlowMo ? 1.0 / _slowMoCoefficient : 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)); // in case when the camera is attached we make some animation during running if(_inRunning && !_player->camera()->isInAnim()) { _player->camera()->a_translate("hor_oscil", -_player->camera()->left()/12, 0.3/coeff, Animation::LoopOut::None, Animation::cos); _player->camera()->a_wait("hor_oscil", 0); _player->camera()->a_translate("hor_oscil", _player->camera()->left()/12, 0.3/coeff, Animation::LoopOut::None, Animation::cos); _player->camera()->a_translate("vert_oscil", -Point4D{0, 1, 0}/24, 0.15/coeff, Animation::LoopOut::None, Animation::cos); _player->camera()->a_wait("vert_oscil", 0); _player->camera()->a_translate("vert_oscil", Point4D{0, 1, 0}/24, 0.15/coeff, Animation::LoopOut::None, Animation::cos); _player->camera()->a_wait("vert_oscil", 0); _player->camera()->a_translate("vert_oscil", -Point4D{0, 1, 0}/24, 0.15/coeff, Animation::LoopOut::None, Animation::cos); _player->camera()->a_wait("vert_oscil", 0); _player->camera()->a_translate("vert_oscil", Point4D{0, 1, 0}/24, 0.15/coeff, Animation::LoopOut::None, Animation::cos); _player->camera()->a_translateToPoint("init", _player->position() + Point4D{0, 1.8, 0}, 0.3/coeff, Animation::None, Animation::cos); } else if(inRunning_old && !_inRunning) { _player->camera()->a_stopAllAnimations(); _player->camera()->a_translateToPoint("init", _player->position() + Point4D{0, 1.8, 0}, 0.15/coeff, Animation::None, Animation::cos); } auto rayToFloor = (*_world).rayCast(_player->position(), _player->position() + Point4D{0, -5, 0}); // Left and right if (Keyboard::isKeyPressed(sf::Keyboard::A)) { _player->translate(_player->camera()->left() * Time::deltaTime() * _walkSpeed * coeff); if(_player->inCollision()) _player->setVelocity(Point4D{0,0,0}); } if (Keyboard::isKeyPressed(sf::Keyboard::D)) { _player->translate(-_player->camera()->left() * Time::deltaTime() * _walkSpeed * coeff); if(_player->inCollision()) _player->setVelocity(Point4D{0,0,0}); } // Forward and backward if (Keyboard::isKeyPressed(sf::Keyboard::W)) { _player->translate(_player->camera()->left().cross3D(Point4D{0, 1, 0}) * Time::deltaTime() * _walkSpeed * coeff); if(_player->inCollision()) _player->setVelocity(Point4D{0,0,0}); } if (Keyboard::isKeyPressed(sf::Keyboard::S)) { _player->translate(-_player->camera()->left().cross3D(Point4D{0, 1, 0}) * Time::deltaTime() * _walkSpeed * coeff); if(_player->inCollision()) _player->setVelocity(Point4D{0,0,0}); } if (_player->ability() > 0 && !_isInSlowMo && Keyboard::isKeyPressed(sf::Keyboard::LShift)) { // slow mo _isInSlowMo = true; _player->setVelocity(_player->velocity() / _slowMoCoefficient); _player->setAcceleration(_player->acceleration() / (_slowMoCoefficient * _slowMoCoefficient)); _unSlowMoSound.stop(); _slowMoSound.play(); } else if (_isInSlowMo && !Keyboard::isKeyPressed(sf::Keyboard::LShift)) { _isInSlowMo = false; _player->setVelocity(_player->velocity() * _slowMoCoefficient); _player->setAcceleration(_player->acceleration() * _slowMoCoefficient * _slowMoCoefficient); _slowMoSound.stop(); _unSlowMoSound.play(); } if (Keyboard::isKeyPressed(sf::Keyboard::Space) && _player->inCollision()) { _player->addVelocity(Point4D{0, std::abs(_player->collisionNormal().y()) * sqrt(2 * _g * _jumpHeight) * coeff, 0}); _player->translate(Point4D{0, Time::deltaTime() * _walkSpeed * 2 * coeff, 0}); } // Mouse movement Point4D disp = _mouse->getMouseDisplacement(); _player->rotate(Point4D{0, -disp.x() / 1000.0, 0}); _player->setVelocity(Matrix4x4::RotationY(-disp.x() / 1000.0) * _player->velocity()); double rotationLeft = disp.y() / 1000.0; // You can only see in range [-90 : 90] grad if (_player->camera()->angleLeftUpLookAt().x() + rotationLeft > M_PI / 2) rotationLeft = M_PI / 2 - _player->camera()->angleLeftUpLookAt().x(); if (_player->camera()->angleLeftUpLookAt().x() + rotationLeft < -M_PI / 2) rotationLeft = -M_PI / 2 - _player->camera()->angleLeftUpLookAt().x(); _player->camera()->rotateLeft(rotationLeft); _player->rotateWeaponsRelativePoint(_player->position() + Point4D{0, 1.8, 0}, _player->camera()->left(), rotationLeft); 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->inCollision() && _walkSound.getStatus() != sf::Sound::Status::Playing) { if ((_player->position() - rayToFloor.first).abs() < 2) { int soundNum = round((double) rand() / RAND_MAX * 5) + 1; _walkSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/stonestep" + std::to_string(soundNum) + ".ogg")); _walkSound.play(); } } }