270 lines
10 KiB
C++
270 lines
10 KiB
C++
//
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// Created by Иван Ильин on 22.09.2021.
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//
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#include "Shooter.h"
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#include <fstream>
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#include "engine/animation/AColor.h"
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#include "engine/animation/AFunction.h"
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#include "engine/animation/ARotate.h"
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#include "engine/animation/Timeline.h"
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using namespace std;
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// Read server/client settings and start both.
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// If client doesn't connect to the localhost - server doesn't start.
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void Shooter::InitNetwork()
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{
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std::string clientIp;
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sf::Uint16 clientPort;
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sf::Uint16 serverPort;
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std::ifstream connectFile("connect.txt", std::ifstream::in);
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// If failed to read client settings
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if (!connectFile.is_open() || !(connectFile >> clientIp >> clientPort) || sf::IpAddress(clientIp) == sf::IpAddress::None)
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{
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connectFile.close();
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// Create file and write default settings
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clientIp = "127.0.0.1";
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clientPort = 54000;
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std::ofstream temp("connect.txt", std::ofstream::out);
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temp << clientIp << std::endl << clientPort;
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temp.close();
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}
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connectFile.close();
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// If failed to read server settings
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connectFile.open("server.txt", std::ifstream::in);
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if (!connectFile.is_open() || !(connectFile >> serverPort))
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{
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connectFile.close();
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// Create file and write default settings
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serverPort = 54000;
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std::ofstream temp("server.txt", std::ofstream::out);
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temp << serverPort;
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temp.close();
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}
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connectFile.close();
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if (clientIp == sf::IpAddress::LocalHost) {
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server->start(serverPort);
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if(server->isWorking())
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server->generateBonuses();
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}
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client->connect(clientIp, clientPort);
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client->setSpawnPlayerCallBack([this](sf::Uint16 id){ spawnPlayer(id); });
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client->setRemovePlayerCallBack([this](sf::Uint16 id){ removePlayer(id); });
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client->setAddFireTraceCallBack([this](const Vec3D& from, const Vec3D& to){ addFireTrace(from, to); });
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client->setAddBonusCallBack([this](const std::string& bonusName, const Vec3D& position){ addBonus(bonusName, position); });
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client->setRemoveBonusCallBack([this](const std::string& bonusName){ removeBonus(bonusName); });
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}
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void Shooter::start() {
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// This code executed once in the beginning:
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//setDebugText(false);
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setUpdateWorld(false);
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mouse->setMouseCursorVisible(true);
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world->loadMap("maps/map1.obj", "maps/materials.txt", "map", Vec3D{5, 5, 5});
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player = std::make_shared<Player>();
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playerController = std::make_shared<PlayerController>(player, keyboard, mouse);
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player->setAddTraceCallBack([this](const Vec3D& from, const Vec3D& to){ client->addTrace(from, to); addFireTrace(from, to); });
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player->setDamagePlayerCallBack([this] (sf::Uint16 targetId, double damage) { client->damagePlayer(targetId, damage); });
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player->setRayCastFunction([this](const Vec3D& from, const Vec3D& to) { return world->rayCast(from, to); });
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player->setTakeBonusCallBack([this] (const string& bonusName) { client->takeBonus(bonusName); });
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player->setAddWeaponCallBack([this](std::shared_ptr<Weapon> weapon){ addWeapon(weapon); });
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player->setRemoveWeaponCallBack([this](std::shared_ptr<Weapon> weapon){ removeWeapon(weapon); });
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player->initWeapons();
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camera->translateToPoint(player->position() + Vec3D{0, 1.8, 0});
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player->attach(camera, "camera");
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world->addBody(player, "Player");
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player->translate(Vec3D{0, 10, 0});
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client = std::make_shared<Client>(player);
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server = std::make_shared<Server>();
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// windows init:
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mainMenu.title("Main menu");
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mainMenu.setBackgroundTexture("textures/back.png", 1.1, 1.1, screen->width(), screen->height());
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mainMenu.addButton(screen->width()/2, 200, 200, 20, [this] () { this->play(); }, "Play", 5, 5, "textures/gui.png", {0, 66}, {0, 86}, {0, 46}, "engine/fonts/Roboto-Medium.ttf", {255, 255, 255}, "sound/click.ogg");
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mainMenu.addButton(screen->width()/2, 350, 200, 20, [this] () { this->player->translateToPoint(Vec3D{0, 0, 0}); this->player->setVelocity({}); this->play(); }, "Respawn", 5, 5, "textures/gui.png", {0, 66}, {0, 86}, {0, 46}, "engine/fonts/Roboto-Medium.ttf", {255, 255, 255}, "sound/click.ogg");
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mainMenu.addButton(screen->width()/2, 500, 200, 20, [this] () { client->disconnect(); server->stop(); this->exit();}, "Exit", 5, 5, "textures/gui.png", {0, 66}, {0, 86}, {0, 46}, "engine/fonts/Roboto-Medium.ttf", {255, 255, 255}, "sound/click.ogg");
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// connecting to the server
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InitNetwork();
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// Waiting for connect and updating server if it's same window
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while (client->isWorking() && !client->connected())
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{
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client->update();
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server->update();
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Time::update();
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}
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// If connect fail - return to menu
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if (!client->isWorking())
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{
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inGame = false;
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server->stop();
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}
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}
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void Shooter::update() {
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// This code executed every time step:
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server->update();
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client->update();
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// Check all input after this condition please
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if (!screen->hasFocus())
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return;
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if(keyboard->isKeyTapped(sf::Keyboard::Escape)) {
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inGame = !inGame;
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mouse->setMouseCursorVisible(!inGame);
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}
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if(inGame) {
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screen->setTitle("Shooter");
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playerController->update();
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mouse->setMouseInCenter();
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camera->rotateLeft(player->headAngle() - camera->angleLeftUpLookAt().x());
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} else {
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mainMenu.update();
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}
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setUpdateWorld(inGame);
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// background sounds and music control
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if(backgroundNoise.getStatus() != sf::Sound::Status::Playing) {
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backgroundNoise.setBuffer(*ResourceManager::loadSoundBuffer("sound/backNoise.ogg"));
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backgroundNoise.play();
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}
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}
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void Shooter::gui() {
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sf::Sprite sprite;
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sprite.setTexture(*ResourceManager::loadTexture("textures/gui.png"));
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sprite.setTextureRect(sf::IntRect(243, 3, 9, 9));
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sprite.scale(3, 3);
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sprite.setPosition(screen->width() / 2.0f - 27.0f/2.0f, screen->height() / 2.0f - 27.0f/2.0f);
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sprite.setColor(sf::Color(0, 0, 0, 200));
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screen->drawSprite(sprite);
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// health player stats
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drawPlayerStats();
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}
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void Shooter::drawPlayerStats() {
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// health bar
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double xPos = 10;
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double yPos = screen->height() - 20;
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int width = screen->width()/2 - 20;
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int height = 10;
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screen->drawTetragon(Vec2D{xPos, yPos},
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Vec2D{xPos + width * player->health() / player->maxHealth(), yPos},
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Vec2D{xPos + width * player->health() / player->maxHealth(), yPos + height},
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Vec2D{xPos, yPos + height},
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{ static_cast<sf::Uint8>((player->maxHealth() - player->health())/player->maxHealth() * 255), static_cast<sf::Uint8>(player->health() * 255 / player->maxHealth()), 0, 100 });
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screen->drawTetragon(Vec2D{xPos, yPos - 15},
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Vec2D{xPos + width * player->ability() / player->maxAbility(), yPos - 15},
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Vec2D{xPos + width * player->ability() / player->maxAbility(), yPos - 15 + height},
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Vec2D{xPos, yPos - 15 + height},
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{ 255, 168, 168, 100 });
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auto balance = player->balance();
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screen->drawText(std::to_string((int)balance.first), Vec2D{150, static_cast<double>(screen->height() - 150)}, 100, sf::Color(0, 0, 0, 100));
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screen->drawText(std::to_string((int)balance.second), Vec2D{50, static_cast<double>(screen->height() - 100)}, 50, sf::Color(0, 0, 0, 70));
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screen->drawText("KILLS: " + std::to_string(player->kills()) + " | " + "DEATHS: " + std::to_string(player->deaths()),
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Vec2D{10, 10},25, sf::Color(0, 0, 0, 100));
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}
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void Shooter::play() {
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inGame = true;
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mouse->setMouseCursorVisible(false);
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}
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void Shooter::spawnPlayer(sf::Uint16 id) {
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std::string name = "Enemy_" + std::to_string(id);
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std::shared_ptr<Player> newPlayer = std::make_shared<Player>();
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newPlayer->setCollision(false);
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client->addPlayer(id, newPlayer);
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world->addBody(newPlayer, name);
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newPlayer->setVisible(true);
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newPlayer->setAcceleration(Vec3D{0, 0, 0});
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// add head and other stuff:
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world->loadBody(name + "_head", "obj/cube.obj", "", Vec3D{0.7, 0.7, 0.7});
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world->body(name + "_head")->translate(Vec3D{0, 2, 0});
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world->body(name + "_head")->setCollider(false);
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newPlayer->attach(world->body(name + "_head"), "head");
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world->loadBody(name + "_eye1", "obj/cube.obj", "", Vec3D{0.2, 0.2, 0.05});
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world->body(name + "_eye1")->translate(Vec3D{0.3, 2.1, 0.7});
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world->body(name + "_eye1")->setCollider(false);
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world->body(name + "_eye1")->setColor({147, 159, 255});
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world->body(name + "_head")->attach(world->body(name + "_eye1"), "eye1");
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world->loadBody(name + "_eye2", "obj/cube.obj", "", Vec3D{0.2, 0.2, 0.05});
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world->body(name + "_eye2")->translate(Vec3D{-0.3, 2.1, 0.7});
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world->body(name + "_eye2")->setCollider(false);
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world->body(name + "_eye2")->setColor({147, 159, 255});
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world->body(name + "_head")->attach(world->body(name + "_eye2"), "eye2");
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}
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void Shooter::removePlayer(sf::Uint16 id) {
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std::string name = "Enemy_" + std::to_string(id);
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world->removeBody(name);
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world->removeBody(name + "_head");
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world->removeBody(name + "_eye1");
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world->removeBody(name + "_eye2");
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}
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void Shooter::addFireTrace(const Vec3D &from, const Vec3D &to) {
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std::string traceName = "Client_fireTraces_" + std::to_string(fireTraces++);
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world->addBody(std::make_shared<RigidBody>(Mesh::LineTo(from, to, 0.05)), traceName);
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world->body(traceName)->setCollider(false);
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Timeline::animate(traceName + "_fadeOut", new AColor(world->body(traceName), {255, 255, 255, 0}));
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Timeline::animate(traceName + "_delete", new AFunction([this, traceName](){ deleteFireTrace(traceName); }, 1, 2));
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}
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void Shooter::deleteFireTrace(const std::string& traceName) {
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world->removeBody(traceName);
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}
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void Shooter::addBonus(const string &bonusName, const Vec3D &position) {
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std::string name = bonusName.substr(6, bonusName.size()-3-5);
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world->addBody(std::make_shared<Bonus>(bonusName, "obj/" + name + ".obj", "obj/" + name + "_mat.txt", Vec3D{3, 3, 3}), bonusName);
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world->body(bonusName)->translateToPoint(position);
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Timeline::animate(bonusName + "_rotation", new ARotate(world->body(bonusName), Vec3D{0, 2*Consts::PI, 0}, 4, Animation::LoopOut::Continue, Animation::InterpolationType::linear));
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}
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void Shooter::removeBonus(const string &bonusName) {
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world->removeBody(bonusName);
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}
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void Shooter::addWeapon(std::shared_ptr<Weapon> weapon) {
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world->addBody(weapon, weapon->name());
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}
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void Shooter::removeWeapon(std::shared_ptr<Weapon> weapon) {
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world->removeBody(weapon->name());
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}
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