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1230 lines
38 KiB
1230 lines
38 KiB
//========================================================================================================================================
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// F4 Racing
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//----------------------------------------------------------------------------------------------------------------------------------------
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// This is an advancement in my game making skills, building off the back of my work on the "Collect the Balls" game.
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//----------------------------------------------------------------------------------------------------------------------------------------
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// created by Rune
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// black box code by Sigonasr2 from the OLC (one lone coder) Discord server
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//========================================================================================================================================
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#define OLC_PGE_APPLICATION
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#include "pixelGameEngine.h" // used for drawing the game
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//========================================================================================================================================
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// protected variables
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//========================================================================================================================================
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class Racer : public olc::PixelGameEngine
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{
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public:
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Racer()
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{
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sAppName = "F4 Racing";
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}
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private:
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float car_pos = 0.0f;
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float distance = 0.0f;
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float speed = 0.0f;
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float curvature = 0.0f;
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float track_curve = 0.0f;
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float car_curve = 0.0f;
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float track_dist = 0.0f;
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float cur_lap_time = 0.0f;
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std::vector<std::pair<float, float>> vecTrack;
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std::list<float> list_times;
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bool bothKeysPressed = false; // checking for dual key press; could probably work with more than 2 keys
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// custom control template
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olc::Key Move_Up = olc::W;
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olc::Key Move_Down = olc::S;
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olc::Key Move_Left = olc::A;
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olc::Key Move_Right = olc::D;
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std::array<std::string, 4> keyslist = { "UP", "DOWN", "LEFT", "RIGHT" };
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int configKeyIndex = -1;
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char pressedKey;
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// selection screen variables
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int cup = -1;
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int track = -1;
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int player = 0;
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//========================================================================================================================================
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// Menu Setup
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//========================================================================================================================================
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public:
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bool activeOption = true; // highlighting current option
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int highlighted;
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struct MenuItem
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{
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std::string label; // label
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olc::vi2d pos; // label's position
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std::string label2; // another label to right of label
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};
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struct Object
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{
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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
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olc::vf2d size{ 1, 1 };
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olc::Decal* decal = nullptr;
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olc::vf2d offset{ 0, 0 }; // how far off the image will be
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bool rendered = false;
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olc::vf2d drawPos;
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olc::vf2d drawSize;
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olc::vf2d drawOffsetPos;
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};
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std::vector<MenuItem> mainMenu;
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std::vector<MenuItem> playGame;
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std::vector<MenuItem> pickTrack;
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std::vector<MenuItem> grandPrix;
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std::vector<MenuItem> selectCar;
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std::vector<MenuItem> controls;
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std::vector<MenuItem> pause;
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std::vector<std::string> gameOver;
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std::vector<Object> gameObjects;
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enum class state
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{
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MAIN_MENU, PLAY_GAME, CAR_SELECT, CONTROLS, RUN_GAME,
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// game
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TRACK_SELECT, CUP_SELECT,
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// tracks
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CIRCUIT, FIG_EIGHT, ARROW_HEAD, track_4, OVERPASS, PEANUT, track_7, TRIDENT, STAR,
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JX9, // special track ;)
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// cups
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INDIE, STREET, PRO, GRAND_PRIX, PAUSED, RESUME
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};
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state gameState = state::MAIN_MENU;
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//========================================================================================================================================
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// Variables
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//========================================================================================================================================
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// lap times
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// player
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int score; // score at end of track; based on final place
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int lap; // current lap player is on
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int place; // current place player is in
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// initialize sprites
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olc::Decal* car;
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olc::Decal* hill;
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olc::Decal* grass;
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olc::Decal* road;
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olc::Decal* banner;
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olc::Decal* title;
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olc::Decal* cups;
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olc::Decal* select;
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std::string KeyToString(olc::Key key)
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{
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const std::array<std::string, 98> keyStrings =
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{
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"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",
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"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",
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"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",
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"OEM_2","OEM_3","OEM_4","OEM_5","OEM_6","OEM_7","OEM_8","CAPS LOCK","END"
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};
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return keyStrings[key];
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}
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// list of all track SECTIONS to be drawn per track
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// std::pair is the sections of the track in question
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std::vector <std::pair <float, float>> test_track =
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{
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{0.f, 10.f},
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{0.f, 200.f},
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{1.f, 200.f},
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{0.f, 400.f},
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{-1.f, 100.f},
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{0.f, 200.f},
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{-1.f, 200.f},
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{1.f, 200.f},
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{0.f, 200.f},
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{0.2f, 500.f},
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{0.f, 200.f}
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};
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std::vector <std::pair <float, float>> circuit_track =
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{
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{0.f, 10.f},
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{0.f, 270.f},
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{-1.f, 330.f},
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{0.f, 550.f},
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{-1.f, 330.f},
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{0.f, 270.f}
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};
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std::vector <std::pair <float, float>> infinity_track =
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{
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{0.f, 10.f},
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{0.f, 270.f},
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{1.f, 330.f},
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{0.f, 550.f},
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{1.f, 330.f},
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{0.f, 270.f}
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};
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// list of ALL tracks to pick from
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std::vector <std::vector <std::pair<float, float>>> trackList = {
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test_track,
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circuit_track,
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infinity_track,
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};
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//========================================================================================================================================
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// Create Game Objects
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//========================================================================================================================================
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bool OnUserCreate() override
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{
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mainMenu = // show menu options
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{
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{ "START GAME", { ScreenWidth() / 2, ScreenHeight() / 5 * 3} },
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{ "CONTROLS", { ScreenWidth() / 2, ScreenHeight() / 5 * 3 + 64} },
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{ "QUIT", {ScreenWidth() / 2, ScreenHeight() / 5 * 3 + 128 } }
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};
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playGame =
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{
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{ "TRACK SELECTION", { ScreenWidth() / 2, ScreenHeight() / 4 } },
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{ "GRAND PRIX", { ScreenWidth() / 2, ScreenHeight() / 2 } },
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{ "BACK", { ScreenWidth() / 2, ScreenHeight() / 6 * 5} }
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};
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pickTrack = // show track options
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{
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{ "CIRCUIT", { ScreenWidth() / 4, ScreenHeight() / 4 } },
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{ "INFINITY", { ScreenWidth() / 2, ScreenHeight() / 4 } },
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{ "ARROWHEAD", { ScreenWidth() / 4 * 3, ScreenHeight() / 4 } },
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{ "Track 4", { ScreenWidth() / 4, ScreenHeight() / 2 }},
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{ "OVERPASS", { ScreenWidth() / 2, ScreenHeight() / 2 } },
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{ "PEANUT", { ScreenWidth() / 4 * 3, ScreenHeight() / 2 } } ,
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{ "Track 7", { ScreenWidth() / 4, ScreenHeight() / 4 * 3 } },
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{ "TRIDENT", { ScreenWidth() / 2, ScreenHeight() / 4 * 3 } },
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{ "STAR", { ScreenWidth() / 4 * 3, ScreenHeight() / 4 * 3 } },
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{ "BACK", { ScreenWidth() / 2, ScreenHeight() / 6 * 5} }
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};
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grandPrix = // show race cups
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{
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{ "INDIE CUP", { ScreenWidth() / 3, ScreenHeight() / 3 } },
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{ "STREET CUP", { ScreenWidth() / 3 * 2, ScreenHeight() / 3 } },
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{ "PRO CUP", { ScreenWidth() / 3, ScreenHeight() / 3 * 2 } },
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{ "GRAND PRIX", { ScreenWidth() / 3 * 2, ScreenHeight() / 3 * 2 } },
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{ "BACK", { ScreenWidth() / 2, ScreenHeight() / 6 * 5 } }
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};
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selectCar = // pick a color
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{
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{ "RED", { ScreenWidth() / 5, ScreenHeight() / 3 } },
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{ "BLUE", { ScreenWidth() / 5 * 2, ScreenHeight() / 3 } },
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{ "GREEN", { ScreenWidth() / 5 * 3, ScreenHeight() / 3 } },
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{ "GOLD", { ScreenWidth() / 5 * 4, ScreenHeight() / 3 } },
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{ "PURPLE", { ScreenWidth() / 5, ScreenHeight() / 3 * 2 } },
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{ "WHITE", { ScreenWidth() / 5 * 2, ScreenHeight() / 3 * 2 } },
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{ "ORANGE", { ScreenWidth() / 5 * 3, ScreenHeight() / 3 * 2 } },
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{ "BLACK", { ScreenWidth() / 5 * 4, ScreenHeight() / 3 * 2 } },
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{ "BACK", { ScreenWidth() / 2, ScreenHeight() / 6 * 5} }
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};
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controls = // customize controls
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{
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{ "FORWARD", { ScreenWidth() / 3, ScreenHeight() / 9 * 2 }, KeyToString(Move_Up) },
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{ "BACK", { ScreenWidth() / 3, ScreenHeight() / 9 * 3 }, KeyToString(Move_Down) },
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{ "LEFT", { ScreenWidth() / 3, ScreenHeight() / 9 * 4 }, KeyToString(Move_Left) },
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{ "RIGHT", { ScreenWidth() / 3, ScreenHeight() / 9 * 5 }, KeyToString(Move_Right) },
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{ "DEFAULT", { ScreenWidth() / 2, ScreenHeight() / 9 * 6} },
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{ "BACK", { ScreenWidth() / 2, ScreenHeight() / 6 * 5} }
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};
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pause =
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{
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{ "RESUME", { ScreenWidth() / 2, ScreenHeight() / 9 * 3} },
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{ "RESTART", { ScreenWidth() / 2, ScreenHeight() / 9 * 4} },
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{ "MENU", { ScreenWidth() / 2, ScreenHeight() / 9 * 5} },
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{ "QUIT", { ScreenWidth() / 2, ScreenHeight() / 9 * 6} }
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};
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gameOver = { "Return to Main Menu" };
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//========================================================================================================================================
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// load sprites
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car = new olc::Decal(new olc::Sprite("art/car.png")); // will contain 8 cars, with 3 angles per car
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hill = new olc::Decal(new olc::Sprite("art/hills.png"), false, false);
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grass = new olc::Decal(new olc::Sprite("art/grass.png"), false, false);
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road = new olc::Decal(new olc::Sprite("art/road.png"), false, false); // holds both road and flag line
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banner = new olc::Decal(new olc::Sprite("art/start.png"), false, false);
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title = new olc::Decal(new olc::Sprite("art/title.png"));
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cups = new olc::Decal(new olc::Sprite("art/cups.png")); // 64 px tiles; 128 px image
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select = new olc::Decal(new olc::Sprite("art/selection.png"));
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//========================================================================================================================================
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//========================================================================================================================================
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// may need to separate the track list into it's own function so as to declutter this one
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// especially, given that there's a bunch of stuff going on with the tracks with much redundancy
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//trackList= {track_1, track_2};
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// JX9 track layout
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// javidx9 =
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//{
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// // they'll likely be wonky for the game as it's not really modified to fit my units of
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// // these happen to be measured in meters, as per Javid's original constructionmeasure
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// vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
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// vecTrack.push_back(std::make_pair(0.0f, 200.0f)); // straight
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// vecTrack.push_back(std::make_pair(1.0f, 200.0f)); // sharp right
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// vecTrack.push_back(std::make_pair(0.0f, 400.0f)); // long straight
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// vecTrack.push_back(std::make_pair(-1.0f, 100.0f)); // soft left
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// vecTrack.push_back(std::make_pair(0.0f, 200.0f)); // straight
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// vecTrack.push_back(std::make_pair(-1.0f, 200.0f)); // sharp left
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// vecTrack.push_back(std::make_pair(1.0f, 200.0f)); // sharp right
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// vecTrack.push_back(std::make_pair(0.0f, 200.0f)); // straight
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// vecTrack.push_back(std::make_pair(0.2f, 500.0f)); // gradual right
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// vecTrack.push_back(std::make_pair(0.0f, 200.0f)); // straight
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//}
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// all 9 tracks below are running on yards for their distance units
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// this means the end results are in miles; rather than kilometers
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// enjoy the US measures of Burgers per Freedom Eagle
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/*{
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// Classic Oval
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// Circuit =
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{
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// 1 mile loop; 1,760 yards
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vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
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vecTrack.push_back(std::make_pair(0.0f, 270.0f)); // straight
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vecTrack.push_back(std::make_pair(-1.0f, 330.0f)); // left
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vecTrack.push_back(std::make_pair(0.0f, 550.0f)); // straight
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vecTrack.push_back(std::make_pair(-1.0f, 330.0f)); // left
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vecTrack.push_back(std::make_pair(0.0f, 270.0f)); // straight
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}
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// Infinity
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// FigureEight =
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{
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vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight); this is positioned somewhere after the intersection
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vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
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vecTrack.push_back(std::make_pair(-1.0f, 0.0f)); // left
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vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight; this crosses the first straight, to provide for chances of crashing
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vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
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vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
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}
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// Arrow Head
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// ArrowHead =
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{
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// miles
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vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
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vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
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vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
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vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
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vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
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vecTrack.push_back(std::make_pair(-1.0f, 0.0f)); // left
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vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
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vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
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}
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// track 4
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// ??? =
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{
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vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
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}
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// Over/Under
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// OverPass =
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{
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vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
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vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
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vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
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vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
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vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
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vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
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vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
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vecTrack.push_back(std::make_pair(1.0f, 0.0f)); // right
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vecTrack.push_back(std::make_pair(0.0f, 0.0f)); // straight
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}
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// Peanut
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// Peanut =
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{
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vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
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}
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// track 7
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// ??? =
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{
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vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
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}
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// Trident
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// Trident =
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{
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vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
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}
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// Star
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// ??? =
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{
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vecTrack.push_back(std::make_pair(0.0f, 10.0f)); // flag (straight)
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}
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}//*/
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for (auto t : vecTrack)
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{
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track_dist += t.second;
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}
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distance = track_dist - 100;
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list_times = { 0,0,0,0,0 };
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gameObjects.push_back({ /*{-1.5,track_dist - 50}, {10,6}, {0,240}*/ });
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return true;
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}
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//========================================================================================================================================
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// reset game
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//========================================================================================================================================
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void Reset()
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{
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car_pos = 0.0f;
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distance = 0.0f;
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speed = 0.0f;
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curvature = 0.0f;
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track_curve = 0.0f;
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car_curve = 0.0f;
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//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
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cur_lap_time = 0.0f;
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// Note: the following all need to be reset during the process, when they've been implemented
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// -player position (on screen)
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// -player position (on track)
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// -track section
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// -all lap times
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// -score
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//
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// if called from other parts of the program, other than the 'F1' key, it should be resetting to the menu
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// the 'F1' key is meant to reset the player on the current track they're on
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//
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}
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//========================================================================================================================================
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// main menu
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//========================================================================================================================================
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void DisplayMenu(std::vector<MenuItem> list)
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{
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// drawing and coloring menu selections
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for (int i = 0; i < list.size(); i++)
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{
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olc::vi2d textSize = GetTextSize(list[i].label) / 2 * 4;
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olc::Pixel textCol = olc::GREY; // greys out unselected options
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if (highlighted == i)
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{
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textCol = olc::Pixel(255, 201, 14); // gold
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}
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DrawStringDecal(list[i].pos - textSize, list[i].label, textCol, { 4.0f, 4.0f });
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if (list[i].label2.size() > 0)
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{
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olc::vi2d offset = { ScreenWidth() / 3, -textSize.y / 2 };
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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;
|
|
}
|
|
}
|
|
|
|
//========================================================================================================================================
|
|
// 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;
|
|
}
|
|
|
|
// 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);
|
|
|
|
//========================================================================================================================================
|
|
//========================================================================================================================================
|
|
// 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)
|
|
{
|
|
DrawString(10, j, disp_time(l));
|
|
j += 10;
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
};
|
|
|
|
//========================================================================================================================================
|
|
|
|
int main()
|
|
{
|
|
Racer game;
|
|
if (game.Construct(1280, 720, 1, 1))
|
|
game.Start();
|
|
|
|
return 0;
|
|
}
|
|
|
|
//========================================================================================================================================
|
|
// END OF FILE
|
|
//========================================================================================================================================
|