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PlayMode.cpp
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PlayMode.cpp
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#include "PlayMode.hpp"
#include "LitColorTextureProgram.hpp"
#include "DrawLines.hpp"
#include "gl_errors.hpp"
#include "Mesh.hpp"
#include "data_path.hpp"
#include "Load.hpp"
#include "hex_dump.hpp"
#include "data_path.hpp"
#include "Sound.hpp"
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/quaternion.hpp>
#include <random>
#define BACKGROUND_VOL 0.3f
#define COMBAT_VOL 0.5f
#define FX_VOL 0.4f
GLuint stage_meshes_for_lit_color_texture_program = 0;
Load< MeshBuffer > stage_meshes(LoadTagDefault, []() -> MeshBuffer const * {
MeshBuffer const *ret = new MeshBuffer(data_path("field.pnct"));
stage_meshes_for_lit_color_texture_program = ret->make_vao_for_program(lit_color_texture_program->program);
return ret;
});
Load< Scene > stage_scene(LoadTagDefault, []() -> Scene const * {
return new Scene(data_path("field.scene"), [&](Scene &scene, Scene::Transform *transform, std::string const &mesh_name){
Mesh const &mesh = stage_meshes->lookup(mesh_name);
scene.drawables.emplace_back(transform);
Scene::Drawable &drawable = scene.drawables.back();
drawable.pipeline = lit_color_texture_program_pipeline;
drawable.pipeline.vao = stage_meshes_for_lit_color_texture_program;
drawable.pipeline.type = mesh.type;
drawable.pipeline.start = mesh.start;
drawable.pipeline.count = mesh.count;
});
});
Load< Sound::Sample > weird_sample(LoadTagDefault, []() -> Sound::Sample const * {
return new Sound::Sample(data_path("Weird.opus"));
});
Load< Sound::Sample > weirder_sample(LoadTagDefault, []() -> Sound::Sample const * {
return new Sound::Sample(data_path("Weirder.opus"));
});
Load< Sound::Sample > grime_sample(LoadTagDefault, []() -> Sound::Sample const * {
return new Sound::Sample(data_path("Grime.opus"));
});
Load< Sound::Sample > swing_sample(LoadTagDefault, []() -> Sound::Sample const * {
return new Sound::Sample(data_path("Swing.opus"));
});
Load< Sound::Sample > hit_sample(LoadTagDefault, []() -> Sound::Sample const * {
return new Sound::Sample(data_path("Hit.opus"));
});
Load< Sound::Sample > block_sample(LoadTagDefault, []() -> Sound::Sample const * {
return new Sound::Sample(data_path("Block.opus"));
});
Load< Sound::Sample > damage_sample(LoadTagDefault, []() -> Sound::Sample const * {
return new Sound::Sample(data_path("Kill.opus"));
});
Load< Sound::Sample > step_sample(LoadTagDefault, []() -> Sound::Sample const * {
return new Sound::Sample(data_path("Step.opus"));
});
PlayMode::PlayMode(Client &client_) : scene(*stage_scene), client(client_) {
for (size_t i = 0; i < PLAYER_NUM; i++) {
animation_machines.emplace_back();
}
//create a player transform:
scene.transforms.emplace_back();
my_transform = &scene.transforms.back();
my_transform->position = playerInitPos;
my_transform->rotation = playerInitRot;
//create initial transforms for the portals:
scene.transforms.emplace_back();
p1_transform = &scene.transforms.back();
scene.transforms.emplace_back();
p2_transform = &scene.transforms.back();
//create a player camera
scene.transforms.emplace_back();
scene.cameras.emplace_back(&scene.transforms.back());
my_camera = &scene.cameras.back();
my_camera->fovy = glm::radians(60.0f);
my_camera->near = 0.01f;
//create camera controller to control the camera
cameraController = new CameraController(my_camera, my_transform, 1.5f, 2.5f, 1.5f, 0.0f, 0.5f, 1.2f);
//create player controller to control the player
characterController = new CharacterController(my_transform, my_camera);
//create collision system
collisionSystem = new CollisionSystem();
// get the transforms of all players' models and portals
for(uint8_t i =0; i < PLAYER_NUM; i++){
for (auto &transform : scene.transforms) {
if (transform.name == "Player" + std::to_string(i+1)) {
players_transform[i] = &transform;
collisionSystem->AddElement(new CollisionSystem::Collidable(collisionSystem, &transform, 0.15f));
// add skeletal
if(true) // can only add one skelatal, adding more will break the sahder
{
std::cout <<"adding skelatal \n";
scene.skeletals.emplace_back(&transform);
}
}
if (transform.name == "Player" + std::to_string(i+1) + "Portal1") {
portal1_transform[i] = &transform;
}
if (transform.name == "Player" + std::to_string(i+1) + "Portal2") {
portal2_transform[i] = &transform;
}
}
}
// disable other players' drawing, util recieve other players' info from server
for (size_t i =0; i < players_transform.size(); i++){
if (players_transform[i] == nullptr){
throw std::runtime_error("!!! Does not have the model of player " + std::to_string(i) );
} else if (portal1_transform[i] == nullptr){
throw std::runtime_error("!!! Does not have the model of portal1 " + std::to_string(i) );
} else if (portal2_transform[i] == nullptr){
throw std::runtime_error("!!! Does not have the model of portal2 " + std::to_string(i) );
} else {
players_transform[i]->draw = false;
portal1_transform[i]->draw = false;
portal2_transform[i]->draw = false;
}
}
// font
hintFont = std::make_shared<TextRenderer>(data_path("OpenSans-B9K8.ttf"));
messageFont = std::make_shared<TextRenderer>(data_path("SeratUltra-1GE24.ttf"));
heart = std::make_shared<TwoDRenderer>(data_path("heart.png"));
sword = std::make_shared<TwoDRenderer>(data_path("sword.png"));
}
PlayMode::~PlayMode() {
}
bool PlayMode::handle_event(SDL_Event const &evt, glm::uvec2 const &window_size) {
// wasd
// e to place portals
// left mouse button to attack
if (evt.type == SDL_KEYDOWN) {
if (evt.key.keysym.sym == SDLK_ESCAPE) {
SDL_SetRelativeMouseMode(SDL_FALSE);
return true;
}
if (evt.key.repeat) {
//ignore repeats
} else if (evt.key.keysym.sym == SDLK_a) {
left.pressed = true;
//if(my_id != 0) animation_machines[my_id-1].set_state(RUN);
return true;
} else if (evt.key.keysym.sym == SDLK_d) {
right.pressed = true;
//if(my_id != 0) animation_machines[my_id-1].set_state(RUN);
return true;
} else if (evt.key.keysym.sym == SDLK_w) {
up.pressed = true;
//if(my_id != 0) animation_machines[my_id-1].set_state(RUN);
return true;
} else if (evt.key.keysym.sym == SDLK_s) {
down.pressed = true;
//if(my_id != 0) animation_machines[my_id-1].set_state(RUN);
return true;
} else if (evt.key.keysym.sym == SDLK_e) {
place.pressed = true;
return true;
} /*else if (evt.key.keysym.sym == SDLK_f) {
if(my_id != 0) animation_machines[my_id-1].set_state(HIT_1);
return true;
} else if (evt.key.keysym.sym == SDLK_v) {
if(my_id != 0) animation_machines[my_id-1].set_state(BLOCK);
return true;
} */
} else if (evt.type == SDL_KEYUP) {
if (evt.key.keysym.sym == SDLK_a) {
left.pressed = false;
//if(my_id != 0) animation_machines[my_id-1].set_state(IDLE);
return true;
} else if (evt.key.keysym.sym == SDLK_d) {
right.pressed = false;
//if(my_id != 0) animation_machines[my_id-1].set_state(IDLE);
return true;
} else if (evt.key.keysym.sym == SDLK_w) {
up.pressed = false;
//if(my_id != 0) animation_machines[my_id-1].set_state(IDLE);
return true;
} else if (evt.key.keysym.sym == SDLK_s) {
down.pressed = false;
//if(my_id != 0) animation_machines[my_id-1].set_state(IDLE);
return true;
} else if (evt.key.keysym.sym == SDLK_e) {
place.pressed = false;
can_place = true;
return true;
}
} else if (evt.type == SDL_MOUSEBUTTONDOWN) {
if (SDL_GetRelativeMouseMode() == SDL_FALSE) {
SDL_SetRelativeMouseMode(SDL_TRUE);
}
if (evt.button.button == SDL_BUTTON_LEFT) {
attack.pressed = true;
return true;
}
else if (evt.button.button == SDL_BUTTON_RIGHT) {
block.pressed = true;
return true;
}
} else if (evt.type == SDL_MOUSEBUTTONUP) {
if (evt.button.button == SDL_BUTTON_LEFT) {
attack.pressed = false;
return true;
}
else if (evt.button.button == SDL_BUTTON_RIGHT) {
block.pressed = false;
return true;
}
}
// mouse
if (evt.type == SDL_MOUSEMOTION) {
if (SDL_GetRelativeMouseMode() == SDL_TRUE) {
mouse_x = evt.motion.xrel / float(window_size.y),
mouse_y = -evt.motion.yrel / float(window_size.y);
cameraController->AdjustCamera(glm::vec2(mouse_x, mouse_y));
return true;
}
}
return false;
}
void PlayMode::update(float elapsed) {
Sound::listener.set_position_right(my_transform->position, my_transform->rotation * glm::vec3(1.0f, 0.0f, 0.0f));
frametime += elapsed;
if (frametime >= 0.03f && my_id != 0) {
// std::cerr << "Frametime update starts\n";
frametime = 0;
// time to update animation to new frame
for (auto& machine : animation_machines) {
machine.update();
}
unsigned times_run_start = animation_machines[0].times[RUN].first;
unsigned times_hit_start = animation_machines[0].times[HIT_1].first;
for (size_t i = 0; i < PLAYER_NUM; i++) {
bool play_step = ((animation_machines[i].current_frame - times_run_start) == 5) || ((animation_machines[i].current_frame - times_run_start) == 15);
bool play_swing = (animation_machines[i].current_frame - times_hit_start) == 5;
switch (animation_machines[i].current_state) {
case RUN:
if (play_step) Sound::play_3D(*step_sample, FX_VOL, players_transform[i]->position, 1.0f);
break;
case HIT_1:
if (play_swing) Sound::play_3D(*swing_sample, FX_VOL, players_transform[i]->position, 1.0f);
break;
default:
break;
}
}
// std::cerr << "Animation machine update done\n";
// there is only one skeletal right now: the player
// extend this to other skeletals by calling update_nodes() with the frame you want to update to
// YOU NEED TO CALL update_nodes() for the skeletal to update
//scene.skeletals.front().update_nodes(player_animation_machine.current_frame);
// if(my_id !=0 && my_id-1 < scene.skeletals.size()){
// scene.skeletals[my_id-1].update_nodes(player_animation_machine.current_frame);
// }
int sk_id = 0;
for (auto sk = scene.skeletals.begin(); sk != scene.skeletals.end(); sk++) {
// std::cerr << "skeletal update start\n";
sk->update_nodes(animation_machines[sk_id].current_frame);
sk_id++;
// std::cerr << "skeletal update end\n";
}
// std::cerr << "Frametime update ends\n";
}
combat_timer -= elapsed;
song_timer += elapsed;
if (is_in_combat && combat_timer <= 0) {
is_in_combat = false;
combat_music->stop(1.0f);
song_timer = SONG_REPEAT_TIME + 1.0f;
}
if ((!is_in_combat) && (start || song_timer >= SONG_REPEAT_TIME)) {
start = false;
song_timer = 0;
current_background = !current_background;
if (current_background) {
background_music = Sound::play(*weird_sample, BACKGROUND_VOL);
}
else {
background_music = Sound::play(*weirder_sample, BACKGROUND_VOL);
}
}
// update my own transform locally
if (my_id != 0 && !dead) {
if (hitTimer <= 0.0f && blockTimer <= 0.0f && stunTimer <= 0.0f) {
//combine inputs into a force:
glm::vec2 force = glm::vec2(0.0f);
if (left.pressed && !right.pressed) force.x = -1.0f;
if (!left.pressed && right.pressed) force.x = 1.0f;
if (down.pressed && !up.pressed) force.y = -1.0f;
if (!down.pressed && up.pressed) force.y = 1.0f;
// update player movement
characterController->UpdateCharacter(force, elapsed);
// run animation
bool cur_move = (force != glm::vec2(0.0f));
if (cur_move && !pre_move) {
animation_machines[my_id - 1].set_state(RUN);
}
if (!cur_move && pre_move){
animation_machines[my_id - 1].set_state(IDLE);
}
pre_move = cur_move;
// place portals
if (place.pressed && can_place) {
if (place_p1) {
p1_transform->position = my_transform->position;
p1_transform->rotation = my_transform->rotation;
}
else {
p2_transform->position = my_transform->position;
p2_transform->rotation = my_transform->rotation;
both_placed = true;
}
can_teleport = false;
can_place = false;
place_p1 = !place_p1;
}
// check if I stepped into a portal
if (glm::distance(my_transform->position, p1_transform->position) < 0.5f &&
can_teleport && both_placed) {
can_teleport = false;
my_transform->position = p2_transform->position;
}
else if (glm::distance(my_transform->position, p2_transform->position) < 0.5f &&
can_teleport && both_placed) {
can_teleport = false;
my_transform->position = p1_transform->position;
}
else if (glm::distance(my_transform->position, p1_transform->position) > 0.5f &&
glm::distance(my_transform->position, p2_transform->position) > 0.5f) {
can_teleport = true;
}
}
// movement disabled
else {
pre_move = false;
}
//attack command
hit_id = 0;
if (hitTimer <= 0.0f && blockTimer <= 0.0f && stunTimer <= 0.0f) {
//initialize attack
if (attack.pressed) {
hitTimer = hitCD;
animation_machines[my_id - 1].set_state(HIT_1);
}
}
else if (hitTimer > 0.0f){
float updatedHitTimer = hitTimer - elapsed;
if (hitTimer > hitCD - hitWindup && updatedHitTimer <= hitCD - hitWindup) {
hit_id = collisionSystem->CheckOverLap(my_id, attackDegree, attackRadius);
// if I hit something, play hit sound
if (hit_id != 0) {
Sound::play_3D(*hit_sample, FX_VOL, players_transform[my_id-1]->position, 1.0f);
combat_timer = MAX_COMBAT_TIME;
if (!is_in_combat) {
is_in_combat = true;
background_music->stop(1.0f);
combat_music = Sound::loop(*grime_sample, COMBAT_VOL);
}
}
}
hitTimer -= elapsed;
}
//block command
if (hitTimer <= 0.0f && blockTimer <= 0.0f && stunTimer <= 0.0f) {
if (block.pressed) {
blockTimer = blockCD;
animation_machines[my_id - 1].set_state(BLOCK);
}
}
else if (blockTimer > 0.0f) {
blockTimer -= elapsed;
}
//stun
if (stunTimer > 0.0f) {
stunTimer -= elapsed;
}
//fix overlap with other players
collisionSystem->FixOverLap(my_id);
//update players and portals position
players_transform[my_id-1]->position = my_transform->position;
players_transform[my_id-1]->rotation = my_transform->rotation;
portal1_transform[my_id-1]->position = p1_transform->position;
portal1_transform[my_id-1]->rotation = p1_transform->rotation;
portal2_transform[my_id-1]->position = p2_transform->position;
portal2_transform[my_id-1]->rotation = p2_transform->rotation;
//update camera
cameraController->UpdateCamera();
}
// sending my info to server:
{
// convert info to msg
if (my_id == 0) {
Client_Player myself(
my_transform->position, my_transform->rotation, p1_transform->position, p1_transform->rotation,
p2_transform->position, p2_transform->rotation, hit_id,
IDLE, 0, false
);
std::vector<unsigned char> client_message;
myself.convert_to_message(client_message);
// send msg
Connection & c = client.connections.back();
c.send('b');
c.send_buffer.insert(c.send_buffer.end(), client_message.begin(), client_message.end());
}
else {
Client_Player myself(
my_transform->position, my_transform->rotation, p1_transform->position, p1_transform->rotation,
p2_transform->position, p2_transform->rotation, hit_id,
animation_machines[my_id - 1].current_state, animation_machines[my_id - 1].current_frame, dead
);
std::vector<unsigned char> client_message;
myself.convert_to_message(client_message);
// send msg
Connection & c = client.connections.back();
c.send('b');
c.send_buffer.insert(c.send_buffer.end(), client_message.begin(), client_message.end());
}
}
//receive data:
client.poll([this](Connection *c, Connection::Event event){
if (event == Connection::OnOpen) {
std::cout << "[" << c->socket << "] opened" << std::endl;
}
else if (event == Connection::OnClose) {
std::cout << "[" << c->socket << "] closed (!)" << std::endl;
throw std::runtime_error("Lost connection to server!");
}
else { assert(event == Connection::OnRecv);
//std::cout << "[" << c->socket << "] recv'd data. Current buffer:\n" << hex_dump(c->recv_buffer); std::cout.flush();
// descriptor: 'm' + size_of_message
size_t descriptor_size = 1 + sizeof(size_t);
while (c->recv_buffer.size() >= descriptor_size) {
//std::cout << "[" << c->socket << "] recv'd data. Current buffer:\n" << hex_dump(c->recv_buffer); std::cout.flush();
char type = c->recv_buffer[0];
if (type != 'm') {
throw std::runtime_error("Server sent unknown message type '" + std::to_string(type) + "'");
}
// get size
sizet_as_byte sizet_bytes;
for(size_t i=0; i < sizeof(size_t); i++){
sizet_bytes.bytes_value[i] = c->recv_buffer[1+i];
}
size_t size = sizet_bytes.sizet_value;
if (c->recv_buffer.size() < descriptor_size + size) break; //if whole message isn't here, can't process
//whole message *is* here, so set current server message:
server_message = std::vector<unsigned char>(c->recv_buffer.begin() + descriptor_size, c->recv_buffer.begin() + descriptor_size + size);
//and consume this part of the buffer:
c->recv_buffer.erase(c->recv_buffer.begin(), c->recv_buffer.begin() + descriptor_size + size);
}
}
}, 0.0);
// update local state according to the server's message
{
assert(server_message.size() > 0);
// read the public stuff before offset. These are infos same for all players.
ping = (bool)server_message[0];
size_t i_offset = 1; // message after this contains all players' individual infos
// read player's info one by one
for(size_t i =i_offset; i < server_message.size(); ){
// get content of this player
std::vector<unsigned char> content(server_message.begin()+i, server_message.begin()+i+Server_Player::Server_Player_mes_size);
// ---------- read content ----------- //
Client_Player client_player;
uint8_t id;
bool gotHit;
client_player.read_from_message(content, id, gotHit);
AnimationState animState = client_player.animState;
//unsigned int current_frame = client_player.curFrame;
// damage logic
if (id == my_id) {
// someone hit me
if (!hitLastTime && gotHit) {
combat_timer = MAX_COMBAT_TIME;
if (!is_in_combat) {
is_in_combat = true;
background_music->stop(1.0f);
combat_music = Sound::loop(*grime_sample, COMBAT_VOL);
}
// parry successfully
if (blockTimer >= blockCD - blockZone) {
std::cout << "parry!!" << std::endl;
Sound::play_3D(*block_sample, FX_VOL, players_transform[my_id-1]->position, 1.0f);
}
// no parry
else {
health -= damage;
stunTimer = stunCD;
hitTimer = 0.0f;
blockTimer = 0.0f;
std::cout << "I am damaged!!" << std::endl;
Sound::play_3D(*damage_sample, FX_VOL, players_transform[my_id-1]->position, 1.0f);
if (health <= 0.0f) {
dead = true;
std::cerr << "I died\n";
}
}
}
hitLastTime = gotHit;
}
// --------- process info ---------- //
// is this my info ? (server will put my own info at first)
if(i == i_offset){
// if unkonwn before (following code only runs once)
if(my_id == 0){
my_id = id;
// set my init position and rotation accroding to my id
my_transform->position = playerInitPos + playerInitPosDistance * (float)(id-1);
my_transform->rotation = playerInitRot;
p1_transform->position = portalInitPos;
// p1_transform->rotation = playerInitRot;
p2_transform->position = portalInitPos;
// p2_transform->rotation = playerInitRot;
// enable my own model's drawing (delete if want to disable)
players_transform[id-1]->draw = true;
portal1_transform[id-1]->draw = true;
portal2_transform[id-1]->draw = true;
//adjust collision transform
collisionSystem->elements[my_id - 1]->parent = my_transform;
}
}
// other players' info, update their models' transform & portals
else{
players_transform[id-1]->draw = true;
portal1_transform[id-1]->draw = true;
portal2_transform[id-1]->draw = true;
// positions
players_transform[id-1]->position = client_player.position;
portal1_transform[id-1]->position = client_player.portal1_position;
portal2_transform[id-1]->position = client_player.portal2_position;
// rotations
players_transform[id-1]->rotation = client_player.rotation;
portal1_transform[id-1]->rotation = client_player.portal1_rotation;
portal2_transform[id-1]->rotation = client_player.portal2_rotation;
if (animState != animation_machines[id-1].current_state) {
animation_machines[id-1].set_state(animState);
}
if (client_player.dead ) {
players_transform[id-1]->draw = false;
portal1_transform[id-1]->draw = false;
portal2_transform[id-1]->draw = false;
//std::cerr << "player " << id << "died\n";
}
}
// move to next player's info
i += Server_Player::Server_Player_mes_size;
}
// game logic
}
// std::cerr << "Finished update()\n";
}
void PlayMode::draw(glm::uvec2 const &drawable_size) {
// std::cerr << "draw()\n";
if(my_id ==0)
return;
// std::cerr << "actual draw()\n";
//update camera aspect ratio for drawable:
my_camera->aspect = float(drawable_size.x) / float(drawable_size.y);
//set up light type and position for lit_color_texture_program:
glUseProgram(lit_color_texture_program->program);
glUniform1i(lit_color_texture_program->LIGHT_TYPE_int, 1);
glUniform3fv(lit_color_texture_program->LIGHT_DIRECTION_vec3, 1, glm::value_ptr(glm::vec3(0.0f, 0.0f,-1.0f)));
glUniform3fv(lit_color_texture_program->LIGHT_ENERGY_vec3, 1, glm::value_ptr(glm::vec3(1.0f, 1.0f, 0.95f)));
glUseProgram(0);
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClearDepth(1.0f); //1.0 is actually the default value to clear the depth buffer to, but FYI you can change it.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS); //this is the default depth comparison function, but FYI you can change it.
scene.draw(*my_camera, my_id);
// UI
glDisable(GL_DEPTH_TEST);
hintFont->draw("Your Are Player " + std::to_string(my_id), 20.0f, 550.0f, glm::vec2(0.2,0.25), glm::vec3(0.2, 0.8f, 0.2f));
if(dead)
messageFont->draw("YOU ARE DEAD" + std::to_string(my_id), 10.0f, 280.0f, glm::vec2(1,1), glm::vec3(1.0f, 0.2f, 0.2f));
for(size_t i= 0; i < (size_t) (health/25.0f); i++){
heart->Draw(glm::vec2(190.0f + 40.0f * (float)i, 530.0f), glm::vec2(30.0f, 30.0f), 0.0f, glm::vec3(1.0f, .8f, .8f));
}
GL_ERRORS();
// std::cerr << "Finished draw()\n";
}