A repository that sets up a C++ Project with the olcPixelGameEngine already loaded.
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//========================================================================================================================================
// F4 Racing
//----------------------------------------------------------------------------------------------------------------------------------------
// This is an advancement in my game making skills, building off the back of my work on the "Collect the Balls" game.
//----------------------------------------------------------------------------------------------------------------------------------------
// created by Rune
// black box code by Sigonasr2 from the OLC (one lone coder) Discord server
//========================================================================================================================================
#define OLC_PGE_APPLICATION
#include "pixelGameEngine.h" // used for drawing the game
using namespace olc;
//========================================================================================================================================
// protected variables
//========================================================================================================================================
class Racer : public olc::PixelGameEngine
{
public:
Racer()
{
sAppName = "F4 Racing";
}
private:
float car_pos = 0.0f;
float distance = 0.0f;
float speed = 0.0f;
float curvature = 0.0f;
float track_curve = 0.0f;
float car_curve = 0.0f;
float track_dist = 0.0f;
float cur_lap_time = 0.0f;
std::vector<std::pair<float, float>> vecTrack;
std::list<float> list_times;
bool bothKeysPressed = false; // checking for dual key press; could probably work with more than 2 keys
// custom control template
olc::Key Move_Up = olc::W;
olc::Key Move_Down = olc::S;
olc::Key Move_Left = olc::A;
olc::Key Move_Right = olc::D;
std::array<std::string, 4> keyslist = { "UP", "DOWN", "LEFT", "RIGHT" };
int configKeyIndex = -1;
char pressedKey;
// selection screen variables
int cup = -1;
int track = -1;
int player = 0;
//========================================================================================================================================
// Menu Setup
//========================================================================================================================================
public:
bool activeOption = true; // highlighting current option
int highlighted;
struct MenuItem
{
std::string label; // label
olc::vi2d pos; // label's position
std::string label2; // another label to right of label
};
struct Object
{
olc::vf2d pos{ 0, 0 }; // the x position represents how far to the left/right it is from the center. -1 ~ 1: road's range; the y position is how far along the track it is
olc::vf2d size{ 1, 1 };
olc::Decal* decal = nullptr;
olc::vf2d offset{ 0, 0 }; // how far off the image will be
bool rendered = false;
olc::vf2d drawPos;
olc::vf2d drawSize;
olc::vf2d drawOffsetPos;
};
std::vector<MenuItem> mainMenu;
std::vector<MenuItem> playGame;
std::vector<MenuItem> pickTrack;
std::vector<MenuItem> grandPrix;
std::vector<MenuItem> selectCar;
std::vector<MenuItem> controls;
std::vector<MenuItem> pause;
std::vector<std::string> gameOver;
std::vector<Object> gameObjects;
enum class state
{
MAIN_MENU, PLAY_GAME, CAR_SELECT, CONTROLS, RUN_GAME,
// game
TRACK_SELECT, CUP_SELECT,
// tracks
CIRCUIT, FIG_EIGHT, ARROW_HEAD, track_4, OVERPASS, PEANUT, track_7, TRIDENT, STAR,
JX9, // special track ;)
// cups
INDIE, STREET, PRO, GRAND_PRIX, PAUSED, RESUME
};
state gameState = state::MAIN_MENU;
//========================================================================================================================================
// Variables
//========================================================================================================================================
// lap times
// player
int score; // score at end of track; based on final place
int lap; // current lap player is on
int place; // current place player is in
// initialize sprites
olc::Decal* car;
olc::Decal* hill;
olc::Decal* grass;
olc::Decal* road;
olc::Decal* banner;
olc::Decal* title;
olc::Decal* cups;
olc::Decal* select;
std::string KeyToString(olc::Key key)
{
const std::array<std::string, 98> keyStrings =
{
"NONE","A","B","C","D","E","F","G","H","I","J","K","L","M","N","O","P","Q","R","S","T","U","V","W","X","Y","Z","0","1","2","3","4","5","6","7","8","9",
"F1","F2","F3","F4","F5","F6","F7","F8","F9","F10","F11","F12","UP","DOWN","LEFT","RIGHT","SPACE","TAB","SHIFT","CTRL","INS","DEL","HOME","END","PGUP","PGDN","BACK","ESCAPE","ENTER","ENTER",
"PAUSE","SCROLL LK","Kp-0","Kp-1","Kp-2","Kp-3","Kp-4","Kp-5","Kp-6","Kp-7","Kp-8","Kp-9","Kp-*","Kp-/","Kp-+","Kp--","Kp-.",".","=",",","-","OEM_1",
"OEM_2","OEM_3","OEM_4","OEM_5","OEM_6","OEM_7","OEM_8","CAPS LOCK","END"
};
return keyStrings[key];
}
// list of all track SECTIONS to be drawn per track
// std::pair is the sections of the track in question
std::vector <std::pair <float, float>> test_track =
{
{0.f, 10.f},
{0.f, 200.f},
{1.f, 200.f},
{0.f, 400.f},
{-1.f, 100.f},
{0.f, 200.f},
{-1.f, 200.f},
{1.f, 200.f},
{0.f, 200.f},
{0.2f, 500.f},
{0.f, 200.f}
};
std::vector <std::pair <float, float>> circuit_track =
{
{0.f, 10.f},
{0.f, 270.f},
{-1.f, 330.f},
{0.f, 550.f},
{-1.f, 330.f},
{0.f, 270.f}
};
std::vector <std::pair <float, float>> infinity_track =
{
{0.f, 10.f},
{0.f, 270.f},
{1.f, 330.f},
{0.f, 550.f},
{1.f, 330.f},
{0.f, 270.f}
};
// list of ALL tracks to pick from
std::vector <std::vector <std::pair<float, float>>> trackList = {
test_track,
circuit_track,
infinity_track,
};
//========================================================================================================================================
// Create Game Objects
//========================================================================================================================================
bool OnUserCreate() override
{
mainMenu = // show menu options
{
{ "START GAME", { ScreenWidth() / 2, ScreenHeight() / 5 * 3} },
{ "CONTROLS", { ScreenWidth() / 2, ScreenHeight() / 5 * 3 + 64} },
{ "QUIT", {ScreenWidth() / 2, ScreenHeight() / 5 * 3 + 128 } }
};
playGame =
{
{ "TRACK SELECTION", { ScreenWidth() / 2, ScreenHeight() / 4 } },
{ "GRAND PRIX", { ScreenWidth() / 2, ScreenHeight() / 2 } },
{ "BACK", { ScreenWidth() / 2, ScreenHeight() / 6 * 5} }
};
pickTrack = // show track options
{
{ "CIRCUIT", { ScreenWidth() / 4, ScreenHeight() / 4 } },
{ "INFINITY", { ScreenWidth() / 2, ScreenHeight() / 4 } },
{ "ARROWHEAD", { ScreenWidth() / 4 * 3, ScreenHeight() / 4 } },
{ "Track 4", { ScreenWidth() / 4, ScreenHeight() / 2 }},
{ "OVERPASS", { ScreenWidth() / 2, ScreenHeight() / 2 } },
{ "PEANUT", { ScreenWidth() / 4 * 3, ScreenHeight() / 2 } } ,
{ "Track 7", { ScreenWidth() / 4, ScreenHeight() / 4 * 3 } },
{ "TRIDENT", { ScreenWidth() / 2, ScreenHeight() / 4 * 3 } },
{ "STAR", { ScreenWidth() / 4 * 3, ScreenHeight() / 4 * 3 } },
{ "BACK", { ScreenWidth() / 2, ScreenHeight() / 6 * 5} }
};
grandPrix = // show race cups
{
{ "INDIE CUP", { ScreenWidth() / 3, ScreenHeight() / 3 } },
{ "STREET CUP", { ScreenWidth() / 3 * 2, ScreenHeight() / 3 } },
{ "PRO CUP", { ScreenWidth() / 3, ScreenHeight() / 3 * 2 } },
{ "GRAND PRIX", { ScreenWidth() / 3 * 2, ScreenHeight() / 3 * 2 } },
{ "BACK", { ScreenWidth() / 2, ScreenHeight() / 6 * 5 } }
};
selectCar = // pick a color
{
{ "RED", { ScreenWidth() / 5, ScreenHeight() / 3 } },
{ "BLUE", { ScreenWidth() / 5 * 2, ScreenHeight() / 3 } },
{ "GREEN", { ScreenWidth() / 5 * 3, ScreenHeight() / 3 } },
{ "GOLD", { ScreenWidth() / 5 * 4, ScreenHeight() / 3 } },
{ "PURPLE", { ScreenWidth() / 5, ScreenHeight() / 3 * 2 } },
{ "WHITE", { ScreenWidth() / 5 * 2, ScreenHeight() / 3 * 2 } },
{ "ORANGE", { ScreenWidth() / 5 * 3, ScreenHeight() / 3 * 2 } },
{ "BLACK", { ScreenWidth() / 5 * 4, ScreenHeight() / 3 * 2 } },
{ "BACK", { ScreenWidth() / 2, ScreenHeight() / 6 * 5} }
};
controls = // customize controls
{
{ "FORWARD", { ScreenWidth() / 3, ScreenHeight() / 9 * 2 }, KeyToString(Move_Up) },
{ "BACK", { ScreenWidth() / 3, ScreenHeight() / 9 * 3 }, KeyToString(Move_Down) },
{ "LEFT", { ScreenWidth() / 3, ScreenHeight() / 9 * 4 }, KeyToString(Move_Left) },
{ "RIGHT", { ScreenWidth() / 3, ScreenHeight() / 9 * 5 }, KeyToString(Move_Right) },
{ "DEFAULT", { ScreenWidth() / 2, ScreenHeight() / 9 * 6} },
{ "BACK", { ScreenWidth() / 2, ScreenHeight() / 6 * 5} }
};
pause =
{
{ "RESUME", { ScreenWidth() / 2, ScreenHeight() / 9 * 3} },
{ "RESTART", { ScreenWidth() / 2, ScreenHeight() / 9 * 4} },
{ "MENU", { ScreenWidth() / 2, ScreenHeight() / 9 * 5} },
{ "QUIT", { ScreenWidth() / 2, ScreenHeight() / 9 * 6} }
};
gameOver = { "Return to Main Menu" };
//========================================================================================================================================
// load sprites
car = new olc::Decal(new olc::Sprite("art/car.png")); // will contain 8 cars, with 3 angles per car
hill = new olc::Decal(new olc::Sprite("art/hills.png"), false, false);
grass = new olc::Decal(new olc::Sprite("art/grass.png"), false, false);
road = new olc::Decal(new olc::Sprite("art/road.png"), false, false); // holds both road and flag line
banner = new olc::Decal(new olc::Sprite("art/start.png"), false, false);
title = new olc::Decal(new olc::Sprite("art/title.png"));
cups = new olc::Decal(new olc::Sprite("art/cups.png")); // 64 px tiles; 128 px image
select = new olc::Decal(new olc::Sprite("art/selection.png"));
//========================================================================================================================================
//========================================================================================================================================
// may need to separate the track list into it's own function so as to declutter this one
// especially, given that there's a bunch of stuff going on with the tracks with much redundancy
//trackList= {track_1, track_2};
// JX9 track layout
// javidx9 =
//{
// // they'll likely be wonky for the game as it's not really modified to fit my units of
// // these happen to be measured in meters, as per Javid's original constructionmeasure
// vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
// vecTrack.push_back(std::make_pair(0.0f, 200.0f)); // straight
// vecTrack.push_back(std::make_pair(1.0f, 200.0f)); // sharp right
// vecTrack.push_back(std::make_pair(0.0f, 400.0f)); // long straight
// vecTrack.push_back(std::make_pair(-1.0f, 100.0f)); // soft left
// vecTrack.push_back(std::make_pair(0.0f, 200.0f)); // straight
// vecTrack.push_back(std::make_pair(-1.0f, 200.0f)); // sharp left
// vecTrack.push_back(std::make_pair(1.0f, 200.0f)); // sharp right
// vecTrack.push_back(std::make_pair(0.0f, 200.0f)); // straight
// vecTrack.push_back(std::make_pair(0.2f, 500.0f)); // gradual right
// vecTrack.push_back(std::make_pair(0.0f, 200.0f)); // straight
//}
// all 9 tracks below are running on yards for their distance units
// this means the end results are in miles; rather than kilometers
// enjoy the US measures of Burgers per Freedom Eagle
/*{
// Classic Oval
// Circuit =
{
// 1 mile loop; 1,760 yards
vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
vecTrack.push_back(std::make_pair(0.0f, 270.0f)); // straight
vecTrack.push_back(std::make_pair(-1.0f, 330.0f)); // left
vecTrack.push_back(std::make_pair(0.0f, 550.0f)); // straight
vecTrack.push_back(std::make_pair(-1.0f, 330.0f)); // left
vecTrack.push_back(std::make_pair(0.0f, 270.0f)); // straight
}
// Infinity
// FigureEight =
{
vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight); this is positioned somewhere after the intersection
vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
vecTrack.push_back(std::make_pair(-1.0f, 0.0f)); // left
vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight; this crosses the first straight, to provide for chances of crashing
vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
}
// Arrow Head
// ArrowHead =
{
// miles
vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
vecTrack.push_back(std::make_pair(-1.0f, 0.0f)); // left
vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
}
// track 4
// ??? =
{
vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
}
// Over/Under
// OverPass =
{
vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
}
// Peanut
// Peanut =
{
vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
}
// track 7
// ??? =
{
vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
}
// Trident
// Trident =
{
vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
}
// Star
// ??? =
{
vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
}
}//*/
for (auto t : vecTrack)
{
track_dist += t.second;
}
distance = track_dist - 100;
list_times = { 0,0,0,0,0 };
gameObjects.push_back({ /*{-1.5,track_dist - 50}, {10,6}, {0,240}*/ });
return true;
}
//========================================================================================================================================
// reset game
//========================================================================================================================================
void Reset()
{
car_pos = 0.0f;
distance = 0.0f;
speed = 0.0f;
curvature = 0.0f;
track_curve = 0.0f;
car_curve = 0.0f;
//track_dist = 0.0f; will need to be moved elsewhere; the game will calculate *ALL* track sizes at the start, and then simply use the appropriate numbers when loading each track on request
cur_lap_time = 0.0f;
// Note: the following all need to be reset during the process, when they've been implemented
// -player position (on screen)
// -player position (on track)
// -track section
// -all lap times
// -score
//
// if called from other parts of the program, other than the 'F1' key, it should be resetting to the menu
// the 'F1' key is meant to reset the player on the current track they're on
//
}
//========================================================================================================================================
// main menu
//========================================================================================================================================
void DisplayMenu(std::vector<MenuItem> list)
{
// drawing and coloring menu selections
for (int i = 0; i < list.size(); i++)
{
olc::vi2d textSize = GetTextSize(list[i].label) / 2 * 4;
olc::Pixel textCol = olc::GREY; // greys out unselected options
if (highlighted == i)
{
textCol = olc::Pixel(255, 201, 14); // gold
}
DrawStringDecal(list[i].pos - textSize, list[i].label, textCol, { 4.0f, 4.0f });
if (list[i].label2.size() > 0)
{
olc::vi2d offset = { ScreenWidth() / 3, -textSize.y / 2 };
DrawStringDecal(list[i].pos + offset, list[i].label2, textCol, { 4.0f, 4.0f });
}
}
// selecting options
highlighted = std::clamp(highlighted, 0, (int)list.size() - 1); // loop if out of range
int shortest = 9999999;
int largest = -9999999;
int targetItem = highlighted;
//========================================================================================================================================
if (GetKey(olc::Key::DOWN).bPressed)
{
for (int i = 0; i < list.size(); i++)
{
if (highlighted != i)
{
if (list[highlighted].pos.x == list[i].pos.x)
{
if (list[highlighted].pos.y < list[i].pos.y)
{
// it's below us
int dist = abs(list[highlighted].pos.y - list[i].pos.y);
if (dist<shortest)
{
targetItem = i;
shortest = dist;
}
}
}
}
}
for (int i = 0; i < list.size(); i++)
{
if (highlighted != i)
{
if (list[highlighted].pos.y < list[i].pos.y)
{
// it's above us
int dist = abs(list[highlighted].pos.y - list[i].pos.y);
if (dist < shortest)
{
targetItem = i;
shortest = dist;
}
}
}
}
// it failed, try another method
if (highlighted == targetItem)
{
targetItem = 0;
}
highlighted = targetItem;
}
//========================================================================================================================================
if (GetKey(olc::Key::UP).bPressed)
{
for (int i = 0; i < list.size(); i++)
{
if (highlighted != i)
{
if (list[highlighted].pos.x == list[i].pos.x)
{
if (list[highlighted].pos.y > list[i].pos.y)
{
// it's above us
int dist = abs(list[highlighted].pos.y - list[i].pos.y);
if (dist < shortest)
{
targetItem = i;
shortest = dist;
}
}
}
}
}
for (int i = 0; i < list.size(); i++)
{
if (highlighted != i)
{
if (list[highlighted].pos.y > list[i].pos.y)
{
// it's below us
int dist = abs(list[highlighted].pos.y - list[i].pos.y);
if (dist < shortest)
{
targetItem = i;
shortest = dist;
}
}
}
}
// it failed, try another method
if (highlighted == targetItem)
{
targetItem = list.size() - 1;
}
highlighted = targetItem;
}
//========================================================================================================================================
if (GetKey(olc::Key::RIGHT).bPressed)
{
for (int i = 0; i < list.size(); i++)
{
if (highlighted != i)
{
if (list[highlighted].pos.y == list[i].pos.y)
{
if (list[highlighted].pos.x < list[i].pos.x)
{
// it's to the right
int dist = abs(list[highlighted].pos.x - list[i].pos.x);
if (dist < shortest)
{
targetItem = i;
shortest = dist;
}
}
}
}
}
if (highlighted == targetItem)
{
for (int i = 0; i < list.size(); i++)
{
if (highlighted != i)
{
if (list[highlighted].pos.y == list[i].pos.y)
{
if (list[highlighted].pos.x > list[i].pos.x)
{
// it's to the left
int dist = abs(list[highlighted].pos.x - list[i].pos.x);
if (dist > largest)
{
targetItem = i;
largest = dist;
}
}
}
}
}
}
highlighted = targetItem;
}
//========================================================================================================================================
if (GetKey(olc::Key::LEFT).bPressed)
{
for (int i = 0; i < list.size(); i++)
{
if (highlighted != i)
{
if (list[highlighted].pos.y == list[i].pos.y)
{
if (list[highlighted].pos.x > list[i].pos.x)
{
// it's to the right
int dist = abs(list[highlighted].pos.x - list[i].pos.x);
if (dist < shortest)
{
targetItem = i;
shortest = dist;
}
}
}
}
}
if (highlighted == targetItem)
{
for (int i = 0; i < list.size(); i++)
{
if (highlighted != i)
{
if (list[highlighted].pos.y == list[i].pos.y)
{
if (list[highlighted].pos.x < list[i].pos.x)
{
// it's to the left
int dist = abs(list[highlighted].pos.x - list[i].pos.x);
if (dist > largest)
{
targetItem = i;
largest = dist;
}
}
}
}
}
}
highlighted = targetItem;
}
//========================================
if (highlighted >= (int)list.size())
{
highlighted = 0; // wrap around when above max
}
if (highlighted < 0)
{
highlighted = list.size() - 1; // wrap around when below zero
}
}
//========================================================================================================================================
// controls
//========================================================================================================================================
void GetAnyKeyPress(olc::Key keypress) override
{
if (configKeyIndex != -1)
{
switch (configKeyIndex)
{
case 0:
{
Move_Up = keypress;
}break;
case 1:
{
Move_Right = keypress;
}break;
case 2:
{
Move_Left = keypress;
}break;
case 3:
{
Move_Down = keypress;
}break;
}
controls[configKeyIndex].label2 = KeyToString(keypress);
configKeyIndex = -1;
}
}
void DrawCenteredStringDecal(olc::vf2d pos,std::string str,olc::Pixel col=olc::WHITE,olc::vf2d scale={1,1}) {
olc::vf2d textOffset = olc::vf2d(GetTextSize(str))*scale/2;
DrawStringDecal(pos-textOffset,str,col,scale);
}
//========================================================================================================================================
// Main Game Function
//========================================================================================================================================
bool OnUserUpdate(float fElapsedTime) override
{
DrawLineDecal({(float)ScreenWidth()/2,0},{(float)ScreenWidth()/2,(float)ScreenHeight()},RED);
DrawLineDecal({0,(float)ScreenHeight()/2},{(float)ScreenWidth(),(float)ScreenHeight()/2},RED);
DrawCenteredStringDecal({(float)ScreenWidth()/2,(float)ScreenHeight()/2},"Goblin",olc::GREEN,{2.5,2.5});
//DrawStringDecal({0,0},"TEST",WHITE,{1,1});
return true;
}
};
//========================================================================================================================================
int main()
{
Racer game;
if (game.Construct(256, 240, 4, 4))
game.Start();
return 0;
}
//========================================================================================================================================
// END OF FILE
//========================================================================================================================================