// // Created by Иван Ильин on 14.03.2021. // #ifndef SHOOTER_PLAYER_H #define SHOOTER_PLAYER_H #include #include #include "engine/ResourceManager.h" #include "engine/Camera.h" #include "engine/World.h" #include "weapon/Ak47.h" #include "weapon/Shotgun.h" #include "weapon/Gun.h" #include "weapon/Gold_Ak47.h" #include "weapon/Rifle.h" class Player : public RigidBody{ private: double _healthMax = 100; double _health = _healthMax; double _abilityMax = 10; double _ability = _abilityMax; double _headAngle = 0; int _kills = 0; int _deaths = 0; double _g = 35; // sounds sf::Sound _killSound; sf::Sound _deathSound; sf::Sound _changeWeaponSound; sf::Sound _fullHealthSound; sf::Sound _fullAbilitySound; std::vector> _weapons; size_t _selectedWeapon = 0; std::function _damagePlayerCallBack; std::function _addTraceCallBack; std::function _takeBonusCallBack; std::function)> _addWeaponCallBack; std::function)> _removeWeaponCallBack; std::function(const Vec3D&, const Vec3D&)> _rayCastFunction; public: Player() { loadObj("obj/cube.obj", "", Vec3D{0.5, 1.9, 0.5}); setAcceleration(Vec3D{0, -_g, 0}); setCollision(true); setVisible(false); setColor({240, 168, 168}); _changeWeaponSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/weapons/change_weapon.ogg")); _fullHealthSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/fullHealth.ogg")); _fullAbilitySound.setBuffer(*ResourceManager::loadSoundBuffer("sound/fullAbility.ogg")); setCollisionCallBack([this](const std::string& objName, std::shared_ptr obj) {collisionWithObject(objName, obj);}); }; void setHealth(double h) { _health = h; } void setAbility(double a) { _ability = a; } [[nodiscard]] double health() const { return _health; } [[nodiscard]] double ability() const { return _ability; } [[nodiscard]] double maxHealth() const { return _healthMax; } [[nodiscard]] double maxAbility() const { return _abilityMax; } void setFullHealth() { _health = _healthMax; _fullHealthSound.play(); } void setFullAbility() { _ability = _abilityMax; _fullAbilitySound.play(); } void initWeapons(); void addWeapon(std::shared_ptr weapon); [[nodiscard]] std::pair balance() const{ return _weapons[_selectedWeapon]->balance();} void nextWeapon(); void previousWeapon(); void fire(); void reload(); void rotateWeaponsRelativePoint(const Vec3D& point, const Vec3D& v, double val); [[nodiscard]] int kills() const {return _kills;} [[nodiscard]] int deaths() const {return _deaths;} void addKill() { _kills++; } void addDeath() { _deaths++; } void playDeath(); void playKill(); void setDamagePlayerCallBack(std::function hit) { _damagePlayerCallBack = std::move(hit); } void setAddTraceCallBack(std::function add) { _addTraceCallBack = std::move(add); } void setTakeBonusCallBack(std::function take) { _takeBonusCallBack = std::move(take); } void setAddWeaponCallBack(std::function)> addWeapon) { _addWeaponCallBack = addWeapon; } void setRemoveWeaponCallBack(std::function)> removeWeapon) { _removeWeaponCallBack = std::move(removeWeapon); } void setRayCastFunction(std::function(const Vec3D&, const Vec3D&)> rayCastFunction) { _rayCastFunction = std::move(rayCastFunction); } // This is for situation when you want to store the position of the head but you dont have attached camera void setHeadAngle(double a) { _headAngle = a; } [[nodiscard]] double headAngle() const { return _headAngle; }; void collisionWithObject(const std::string& objName, std::shared_ptr obj); }; #endif //MINECRAFT_3DZAVR_PLAYER_H