vectozavr-shooter/Player.h

163 lines
4.3 KiB
C++
Executable File

//
// Created by Иван Ильин on 14.03.2021.
//
#ifndef SHOOTER_PLAYER_H
#define SHOOTER_PLAYER_H
#include <SFML/Audio/Sound.hpp>
#include <utility>
#include <ResourceManager.h>
#include "Mesh.h"
#include "Camera.h"
#include "World.h"
#include "Ak47.h"
#include "Shotgun.h"
#include "Gun.h"
#include "Gold_Ak47.h"
#include "Rifle.h"
class Player : public Mesh{
private:
double _healthMax = 100;
double _health = _healthMax;
double _abilityMax = 10;
double _ability = _abilityMax;
double jumpHeight = 3;
double walkSpeed = 10;
double _headAngle = 0;
unsigned _kills = 0;
unsigned _deaths = 0;
double g = 35;
double slowMoCoefficient = 5;
bool isInSlowMo = false;
std::shared_ptr<Camera> _camera;
std::shared_ptr<Screen> _screen;
std::shared_ptr<World> _world;
bool inRunning = false;
// sounds
sf::Sound killSound;
sf::Sound deathSound;
sf::Sound walkSound;
sf::Sound changeWeaponSound;
sf::Sound slowMoSound;
sf::Sound unSlowMoSound;
sf::Sound fullHealthSound;
sf::Sound fullAbilitySound;
std::string _name = "im";
std::vector<std::shared_ptr<Weapon>> _weapons;
uint8_t _selectedWeapon = 0;
std::function<void(sf::Uint16 targetId, double)> damagePlayerCallBack;
std::function<void(const Point4D&, const Point4D&)> addTraceCallBack;
std::function<void(const std::string&)> takeBonusCallBack;
public:
Player() {
loadObj("../obj/cube.obj", "", Point4D{0.5, 1.9, 0.5});
setAcceleration(Point4D{0, -g, 0});
setCollision(true);
setVisible(false);
setColor({240, 168, 168});
};
void update();
void attachCamera(std::shared_ptr<Camera>& camera, std::shared_ptr<Screen> screen) {
_camera = camera;
_screen = std::move(screen);
camera->translateToPoint(position() + Point4D{0, 1.8, 0});
this->attach(camera);
}
void attachWorld(const std::shared_ptr<World>& world, const Point4D& pos = Point4D{0, 30, 0}) {
_world = world;
translate(pos);
initWeapons();
changeWeaponSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/weapons/change_weapon.ogg"));
slowMoSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/slow_mo.ogg"));
unSlowMoSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/unslow_mo.ogg"));
fullHealthSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/fullHealth.ogg"));
fullAbilitySound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/fullAbility.ogg"));
setCollisionCallBack([this](const std::string& objName, const std::shared_ptr<Mesh>& obj) {collisionWithObject(objName, obj);});
}
void setHealth(double h) {
_health = h;
}
void setAbility(double a) {
_ability = a;
}
void setFullHealth() {
_health = _healthMax;
fullHealthSound.play();
}
void setFullAbility() {
_ability = _abilityMax;
fullAbilitySound.play();
}
void setDamagePlayerCallBack(std::function<void(sf::Uint16 targetId, double)> hit) {
damagePlayerCallBack = std::move(hit);
}
void setAddTraceCallBack(std::function<void(const Point4D&, const Point4D&)> add) {
addTraceCallBack = std::move(add);
}
void setTakeBonusCallBack(std::function<void(const std::string&)> take) {
takeBonusCallBack = std::move(take);
}
[[nodiscard]] double health() const { return _health; }
[[nodiscard]] std::string name() const { return "Player_" + _name; }
std::shared_ptr<Camera> camera() { return _camera; }
// 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 rotateWeaponsRelativePoint(const Point4D& point4D, const Point4D& v, double val);
void drawStats();
void addKill() { _kills++; }
void addDeath() { _deaths++; }
void playDeath();
void playKill();
void collisionWithObject(const std::string& objName, const std::shared_ptr<Mesh>& obj);
void addWeapon(const std::shared_ptr<Weapon>& weapon);
void initWeapons();
};
#endif //MINECRAFT_3DZAVR_PLAYER_H