To make magnarune happy

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2 2 years ago
parent c1ab45ff3f
commit 54ed5dd132
  1. BIN
      C++ProjectTemplate
  2. 525
      main.cpp

Binary file not shown.

@ -9,6 +9,8 @@
#define OLC_PGE_APPLICATION
#include "pixelGameEngine.h" // used for drawing the game
using namespace olc;
//========================================================================================================================================
// protected variables
//========================================================================================================================================
@ -691,524 +693,21 @@ public:
}
}
//========================================================================================================================================
// Main Game Function
//========================================================================================================================================
bool OnUserUpdate(float fElapsedTime) override
{
if (GetKey(olc::Key::CTRL).bHeld && GetKey(olc::Key::F12).bHeld && !bothKeysPressed)
{
return false;
}
// draw skybox
GradientFillRectDecal({ 0.0f, 0.0f }, { ScreenWidth() + 0.0f, ScreenHeight() / 2 + 0.0f }, olc::DARK_BLUE, olc::BLUE, olc::BLUE, olc::DARK_BLUE);
// the hills have eyes; y'know, like in Super Mario Bros. What reference did you think was going to be here?
DrawPartialDecal({ 0.0f, ScreenHeight() / 2 - 100.0f }, hill, { 0.0f + track_curve * 200, 0.0f }, { ScreenWidth() + 0.0f, (float)hill->sprite->height }, { 1.5f, 1.0f });
//DrawPartialDecal({ 180.0f, ScreenHeight() / 2 - 100.0f }, hill, { 0.0f + track_curve * 200, 0.0f }, { ScreenWidth() + 0.0f, (float)hill->sprite->height });
DrawPartialWarpedDecal // draw grass
(
grass, { { 0.0f, ScreenHeight() / 2 + 0.0f },
{ -ScreenWidth() * 2 + 0.0f, ScreenHeight() + 0.0f},
{ ScreenWidth() * 2 + ScreenWidth() + 0.0f, ScreenHeight() + 0.0f },
{ ScreenWidth() + 0.0f, ScreenHeight() / 2 + 0.0f } },
{ 0.0f, -distance }, { 1 * 32, 4 * 64 }
);
//========================================================================================================================================
if (gameState == state::MAIN_MENU)
{
FillRectDecal({ 0, 0 }, { ScreenWidth() + 0.f, ScreenHeight() + 0.f }, olc::Pixel(0, 0, 0, 16));
// display title
DrawDecal({ 95.5f, 95.5f }, title/*, {0.4f, 0.4f}*/);
DisplayMenu(mainMenu);
//DrawStringDecal({ ScreenWidth() / 2 + 0.0f, ScreenHeight() / 2 + 0.0f }, "START GAME", olc::WHITE, { 4.0f, 4.0f });
if (GetKey(olc::Key::ENTER).bPressed || GetKey(olc::Key::SPACE).bPressed)
{
// vertical menu
if (highlighted == 0)
{
gameState = state::PLAY_GAME;
highlighted = 0;
}
else if (highlighted == 1)
{
gameState = state::CONTROLS;
highlighted = 0;
}
else
{
return false; // quit game
}
}
if (GetKey(olc::Key::ESCAPE).bPressed)
{
return false; // exit via Escape key
}
}
//========================================================================================================================================
else if (gameState == state::PLAY_GAME)
{
FillRectDecal({ 0, 0 }, { ScreenWidth() + 0.f, ScreenHeight() + 0.f }, olc::Pixel(0, 0, 0, 16));
DisplayMenu(playGame);
if (GetKey(olc::Key::ENTER).bPressed || GetKey(olc::Key::SPACE).bPressed)
{
// vertical menu
if (highlighted == 0)
{
gameState = state::TRACK_SELECT;
highlighted = 0;
}
else if (highlighted == 1)
{
gameState = state::CUP_SELECT;
highlighted = 0;
}
else
{
gameState = state::MAIN_MENU; // return to menu
highlighted = 0;
}
}
if (GetKey(olc::Key::ESCAPE).bPressed || GetKey(olc::Key::BACK).bPressed)
{
gameState = state::MAIN_MENU;
highlighted = 0;
}
}
//========================================================================================================================================
else if (gameState == state::TRACK_SELECT)
{
FillRectDecal({ 0, 0 }, { ScreenWidth() + 0.f, ScreenHeight() + 0.f }, olc::Pixel(0, 0, 0, 16));
DisplayMenu(pickTrack);
if (GetKey(olc::Key::ENTER).bPressed || GetKey(olc::Key::SPACE).bPressed)
{
if (highlighted >= 0 && highlighted <= 8)
{
track = highlighted + 1;
gameState = state::CAR_SELECT;
highlighted = 0;
}
else
{
gameState = state::PLAY_GAME;
highlighted = 0;
}
}
if (GetKey(olc::Key::CTRL).bHeld && GetKey(olc::Key::F9).bHeld)
{
// okay, so, gotta work out how to do cheat codes it seems xD
track = 0;
gameState = state::CAR_SELECT;
}
if (GetKey(olc::Key::ESCAPE).bPressed || GetKey(olc::Key::BACK).bPressed)
{
gameState = state::PLAY_GAME;
highlighted = 0;
}
}
//========================================================================================================================================
else if (gameState == state::CUP_SELECT)
{
FillRectDecal({ 0, 0 }, { ScreenWidth() + 0.f, ScreenHeight() + 0.f}, olc::Pixel(0, 0, 0, 16));
DrawPartialDecal({ ScreenWidth() / 3 - 96.f, ScreenHeight() / 3 - 192.f }, cups, { 0, 0 }, { 64, 64 }, { 3.0f, 3.0f }, (highlighted == 0) ? olc::WHITE : olc::DARK_GREY); // bronze
DrawPartialDecal({ ScreenWidth() / 3 * 2 - 96.f, ScreenHeight() / 3 - 192.f }, cups, { 64, 0 }, { 64, 64 }, { 3.0f, 3.0f }, (highlighted == 1) ? olc::WHITE : olc::DARK_GREY); // silver
DrawPartialDecal({ ScreenWidth() / 3 - 96.f, ScreenHeight() / 3 * 2 - 192.f }, cups, { 0, 64 }, { 64, 64 }, { 3.0f, 3.0f }, (highlighted == 2) ? olc::WHITE : olc::DARK_GREY); // gold
DrawPartialDecal({ ScreenWidth() / 3 * 2 - 96.f, ScreenHeight() / 3 * 2 - 192.f }, cups, { 64, 64 }, { 64, 64 }, { 3.0f, 3.0f }, (highlighted == 3) ? olc::WHITE : olc::DARK_GREY); // platinum
DisplayMenu(grandPrix);
if (GetKey(olc::Key::ENTER).bPressed || GetKey(olc::Key::SPACE).bPressed)
{
// 2 x 2 menu
if (highlighted == 0)
{
gameState = state::INDIE;
cup = 0;
gameState = state::CAR_SELECT;
highlighted = 0;
}
else if (highlighted == 1)
{
gameState = state::STREET;
cup = 1;
gameState = state::CAR_SELECT;
highlighted = 0;
}
else if (highlighted == 2)
{
gameState = state::PRO;
cup = 2;
gameState = state::CAR_SELECT;
highlighted = 0;
}
else if (highlighted == 3)
{
gameState = state::GRAND_PRIX;
cup = 3;
gameState = state::CAR_SELECT;
highlighted = 0;
}
else
{
gameState = state::PLAY_GAME; // return to menu
cup = -1;
highlighted = 0;
}
}
if (GetKey(olc::Key::ESCAPE).bPressed || GetKey(olc::Key::BACK).bPressed)
{
gameState = state::PLAY_GAME;
highlighted = 0;
}
}
//========================================================================================================================================
else if (gameState == state::CAR_SELECT)
{
FillRectDecal({ 0, 0 }, { ScreenWidth() + 0.f, ScreenHeight() + 0.f }, olc::Pixel(0, 0, 0, 16));
DisplayMenu(selectCar);
if (GetKey(olc::Key::ENTER).bPressed || GetKey(olc::Key::SPACE).bPressed)
{
if (highlighted >= 0&&highlighted <= 7)
{
gameState = state::RUN_GAME;
vecTrack.clear();
for (int i = 0; i < trackList[track].size(); i++)
{
vecTrack.push_back(trackList[track][i]);
track_dist += vecTrack[i].second;
}
}
else
{
if (cup != -1)
{
// return to cup select
gameState = state::CUP_SELECT;
}
if (track != -1)
{
// return to track select
gameState = state::TRACK_SELECT;
}
highlighted = 0;
}
}
if (GetKey(olc::Key::ESCAPE).bPressed || GetKey(olc::Key::BACK).bPressed)
{
if (cup != -1)
{
// return to cup select
gameState = state::CUP_SELECT;
}
if (track != -1)
{
// return to track select
gameState = state::TRACK_SELECT;
}
highlighted = 0;
}
}
//========================================================================================================================================
else if (gameState == state::CONTROLS)
{
FillRectDecal({ 0, 0 }, { ScreenWidth() + 0.f, ScreenHeight() + 0.f }, olc::Pixel(0, 0, 0, 16));
DisplayMenu(controls);
if (GetKey(olc::Key::ENTER).bPressed)
{
if (highlighted == 0)
{
configKeyIndex = highlighted;
}
else if (highlighted == 1)
{
configKeyIndex = highlighted;
}
else if (highlighted == 2)
{
configKeyIndex = highlighted;
}
else if (highlighted == 3)
{
configKeyIndex = highlighted;
}
else if (highlighted == 4)
{
// reset default controls
DisplayMenu(controls);
Move_Up = olc::W;
Move_Down = olc::S;
Move_Left = olc::A;
Move_Right = olc::D;
}
else
{
gameState = state::MAIN_MENU;
highlighted = 0;
}
}
if (GetKey(olc::Key::ESCAPE).bPressed || GetKey(olc::Key::BACK).bPressed)
{
gameState = state::MAIN_MENU;
}
}
//========================================================================================================================================
else if (gameState == state::PAUSED) // pause menu
{
FillRectDecal({ 0, 0 }, { ScreenWidth() + 0.f, ScreenHeight() + 0.f }, olc::Pixel(0, 0, 0, 64));
DisplayMenu(pause);
if (GetKey(olc::Key::ENTER).bPressed)
{
if (highlighted == 0)
{
gameState = state::RUN_GAME;
highlighted = 0;
}
if (highlighted == 1)
{
// restart the track
// this will ONLY work on tracks after the track selection screen
// or on the first track in each cup (1, 4, 7, 1)
Reset();
gameState = state::RUN_GAME;
highlighted = 0;
}
if (highlighted == 2)
{
// main menu
Reset();
gameState = state::MAIN_MENU;
highlighted = 0;
}
if (highlighted == 3)
{
return false;
}
}
}
//========================================================================================================================================
//========================================================================================================================================
else if (gameState == state::RUN_GAME) // run main game loop
{
Clear(olc::BLACK); // this still needed? we've since replaced it with the gradient sky box
if (GetKey(olc::Key::ESCAPE).bPressed || GetKey(olc::Key::PAUSE).bPressed)
{
gameState = state::PAUSED;
}
// debug quick-reset
if (GetKey(olc::Key::F4).bPressed)
{
Reset();
}
// get a point on the track
float offset = 0;
int TrackSection = 0;
cur_lap_time += fElapsedTime;
// record lap time
if (distance >= track_dist)
{
distance -= track_dist;
list_times.push_front(cur_lap_time); // push time to front
list_times.pop_back(); // pop time to back
cur_lap_time = 0.0f;
}
// find position on track (could optimize) << should probably optimize given the complexity of this game
while (TrackSection < vecTrack.size() && offset <= distance)
{
offset += vecTrack[TrackSection].second;
TrackSection++;
}
float TargetCurvature = vecTrack[TrackSection - 1].first; // drawing curves to screen
float TrackCurveDiff = (TargetCurvature - curvature) * fElapsedTime * speed; // correcting the drawing of curves to the screen
curvature += TrackCurveDiff; // update track curve difference
track_curve += (curvature)*fElapsedTime * speed;
//========================================================================================================================================
// | | draw racetrack canvas
//========================================================================================================================================
std::vector<olc::vf2d> pos;
std::vector<olc::vf2d> uvs;
for (int y = 0; y < ScreenHeight() / 2; y++)
{
// racetrack canvas variables
float perspective = (float)y / (ScreenHeight() / 2.0f);
float mid_point = 0.5f + curvature * powf((1.0f - perspective), 3);
float road_width = 0.1f + perspective * 0.8f;
float curb_width = road_width * 0.15f;
road_width *= 0.5f;
int lf_curb = (mid_point - road_width) * ScreenWidth();
int rt_curb = (mid_point + road_width) * ScreenWidth();
int row = ScreenHeight() / 2 + y;
float horizon = powf(1.0f - perspective, 2) * 80;
// check for finish line
if (distance + horizon > track_dist - 20 && distance + horizon < track_dist)
{
// draw checkerboard pattern
uvs.push_back({ 0, (float)fmod(((distance + horizon) - (track_dist - 20)) / 20.0f, 0.5f) + 0.5f });
uvs.push_back({ 1, (float)fmod(((distance + horizon) - (track_dist - 20)) / 20.0f, 0.5f) + 0.5f });
}
else
{
// draw standard track piece
uvs.push_back({ 0, sinf(80.0f * powf(1.0f - perspective, 2) + distance) / 4 + 0.25f });
uvs.push_back({ 1, sinf(80.0f * powf(1.0f - perspective, 2) + distance) / 4 + 0.25f });
}
// drawing grass and curb
pos.push_back({ lf_curb + 0.0f, row + 0.0f });
pos.push_back({ rt_curb + 0.0f, row + 0.0f });
// black box rendering shenanigans; if I ever understand programming enough at a later date, I can figure out wtf is going on here
int i = 0;
for (Object& obj : gameObjects)
{
float horizonRange = powf(1.0f - perspective, 2) * ((distance + horizon) - obj.pos.y) / horizon;
if (!obj.rendered && (distance + horizon) > obj.pos.y && (distance + horizon) < obj.pos.y + 80 && row >= ScreenHeight() / 2 + ScreenHeight() / 2 * horizonRange)
{
obj.drawPos = { (mid_point + road_width * obj.pos.x) * ScreenWidth(), horizonRange * (ScreenHeight() / 2) + ScreenHeight() / 2 };
obj.drawOffsetPos = { obj.offset.x, obj.size.y * road_width * -obj.offset.y };
obj.drawSize = { obj.size.x * road_width, obj.size.y * road_width };
obj.rendered = true;
// yeah.... so, even after copying it manually, i still have no clue what this thing is doing, lol
}
}
}
// on the road again; drawing the track
SetDecalStructure(olc::DecalStructure::STRIP);
DrawPolygonDecal(road, pos, uvs);
SetDecalStructure(olc::DecalStructure::FAN);
// draw trackside props
for (Object& obj : gameObjects)
{
if (obj.rendered)
{
if (obj.decal != nullptr)
{
DrawDecal(obj.drawPos + obj.drawOffsetPos, obj.decal, obj.drawSize);
}
else
{
FillRectDecal(obj.drawPos, obj.drawSize, olc::BLUE);
}
}
}
//========================================================================================================================================
// | | car movement
//========================================================================================================================================
int car_dir = 0; // default car facing
if (GetKey(Move_Up).bHeld)
{
speed += 2.0f * fElapsedTime;
}
else // might remove this in a later stage of development
{
speed -= 1.0f * fElapsedTime;
}
if (GetKey(Move_Down).bHeld)
{
// move back ?
distance -= 20.0f * fElapsedTime;
}
if (GetKey(Move_Left).bHeld)
{
car_curve -= 0.7f * fElapsedTime;
car_dir = -1;
}
if (GetKey(Move_Right).bHeld)
{
car_curve += 0.7f * fElapsedTime;
car_dir = +1;
}
// slow car if on grass
if (fabs(car_curve - track_curve) >= 0.8f)
{
speed -= 5.0f * fElapsedTime;
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);
}
// clamp speed
if (speed < 0.0f) speed = 0.0f;
if (speed > 1.0f) speed = 1.0f;
// move car along track according to car speed
distance += (70.0f * speed) * fElapsedTime;
// draw car
car_pos = car_curve - track_curve;
DrawDecal({ ScreenWidth() / 2 - 128 + car_pos * ScreenWidth() / 2, ScreenHeight() / 4 * 3.0f - 128 }, car);
SetPixelMode(olc::Pixel::ALPHA);
//========================================================================================================================================
// Main Game Function
//========================================================================================================================================
// spedometer
std::string mph = std::to_string(speed);
DrawString(4, 4, mph);
// show time
auto disp_time = [](float t)
{
int min = t / 60.0f;
int sec = t - (min * 60.0f);
int milli = (t - (float)sec) * 1000.0f;
// need to change this out to a 'DrawString()' function instead
return std::to_string(min) + "." + std::to_string(sec) + ":" + std::to_string(milli);
};
// correct for the first '0' in the seconds timer
//if ()
//{
// // draw min + '0' + sec + milli
// DrawString(4, 16, disp_time(cur_lap_time));
//}
//else
//{
DrawString(4, 16, disp_time(cur_lap_time));
//}
// display last 5 lap times
int j = 30;
for (auto l : list_times)
bool OnUserUpdate(float fElapsedTime) override
{
DrawString(10, j, disp_time(l));
j += 10;
}
DrawLineDecal({(float)ScreenWidth()/2,0},{(float)ScreenWidth()/2,(float)ScreenHeight()},RED);
DrawLineDecal({0,(float)ScreenHeight()/2},{(float)ScreenWidth(),(float)ScreenHeight()/2},RED);
// debug code
//std::string numb1 = std::to_string(car_pos);
//DrawString(4, 26, numb1);
//std::string numb2 = std::to_string(track_dist);
//DrawString(4, 38, numb2);
}
DrawCenteredStringDecal({(float)ScreenWidth()/2,(float)ScreenHeight()/2},"Goblin",olc::GREEN,{2.5,2.5});
//DrawStringDecal({0,0},"TEST",WHITE,{1,1});
return true;
}
@ -1219,7 +718,7 @@ public:
int main()
{
Racer game;
if (game.Construct(1280, 720, 1, 1))
if (game.Construct(256, 240, 4, 4))
game.Start();
return 0;

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