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Copy pathPlayer.cpp
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653 lines (576 loc) · 23.7 KB
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//
// Created by lpgau on 2026-02-08.
//
#include "Player.h"
#include "ObjectPool.h"
#include <algorithm>
#include <cfloat>
#include "State.h"
#include "SDL3/SDL.h"
#include "SDL3/SDL_timer.h"
#include <cmath>
#include "ObjectPool.h"
Player::Player(SDL_Texture *texture) {
//constructeur
AddComponent(HEALTH);
health.max_health = 150;
health.current_health = health.max_health;
AddComponent(MOVEMENT);
movement.velocity = (SDL_FPoint){0.0f, 0.0f};
AddComponent(RENDER);
render.color = (SDL_Color){125, 125, 125, 125};
AddComponent(TRANSFORM);
//position depart
transform.position = (SDL_FPoint){960, 950};
transform.size = (SDL_FPoint){90.0f, 90.0f};
//ClassicBulletType par défaut
currentWeapon = new ClassicBulletType();
//Aucun shield par default
currentShield = new NoShieldType();
//aucun HP bonus oar default
currentHpBoost = new NoHpType();
//aucun Missile pour le depart
currentMissile = new InvalidMissileType();
//Le Type d'entity
entityType = EntityType::Player;
// memorise la position de départ
originY = transform.position.y;
//Texture Player
texturePlayerShip = texture;
}
//destructeur
Player::~Player() {
if (currentWeapon != nullptr) {
delete currentWeapon;
currentWeapon = nullptr;
}
if (currentHpBoost != nullptr) {
delete currentHpBoost;
currentHpBoost = nullptr;
}
if (currentMissile != nullptr) {
delete currentMissile;
currentMissile = nullptr;
}
}
//Pour modifier Sa vitesse, le freinage et Sa vitesse maximale
void Player::UpdatePhysics(float deltaTime) {
float acceleration = 2000.0f; //acceleration vers -> MaxSpeed
float friction = 1500.0f; //Temps que le personnage va continuer a bouger apres avoir relacher la touche clavier
float maxSpeed = 700.0f; //Speed Max apres l'acceleration
//acceleration
if (bIsMovingRight) {
movement.velocity.x += acceleration * deltaTime;
} else if (bIsMovingLeft) {
movement.velocity.x -= acceleration * deltaTime;
}
//friction
if (!bIsMovingRight && !bIsMovingLeft) {
// Si on va à droite -> frein gauche
if (movement.velocity.x > 0) {
movement.velocity.x -= friction * deltaTime;
if (movement.velocity.x < 0) movement.velocity.x = 0;
}
// Si on va à gauche -> frein droite
else if (movement.velocity.x < 0) {
movement.velocity.x += friction * deltaTime;
if (movement.velocity.x > 0) movement.velocity.x = 0;
}
}
//Pour pas depacer la vitesse maximal
// APRÈS
float effectiveMaxSpeed = maxSpeed;
if (slowTimer > 0.0f) {
effectiveMaxSpeed *= slowFactor;
slowTimer -= deltaTime;
if (slowTimer < 0.0f) {
slowTimer = 0.0f;
slowFactor = 1.0f;
}
}
if (movement.velocity.x > effectiveMaxSpeed) movement.velocity.x = effectiveMaxSpeed;
if (movement.velocity.x < -effectiveMaxSpeed) movement.velocity.x = -effectiveMaxSpeed;
if (recoilVelocity > 0.0f) {
// pousse vers le bas
transform.position.y += recoilVelocity * deltaTime;
//pour revenir progressivement
recoilVelocity -= recoilDecay * deltaTime;
if (recoilVelocity <= 0.0f) {
recoilVelocity = 0.0f;
recoilReturning = true; // commence le retour
}
}
if (recoilReturning) {
// glisse vers originY
float returnSpeed = 100.0f;
float diff = originY - transform.position.y;
if (std::abs(diff) <= returnSpeed * deltaTime) {
transform.position.y = originY; // snap final
recoilReturning = false;
} else {
transform.position.y += returnSpeed * deltaTime * (diff > 0 ? 1 : -1);
}
}
}
//Pour tirer BULLETS
void Player::Shoot(std::vector<Entity *> &entity, SDL_FPoint dir) {
// Son de tir
if (onShoot) onShoot();
SDL_Color BulletColor = currentWeapon->GetColor(); //Prend la couleur de l'arme actuel
SDL_Texture* bulletTexture = currentWeapon->GetTexture();
float centerX = transform.position.x + (transform.size.x / 2.0f) - 20.0f; // centre la balle fix avec texture
float bulletY = transform.position.y - 16.0f;
if (dynamic_cast<FireBulletType*>(currentWeapon)) {
auto& bulletPool = BulletPool::GetInstance();
// ARME FIRE Double Cannon
float decalage = 20.0f; //decalage pour tirer d'un autre angle
// balle de gauche
SDL_FPoint spawnGauche = { centerX - decalage, bulletY };
//ancienne methode
//entity.push_back(new Bullet(spawnGauche, dir, BulletColor, false, bulletTexture));
//object pool
if (Bullet* bullet = bulletPool.Get(spawnGauche, dir, BulletColor, false, bulletTexture)) entity.push_back(bullet);
// balle de droite
SDL_FPoint spawnDroite = { centerX + decalage, bulletY };
if (Bullet *bullet = bulletPool.Get(spawnDroite, dir, BulletColor, false, bulletTexture)) entity.push_back(bullet);
//entity.push_back(new Bullet(spawnDroite, dir, BulletColor, false, bulletTexture));
}//Pour ICE
else if (dynamic_cast<IceBulletType*>(currentWeapon)) {
auto& bulletPool = BulletPool::GetInstance();
//code
float decalage = 25.0f;
float hight = -10.0f;
if (Bullet *bullet = bulletPool.Get({centerX, bulletY + hight}, { 0.f,-1.f}, BulletColor, false, bulletTexture))entity.push_back(bullet);
if (Bullet* bullet = bulletPool.Get({ centerX - decalage, bulletY }, { 0.f, -1.f }, BulletColor, false, bulletTexture))entity.push_back(bullet);
if (Bullet* bullet = bulletPool.Get({ centerX + decalage, bulletY }, { 0.f, -1.f }, BulletColor, false, bulletTexture))entity.push_back(bullet);
//entity.push_back(new Bullet({ centerX, bulletY + hight},{ 0.f, -1.f}, BulletColor, false, bulletTexture)); // centre
// entity.push_back(new Bullet({ centerX - decalage, bulletY },{ 0.f,-1.f }, BulletColor, false, bulletTexture)); // gauche droit
// entity.push_back(new Bullet({ centerX + decalage, bulletY },{ 0.f,-1.f }, BulletColor, false, bulletTexture)); // droite droit
}//Pour Gold Bullet
else if (dynamic_cast<GoldBulletType*>(currentWeapon)) {
auto& bulletPool = BulletPool::GetInstance();
float decalage = 50.0f;
float smallDecalage = 25.0f;
float hight = -10.0f;
if (Bullet* bullet = bulletPool.Get({ centerX - smallDecalage, bulletY + hight }, { 0.f, -1.f }, BulletColor, false, bulletTexture)) entity.push_back(bullet);
if (Bullet* bullet = bulletPool.Get({ centerX + smallDecalage, bulletY + hight }, { 0.f, -1.f }, BulletColor, false, bulletTexture))entity.push_back(bullet);
if (Bullet* bullet = bulletPool.Get({ centerX - decalage, bulletY }, { 0.f, -1.f }, BulletColor, false, bulletTexture))entity.push_back(bullet);
if (Bullet* bullet = bulletPool.Get({ centerX + decalage, bulletY }, { 0.f, -1.f }, BulletColor, false, bulletTexture))entity.push_back(bullet);
/*
entity.push_back(new Bullet({ centerX- smallDecalage, bulletY + hight},{ 0.f,-1.f}, BulletColor, false, bulletTexture)); // centre
entity.push_back(new Bullet({ centerX+ smallDecalage, bulletY + hight},{ 0.f,-1.f}, BulletColor, false, bulletTexture)); // centre
entity.push_back(new Bullet({ centerX - decalage, bulletY },{ 0.f,-1.f}, BulletColor, false, bulletTexture)); // gauche droit
entity.push_back(new Bullet({ centerX + decalage, bulletY },{ 0.f,-1.f}, BulletColor, false, bulletTexture)); // droite droit
*/
}//Pour la compétence special
else if (dynamic_cast<CompetenceSpecialBulletType*>(currentWeapon)) {
auto& bulletPool = BulletPool::GetInstance();
float decalage = 25.0f;
constexpr float angleBullet = 0.577f; // l'angle de tir ~ 30 Degree
if (Bullet* bullet = bulletPool.Get({ centerX, bulletY }, { 0.f, -1.f }, BulletColor, true, bulletTexture))entity.push_back(bullet);
if (Bullet* bullet = bulletPool.Get({ centerX - decalage, bulletY }, { 0.f, -1.f }, BulletColor, true, bulletTexture))entity.push_back(bullet);
if (Bullet* bullet = bulletPool.Get({ centerX + decalage, bulletY }, { 0.f, -1.f }, BulletColor, true, bulletTexture))entity.push_back(bullet);
if (Bullet* bullet = bulletPool.Get({ centerX, bulletY }, { -angleBullet, -1.f }, BulletColor, true, bulletTexture))entity.push_back(bullet);
if (Bullet* bullet = bulletPool.Get({ centerX, bulletY }, { angleBullet, -1.f }, BulletColor, true, bulletTexture))entity.push_back(bullet);
/*
entity.push_back(new Bullet({ centerX, bulletY },{ 0.f,-1.f}, BulletColor, true, bulletTexture)); // centre
entity.push_back(new Bullet({ centerX - decalage, bulletY },{ 0.f,-1.f}, BulletColor, true, bulletTexture)); // gauche droit
entity.push_back(new Bullet({ centerX + decalage, bulletY },{ 0.f,-1.f}, BulletColor, true, bulletTexture)); // droite droit
entity.push_back(new Bullet({ centerX, bulletY },{ -angleBullet,-1.f}, BulletColor, true, bulletTexture)); //diago
entity.push_back(new Bullet({ centerX, bulletY },{ angleBullet,-1.f}, BulletColor, true, bulletTexture)); //diago
*/
}
else {
auto& bulletPool = BulletPool::GetInstance();
// arme de base
SDL_FPoint spawnPoint = { centerX, bulletY };
if (Bullet* bullet = bulletPool.Get(spawnPoint, dir, BulletColor, false, bulletTexture))entity.push_back(bullet);
}
}
//Tire Missile
void Player::ShootMissile(std::vector<Entity*>& entities) {
if (currentMissile == nullptr) return;
// vérifie que c'est pas le missile invalide (pas acheté)
if (dynamic_cast<InvalidMissileType*>(currentMissile)) return;
float leftX = transform.position.x;
float middleX = transform.position.x + transform.size.x * 0.5f;
float rightX = transform.position.x + transform.size.x;
float spawnY = transform.position.y;
if (dynamic_cast<SmallMissileType*>(currentMissile)) {
entities.push_back(new MissilePlayer({leftX, spawnY}, {-0.2f, -1.f}, {255,140,0,255}, currentMissile->texture));
}
else if (dynamic_cast<MediumMissileType*>(currentMissile)) {
entities.push_back(new MissilePlayer({leftX, spawnY}, {-0.2f, -1.f}, {255,140,0,255}, currentMissile->texture));
entities.push_back(new MissilePlayer({rightX, spawnY}, { 0.2f, -1.f}, {255,140,0,255}, currentMissile->texture));
}
else if (dynamic_cast<LargeMissileType*>(currentMissile)) {
entities.push_back(new MissilePlayer({leftX, spawnY}, {-0.4f, -1.f}, {255,140,0,255}, currentMissile->texture));
entities.push_back(new MissilePlayer({middleX, spawnY}, {0, -1.f}, {255,140,0,255}, currentMissile->texture));
entities.push_back(new MissilePlayer({rightX, spawnY}, { 0.4f, -1.f}, {255,140,0,255}, currentMissile->texture));
}
}
void Player::UpdateCompetence(float deltaTime) {
if (bCompetenceActive) {
competenceActiveTimer -= deltaTime;
if (competenceActiveTimer <= 0.0f) {
// Fin de la compétence -> restaurer l'arme d'avant
bCompetenceActive = false;
competenceActiveTimer = 0.0f;
competenceTimer = 0.0f;
if (currentWeapon != nullptr) delete currentWeapon;
// Si on avait une arme sauvegardée on la remet, sinon arme de base
currentWeapon = (previousWeapon != nullptr)
? previousWeapon
: new ClassicBulletType();
previousWeapon = nullptr;
}
} else if (!bCompetenceReady) {
competenceTimer += deltaTime;
if (competenceTimer >= competenceCooldown) {
competenceTimer = competenceCooldown;
bCompetenceReady = true;
}
}
}
void Player::ActivateCompetence(SDL_Texture* texture) {
if (!bCompetenceReady || bCompetenceActive) return;
bCompetenceActive = true;
bCompetenceReady = false;
competenceActiveTimer = competenceActiveDuration;
// Sauvegarder l'arme actuelle et équiper la compétence
previousWeapon = currentWeapon; // pas de delete
currentWeapon = new CompetenceSpecialBulletType();
currentWeapon->texture = texture;
}
//fonction si Un ennemie est detruit alors on ajoute au timer
void Player::AddKillToCompetence() {
if (bCompetenceActive) return; // pas besoin si déjà active
competenceTimer = std::min(competenceTimer + 2.0f, competenceCooldown);
if (competenceTimer >= competenceCooldown)
bCompetenceReady = true;
}
//Pour les bullets du joueur
Bullet::Bullet(SDL_FPoint spawn, SDL_FPoint dir, SDL_Color color,bool isRGB, SDL_Texture *texture) {
//Constructeur
AddComponent(MOVEMENT);//movement de base
// vitesse toujours 700 peu importe l'angle passé
//<cmath>
float length = std::sqrt(dir.x * dir.x + dir.y * dir.y);
if (length > 0.f) {
dir.x /= length;
dir.y /= length;
}
movement.velocity = { 700.f * dir.x, 700.f * dir.y };
AddComponent(RENDER);
render.color = color;
AddComponent(TRANSFORM);
transform.position = spawn;
transform.size = (SDL_FPoint){40.f, 40.f};
bIsRGB = isRGB;
entityType = EntityType::Bullet;
textureBullet = texture;
}
//Pour les missiles lancer du joueur
MissilePlayer::MissilePlayer(SDL_FPoint spawn, SDL_FPoint dir, SDL_Color color, SDL_Texture *texture) {
AddComponent(MOVEMENT);
float length = std::sqrt(dir.x * dir.x + dir.y * dir.y);
if (length > 0.f) {
dir.x /= length;
dir.y /= length;
}
movement.velocity = { 700.f * dir.x, 700.f * dir.y };
AddComponent(RENDER);
render.color = color;
AddComponent(TRANSFORM);
transform.position = spawn;
transform.size = (SDL_FPoint){65.f, 80.f};
entityType = EntityType::Bullet;
//texture du missile
textureMissile = texture;
}
void MissilePlayer::UpdateGuidance(std::vector<Entity*>& entities, float deltaTime) {
// --- Acquisition ---
if (target == nullptr || target->health.current_health <= 0) {
float closestEnnemy = std::numeric_limits<float>::max();
target = nullptr;
for (auto* e : entities) {
if (e->entityType != EntityType::Enemy) continue;
float distanceX = e->transform.position.x - transform.position.x;
float distanceY = e->transform.position.y - transform.position.y;
float distSq = distanceX*distanceX + distanceY*distanceY;
if (distSq < closestEnnemy) {
closestEnnemy = distSq;
target = e;
}
}
}
float velocityX = movement.velocity.x;
float velocityY = movement.velocity.y;
float speedCurrent = std::sqrt(velocityX*velocityX + velocityY*velocityY);
if (speedCurrent < 0.001f) {
velocityX = 0.0f;
velocityY = -1.0f;
speedCurrent = speed;
}
velocityX /= speedCurrent;
velocityY /= speedCurrent;
// direction a suivre
float desiredX = 0.0f;
float desiredY = -1.0f; // par défaut = vers le haut
if (target != nullptr) {
float targetX = target->transform.position.x - transform.position.x;
float targetY = target->transform.position.y - transform.position.y;
float lenSq = targetX*targetX + targetY*targetY;
if (lenSq > 0.0001f) {
float invLen = 1.0f / std::sqrt(lenSq);
targetX *= invLen;
targetY *= invLen;
float dot = velocityX * targetX + velocityY * targetY;
// conditions de tracking
if (dot > 0.0f && targetY < 0.3f) { // devant + pas trop vers le bas
desiredX = targetX;
desiredY = targetY;
}
else {
target = nullptr; // perte de lock
}
}
}
// --- Steering (clé du réalisme) ---
float steerX = desiredX - velocityX;
float steerY = desiredY - velocityY;
// limite de force
float maxForce = turnSpeed * deltaTime;
float steerLen = std::sqrt(steerX*steerX + steerY*steerY);
if (steerLen > maxForce && steerLen > 0.0001f) {
float scale = maxForce / steerLen;
steerX *= scale;
steerY *= scale;
}
// applique steering à la vitesse
velocityX += steerX;
velocityY += steerY;
// renormalise
float newLen = std::sqrt(velocityX*velocityX + velocityY*velocityY);
if (newLen > 0.0001f) {
velocityX /= newLen;
velocityY /= newLen;
}
movement.velocity.x = velocityX * speed;
movement.velocity.y = velocityY * speed;
// Destructeur des Missiles
if (transform.position.y > 1100.0f ||
transform.position.y < -20.0f ||
transform.position.x < -20.0f ||
transform.position.x > 1940.0f) {
bIsDestroyed = true;
}
}
//Tick cooldown des tires
void Player::ShootUpdate(std::vector<Entity *> &entity, SDL_FPoint dir, float deltaTime) {
// Cooldown réduit de moitié si compétence active
float activeCooldown = bCompetenceActive ? shootDefaultCooldown / 2.0f : shootDefaultCooldown;
if (shootCooldown <= 0.f && isCurrentlyShooting) {
Shoot(entity, dir);
shootCooldown = activeCooldown; // <- utilise le bon cooldown
if (!bCompetenceActive) {
recoilVelocity = 150.0f;
}
} else {
shootCooldown -= deltaTime * 150.f;
}
// Missile
if (shootMissileCooldown <= 0.f && isCurrentlyShooting) {
ShootMissile(entity);
shootMissileCooldown = shootMissileDefaultCooldown;
} else {
shootMissileCooldown -= deltaTime * 150.f;
}
}
bool Player::ArmeUpgrade(ArmeNiveau type, int &meatCount){
int weaponPrice = 0;
switch (type) {
case ArmeNiveau::Fire: weaponPrice = 25;
break;
case ArmeNiveau::Ice: weaponPrice = 50;
break;
case ArmeNiveau::Gold: weaponPrice = 250;
break;
case ArmeNiveau::Classic: weaponPrice = 0;
break;
default: weaponPrice = 0;
break;
}
//si pas asser de viande alors on quitte
if (meatCount < weaponPrice) {
SDL_Log("Pas asser de viande !");
return false;//fin fonction bool
}
// Creation de la nouvelle arme
BulletType* newWeapon = nullptr;
//On met l'etat qui correspond a l'enum
switch (type) {
case ArmeNiveau::Classic:
newWeapon = new ClassicBulletType();
break;
case ArmeNiveau::Fire:
newWeapon = new FireBulletType();
break;
case ArmeNiveau::Ice:
newWeapon = new IceBulletType();
break;
case ArmeNiveau::Gold:
newWeapon = new GoldBulletType();
break;
}
if (bCompetenceActive) {
// remplace previousWeapon lors de competence
// (currentWeapon est la CompetenceSpecial, on la garde active)
if (previousWeapon != nullptr) delete previousWeapon;
previousWeapon = newWeapon;
} else {
// Comportement normal
if (currentWeapon != nullptr) delete currentWeapon;
currentWeapon = newWeapon;
}
//On fait la soustraction du nombre de viande Total - viande restante
meatCount -= weaponPrice;
SDL_Log("Nouvelle Arme debloquer");
return true;//fin fonction bool
}
//Fonction pour l'obtension d'un shield
//Si vrai on upgrade le shield
bool Player::ShieldUpgrade(ShieldAmount typeShield, int &meatCount) {
int shieldPrice = 0;
switch (typeShield) {
case ShieldAmount::SmallShield: shieldPrice = 25;
break;
case ShieldAmount::MediumShield: shieldPrice = 50;
break;
case ShieldAmount::LargeShield: shieldPrice = 250;
break;
case ShieldAmount::NoShield :shieldPrice = 0;
break;
default :shieldPrice = 0;
}
//Si on a pas asser de viance pour acheter un Shield -> On sort de la boucle
if (meatCount < shieldPrice) {
SDL_Log("Pas asser de viande pour acheter un shield");
return false; // Fin de la fonction bool
}
//Si on a deja un shield
if (currentShield != nullptr) {
delete currentShield;
}
switch (typeShield) {
case ShieldAmount::NoShield:
currentShield = new NoShieldType();
break;
case ShieldAmount::SmallShield:
currentShield = new SmallShieldType();
break;
case ShieldAmount::MediumShield:
currentShield = new MediumShieldType();
break;
case ShieldAmount::LargeShield:
currentShield = new LargeShieldType();
break;
}
//On fait la soustraction du nombre de viande Total - viande restante
maxShieldHP = currentShield->GetMaxShieldHP();//on vient chercher le nombre de pv du shield maximum du shield actuel
currentShieldHP = maxShieldHP;
meatCount -= shieldPrice;
SDL_Log("Nouvelle Arme debloquer");
return true;//fin fonction bool
}
bool Player::HpUpgrade(HpAmount type, int &meatCount) {
int HpPrice = 0;
switch (type) {
case HpAmount::SmallHpBonus: HpPrice = 25;
break;
case HpAmount::MediumHpBonus: HpPrice = 50;
break;
case HpAmount::LargeHpBonus: HpPrice = 250;
break;
case HpAmount::NoHpBonus: HpPrice = 0;
break;
default :HpPrice = 0;
}
//Si on a pas asser de viance pour acheter des HP -> On sort de la boucle
if (meatCount < HpPrice) {
SDL_Log("Pas asser de viande pour avoir davantage d'HP");
return false; // Fin de la fonction bool
}
// Creation du nouveau boost HP
HpType* newHpBoost = nullptr;
switch (type) {
case HpAmount::NoHpBonus:
newHpBoost = new NoHpType();
break;
case HpAmount::SmallHpBonus:
newHpBoost = new SmallHpType();
break;
case HpAmount::MediumHpBonus:
newHpBoost = new MediumHpType();
break;
case HpAmount::LargeHpBonus:
newHpBoost = new LargeHpType();
break;
}
if (currentHpBoost != nullptr) delete currentHpBoost;
currentHpBoost = newHpBoost;
// Applique le bonus aux HP du joueur
int bonus = currentHpBoost->GetBonusHP();
health.current_health += bonus;
health.max_health += bonus;
meatCount -= HpPrice;
SDL_Log("Boost HP acheter");
return true;
}
//amilioration Missile joueur
bool Player::MissileUpgrade(MissileNiveau type, int &meatCount) {
int missilePrice = 0;
switch (type) {
//prix missiles
case MissileNiveau::SmallMissile:
missilePrice = 25;
break;
case MissileNiveau::MediumMissile:
missilePrice = 50;
break;
case MissileNiveau::LargeMissile:
missilePrice = 250;
break;
case MissileNiveau::NoMissile:
missilePrice = 0;
break;
default :missilePrice = 0;
}
//Si pas asser de viande alors on quitte la boucle
if (meatCount < missilePrice) {
SDL_Log("Impossible to buy a Missile");
return false;
}
//Si on a deja un Missile
if (currentMissile != nullptr) {
delete currentMissile;
}
//creation des missiles
switch (type) {
case MissileNiveau::NoMissile:
currentMissile = new InvalidMissileType();
break;
case MissileNiveau::SmallMissile:
currentMissile = new SmallMissileType();
break;
case MissileNiveau::MediumMissile:
currentMissile = new MediumMissileType();
break;
case MissileNiveau::LargeMissile:
currentMissile = new LargeMissileType();
}
meatCount -= missilePrice;
SDL_Log("New Missile Weapon unlocked");
return true;//fin fonction bool
}
//Une Bombe kamikaz A une seule utilisation et qui coute 100 a chaque achat