// // Created by Иван Ильин on 19.09.2021. // #include "PlayerController.h" #include "engine/utils/Log.h" #include "ShooterConsts.h" #include "engine/animation/Animations.h" PlayerController::PlayerController(std::shared_ptr player, std::shared_ptr keyboard, std::shared_ptr mouse) : _player(player), _keyboard(keyboard), _mouse(mouse) {} 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() * ShooterConsts::SLOW_MO_COEFFICIENT); _player->setAcceleration( _player->acceleration() * ShooterConsts::SLOW_MO_COEFFICIENT * ShooterConsts::SLOW_MO_COEFFICIENT); SoundController::stopSound(SoundTag("slowMo")); SoundController::loadAndPlay(SoundTag("unSlowMo"), ShooterConsts::UN_SLOW_MO_SOUND); } } double coeff = _isInSlowMo ? 1.0 / ShooterConsts::SLOW_MO_COEFFICIENT : 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)); std::shared_ptr camera = _player->attached(ObjectNameTag("Camera")); if(camera != nullptr) { // random motion during high speed if (!Timeline::isInAnimList(AnimationListTag("high_speed_motion"))) { double d_alpha = _player->velocity().abs()/3000*rand()/RAND_MAX; double dt = 0.07; Timeline::addAnimation(AnimationListTag("high_speed_motion"), camera, Vec3D(0, 0, d_alpha), dt, Animation::LoopOut::None, Animation::InterpolationType::Cos); Timeline::addAnimation(AnimationListTag("high_speed_motion"), 0); Timeline::addAnimation(AnimationListTag("high_speed_motion"), camera, Vec3D(0, 0, -d_alpha), dt, Animation::LoopOut::None, Animation::InterpolationType::Cos); Timeline::addAnimation(AnimationListTag("high_speed_motion"), 0); } } if (camera != nullptr && _inRunning && _player->inCollision()) { if (!Timeline::isInAnimList(AnimationListTag("camera_hor_oscil"))) { Timeline::addAnimation(AnimationListTag("camera_hor_oscil"), camera, -camera->left() / 6, 0.3, Animation::LoopOut::None, Animation::InterpolationType::Cos); Timeline::addAnimation(AnimationListTag("camera_hor_oscil"), 0); Timeline::addAnimation(AnimationListTag("camera_hor_oscil"), camera, camera->left() / 6, 0.3, Animation::LoopOut::None, Animation::InterpolationType::Cos); Timeline::addAnimation(AnimationListTag("camera_vert_oscil"), camera, -Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::Cos); Timeline::addAnimation(AnimationListTag("camera_vert_oscil"), 0); Timeline::addAnimation(AnimationListTag("camera_vert_oscil"), camera, Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::Cos); Timeline::addAnimation(AnimationListTag("camera_vert_oscil"), 0); Timeline::addAnimation(AnimationListTag("camera_vert_oscil"), camera, -Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::Cos); Timeline::addAnimation(AnimationListTag("camera_vert_oscil"), 0); Timeline::addAnimation(AnimationListTag("camera_vert_oscil"), camera, Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::Cos); Timeline::addAnimation(AnimationListTag("camera_init"), camera, _player->position() + Vec3D{0, 1.8, 0}, 0.3, Animation::LoopOut::None, Animation::InterpolationType::Cos); } } else if (camera != nullptr && inRunning_old && !_inRunning) { Timeline::deleteAnimationList(AnimationListTag("camera_hor_oscil")); Timeline::deleteAnimationList(AnimationListTag("camera_vert_oscil")); Timeline::deleteAnimationList(AnimationListTag("camera_init")); Timeline::addAnimation(AnimationListTag("camera_init"), camera, _player->position() + Vec3D{0, 1.8, 0}, 0.15, Animation::LoopOut::None, Animation::InterpolationType::Cos); } // Left and right if (Keyboard::isKeyPressed(sf::Keyboard::A)) { _player->translate(_player->left() * Time::deltaTime() * ShooterConsts::WALK_SPEED * coeff); if (_player->inCollision()) { _player->setVelocity(Vec3D{0, 0, 0}); } } if (Keyboard::isKeyPressed(sf::Keyboard::D)) { _player->translate(-_player->left() * Time::deltaTime() * ShooterConsts::WALK_SPEED * coeff); if (_player->inCollision()) { _player->setVelocity(Vec3D{0, 0, 0}); } } // Forward and backward if (Keyboard::isKeyPressed(sf::Keyboard::W)) { _player->translate(_player->lookAt() * Time::deltaTime() * ShooterConsts::WALK_SPEED * coeff); if (_player->inCollision()) { _player->setVelocity(Vec3D{0, 0, 0}); } } if (Keyboard::isKeyPressed(sf::Keyboard::S)) { _player->translate(-_player->lookAt() * Time::deltaTime() * ShooterConsts::WALK_SPEED * coeff); if (_player->inCollision()) { _player->setVelocity(Vec3D{0, 0, 0}); } } if (_player->ability() > 0 && !_isInSlowMo && Keyboard::isKeyPressed(sf::Keyboard::LShift)) { // slow mo _isInSlowMo = true; _player->setVelocity(_player->velocity() / ShooterConsts::SLOW_MO_COEFFICIENT); _player->setAcceleration(Vec3D(0, -ShooterConsts::GRAVITY / (ShooterConsts::SLOW_MO_COEFFICIENT * ShooterConsts::SLOW_MO_COEFFICIENT), 0)); SoundController::stopSound(SoundTag("unSlowMo")); SoundController::loadAndPlay(SoundTag("slowMo"), ShooterConsts::SLOW_MO_SOUND); } else if (_isInSlowMo && !Keyboard::isKeyPressed(sf::Keyboard::LShift)) { _isInSlowMo = false; _player->setVelocity(_player->velocity() * ShooterConsts::SLOW_MO_COEFFICIENT); _player->setAcceleration(Vec3D(0, -ShooterConsts::GRAVITY, 0)); SoundController::stopSound(SoundTag("slowMo")); SoundController::loadAndPlay(SoundTag("unSlowMo"), ShooterConsts::UN_SLOW_MO_SOUND); } if (Mouse::isButtonPressed(sf::Mouse::Button::Left)) { bool shot = _player->fire(); if (shot) { if (_player->weapon()->name() == ObjectNameTag("shotgun")) { _player->addVelocity(-camera->lookAt() * 30 * coeff); } } } if (Keyboard::isKeyPressed(sf::Keyboard::Space) && _player->inCollision()) { // if we just want to jump, we have to add particular speed if (!_isSliding) { _player->addVelocity(Vec3D{0, std::abs(_player->collisionNormal().y()) * sqrt(2 * -_player->acceleration().y() * ShooterConsts::JUMP_HEIGHT) * coeff, 0}); // if we want to slide, we have to add speed * 60/fps to make it independent on frame rate } else { _player->addVelocity(Vec3D{0, std::abs(_player->collisionNormal().y()) * sqrt(2 * -_player->acceleration().y() * ShooterConsts::JUMP_HEIGHT) * coeff * Time::deltaTime() * 60, 0}); } _player->translate(Vec3D{0, Time::deltaTime() * ShooterConsts::WALK_SPEED * 2 * coeff, 0}); //_player->setVelocity(Vec3D{_player->velocity().x(), sqrt(2 * -_player->acceleration().y() * ShooterConsts::JUMP_HEIGHT) * coeff,_player->velocity().z()}); _isSliding = true; } else { _isSliding = false; } // Mouse movement Vec2D displacement = _mouse->getMouseDisplacement(); _player->rotate(Vec3D{0, -displacement.x() * ShooterConsts::MOUSE_SENSITIVITY, 0}); _player->setVelocity(Matrix4x4::RotationY(-displacement.x() * ShooterConsts::MOUSE_SENSITIVITY) * _player->velocity()); double rotationLeft = displacement.y() * ShooterConsts::MOUSE_SENSITIVITY; // You can only see in range [-90 : 90] grad if (_player->headAngle() + rotationLeft > Consts::PI / 2) { rotationLeft = Consts::PI / 2 - _player->headAngle(); } if (_player->headAngle() + rotationLeft < -Consts::PI / 2) { rotationLeft = -Consts::PI / 2 - _player->headAngle(); } _player->setHeadAngle(_player->headAngle() + rotationLeft); _player->rotateWeaponsRelativePoint(_player->position() + Vec3D{0, 1.8, 0}, _player->left(), rotationLeft); if (camera != nullptr) { double lookAtAngle = camera->angleLeftUpLookAt().z(); camera->rotateLookAt(-lookAtAngle); camera->rotateLeft(_player->headAngle() - camera->angleLeftUpLookAt().x()); camera->rotateLookAt(lookAtAngle); } if (_keyboard->isKeyTapped(sf::Keyboard::Right) || _keyboard->isKeyTapped(sf::Keyboard::E)) { _player->selectNextWeapon(); } if (_keyboard->isKeyTapped(sf::Keyboard::Left) || _keyboard->isKeyTapped(sf::Keyboard::Q)) { _player->selectPreviousWeapon(); } if (Keyboard::isKeyPressed(sf::Keyboard::R)) { _player->reload(); } bool walkSoundPlayed = false; for (int k = 1; k < 7; k++) { if (SoundController::getStatus(SoundTag("walkSound_" + std::to_string(k))) == sf::Sound::Status::Playing) { walkSoundPlayed = true; } } if ((_inRunning || _player->velocity().sqrAbs() > 3) && _player->inCollision() && !walkSoundPlayed) { int soundNum = (int) ((double) rand() / RAND_MAX * 6) + 1; SoundController::loadAndPlay(SoundTag("walkSound_" + std::to_string(soundNum)), "sound/stonestep" + std::to_string(soundNum) + ".ogg"); } }