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MountainClimber/main.cpp

312 lines
8.6 KiB

1 year ago
#include "pixelGameEngine.h"
using namespace olc;
#define WIDTH 640
#define HEIGHT 480
struct Ball{
vf2d pos={};
vf2d vel={};
vf2d acc={};
vf2d originalPos={};
float radius=0;
float mass=0;
float simTimeRemaining=0;
bool grounded=false;
};
struct Line{
vf2d startPos={};
vf2d endPos={};
float radius=0;
float bounceFactor=0.8;
bool oneWay=false;
};
const float PI=3.14159f;
class MountainClimber : public olc::PixelGameEngine
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{
public:
std::vector<Ball*>balls;
std::vector<Line>lines;
Ball*selectedBall;
Line*selectedLine;
std::vector<std::pair<Ball*,Ball*>>collidingPairs;
std::vector<Ball*>fakeBalls;
bool selectedLineStart=false;
float friction=5.f;
float gravity=2000.f;
float limit=1000.f;
Ball*player;
float moveSpd=250;
float jumpSpd=1000;
MountainClimber()
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{
sAppName = "Mountain Climber";
}
void AddBall(vf2d pos,float r){
Ball*b=new Ball();
b->pos=pos;
b->radius=r;
b->mass=r*10;
balls.emplace_back(b);
}
void AddLine(vf2d pos1,vf2d pos2,float r,float bounceFactor,bool oneway=false){
Line l;
l.startPos=pos1;
l.endPos=pos2;
l.radius=r;
l.bounceFactor=bounceFactor;
l.oneWay=oneway;
lines.push_back(l);
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}
public:
bool OnUserCreate() override
{
AddLine({0,360},{640,360},0.1,0);
AddLine({340,360},{640,140},0.1,0);
AddBall({320,300},8);
ConsoleCaptureStdOut(true);
player=balls[0];
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return true;
}
void HandlePhysics(float fElapsedTime){
float stable=0.05f;
int simulationUpdates=4;
int maxSimulationSteps=15;
float simElapsedTime=fElapsedTime/(float)simulationUpdates;
auto DoCirclesOverlap = [](vf2d pos1, float r1, vf2d pos2, float r2){
return fabs((pos1.x - pos2.x)*(pos1.x - pos2.x) + (pos1.y - pos2.y)*(pos1.y - pos2.y)) <= (r1 + r2)*(r1 + r2);
};
for(int i=0;i<simulationUpdates;i++){
for(Ball*b:balls){
b->simTimeRemaining=simElapsedTime;
}
for(int j=0;j<maxSimulationSteps;j++){
for(Ball*b:balls){
if(b->simTimeRemaining>0){
b->originalPos.x=b->pos.x;
b->originalPos.y=b->pos.y;
b->acc.x=-b->vel.x*friction;
b->acc.y=-b->vel.y*friction+((!b->grounded)?gravity:0); //Gravity constant;
b->vel.x+=b->acc.x*b->simTimeRemaining;
b->vel.y+=b->acc.y*b->simTimeRemaining;
b->pos.x+=b->vel.x*b->simTimeRemaining;
b->pos.y+=b->vel.y*b->simTimeRemaining;
if(b->pos.x<0){
b->pos.x+=ScreenWidth();
}
if(b->pos.y<0){
b->pos.y+=ScreenHeight();
}
if(b->pos.x>=ScreenWidth()){
b->pos.x-=ScreenWidth();
}
if(b->pos.y>=ScreenHeight()){
b->pos.y-=ScreenHeight();
}
if(fabs(b->vel.x*b->vel.x+b->vel.y*b->vel.y)<stable){
b->vel.x=0;
b->vel.y=0;
}
}
}
for(Ball*b:balls){
float deltaTime=b->simTimeRemaining;
bool collisionOccured=false;
for(Line&l:lines){
if((!l.oneWay||l.oneWay&&b->vel.y<0)){
vf2d line1={l.endPos.x-l.startPos.x,l.endPos.y-l.startPos.y};
vf2d line2={b->pos.x-l.startPos.x,b->pos.y-l.startPos.y};
float edgeLength=line1.x*line1.x+line1.y*line1.y;
float t=std::max(0.f,std::min(edgeLength,(line1.x*line2.x+line1.y*line2.y)))/edgeLength;
vf2d closestPoint={l.startPos.x+t*line1.x,l.startPos.y+t*line1.y};
float dist=sqrtf((b->pos.x-closestPoint.x)*(b->pos.x-closestPoint.x)+(b->pos.y-closestPoint.y)*(b->pos.y-closestPoint.y));
if(dist<=b->radius+l.radius){
Ball*fakeBall=new Ball();
fakeBall->radius=l.radius;
fakeBall->mass=b->mass*l.bounceFactor;
fakeBall->pos={closestPoint.x,closestPoint.y};
fakeBall->vel={std::min(limit,std::max(-limit,-b->vel.x)),std::min(limit,std::max(-limit,-b->vel.y))};
fakeBalls.push_back(fakeBall);
collidingPairs.push_back({b,fakeBall});
float overlap=1.1f*(dist-b->radius-fakeBall->radius);
b->pos.x-=overlap*(b->pos.x-fakeBall->pos.x)/dist;
b->pos.y-=overlap*(b->pos.y-fakeBall->pos.y)/dist;
if(b==player&&fakeBall->vel.y<0){//This is an upwards force pushing on us, we have touched ground.
b->grounded=true;
collisionOccured=true;
}
}
}
}
if(!collisionOccured){
b->grounded=false;
}
for(Ball*b2:balls){
if(b!=b2){
if(DoCirclesOverlap(b->pos,b->radius,b2->pos,b2->radius)){
collidingPairs.push_back({b,b2});
float dist=sqrtf((b->pos.x-b2->pos.x)*(b->pos.x-b2->pos.x)+(b->pos.y-b2->pos.y)*(b->pos.y-b2->pos.y));
float overlap=0.5f*(dist-b->radius-b2->radius);
b->pos.x-=overlap*(b->pos.x-b2->pos.x)/dist;
b->pos.y-=overlap*(b->pos.y-b2->pos.y)/dist;
b2->pos.x+=overlap*(b->pos.x-b2->pos.x)/dist;
b2->pos.y+=overlap*(b->pos.y-b2->pos.y)/dist;
}
}
}
float intendedSpeed=sqrtf(b->vel.x+b->vel.y*b->vel.y);
float intendedDist=intendedSpeed*b->simTimeRemaining;
float actualDist=sqrtf((b->pos.x-b->originalPos.x)*(b->pos.x-b->originalPos.x)+(b->pos.y-b->originalPos.y)*(b->pos.y-b->originalPos.y));
float actualTime=actualDist/intendedSpeed;
b->simTimeRemaining=b->simTimeRemaining-actualTime;
}
float efficiency=1;
for(std::pair<Ball*,Ball*>&pair:collidingPairs){
Ball*b1=pair.first;
Ball*b2=pair.second;
float dist=sqrtf((b1->pos.x-b2->pos.x)*(b1->pos.x-b2->pos.x)+(b1->pos.y-b2->pos.y)*(b1->pos.y-b2->pos.y));
vf2d normal={(b2->pos.x-b1->pos.x)/dist,(b2->pos.y-b1->pos.y)/dist};
vf2d tangent={-normal.y,normal.x};
vf2d dpTangent={tangent.dot(b1->vel),tangent.dot(b2->vel)};
vf2d dpNormal={normal.dot(b1->vel),normal.dot(b2->vel)};
vf2d momentum={efficiency*(dpNormal.x*(b1->mass-b2->mass)+2.f*b2->mass*dpNormal.y)/(b1->mass+b2->mass),efficiency*(dpNormal.y*(b2->mass-b1->mass)+2.f*b1->mass*dpNormal.x)/(b1->mass+b2->mass)};
b1->vel.x=tangent.x*dpTangent.x+normal.x*momentum.x;
b1->vel.y=tangent.y*dpTangent.x+normal.y*momentum.x;
b2->vel.x=tangent.x*dpTangent.y+normal.x*momentum.y;
b2->vel.y=tangent.y*dpTangent.y+normal.y*momentum.y;
}
collidingPairs.clear();
for(Ball*fb:fakeBalls){
delete fb;
}
fakeBalls.clear();
}
}
}
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bool OnUserUpdate(float fElapsedTime) override
{
auto IsPointInCircle = [](vf2d pos, float r, vf2d point){
return fabs((pos.x - point.x)*(pos.x - point.x) + (pos.y - point.y)*(pos.y - point.y)) < (r * r);
};
if(GetKey(A).bHeld){
player->vel.x=-moveSpd;
player->grounded=false;
}
if(GetKey(D).bHeld){
player->vel.x=moveSpd;
player->grounded=false;
}
if(GetKey(SPACE).bPressed){
player->vel.y=-jumpSpd;
player->grounded=false;
}
if (GetMouse(0).bPressed){
selectedBall = nullptr;
for (Ball*b:balls){
if (IsPointInCircle(b->pos,b->radius,GetMousePos()))
{
selectedBall = b;
break;
}
}
selectedLine=nullptr;
for(Line&l:lines){
if(IsPointInCircle(l.startPos,l.radius,GetMousePos())){
selectedLine=&l;
selectedLineStart=true;
break;
}
if(IsPointInCircle(l.endPos,l.radius,GetMousePos())){
selectedLine=&l;
selectedLineStart=false;
break;
}
}
}
if(GetMouse(0).bHeld){
if(selectedLine!=nullptr){
if(selectedLineStart){
selectedLine->startPos=GetMousePos();
}else{
selectedLine->endPos=GetMousePos();
}
}
}
if(GetMouse(0).bReleased){
if(selectedLine!=nullptr){
std::cout<<selectedLine->startPos<<"/"<<selectedLine->endPos<<std::endl;
}
if(selectedBall!=nullptr){
selectedBall->vel.x=5*((selectedBall->pos.x)-GetMouseX());
selectedBall->vel.y=5*((selectedBall->pos.y)-GetMouseY());
}
selectedBall=nullptr;
selectedLine=nullptr;
}
if(GetMouse(1).bHeld){
for(Ball*b:balls){
b->vel.x+=(GetMouseX()-b->pos.x)*0.01f;
b->vel.y+=(GetMouseY()-b->pos.y)*0.01f;
}
}
if(GetKey(F1).bPressed){
ConsoleShow(F1);
}
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Clear(BLACK);
HandlePhysics(fElapsedTime);
for(Ball*b:balls){
if(selectedBall==b){
FillCircle(b->pos,b->radius,YELLOW);
} else {
FillCircle(b->pos,b->radius);
}
}
for(Line&l:lines){
FillCircle(l.startPos,l.radius);
FillCircle(l.endPos,l.radius);
vf2d normal={-(l.endPos.y-l.startPos.y),l.endPos.x-l.startPos.x};
float dist=sqrt(normal.x*normal.x+normal.y*normal.y);
normal/=dist;
DrawLine(l.startPos.x+normal.x*l.radius,l.startPos.y+normal.y*l.radius,l.endPos.x+normal.x*l.radius,l.endPos.y+normal.y*l.radius,l.oneWay?DARK_YELLOW:WHITE);
DrawLine(l.startPos.x-normal.x*l.radius,l.startPos.y-normal.y*l.radius,l.endPos.x-normal.x*l.radius,l.endPos.y-normal.y*l.radius,l.oneWay?DARK_YELLOW:WHITE);
}
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return true;
}
bool OnUserDestroy()override{
return true;
}
};
int main()
{
MountainClimber demo;
if (demo.Construct(640, 640, 4, 4))
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demo.Start();
return 0;
}