vectozavr-shooter/main.cpp

200 lines
5.8 KiB
C++
Executable File

//
// Created by Иван Ильин on 06.02.2021.
//
#include "Engine.h"
#include <iostream>
#include "Player.h"
#include "ResourceManager.h"
#include "gui/Window.h"
#include "Client.h"
#include "Server.h"
#include <fstream>
using namespace std;
// Read server/client settings and start both.
// If client doesn't connect to the localhost - server doesn't start.
void InitNetwork(const shared_ptr<Server>& server, const shared_ptr<Client>& client)
{
std::string clientIp;
sf::Uint16 clientPort;
sf::Uint16 serverPort;
std::ifstream connectfile("connect.txt", std::ifstream::in);
// If failed to read client settings
if (!connectfile.is_open() || !(connectfile >> clientIp >> clientPort) || sf::IpAddress(clientIp) == sf::IpAddress::None)
{
connectfile.close();
// Create file and write default settings
clientIp = "127.0.0.1";
clientPort = 54000;
std::ofstream temp("connect.txt", std::ofstream::out);
temp << clientIp << std::endl << clientPort;
temp.close();
}
connectfile.close();
// If failed to read server settings
connectfile.open("server.txt", std::ifstream::in);
if (!connectfile.is_open() || !(connectfile >> serverPort))
{
connectfile.close();
// Create file and write default settings
serverPort = 54000;
std::ofstream temp("server.txt", std::ofstream::out);
temp << serverPort;
temp.close();
}
connectfile.close();
if (clientIp == sf::IpAddress::LocalHost) {
server->start(serverPort);
if(server->isWorking())
server->generateBonuses();
}
client->connect(clientIp, clientPort);
}
class Shooter : public Engine {
private:
shared_ptr<Player> player;
sf::Sound backgroundNoise;
Window mainMenu;
shared_ptr<Server> server;
shared_ptr<Client> client;
bool inGame = false;
public:
Shooter() = default;
void start() override;
void update(double elapsedTime) override;
void gui() override;
void play();
};
void Shooter::start() {
// This code executed once in the beginning:
debugText(false);
screen->setMouseCursorVisible(true);
world->loadMap("../maps/map1.obj", "map", Point4D{5, 5, 5});
player = std::make_shared<Player>();
client = std::make_shared<Client>(player, world);
server = std::make_shared<Server>();
player->setAddTraceCallBack([this](const Point4D& from, const Point4D& to){ client->addTrace(from, to); });
player->attachCamera(camera, screen);
player->attachWorld(world);
setUpdateWorld(false);
world->addMesh(player, player->name());
player->setDamagePlayerCallBack([this] (sf::Uint16 targetId, double damage) { client->damagePlayer(targetId, damage); });
player->setTakeBonusCallBack([this] (const string& bonusName) { client->takeBonus(bonusName); });
// windows init:
mainMenu.title("Main menu");
mainMenu.setBackgroundTexture("../textures/back.png", 1.1, 1.1, screen->width(), screen->height());
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");
mainMenu.addButton(screen->width()/2, 350, 200, 20, [this] () { this->player->translateToPoint(Point4D{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");
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");
// connecting to the server
InitNetwork(server, client);
// Waiting for connect and updating server if it's same window
while (client->isWorking() && !client->connected())
{
client->update();
server->update();
Time::update();
}
// If connect fail - return to menu
if (!client->isWorking())
{
inGame = false;
server->stop();
}
}
void Shooter::update(double elapsedTime) {
// This code executed every time step:
server->update();
client->update();
// Check all input after this condition please
if (!screen->window.hasFocus())
return;
if(screen->isKeyTapped(sf::Keyboard::Escape)) {
inGame = !inGame;
screen->setMouseCursorVisible(!inGame);
}
if(inGame) {
screen->title("Shooter");
player->update();
} else {
mainMenu.update(screen);
}
setUpdateWorld(inGame);
// background sounds and music control
if(backgroundNoise.getStatus() != sf::Sound::Status::Playing) {
backgroundNoise.setBuffer(*ResourceManager::loadSoundBuffer("../sound/backNoise.ogg"));
backgroundNoise.play();
}
}
void Shooter::gui() {
if(inGame) {
// aim
sf::Sprite sprite;
sprite.setTexture(*ResourceManager::loadTexture("../textures/gui.png"));
sprite.setTextureRect(sf::IntRect(243, 3, 9, 9));
sprite.scale(3, 3);
sprite.setPosition(screen->width() / 2.0 - 27.0/2.0, screen->height() / 2 - 27.0/2.0);
sprite.setColor(sf::Color(0,0,0, 200));
screen->window.draw(sprite);
// health player stats
player->drawStats();
}
}
void Shooter::play() {
inGame = true;
screen->setMouseCursorVisible(!inGame);
}
int main(int argc, char* argv[]) {
Shooter game;
//game.create(1280, 720, "Shooter");
//game.create(1920, 1080, "Shooter", true, {255, 255, 255}, sf::Style::Fullscreen);
game.create(2048, 1152, "Shooter");
//game.create(3072, 1920, "Shooter", true, {255, 255, 255}, sf::Style::Fullscreen);
return 0;
}