vectozavr-shooter/PlayerController.cpp

166 lines
7.7 KiB
C++

//
// Created by Иван Ильин on 19.09.2021.
//
#include "PlayerController.h"
#include "engine/utils/Log.h"
#include "engine/animation/AColor.h"
#include "engine/animation/AFunction.h"
#include "engine/animation/AWait.h"
#include "engine/animation/ATranslate.h"
#include "engine/animation/ATranslateToPoint.h"
#include "engine/animation/Timeline.h"
PlayerController::PlayerController(std::shared_ptr<Player> player,
std::shared_ptr<Keyboard> keyboard,
std::shared_ptr<Mouse> mouse) : _player(player), _keyboard(keyboard), _mouse(mouse) {
_slowMoSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/slow_mo.ogg"));
_unSlowMoSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/unslow_mo.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));
std::shared_ptr<Object> camera = _player->attached("camera");
if(_inRunning) {
if (!Timeline::isInAnimList("camera_hor_oscil")) {
Timeline::animate("camera_hor_oscil", new ATranslate(camera, -camera->left() / 6, 0.3,Animation::LoopOut::None, Animation::InterpolationType::cos));
Timeline::animate("camera_hor_oscil", new AWait(0));
Timeline::animate("camera_hor_oscil", new ATranslate(camera, camera->left() / 6, 0.3, Animation::LoopOut::None, Animation::InterpolationType::cos));
Timeline::animate("camera_vert_oscil", new ATranslate(camera, -Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos));
Timeline::animate("camera_vert_oscil", new AWait(0));
Timeline::animate("camera_vert_oscil", new ATranslate(camera, Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos));
Timeline::animate("camera_vert_oscil", new AWait(0));
Timeline::animate("camera_vert_oscil", new ATranslate(camera, -Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos));
Timeline::animate("camera_vert_oscil", new AWait(0));
Timeline::animate("camera_vert_oscil", new ATranslate(camera, Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None, Animation::InterpolationType::cos));
Timeline::animate("camera_init", new ATranslateToPoint( camera, _player->position() + Vec3D{0, 1.8, 0}, 0.3, Animation::LoopOut::None, Animation::InterpolationType::cos));
}
} else if(inRunning_old && !_inRunning) {
Timeline::deleteAnimationList("camera_hor_oscil");
Timeline::deleteAnimationList("camera_vert_oscil");
Timeline::deleteAnimationList("camera_init");
Timeline::animate("camera_init", new ATranslateToPoint( 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() * _walkSpeed * coeff);
if(_player->inCollision())
_player->setVelocity(Vec3D{0,0,0});
}
if (Keyboard::isKeyPressed(sf::Keyboard::D)) {
_player->translate(-_player->left() * Time::deltaTime() * _walkSpeed * 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() * _walkSpeed * coeff);
if(_player->inCollision())
_player->setVelocity(Vec3D{0,0,0});
}
if (Keyboard::isKeyPressed(sf::Keyboard::S)) {
_player->translate(-_player->lookAt() * Time::deltaTime() * _walkSpeed * 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() / _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()) {
// 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() * _jumpHeight) * 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() * _jumpHeight) * coeff * 60.0 / Time::fps(), 0 });
_player->translate(Vec3D{ 0, Time::deltaTime() * _walkSpeed * 2 * coeff * 60.0 / Time::fps(), 0 });
_isSliding = true;
} else {
_isSliding = false;
}
// Mouse movement
Vec2D displacement = _mouse->getMouseDisplacement();
_player->rotate(Vec3D{0, -displacement.x() / 1000.0, 0});
_player->setVelocity(Matrix4x4::RotationY(-displacement.x() / 1000.0) * _player->velocity());
double rotationLeft = displacement.y() / 1000.0;
// 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 (_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->velocity().sqrAbs() > 3) && _player->inCollision() && _walkSound.getStatus() != sf::Sound::Status::Playing) {
int soundNum = (int)((double) rand() / RAND_MAX * 5) + 1;
_walkSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/stonestep" + std::to_string(soundNum) + ".ogg"));
_walkSound.play();
}
}