169 lines
8.2 KiB
C++
169 lines
8.2 KiB
C++
//
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// Created by Иван Ильин on 19.09.2021.
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//
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#include "PlayerController.h"
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#include "engine/utils/Log.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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#include "ShooterConsts.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(ShooterConsts::SLOW_MO_SOUND));
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_unSlowMoSound.setBuffer(*ResourceManager::loadSoundBuffer(ShooterConsts::UN_SLOW_MO_SOUND));
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}
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void PlayerController::update() {
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// friction
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if(_player->inCollision())
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_player->setVelocity(_player->velocity()*(1.0 - Time::deltaTime() * 2));
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if(_isInSlowMo) {
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if(_player->ability() > 0)
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_player->setAbility(_player->ability() - Time::deltaTime());
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else {
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_player->setAbility(0);
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_isInSlowMo = false;
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_player->setVelocity(_player->velocity() * ShooterConsts::SLOW_MO_COEFFICIENT);
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_player->setAcceleration(_player->acceleration() * ShooterConsts::SLOW_MO_COEFFICIENT * ShooterConsts::SLOW_MO_COEFFICIENT);
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_slowMoSound.stop();
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_unSlowMoSound.play();
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}
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}
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double coeff = _isInSlowMo ? 1.0 / ShooterConsts::SLOW_MO_COEFFICIENT : 1.0;
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bool inRunning_old = _inRunning;
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_inRunning = ( Keyboard::isKeyPressed(sf::Keyboard::A) ||
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Keyboard::isKeyPressed(sf::Keyboard::D) ||
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Keyboard::isKeyPressed(sf::Keyboard::W) ||
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Keyboard::isKeyPressed(sf::Keyboard::S));
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std::shared_ptr<Object> camera = _player->attached("camera");
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if(camera != nullptr && _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::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::InterpolationType::cos));
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Timeline::animate("camera_vert_oscil", new ATranslate(camera, -Vec3D{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, Vec3D{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, -Vec3D{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, Vec3D{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() + Vec3D{0, 1.8, 0}, 0.3, Animation::LoopOut::None, Animation::InterpolationType::cos));
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}
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} else if(camera != nullptr && 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() + Vec3D{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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if (Keyboard::isKeyPressed(sf::Keyboard::A)) {
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_player->translate(_player->left() * Time::deltaTime() * ShooterConsts::WALK_SPEED * coeff);
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if(_player->inCollision())
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_player->setVelocity(Vec3D{0,0,0});
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}
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if (Keyboard::isKeyPressed(sf::Keyboard::D)) {
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_player->translate(-_player->left() * Time::deltaTime() * ShooterConsts::WALK_SPEED * coeff);
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if(_player->inCollision())
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_player->setVelocity(Vec3D{0,0,0});
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}
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// Forward and backward
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if (Keyboard::isKeyPressed(sf::Keyboard::W)) {
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_player->translate(_player->lookAt() * Time::deltaTime() * ShooterConsts::WALK_SPEED * coeff);
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if(_player->inCollision())
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_player->setVelocity(Vec3D{0,0,0});
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}
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if (Keyboard::isKeyPressed(sf::Keyboard::S)) {
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_player->translate(-_player->lookAt() * Time::deltaTime() * ShooterConsts::WALK_SPEED * coeff);
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if(_player->inCollision())
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_player->setVelocity(Vec3D{0,0,0});
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}
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if (_player->ability() > 0 && !_isInSlowMo && Keyboard::isKeyPressed(sf::Keyboard::LShift)) {
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// slow mo
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_isInSlowMo = true;
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_player->setVelocity(_player->velocity() / ShooterConsts::SLOW_MO_COEFFICIENT);
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_player->setAcceleration(_player->acceleration() / (ShooterConsts::SLOW_MO_COEFFICIENT * ShooterConsts::SLOW_MO_COEFFICIENT));
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_unSlowMoSound.stop();
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_slowMoSound.play();
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} else if (_isInSlowMo && !Keyboard::isKeyPressed(sf::Keyboard::LShift)) {
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_isInSlowMo = false;
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_player->setVelocity(_player->velocity() * ShooterConsts::SLOW_MO_COEFFICIENT);
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_player->setAcceleration(Vec3D(0, -ShooterConsts::GRAVITY * ShooterConsts::SLOW_MO_COEFFICIENT * ShooterConsts::SLOW_MO_COEFFICIENT, 0));
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_slowMoSound.stop();
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_unSlowMoSound.play();
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}
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if (Keyboard::isKeyPressed(sf::Keyboard::Space) && _player->inCollision()) {
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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(Vec3D{ 0, std::abs(_player->collisionNormal().y()) * sqrt(2 * -_player->acceleration().y() * ShooterConsts::JUMP_HEIGHT) * 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(Vec3D{ 0, std::abs(_player->collisionNormal().y()) * sqrt(2 * -_player->acceleration().y() * ShooterConsts::JUMP_HEIGHT) * coeff * 60.0 / Time::fps(), 0 });
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_player->translate(Vec3D{ 0, Time::deltaTime() * ShooterConsts::WALK_SPEED * 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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Vec2D displacement = _mouse->getMouseDisplacement();
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_player->rotate(Vec3D{0, -displacement.x() * ShooterConsts::MOUSE_SENSITIVITY, 0});
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_player->setVelocity(Matrix4x4::RotationY(-displacement.x() * ShooterConsts::MOUSE_SENSITIVITY) * _player->velocity());
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double rotationLeft = displacement.y() * ShooterConsts::MOUSE_SENSITIVITY;
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// You can only see in range [-90 : 90] grad
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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() + Vec3D{0, 1.8, 0}, _player->left(), rotationLeft);
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if(camera != nullptr)
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camera->rotateLeft(_player->headAngle() - camera->angleLeftUpLookAt().x());
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if (_keyboard->isKeyTapped(sf::Keyboard::Right) || _keyboard->isKeyTapped(sf::Keyboard::E)) {
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_player->nextWeapon();
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}
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if (_keyboard->isKeyTapped(sf::Keyboard::Left) || _keyboard->isKeyTapped(sf::Keyboard::Q)) {
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_player->previousWeapon();
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}
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if (Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
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_player->fire();
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}
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if(Keyboard::isKeyPressed(sf::Keyboard::R)) {
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_player->reload();
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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 = (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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