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After Width: | Height: | Size: 15 KiB |
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#define OLC_PGE_APPLICATION |
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#include "olcPixelGameEngine.h" |
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|
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struct Rect{ |
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int x,y,w,h; |
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}; |
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class Enemy{ |
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olc::vf2d pos; |
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Rect*sprite; |
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int health; |
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public: |
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Enemy(olc::vi2d pos,Rect*sprite,int health=1) |
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:pos(pos),sprite(sprite),health(health){}; |
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olc::vf2d GetPos(){ |
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return pos;
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} |
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olc::vi2d GetSprPos(){ |
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return {sprite->x,sprite->y};
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} |
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olc::vi2d GetSprSize(){ |
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return {sprite->w,sprite->h};
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} |
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void Hurt(int damage=1){ |
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health-=damage; |
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} |
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bool IsAlive(){ |
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return health>0; |
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} |
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void Move(olc::vi2d moveAmt){ |
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pos+=moveAmt; |
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} |
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olc::Pixel GetColor(){ |
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if(health>1){ |
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return {255,96,96}; |
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} else { |
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return olc::GREEN; |
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} |
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} |
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}; |
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|
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class Player{ |
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olc::vf2d pos; |
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Rect*sprite; |
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float lastShootTime=0; |
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public: |
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Player(olc::vi2d pos,Rect*sprite) |
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:pos(pos),sprite(sprite){} |
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olc::vf2d GetPos(){ |
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return pos; |
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} |
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olc::vi2d GetSprPos(){ |
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return {sprite->x,sprite->y};
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} |
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olc::vi2d GetSprSize(){ |
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return {sprite->w,sprite->h};
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} |
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void Update(float fElapsedTime){ |
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lastShootTime=std::max(lastShootTime-fElapsedTime,0.f); |
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} |
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bool CanShoot(){ |
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return lastShootTime==0; |
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} |
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void OnShoot(){ |
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lastShootTime=0.5; |
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} |
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void Move(olc::vf2d moveAmt){ |
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pos+=moveAmt; |
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} |
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}; |
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|
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class Bullet{ |
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olc::vf2d pos; |
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bool alive=true; |
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public: |
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Bullet(olc::vi2d pos) |
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:pos(pos){} |
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olc::vf2d GetPos(){ |
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return pos; |
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} |
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void Update(float fElapsedTime){ |
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pos+={0,-72*fElapsedTime}; |
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} |
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bool CollidesWith(Enemy&enemy){ |
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float dist2=pow(enemy.GetPos().x+enemy.GetSprSize().x-pos.x,2)+pow(enemy.GetPos().y+enemy.GetSprSize().y-pos.y,2); |
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return dist2<64; |
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} |
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void KillBullet(){ |
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alive=false; |
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} |
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bool IsAlive(){ |
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return alive||pos.y<0; |
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} |
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}; |
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|
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// Override base class with your custom functionality
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class ShooterExample : public olc::PixelGameEngine |
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{ |
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public: |
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ShooterExample() |
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{ |
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// Name your application
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sAppName = "Shooter Example"; |
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} |
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public: |
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olc::Renderable spriteSheet; |
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Rect enemyA={5,21, 11,9}; |
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Rect enemyB={19,22, 12,6}; |
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Rect enemyC={34,20, 11,8}; |
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Rect ship={35,6, 11,7}; |
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std::vector<Enemy>enemies; |
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std::vector<Bullet>bullets; |
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Player player{{ScreenWidth()/2,ScreenHeight()-36},&ship}; |
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int alienShift=0; |
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bool movingRight=true; |
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float lastShiftTime=0; |
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bool OnUserCreate() override |
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{ |
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spriteSheet.Load("8-bit Aliens.png"); |
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olc::vf2d alienOffset={24,38}; |
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for (int y=0;y<4;y++){ |
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for (int x=0;x<12;x++){ |
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switch(rand()%3){ |
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case 0:{ |
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Enemy enemy{alienOffset+olc::vi2d{x*16,y*12},&enemyA}; |
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enemies.push_back(enemy); |
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}break; |
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case 1:{ |
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Enemy enemy{alienOffset+olc::vi2d{x*16,y*12},&enemyB}; |
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enemies.push_back(enemy); |
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}break; |
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case 2:{ |
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Enemy enemy{alienOffset+olc::vi2d{x*16,y*12},&enemyC,2}; |
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enemies.push_back(enemy); |
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}break; |
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} |
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} |
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} |
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return true; |
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} |
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bool OnUserUpdate(float fElapsedTime) override |
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{ |
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//Update Game Objects
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player.Update(fElapsedTime); |
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for(Bullet&b:bullets){ |
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b.Update(fElapsedTime); |
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} |
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lastShiftTime+=fElapsedTime; |
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if(lastShiftTime>0.8){ |
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lastShiftTime-=0.8; |
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if(abs(alienShift)>=3){ |
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alienShift+=movingRight?-1:1; |
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movingRight=!movingRight; |
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for(Enemy&e:enemies){ |
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e.Move({0,12}); |
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} |
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} else |
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if(movingRight){ |
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alienShift++; |
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for(Enemy&e:enemies){ |
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e.Move({12,0}); |
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} |
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} else { |
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alienShift--; |
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for(Enemy&e:enemies){ |
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e.Move({-12,0}); |
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} |
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} |
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} |
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if(GetKey(olc::SPACE).bHeld){ |
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if(player.CanShoot()){ |
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player.OnShoot(); |
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bullets.push_back({player.GetPos()+player.GetSprSize()}); |
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} |
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} |
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if(GetKey(olc::LEFT).bHeld){ |
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player.Move({-48*fElapsedTime,0}); |
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} |
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if(GetKey(olc::RIGHT).bHeld){ |
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player.Move({48*fElapsedTime,0}); |
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} |
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// Called once per frame, draws random coloured pixels
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Clear(olc::BLACK); |
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for(Enemy&e:enemies){ |
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for(Bullet&b:bullets){ |
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if(!b.IsAlive())continue; |
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if(b.CollidesWith(e)){ |
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e.Hurt(); |
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b.KillBullet(); |
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} |
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DrawLineDecal(b.GetPos(),b.GetPos()+olc::vi2d{0,-4},olc::WHITE); |
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} |
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DrawPartialDecal(e.GetPos()+e.GetSprSize()/2,e.GetSprSize(),spriteSheet.Decal(),e.GetSprPos(),e.GetSprSize(),e.GetColor()); |
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} |
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DrawPartialDecal(player.GetPos()+player.GetSprSize()/2,player.GetSprSize(),spriteSheet.Decal(),player.GetSprPos(),player.GetSprSize()); |
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enemies.erase(std::remove_if(enemies.begin(),enemies.end(),[](Enemy&e){return !e.IsAlive();}),enemies.end()); |
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bullets.erase(std::remove_if(bullets.begin(),bullets.end(),[](Bullet&b){return !b.IsAlive();}),bullets.end()); |
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return true; |
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} |
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}; |
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int main() |
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{ |
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ShooterExample demo; |
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if (demo.Construct(256, 240, 4, 4)) |
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demo.Start(); |
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return 0; |
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} |
@ -0,0 +1,138 @@ |
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<?xml version="1.0" encoding="utf-8"?> |
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> |
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<ItemGroup Label="ProjectConfigurations"> |
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<ProjectConfiguration Include="Debug|Win32"> |
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<Configuration>Debug</Configuration> |
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<Platform>Win32</Platform> |
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</ProjectConfiguration> |
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<ProjectConfiguration Include="Release|Win32"> |
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<Configuration>Release</Configuration> |
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<Platform>Win32</Platform> |
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</ProjectConfiguration> |
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<ProjectConfiguration Include="Debug|x64"> |
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<Configuration>Debug</Configuration> |
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<Platform>x64</Platform> |
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</ProjectConfiguration> |
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<ProjectConfiguration Include="Release|x64"> |
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<Configuration>Release</Configuration> |
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<Platform>x64</Platform> |
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</ProjectConfiguration> |
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</ItemGroup> |
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<PropertyGroup Label="Globals"> |
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<VCProjectVersion>16.0</VCProjectVersion> |
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<Keyword>Win32Proj</Keyword> |
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<ProjectGuid>{bfefe123-590a-4768-8e34-8fad8dffe223}</ProjectGuid> |
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<RootNamespace>ShooterExample</RootNamespace> |
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<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion> |
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</PropertyGroup> |
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> |
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<ConfigurationType>Application</ConfigurationType> |
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<UseDebugLibraries>true</UseDebugLibraries> |
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<PlatformToolset>v143</PlatformToolset> |
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<CharacterSet>Unicode</CharacterSet> |
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</PropertyGroup> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> |
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<ConfigurationType>Application</ConfigurationType> |
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<UseDebugLibraries>false</UseDebugLibraries> |
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<PlatformToolset>v143</PlatformToolset> |
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<WholeProgramOptimization>true</WholeProgramOptimization> |
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<CharacterSet>Unicode</CharacterSet> |
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</PropertyGroup> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> |
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<ConfigurationType>Application</ConfigurationType> |
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<UseDebugLibraries>true</UseDebugLibraries> |
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<PlatformToolset>v143</PlatformToolset> |
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<CharacterSet>Unicode</CharacterSet> |
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</PropertyGroup> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> |
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<ConfigurationType>Application</ConfigurationType> |
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<UseDebugLibraries>false</UseDebugLibraries> |
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<PlatformToolset>v143</PlatformToolset> |
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<WholeProgramOptimization>true</WholeProgramOptimization> |
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<CharacterSet>Unicode</CharacterSet> |
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</PropertyGroup> |
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> |
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<ImportGroup Label="ExtensionSettings"> |
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</ImportGroup> |
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<ImportGroup Label="Shared"> |
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</ImportGroup> |
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> |
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
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</ImportGroup> |
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> |
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
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</ImportGroup> |
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> |
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
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</ImportGroup> |
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> |
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
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</ImportGroup> |
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<PropertyGroup Label="UserMacros" /> |
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> |
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<ClCompile> |
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<WarningLevel>Level3</WarningLevel> |
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<SDLCheck>true</SDLCheck> |
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<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions> |
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<ConformanceMode>true</ConformanceMode> |
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</ClCompile> |
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<Link> |
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<SubSystem>Console</SubSystem> |
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<GenerateDebugInformation>true</GenerateDebugInformation> |
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</Link> |
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</ItemDefinitionGroup> |
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> |
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<ClCompile> |
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<WarningLevel>Level3</WarningLevel> |
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<FunctionLevelLinking>true</FunctionLevelLinking> |
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<IntrinsicFunctions>true</IntrinsicFunctions> |
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<SDLCheck>true</SDLCheck> |
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions> |
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<ConformanceMode>true</ConformanceMode> |
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</ClCompile> |
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<Link> |
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<SubSystem>Console</SubSystem> |
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<EnableCOMDATFolding>true</EnableCOMDATFolding> |
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<OptimizeReferences>true</OptimizeReferences> |
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<GenerateDebugInformation>true</GenerateDebugInformation> |
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</Link> |
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</ItemDefinitionGroup> |
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> |
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<ClCompile> |
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<WarningLevel>Level3</WarningLevel> |
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<SDLCheck>true</SDLCheck> |
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<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions> |
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<ConformanceMode>true</ConformanceMode> |
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</ClCompile> |
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<Link> |
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<SubSystem>Console</SubSystem> |
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<GenerateDebugInformation>true</GenerateDebugInformation> |
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</Link> |
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</ItemDefinitionGroup> |
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> |
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<ClCompile> |
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<WarningLevel>Level3</WarningLevel> |
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<FunctionLevelLinking>true</FunctionLevelLinking> |
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<IntrinsicFunctions>true</IntrinsicFunctions> |
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<SDLCheck>true</SDLCheck> |
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<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions> |
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<ConformanceMode>true</ConformanceMode> |
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</ClCompile> |
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<Link> |
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<SubSystem>Console</SubSystem> |
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<EnableCOMDATFolding>true</EnableCOMDATFolding> |
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<OptimizeReferences>true</OptimizeReferences> |
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<GenerateDebugInformation>true</GenerateDebugInformation> |
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</Link> |
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</ItemDefinitionGroup> |
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<ItemGroup> |
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<ClInclude Include="olcPixelGameEngine.h" /> |
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</ItemGroup> |
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<ItemGroup> |
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<ClCompile Include="ShooterExample.cpp" /> |
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</ItemGroup> |
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> |
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<ImportGroup Label="ExtensionTargets"> |
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</ImportGroup> |
||||
</Project> |
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