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# This is the CMakeCache file. |
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# For build in directory: c:/Users/sigon/source/repos/hamster |
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# It was generated by CMake: C:/Program Files/CMake/bin/cmake.exe |
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# You can edit this file to change values found and used by cmake. |
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//Flags used by the linker during RELWITHDEBINFO builds. |
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//Value Computed by CMake. |
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//Path to a program. |
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CMAKE_PROJECT_NAME:STATIC=hamster |
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CMAKE_SHARED_LINKER_FLAGS_RELEASE:STRING=/INCREMENTAL:NO |
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CMAKE_SHARED_LINKER_FLAGS_RELWITHDEBINFO:STRING=/debug /INCREMENTAL |
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// but are added when building. |
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CMAKE_SKIP_INSTALL_RPATH:BOOL=NO |
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CMAKE_SKIP_RPATH:BOOL=NO |
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//Flags used by the linker during the creation of static libraries |
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// during all build types. |
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CMAKE_STATIC_LINKER_FLAGS:STRING=/machine:x64 |
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//Flags used by the linker during the creation of static libraries |
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CMAKE_STATIC_LINKER_FLAGS_DEBUG:STRING= |
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CMAKE_STATIC_LINKER_FLAGS_MINSIZEREL:STRING= |
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//Flags used by the linker during the creation of static libraries |
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CMAKE_STATIC_LINKER_FLAGS_RELEASE:STRING= |
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OPENGL_glu_LIBRARY:STRING=glu32 |
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||||||
|
CMAKE_VERBOSE_MAKEFILE-ADVANCED:INTERNAL=1 |
||||||
|
//Details about finding OpenGL |
||||||
|
FIND_PACKAGE_MESSAGE_DETAILS_OpenGL:INTERNAL=[opengl32][c ][v()] |
||||||
|
//ADVANCED property for variable: OPENGL_gl_LIBRARY |
||||||
|
OPENGL_gl_LIBRARY-ADVANCED:INTERNAL=1 |
||||||
|
//ADVANCED property for variable: OPENGL_glu_LIBRARY |
||||||
|
OPENGL_glu_LIBRARY-ADVANCED:INTERNAL=1 |
||||||
|
|
File diff suppressed because one or more lines are too long
After Width: | Height: | Size: 9.9 KiB |
After Width: | Height: | Size: 70 KiB |
After Width: | Height: | Size: 195 B |
Binary file not shown.
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After Width: | Height: | Size: 21 KiB |
@ -0,0 +1,44 @@ |
|||||||
|
# Install script for directory: C:/Users/sigon/source/repos/hamster |
||||||
|
|
||||||
|
# Set the install prefix |
||||||
|
if(NOT DEFINED CMAKE_INSTALL_PREFIX) |
||||||
|
set(CMAKE_INSTALL_PREFIX "C:/Program Files (x86)/hamster") |
||||||
|
endif() |
||||||
|
string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}") |
||||||
|
|
||||||
|
# Set the install configuration name. |
||||||
|
if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME) |
||||||
|
if(BUILD_TYPE) |
||||||
|
string(REGEX REPLACE "^[^A-Za-z0-9_]+" "" |
||||||
|
CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}") |
||||||
|
else() |
||||||
|
set(CMAKE_INSTALL_CONFIG_NAME "Release") |
||||||
|
endif() |
||||||
|
message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"") |
||||||
|
endif() |
||||||
|
|
||||||
|
# Set the component getting installed. |
||||||
|
if(NOT CMAKE_INSTALL_COMPONENT) |
||||||
|
if(COMPONENT) |
||||||
|
message(STATUS "Install component: \"${COMPONENT}\"") |
||||||
|
set(CMAKE_INSTALL_COMPONENT "${COMPONENT}") |
||||||
|
else() |
||||||
|
set(CMAKE_INSTALL_COMPONENT) |
||||||
|
endif() |
||||||
|
endif() |
||||||
|
|
||||||
|
# Is this installation the result of a crosscompile? |
||||||
|
if(NOT DEFINED CMAKE_CROSSCOMPILING) |
||||||
|
set(CMAKE_CROSSCOMPILING "FALSE") |
||||||
|
endif() |
||||||
|
|
||||||
|
if(CMAKE_INSTALL_COMPONENT) |
||||||
|
set(CMAKE_INSTALL_MANIFEST "install_manifest_${CMAKE_INSTALL_COMPONENT}.txt") |
||||||
|
else() |
||||||
|
set(CMAKE_INSTALL_MANIFEST "install_manifest.txt") |
||||||
|
endif() |
||||||
|
|
||||||
|
string(REPLACE ";" "\n" CMAKE_INSTALL_MANIFEST_CONTENT |
||||||
|
"${CMAKE_INSTALL_MANIFEST_FILES}") |
||||||
|
file(WRITE "C:/Users/sigon/source/repos/hamster/${CMAKE_INSTALL_MANIFEST}" |
||||||
|
"${CMAKE_INSTALL_MANIFEST_CONTENT}") |
After Width: | Height: | Size: 21 KiB |
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@ -0,0 +1,2 @@ |
|||||||
|
Author: |
||||||
|
Legend of Pocket Monsters - Chad Wolfe <https://opengameart.org/content/200-tileset-legend-of-pocket-monsters> |
@ -0,0 +1,35 @@ |
|||||||
|
#include "HamsterGame.h" |
||||||
|
|
||||||
|
geom2d::rect<float>HamsterGame::SCREEN_FRAME{{96,0},{320,288}}; |
||||||
|
|
||||||
|
HamsterGame::HamsterGame() |
||||||
|
{ |
||||||
|
sAppName = "Project Hamster"; |
||||||
|
} |
||||||
|
|
||||||
|
bool HamsterGame::OnUserCreate(){ |
||||||
|
LoadAnimations(); |
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
bool HamsterGame::OnUserUpdate(float fElapsedTime){ |
||||||
|
DrawDecal({}, |
||||||
|
gameWindow.FillRectDecal({},{150.f,150.f},WHITE); |
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
bool HamsterGame::OnUserDestroy(){ |
||||||
|
|
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
int main() |
||||||
|
{ |
||||||
|
HamsterGame game; |
||||||
|
if(game.Construct(512, 288, 2, 2)) |
||||||
|
game.Start(); |
||||||
|
|
||||||
|
return 0; |
||||||
|
} |
||||||
|
|
@ -0,0 +1,57 @@ |
|||||||
|
#pragma region License |
||||||
|
/*
|
||||||
|
License (OLC-3) |
||||||
|
~~~~~~~~~~~~~~~ |
||||||
|
|
||||||
|
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com> |
||||||
|
|
||||||
|
Redistribution and use in source and binary forms, with or without modification, |
||||||
|
are permitted provided that the following conditions are met: |
||||||
|
|
||||||
|
1. Redistributions or derivations of source code must retain the above copyright |
||||||
|
notice, this list of conditions and the following disclaimer. |
||||||
|
|
||||||
|
2. Redistributions or derivative works in binary form must reproduce the above |
||||||
|
copyright notice. This list of conditions and the following disclaimer must be |
||||||
|
reproduced in the documentation and/or other materials provided with the distribution. |
||||||
|
|
||||||
|
3. Neither the name of the copyright holder nor the names of its contributors may |
||||||
|
be used to endorse or promote products derived from this software without specific |
||||||
|
prior written permission. |
||||||
|
|
||||||
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY |
||||||
|
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES |
||||||
|
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT |
||||||
|
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, |
||||||
|
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED |
||||||
|
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR |
||||||
|
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
||||||
|
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN |
||||||
|
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF |
||||||
|
SUCH DAMAGE. |
||||||
|
|
||||||
|
Portions of this software are copyright © 2024 The FreeType |
||||||
|
Project (www.freetype.org). Please see LICENSE_FT.txt for more information. |
||||||
|
All rights reserved. |
||||||
|
*/ |
||||||
|
#pragma endregion |
||||||
|
#pragma once |
||||||
|
#include <unordered_map> |
||||||
|
#include "olcUTIL_Geometry2D.h" |
||||||
|
#include "olcUTIL_Animate2D.h" |
||||||
|
#include "olcPGEX_ViewPort.h" |
||||||
|
|
||||||
|
class HamsterGame : public olc::PixelGameEngine |
||||||
|
{ |
||||||
|
public: |
||||||
|
HamsterGame(); |
||||||
|
static geom2d::rect<float>SCREEN_FRAME; |
||||||
|
static std::unordered_map<std::string,Animate2D::Animation<int>>ANIMATIONS; |
||||||
|
const ViewPort gameWindow{{SCREEN_FRAME.pos,SCREEN_FRAME.pos+vf2d{0.f,SCREEN_FRAME.size.y},SCREEN_FRAME.pos+SCREEN_FRAME.size,SCREEN_FRAME.pos+vf2d{SCREEN_FRAME.size.x,0.f}},{96,0}}; |
||||||
|
public: |
||||||
|
bool OnUserCreate()override final; |
||||||
|
bool OnUserUpdate(float fElapsedTime)override final; |
||||||
|
bool OnUserDestroy()override final; |
||||||
|
private: |
||||||
|
void LoadAnimations(); |
||||||
|
}; |
@ -0,0 +1,2 @@ |
|||||||
|
|
||||||
|
olcPGEX_ViewPort - Submit a PR where the offset is subtracted instead of added to determine clip region cutoffs. |
@ -1,364 +0,0 @@ |
|||||||
#include "olcPixelGameEngine.h" |
|
||||||
#include "olcPGEX_MiniAudio.h" |
|
||||||
|
|
||||||
|
|
||||||
class OneLoneCoder_Asteroids : public olc::PixelGameEngine |
|
||||||
{ |
|
||||||
public: |
|
||||||
OneLoneCoder_Asteroids() |
|
||||||
{ |
|
||||||
sAppName = "Asteroids"; |
|
||||||
} |
|
||||||
|
|
||||||
private: |
|
||||||
struct sSpaceObject |
|
||||||
{ |
|
||||||
int nSize; |
|
||||||
float x; |
|
||||||
float y; |
|
||||||
float dx; |
|
||||||
float dy; |
|
||||||
float angle; |
|
||||||
}; |
|
||||||
|
|
||||||
std::vector<sSpaceObject> vecAsteroids; |
|
||||||
std::vector<sSpaceObject> vecBullets; |
|
||||||
sSpaceObject player; |
|
||||||
bool bDead = false; |
|
||||||
int nScore = 0; |
|
||||||
|
|
||||||
std::vector<std::pair<float, float>> vecModelShip; |
|
||||||
std::vector<std::pair<float, float>> vecModelAsteroid; |
|
||||||
|
|
||||||
std::map<std::string, olc::Renderable*> gfx; |
|
||||||
std::map<std::string, int> sfx; |
|
||||||
|
|
||||||
olc::MiniAudio audio; |
|
||||||
|
|
||||||
public: |
|
||||||
|
|
||||||
bool OnUserCreate() override |
|
||||||
{ |
|
||||||
auto loadGraphic = [&](const std::string& key, const std::string& filepath) |
|
||||||
{ |
|
||||||
olc::Renderable* renderable = new olc::Renderable(); |
|
||||||
renderable->Load(filepath); |
|
||||||
gfx[key] = renderable; |
|
||||||
}; |
|
||||||
|
|
||||||
auto loadSound = [&](const std::string& key, const std::string& filepath) |
|
||||||
{ |
|
||||||
sfx[key] = audio.LoadSound(filepath); |
|
||||||
}; |
|
||||||
|
|
||||||
loadGraphic("background", "assets/gfx/space.png"); |
|
||||||
|
|
||||||
loadSound("bg-music", "assets/sounds/bg-music.wav"); |
|
||||||
loadSound("laser", "assets/sounds/Laser_Shoot11.wav"); |
|
||||||
loadSound("explosion", "assets/sounds/Explosions1.wav"); |
|
||||||
loadSound("lose", "assets/sounds/lose9.wav"); |
|
||||||
loadSound("thruster", "assets/sounds/thruster.wav"); |
|
||||||
|
|
||||||
vecModelShip =
|
|
||||||
{ |
|
||||||
{ 0.0f, -5.0f}, |
|
||||||
{-2.5f, +2.5f}, |
|
||||||
{+2.5f, +2.5f} |
|
||||||
}; // A simple Isoceles Triangle
|
|
||||||
|
|
||||||
// Create a "jagged" circle for the asteroid. It's important it remains
|
|
||||||
// mostly circular, as we do a simple collision check against a perfect
|
|
||||||
// circle.
|
|
||||||
int verts = 20; |
|
||||||
for (int i = 0; i < verts; i++) |
|
||||||
{ |
|
||||||
float noise = (float)rand() / (float)RAND_MAX * 0.4f + 0.8f; |
|
||||||
vecModelAsteroid.push_back(std::make_pair(noise * sinf(((float)i / (float)verts) * 6.28318f),
|
|
||||||
noise * cosf(((float)i / (float)verts) * 6.28318f))); |
|
||||||
} |
|
||||||
|
|
||||||
backgroundLayer = CreateLayer(); |
|
||||||
EnableLayer(backgroundLayer, true); |
|
||||||
|
|
||||||
SetDrawTarget(backgroundLayer); |
|
||||||
DrawSprite(0,0, gfx.at("background")->Sprite()); |
|
||||||
SetDrawTarget(nullptr); |
|
||||||
|
|
||||||
ResetGame(); |
|
||||||
audio.Play(sfx.at("bg-music"), true); |
|
||||||
|
|
||||||
return true; |
|
||||||
} |
|
||||||
|
|
||||||
bool OnUserDestroy() override |
|
||||||
{ |
|
||||||
for(auto it = gfx.begin(); it != gfx.end(); ++it) |
|
||||||
{ |
|
||||||
delete it->second; |
|
||||||
} |
|
||||||
|
|
||||||
return true; |
|
||||||
} |
|
||||||
|
|
||||||
|
|
||||||
int backgroundLayer = -1; |
|
||||||
|
|
||||||
void ResetGame() |
|
||||||
{ |
|
||||||
// Initialise Player Position
|
|
||||||
player.x = ScreenWidth() / 2.0f; |
|
||||||
player.y = ScreenHeight() / 2.0f; |
|
||||||
player.dx = 0.0f; |
|
||||||
player.dy = 0.0f; |
|
||||||
player.angle = 0.0f; |
|
||||||
|
|
||||||
vecBullets.clear(); |
|
||||||
vecAsteroids.clear(); |
|
||||||
|
|
||||||
// Put in two asteroids
|
|
||||||
vecAsteroids.push_back({ (int)16, player.x - 80.0f, player.y, 10.0f, 40.0f, 0.0f }); |
|
||||||
vecAsteroids.push_back({ (int)16, player.x + 80.0f, player.y, -10.0f, -40.0f, 0.0f }); |
|
||||||
|
|
||||||
// Reset game
|
|
||||||
bDead = false; |
|
||||||
nScore = false; |
|
||||||
} |
|
||||||
|
|
||||||
// Implements "wrap around" for various in-game sytems
|
|
||||||
void WrapCoordinates(float ix, float iy, float &ox, float &oy) |
|
||||||
{ |
|
||||||
ox = ix; |
|
||||||
oy = iy; |
|
||||||
if (ix < 0.0f) ox = ix + (float)ScreenWidth(); |
|
||||||
if (ix >= (float)ScreenWidth()) ox = ix - (float)ScreenWidth(); |
|
||||||
if (iy < 0.0f) oy = iy + (float)ScreenHeight(); |
|
||||||
if (iy >= (float)ScreenHeight()) oy = iy - (float)ScreenHeight(); |
|
||||||
} |
|
||||||
|
|
||||||
// Overriden to handle toroidal drawing routines
|
|
||||||
bool Draw(int x, int y, olc::Pixel col = olc::WHITE) override |
|
||||||
{ |
|
||||||
float fx, fy; |
|
||||||
WrapCoordinates(x, y, fx, fy);
|
|
||||||
return olc::PixelGameEngine::Draw(fx, fy, col); |
|
||||||
} |
|
||||||
|
|
||||||
bool IsPointInsideCircle(float cx, float cy, float radius, float x, float y) |
|
||||||
{ |
|
||||||
return sqrt((x-cx)*(x-cx) + (y-cy)*(y-cy)) < radius; |
|
||||||
} |
|
||||||
|
|
||||||
// Called by olcConsoleGameEngine
|
|
||||||
bool OnUserUpdate(float fElapsedTime) override |
|
||||||
{ |
|
||||||
if (bDead) |
|
||||||
ResetGame(); |
|
||||||
|
|
||||||
// Clear Screen
|
|
||||||
Clear(olc::BLANK); |
|
||||||
|
|
||||||
// Steer Ship
|
|
||||||
if (GetKey(olc::LEFT).bHeld) |
|
||||||
player.angle -= 5.0f * fElapsedTime; |
|
||||||
if (GetKey(olc::RIGHT).bHeld) |
|
||||||
player.angle += 5.0f * fElapsedTime; |
|
||||||
|
|
||||||
// Thrust? Apply ACCELERATION
|
|
||||||
if (GetKey(olc::UP).bHeld) |
|
||||||
{ |
|
||||||
// ACCELERATION changes VELOCITY (with respect to time)
|
|
||||||
player.dx += sin(player.angle) * 20.0f * fElapsedTime; |
|
||||||
player.dy += -cos(player.angle) * 20.0f * fElapsedTime; |
|
||||||
} |
|
||||||
|
|
||||||
if(GetKey(olc::UP).bPressed) |
|
||||||
audio.Play(sfx.at("thruster"), true); |
|
||||||
|
|
||||||
if(GetKey(olc::UP).bReleased) |
|
||||||
audio.Stop(sfx.at("thruster")); |
|
||||||
|
|
||||||
// VELOCITY changes POSITION (with respect to time)
|
|
||||||
player.x += player.dx * fElapsedTime; |
|
||||||
player.y += player.dy * fElapsedTime; |
|
||||||
|
|
||||||
// Keep ship in gamespace
|
|
||||||
WrapCoordinates(player.x, player.y, player.x, player.y); |
|
||||||
|
|
||||||
// Check ship collision with asteroids
|
|
||||||
for (auto &a : vecAsteroids) |
|
||||||
if (IsPointInsideCircle(a.x, a.y, a.nSize, player.x, player.y)) |
|
||||||
{ |
|
||||||
bDead = true; // Uh oh...
|
|
||||||
audio.Play(sfx.at("lose")); |
|
||||||
} |
|
||||||
|
|
||||||
|
|
||||||
// Fire Bullet in direction of player
|
|
||||||
if (GetKey(olc::SPACE).bReleased) |
|
||||||
{ |
|
||||||
vecBullets.push_back({ 0, player.x, player.y, 150.0f * sinf(player.angle), -150.0f * cosf(player.angle), 100.0f }); |
|
||||||
audio.Play(sfx.at("laser")); |
|
||||||
} |
|
||||||
|
|
||||||
|
|
||||||
// Update and draw asteroids
|
|
||||||
for (auto &a : vecAsteroids) |
|
||||||
{ |
|
||||||
// VELOCITY changes POSITION (with respect to time)
|
|
||||||
a.x += a.dx * fElapsedTime; |
|
||||||
a.y += a.dy * fElapsedTime; |
|
||||||
a.angle += 0.5f * fElapsedTime; // Add swanky rotation :)
|
|
||||||
|
|
||||||
// Asteroid coordinates are kept in game space (toroidal mapping)
|
|
||||||
WrapCoordinates(a.x, a.y, a.x, a.y); |
|
||||||
|
|
||||||
// Draw Asteroids
|
|
||||||
DrawWireFrameModel(vecModelAsteroid, a.x, a.y, a.angle, (float)a.nSize, olc::YELLOW);
|
|
||||||
} |
|
||||||
|
|
||||||
// Any new asteroids created after collision detection are stored
|
|
||||||
// in a temporary vector, so we don't interfere with the asteroids
|
|
||||||
// vector iterator in the for(auto)
|
|
||||||
std::vector<sSpaceObject> newAsteroids; |
|
||||||
|
|
||||||
// Update Bullets
|
|
||||||
for (auto &b : vecBullets) |
|
||||||
{ |
|
||||||
b.x += b.dx * fElapsedTime; |
|
||||||
b.y += b.dy * fElapsedTime; |
|
||||||
WrapCoordinates(b.x, b.y, b.x, b.y); |
|
||||||
b.angle -= 1.0f * fElapsedTime; |
|
||||||
|
|
||||||
// Check collision with asteroids
|
|
||||||
for (auto &a : vecAsteroids) |
|
||||||
{ |
|
||||||
//if (IsPointInsideRectangle(a.x, a.y, a.x + a.nSize, a.y + a.nSize, b.x, b.y))
|
|
||||||
if(IsPointInsideCircle(a.x, a.y, a.nSize, b.x, b.y)) |
|
||||||
{ |
|
||||||
// Asteroid Hit - Remove bullet
|
|
||||||
// We've already updated the bullets, so force bullet to be offscreen
|
|
||||||
// so it is cleaned up by the removal algorithm.
|
|
||||||
b.x = -100; |
|
||||||
|
|
||||||
// Create child asteroids
|
|
||||||
if (a.nSize > 4) |
|
||||||
{ |
|
||||||
float angle1 = ((float)rand() / (float)RAND_MAX) * 6.283185f; |
|
||||||
float angle2 = ((float)rand() / (float)RAND_MAX) * 6.283185f; |
|
||||||
newAsteroids.push_back({ (int)a.nSize >> 1 ,a.x, a.y, 30.0f * sinf(angle1), 30.0f * cosf(angle1), 0.0f }); |
|
||||||
newAsteroids.push_back({ (int)a.nSize >> 1 ,a.x, a.y, 30.0f * sinf(angle2), 30.0f * cosf(angle2), 0.0f }); |
|
||||||
} |
|
||||||
|
|
||||||
// Remove asteroid - Same approach as bullets
|
|
||||||
a.x = -100; |
|
||||||
nScore += 100; // Small score increase for hitting asteroid
|
|
||||||
audio.Play(sfx.at("explosion")); |
|
||||||
} |
|
||||||
} |
|
||||||
} |
|
||||||
|
|
||||||
// Append new asteroids to existing vector
|
|
||||||
for(auto a:newAsteroids) |
|
||||||
vecAsteroids.push_back(a); |
|
||||||
|
|
||||||
// Clear up dead objects - They are out of game space
|
|
||||||
|
|
||||||
// Remove asteroids that have been blown up
|
|
||||||
if (vecAsteroids.size() > 0) |
|
||||||
{ |
|
||||||
auto i = remove_if(vecAsteroids.begin(), vecAsteroids.end(), [&](sSpaceObject o) { return (o.x < 0); }); |
|
||||||
if (i != vecAsteroids.end()) |
|
||||||
vecAsteroids.erase(i); |
|
||||||
} |
|
||||||
|
|
||||||
if (vecAsteroids.empty()) // If no asteroids, level complete! :) - you win MORE asteroids!
|
|
||||||
{ |
|
||||||
// Level Clear
|
|
||||||
nScore += 1000; // Large score for level progression
|
|
||||||
vecAsteroids.clear(); |
|
||||||
vecBullets.clear(); |
|
||||||
|
|
||||||
// Add two new asteroids, but in a place where the player is not, we'll simply
|
|
||||||
// add them 90 degrees left and right to the player, their coordinates will
|
|
||||||
// be wrapped by th enext asteroid update
|
|
||||||
vecAsteroids.push_back({ (int)16, 80.0f * sinf(player.angle - 3.14159f/2.0f) + player.x, |
|
||||||
80.0f * cosf(player.angle - 3.14159f/2.0f) + player.y, |
|
||||||
60.0f * sinf(player.angle), 60.0f*cosf(player.angle), 0.0f }); |
|
||||||
|
|
||||||
vecAsteroids.push_back({ (int)16, 80.0f * sinf(player.angle + 3.14159f/2.0f) + player.x, |
|
||||||
80.0f * cosf(player.angle + 3.14159f/2.0f) + player.y, |
|
||||||
60.0f * sinf(-player.angle), 60.0f*cosf(-player.angle), 0.0f }); |
|
||||||
} |
|
||||||
|
|
||||||
// Remove bullets that have gone off screen
|
|
||||||
if (vecBullets.size() > 0) |
|
||||||
{ |
|
||||||
auto i = remove_if(vecBullets.begin(), vecBullets.end(), [&](sSpaceObject o) { return (o.x < 1 || o.y < 1 || o.x >= ScreenWidth() - 1 || o.y >= ScreenHeight() - 1); }); |
|
||||||
if (i != vecBullets.end()) |
|
||||||
vecBullets.erase(i); |
|
||||||
} |
|
||||||
|
|
||||||
// Draw Bullets
|
|
||||||
for (auto b : vecBullets) |
|
||||||
Draw(b.x, b.y); |
|
||||||
|
|
||||||
// Draw Ship
|
|
||||||
DrawWireFrameModel(vecModelShip, player.x, player.y, player.angle); |
|
||||||
|
|
||||||
// Draw Score
|
|
||||||
DrawString(2, 2, "SCORE: " + std::to_string(nScore)); |
|
||||||
|
|
||||||
return !GetKey(olc::ESCAPE).bPressed; |
|
||||||
} |
|
||||||
|
|
||||||
void DrawWireFrameModel(const std::vector<std::pair<float, float>> &vecModelCoordinates, float x, float y, float r = 0.0f, float s = 1.0f, olc::Pixel col = olc::WHITE) |
|
||||||
{ |
|
||||||
// pair.first = x coordinate
|
|
||||||
// pair.second = y coordinate
|
|
||||||
|
|
||||||
// Create translated model vector of coordinate pairs
|
|
||||||
std::vector<std::pair<float, float>> vecTransformedCoordinates; |
|
||||||
int verts = vecModelCoordinates.size(); |
|
||||||
vecTransformedCoordinates.resize(verts); |
|
||||||
|
|
||||||
// Rotate
|
|
||||||
for (int i = 0; i < verts; i++) |
|
||||||
{ |
|
||||||
vecTransformedCoordinates[i].first = vecModelCoordinates[i].first * cosf(r) - vecModelCoordinates[i].second * sinf(r); |
|
||||||
vecTransformedCoordinates[i].second = vecModelCoordinates[i].first * sinf(r) + vecModelCoordinates[i].second * cosf(r); |
|
||||||
} |
|
||||||
|
|
||||||
// Scale
|
|
||||||
for (int i = 0; i < verts; i++) |
|
||||||
{ |
|
||||||
vecTransformedCoordinates[i].first = vecTransformedCoordinates[i].first * s; |
|
||||||
vecTransformedCoordinates[i].second = vecTransformedCoordinates[i].second * s; |
|
||||||
} |
|
||||||
|
|
||||||
// Translate
|
|
||||||
for (int i = 0; i < verts; i++) |
|
||||||
{ |
|
||||||
vecTransformedCoordinates[i].first = vecTransformedCoordinates[i].first + x; |
|
||||||
vecTransformedCoordinates[i].second = vecTransformedCoordinates[i].second + y; |
|
||||||
} |
|
||||||
|
|
||||||
// Draw Closed Polygon
|
|
||||||
for (int i = 0; i < verts + 1; i++) |
|
||||||
{ |
|
||||||
int j = (i + 1); |
|
||||||
DrawLine(vecTransformedCoordinates[i % verts].first, vecTransformedCoordinates[i % verts].second,
|
|
||||||
vecTransformedCoordinates[j % verts].first, vecTransformedCoordinates[j % verts].second, col); |
|
||||||
} |
|
||||||
} |
|
||||||
}; |
|
||||||
|
|
||||||
|
|
||||||
int main() |
|
||||||
{ |
|
||||||
OneLoneCoder_Asteroids game; |
|
||||||
if(game.Construct(320, 180, 4, 4)) |
|
||||||
game.Start(); |
|
||||||
|
|
||||||
return 0; |
|
||||||
} |
|
||||||
|
|
@ -0,0 +1,722 @@ |
|||||||
|
#pragma once |
||||||
|
|
||||||
|
#include "olcPixelGameEngine.h" |
||||||
|
|
||||||
|
#include <algorithm> |
||||||
|
#include <array> |
||||||
|
#include <cmath> |
||||||
|
#include <cstdint> |
||||||
|
#include <iostream> |
||||||
|
#include <vector> |
||||||
|
|
||||||
|
// Declarations
|
||||||
|
namespace olc { |
||||||
|
class ViewPort : public olc::PGEX { |
||||||
|
public: |
||||||
|
ViewPort(); |
||||||
|
//Define a set of vertices to construct this viewport with. Winding order is counter-clockwise.
|
||||||
|
ViewPort(std::vector<vf2d> vertices, vf2d offset = {0, 0}); |
||||||
|
virtual ~ViewPort(); |
||||||
|
void addPoint(vf2d point); |
||||||
|
void clear(); |
||||||
|
void drawEdges(); |
||||||
|
void setOffset(vf2d offset); |
||||||
|
|
||||||
|
static ViewPort rectViewPort(vf2d topLeft, |
||||||
|
vf2d size, |
||||||
|
olc::vf2d offset = {0, 0}); |
||||||
|
|
||||||
|
void DrawDecal(const olc::vf2d &pos, |
||||||
|
olc::Decal *decal, |
||||||
|
const olc::vf2d &scale = {1.0f, 1.0f}, |
||||||
|
const olc::Pixel &tint = olc::WHITE) const; |
||||||
|
void DrawPartialDecal(const olc::vf2d &pos, |
||||||
|
olc::Decal *decal, |
||||||
|
const olc::vf2d &source_pos, |
||||||
|
const olc::vf2d &source_size, |
||||||
|
const olc::vf2d &scale = {1.0f, 1.0f}, |
||||||
|
const olc::Pixel &tint = olc::WHITE) const; |
||||||
|
void DrawPartialDecal(const vf2d &pos, |
||||||
|
const vf2d &size, |
||||||
|
Decal *decal, |
||||||
|
const vf2d source_pos, |
||||||
|
const vf2d &source_size, |
||||||
|
const Pixel &tint = olc::WHITE) const; |
||||||
|
void DrawExplicitDecal(olc::Decal *decal, |
||||||
|
const olc::vf2d *pos, |
||||||
|
const olc::vf2d *uv, |
||||||
|
const olc::Pixel *col, |
||||||
|
uint32_t elements = 4) const; |
||||||
|
void DrawWarpedDecal(Decal *decal, |
||||||
|
const vf2d (&pos)[4], |
||||||
|
const Pixel &tint = WHITE) const; |
||||||
|
void DrawWarpedDecal(Decal *decal, |
||||||
|
const vf2d *pos, |
||||||
|
const Pixel &tint = WHITE) const; |
||||||
|
void DrawWarpedDecal(Decal *decal, |
||||||
|
const std::array<vf2d, 4> &pos, |
||||||
|
const Pixel &tint = WHITE) const; |
||||||
|
void DrawPartialWarpedDecal(Decal *decal, |
||||||
|
const vf2d (&pos)[4], |
||||||
|
const vf2d &source_pos, |
||||||
|
const vf2d &source_size, |
||||||
|
const Pixel &tint = WHITE) const; |
||||||
|
void DrawPartialWarpedDecal(Decal *decal, |
||||||
|
const vf2d *pos, |
||||||
|
const vf2d &source_pos, |
||||||
|
const vf2d &source_size, |
||||||
|
const Pixel &tint = WHITE) const; |
||||||
|
void DrawPartialWarpedDecal(Decal *decal, |
||||||
|
const std::array<vf2d, 4> &pos, |
||||||
|
const vf2d &source_pos, |
||||||
|
const vf2d &source_size, |
||||||
|
const Pixel &tint = WHITE) const; |
||||||
|
void DrawRotatedDecal(const vf2d &pos, |
||||||
|
Decal *decal, |
||||||
|
const float fAngle, |
||||||
|
const vf2d ¢er = {0.0f, 0.0f}, |
||||||
|
const vf2d &scale = {1.0f, 1.0f}, |
||||||
|
const Pixel &tint = WHITE) const; |
||||||
|
void DrawPartialRotatedDecal(const vf2d &pos, |
||||||
|
Decal *decal, |
||||||
|
const float fAngle, |
||||||
|
const vf2d ¢er, |
||||||
|
const vf2d &source_pos, |
||||||
|
const vf2d &source_size, |
||||||
|
const vf2d &scale = {1.0f, 1.0f}, |
||||||
|
const Pixel &tint = WHITE) const; |
||||||
|
void DrawRectDecal(const vf2d &pos, |
||||||
|
const vf2d &size, |
||||||
|
const Pixel col = WHITE) const; |
||||||
|
void FillRectDecal(const vf2d &pos, |
||||||
|
const vf2d &size, |
||||||
|
const Pixel col = WHITE) const; |
||||||
|
void GradientFillRectDecal(const vf2d &pos, |
||||||
|
const vf2d &size, |
||||||
|
const Pixel colTL, |
||||||
|
const Pixel colBL, |
||||||
|
const Pixel colBR, |
||||||
|
const Pixel colTR) const; |
||||||
|
void DrawPolygonDecal(Decal *decal, |
||||||
|
const std::vector<vf2d> &pos, |
||||||
|
const std::vector<vf2d> &uv, |
||||||
|
const Pixel tint = WHITE) const; |
||||||
|
void DrawPolygonDecal(Decal *decal, |
||||||
|
const std::vector<vf2d> &pos, |
||||||
|
const std::vector<float> &depth, |
||||||
|
const std::vector<vf2d> &uv, |
||||||
|
const Pixel tint = WHITE) const; |
||||||
|
void DrawPolygonDecal(Decal *decal, |
||||||
|
const std::vector<vf2d> &pos, |
||||||
|
const std::vector<vf2d> &uv, |
||||||
|
const std::vector<Pixel> &tint) const; |
||||||
|
void DrawLineDecal(const vf2d &pos1, |
||||||
|
const vf2d &pos2, |
||||||
|
Pixel p = WHITE) const; |
||||||
|
|
||||||
|
private: |
||||||
|
void drawClippedDecal(Decal *decal, |
||||||
|
const vf2d *points, |
||||||
|
const vf2d *uvs, |
||||||
|
const Pixel *col, |
||||||
|
uint32_t elements = 0) const; |
||||||
|
void drawClippedPolygonDecal(Decal *decal, |
||||||
|
const vf2d *points, |
||||||
|
const vf2d *uvs, |
||||||
|
const float *depth, |
||||||
|
const Pixel tint, |
||||||
|
uint32_t elements = 0) const; |
||||||
|
|
||||||
|
static bool ccw(vf2d A,vf2d B,vf2d C); |
||||||
|
static bool intersect(vf2d A,vf2d B,vf2d C,vf2d D); |
||||||
|
static float lineSegmentIntersect(vf2d lineA, |
||||||
|
vf2d lineB, |
||||||
|
vf2d segmentA, |
||||||
|
vf2d segmentB); |
||||||
|
static float directionFromLine(vf2d lineA, vf2d lineB, vf2d point); |
||||||
|
|
||||||
|
std::vector<vf2d> clipVertices; |
||||||
|
olc::vf2d offset; |
||||||
|
}; |
||||||
|
} // namespace olc
|
||||||
|
|
||||||
|
// Definitions
|
||||||
|
|
||||||
|
#ifdef OLC_PGEX_VIEWPORT |
||||||
|
#undef OLC_PGEX_VIEWPORT |
||||||
|
|
||||||
|
olc::ViewPort::ViewPort() { |
||||||
|
} |
||||||
|
olc::ViewPort::~ViewPort() { |
||||||
|
} |
||||||
|
|
||||||
|
olc::ViewPort::ViewPort(std::vector<vf2d> vertices, olc::vf2d offset) |
||||||
|
: clipVertices{vertices}, |
||||||
|
offset{offset} { |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::addPoint(vf2d point) { |
||||||
|
clipVertices.push_back(point); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::clear() { |
||||||
|
clipVertices.clear(); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::drawEdges() { |
||||||
|
for (auto i = 0u; i < clipVertices.size(); i++) { |
||||||
|
auto current = clipVertices[i] + offset; |
||||||
|
auto next = clipVertices[(i + 1) % clipVertices.size()] + offset; |
||||||
|
|
||||||
|
pge->DrawLineDecal(current, next, olc::RED); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::setOffset(vf2d offset) { |
||||||
|
this->offset = offset; |
||||||
|
} |
||||||
|
|
||||||
|
olc::ViewPort |
||||||
|
olc::ViewPort::rectViewPort(vf2d topLeft, vf2d size, olc::vf2d offset) { |
||||||
|
return {{ |
||||||
|
topLeft, |
||||||
|
{topLeft.x, topLeft.y + size.y}, |
||||||
|
topLeft + size, |
||||||
|
{topLeft.x + size.x, topLeft.y}, |
||||||
|
}, |
||||||
|
offset}; |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawDecal(const olc::vf2d &pos, |
||||||
|
olc::Decal *decal, |
||||||
|
const olc::vf2d &scale, |
||||||
|
const olc::Pixel &tint) const { |
||||||
|
std::vector<olc::vf2d> points{ |
||||||
|
pos, |
||||||
|
{pos.x, pos.y + decal->sprite->height * scale.y}, |
||||||
|
{pos.x + decal->sprite->width * scale.x, |
||||||
|
pos.y + decal->sprite->height * scale.y}, |
||||||
|
{pos.x + decal->sprite->width * scale.x, pos.y}, |
||||||
|
}; |
||||||
|
DrawWarpedDecal(decal, points.data(), tint); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawPartialDecal(const olc::vf2d &pos, |
||||||
|
olc::Decal *decal, |
||||||
|
const olc::vf2d &source_pos, |
||||||
|
const olc::vf2d &source_size, |
||||||
|
const olc::vf2d &scale, |
||||||
|
const olc::Pixel &tint) const { |
||||||
|
DrawPartialDecal(pos, source_size * scale, decal, source_pos, source_size, tint); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawPartialDecal(const vf2d &pos, |
||||||
|
const vf2d &size, |
||||||
|
Decal *decal, |
||||||
|
const vf2d source_pos, |
||||||
|
const vf2d &source_size, |
||||||
|
const Pixel &tint) const { |
||||||
|
std::vector<vf2d> points{ |
||||||
|
pos, |
||||||
|
{pos.x, pos.y + size.y}, |
||||||
|
pos + size, |
||||||
|
{pos.x + size.x, pos.y}, |
||||||
|
}; |
||||||
|
DrawPartialWarpedDecal(decal, points.data(), source_pos, source_size, tint); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawExplicitDecal(olc::Decal *decal, |
||||||
|
const olc::vf2d *pos, |
||||||
|
const olc::vf2d *uv, |
||||||
|
const olc::Pixel *col, |
||||||
|
uint32_t elements) const { |
||||||
|
drawClippedDecal(decal, pos, uv, col, elements); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawWarpedDecal(Decal *decal, |
||||||
|
const vf2d (&pos)[4], |
||||||
|
const Pixel &tint) const { |
||||||
|
DrawWarpedDecal(decal, (const vf2d *)pos, tint); |
||||||
|
} |
||||||
|
void olc::ViewPort::DrawWarpedDecal(Decal *decal, |
||||||
|
const vf2d *pos, |
||||||
|
const Pixel &tint) const { |
||||||
|
std::vector<float> w{ 1, 1, 1, 1 }; |
||||||
|
std::vector<olc::vf2d> newPos; |
||||||
|
newPos.resize(4); |
||||||
|
std::vector<vf2d> uvs{ |
||||||
|
{0, 0}, |
||||||
|
{0, 1}, |
||||||
|
{1, 1}, |
||||||
|
{1, 0}, |
||||||
|
}; |
||||||
|
std::vector<Pixel> cols{ |
||||||
|
tint, |
||||||
|
tint, |
||||||
|
tint, |
||||||
|
tint, |
||||||
|
}; |
||||||
|
|
||||||
|
olc::vf2d vInvScreenSize={ 1.0f / pge->GetScreenSize().x, 1.0f / pge->GetScreenSize().y }; |
||||||
|
|
||||||
|
olc::vf2d center; |
||||||
|
float rd = ((pos[2].x - pos[0].x) * (pos[3].y - pos[1].y) - (pos[3].x - pos[1].x) * (pos[2].y - pos[0].y)); |
||||||
|
if (rd != 0) |
||||||
|
{ |
||||||
|
rd = 1.0f / rd; |
||||||
|
float rn = ((pos[3].x - pos[1].x) * (pos[0].y - pos[1].y) - (pos[3].y - pos[1].y) * (pos[0].x - pos[1].x)) * rd; |
||||||
|
float sn = ((pos[2].x - pos[0].x) * (pos[0].y - pos[1].y) - (pos[2].y - pos[0].y) * (pos[0].x - pos[1].x)) * rd; |
||||||
|
if (!(rn < 0.f || rn > 1.f || sn < 0.f || sn > 1.f)) center = pos[0] + rn * (pos[2] - pos[0]); |
||||||
|
float d[4]; for (int i = 0; i < 4; i++) d[i] = (pos[i] - center).mag(); |
||||||
|
for (int i = 0; i < 4; i++) |
||||||
|
{ |
||||||
|
float q = d[i] == 0.0f ? 1.0f : (d[i] + d[(i + 2) & 3]) / d[(i + 2) & 3]; |
||||||
|
uvs[i] *= q; w[i] *= q; |
||||||
|
} |
||||||
|
|
||||||
|
drawClippedPolygonDecal(decal, pos, uvs.data(), w.data(), tint, 4); |
||||||
|
} |
||||||
|
} |
||||||
|
void olc::ViewPort::DrawWarpedDecal(Decal *decal, |
||||||
|
const std::array<vf2d, 4> &pos, |
||||||
|
const Pixel &tint) const { |
||||||
|
DrawWarpedDecal(decal, pos.data(), tint); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawPartialWarpedDecal(Decal *decal, |
||||||
|
const vf2d (&pos)[4], |
||||||
|
const vf2d &source_pos, |
||||||
|
const vf2d &source_size, |
||||||
|
const Pixel &tint) const { |
||||||
|
DrawPartialWarpedDecal(decal, |
||||||
|
(const vf2d *)pos, |
||||||
|
source_pos, |
||||||
|
source_size, |
||||||
|
tint); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawPartialWarpedDecal(Decal *decal, |
||||||
|
const vf2d *pos, |
||||||
|
const vf2d &source_pos, |
||||||
|
const vf2d &source_size, |
||||||
|
const Pixel &tint) const { |
||||||
|
olc::vf2d sourceUvPos = |
||||||
|
source_pos |
||||||
|
/ olc::vf2d{static_cast<float>(decal->sprite->width), |
||||||
|
static_cast<float>(decal->sprite->height)}; |
||||||
|
olc::vf2d sourceUvSize = |
||||||
|
source_size |
||||||
|
/ olc::vf2d{static_cast<float>(decal->sprite->width), |
||||||
|
static_cast<float>(decal->sprite->height)}; |
||||||
|
std::vector<vf2d> uvs{ |
||||||
|
sourceUvPos, |
||||||
|
{sourceUvPos.x, sourceUvPos.y + sourceUvSize.y}, |
||||||
|
sourceUvPos + sourceUvSize, |
||||||
|
{sourceUvPos.x + sourceUvSize.x, sourceUvPos.y}, |
||||||
|
}; |
||||||
|
std::vector<Pixel> cols{ |
||||||
|
tint, |
||||||
|
tint, |
||||||
|
tint, |
||||||
|
tint, |
||||||
|
}; |
||||||
|
|
||||||
|
std::vector<float>ws{1,1,1,1}; |
||||||
|
|
||||||
|
olc::vf2d center; |
||||||
|
float rd = ((pos[2].x - pos[0].x) * (pos[3].y - pos[1].y) - (pos[3].x - pos[1].x) * (pos[2].y - pos[0].y)); |
||||||
|
if (rd != 0) |
||||||
|
{ |
||||||
|
rd = 1.0f / rd; |
||||||
|
float rn = ((pos[3].x - pos[1].x) * (pos[0].y - pos[1].y) - (pos[3].y - pos[1].y) * (pos[0].x - pos[1].x)) * rd; |
||||||
|
float sn = ((pos[2].x - pos[0].x) * (pos[0].y - pos[1].y) - (pos[2].y - pos[0].y) * (pos[0].x - pos[1].x)) * rd; |
||||||
|
if (!(rn < 0.f || rn > 1.f || sn < 0.f || sn > 1.f)) center = pos[0] + rn * (pos[2] - pos[0]); |
||||||
|
float d[4]; for (int i = 0; i < 4; i++) d[i] = (pos[i] - center).mag(); |
||||||
|
for (int i = 0; i < 4; i++) |
||||||
|
{ |
||||||
|
float q = d[i] == 0.0f ? 1.0f : (d[i] + d[(i + 2) & 3]) / d[(i + 2) & 3]; |
||||||
|
uvs[i] *= q; ws[i] *= q; |
||||||
|
} |
||||||
|
|
||||||
|
drawClippedPolygonDecal(decal, pos, uvs.data(), ws.data(), tint, 4); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawPartialWarpedDecal(Decal *decal, |
||||||
|
const std::array<vf2d, 4> &pos, |
||||||
|
const vf2d &source_pos, |
||||||
|
const vf2d &source_size, |
||||||
|
const Pixel &tint) const { |
||||||
|
DrawPartialWarpedDecal(decal, pos.data(), source_pos, source_size, tint); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawRotatedDecal(const vf2d &pos, |
||||||
|
Decal *decal, |
||||||
|
const float fAngle, |
||||||
|
const vf2d ¢er, |
||||||
|
const vf2d &scale, |
||||||
|
const Pixel &tint) const { |
||||||
|
auto sin = std::sin(fAngle); |
||||||
|
auto cos = std::cos(fAngle); |
||||||
|
|
||||||
|
std::vector<vf2d> points{ |
||||||
|
-center * scale, |
||||||
|
olc::vf2d{-center.x, decal->sprite->height - center.y} * scale, |
||||||
|
olc::vf2d{decal->sprite->width - center.x, |
||||||
|
decal->sprite->height - center.y} |
||||||
|
* scale, |
||||||
|
olc::vf2d{decal->sprite->width - center.x, -center.y} * scale, |
||||||
|
}; |
||||||
|
|
||||||
|
for (auto i = 0u; i < points.size(); i++) { |
||||||
|
points[i] = pos |
||||||
|
+ olc::vf2d{points[i].x * cos - points[i].y * sin, |
||||||
|
points[i].x * sin + points[i].y * cos}; |
||||||
|
} |
||||||
|
|
||||||
|
DrawWarpedDecal(decal, points.data(), tint); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawPartialRotatedDecal(const vf2d &pos, |
||||||
|
Decal *decal, |
||||||
|
const float fAngle, |
||||||
|
const vf2d ¢er, |
||||||
|
const vf2d &source_pos, |
||||||
|
const vf2d &source_size, |
||||||
|
const vf2d &scale, |
||||||
|
const Pixel &tint) const { |
||||||
|
auto sin = std::sin(fAngle); |
||||||
|
auto cos = std::cos(fAngle); |
||||||
|
|
||||||
|
std::vector<vf2d> points{ |
||||||
|
-center * scale, |
||||||
|
olc::vf2d{-center.x, source_size.y - center.y} * scale, |
||||||
|
(source_size - center) * scale, |
||||||
|
olc::vf2d{source_size.x - center.x, -center.y} * scale, |
||||||
|
}; |
||||||
|
|
||||||
|
for (auto i = 0u; i < points.size(); i++) { |
||||||
|
points[i] = pos |
||||||
|
+ olc::vf2d{points[i].x * cos - points[i].y * sin, |
||||||
|
points[i].x * sin + points[i].y * cos}; |
||||||
|
} |
||||||
|
|
||||||
|
DrawPartialWarpedDecal(decal, points.data(), source_pos, source_size, tint); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawRectDecal(const vf2d &pos, |
||||||
|
const vf2d &size, |
||||||
|
const Pixel col) const { |
||||||
|
std::vector<vf2d> points{ |
||||||
|
pos, |
||||||
|
{pos.x, pos.y + size.y}, |
||||||
|
pos + size, |
||||||
|
{pos.x + size.x, pos.y}, |
||||||
|
}; |
||||||
|
|
||||||
|
// Ideally we use the wireframe mode just like the PGE,
|
||||||
|
// however we can't save the current decal mode which
|
||||||
|
// can impact some applications so instead we draw 4
|
||||||
|
// lines.
|
||||||
|
|
||||||
|
DrawLineDecal(points[0],points[1],col); |
||||||
|
DrawLineDecal(points[1],points[2],col); |
||||||
|
DrawLineDecal(points[2],points[3],col); |
||||||
|
DrawLineDecal(points[3],points[0],col); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::FillRectDecal(const vf2d &pos, |
||||||
|
const vf2d &size, |
||||||
|
const Pixel col) const { |
||||||
|
std::vector<vf2d> points{ |
||||||
|
pos, |
||||||
|
{pos.x, pos.y + size.y}, |
||||||
|
pos + size, |
||||||
|
{pos.x + size.x, pos.y}, |
||||||
|
}; |
||||||
|
std::vector<vf2d> uvs{ |
||||||
|
{0, 0}, |
||||||
|
{0, 1}, |
||||||
|
{1, 1}, |
||||||
|
{1, 0}, |
||||||
|
}; |
||||||
|
|
||||||
|
DrawPolygonDecal(nullptr, points, uvs, col); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::GradientFillRectDecal(const vf2d &pos, |
||||||
|
const vf2d &size, |
||||||
|
const Pixel colTL, |
||||||
|
const Pixel colBL, |
||||||
|
const Pixel colBR, |
||||||
|
const Pixel colTR) const { |
||||||
|
std::vector<vf2d> points{ |
||||||
|
pos, |
||||||
|
{pos.x, pos.y + size.y}, |
||||||
|
pos + size, |
||||||
|
{pos.x + size.x, pos.y}, |
||||||
|
}; |
||||||
|
|
||||||
|
std::vector<vf2d> uvs{ |
||||||
|
{0, 0}, |
||||||
|
{0, 1}, |
||||||
|
{1, 1}, |
||||||
|
{1, 0}, |
||||||
|
}; |
||||||
|
|
||||||
|
std::vector<Pixel> colors{ |
||||||
|
colTL, |
||||||
|
colBL, |
||||||
|
colBR, |
||||||
|
colTR, |
||||||
|
}; |
||||||
|
|
||||||
|
drawClippedDecal(nullptr, points.data(), uvs.data(), colors.data(), points.size()); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawPolygonDecal(Decal *decal, |
||||||
|
const std::vector<vf2d> &pos, |
||||||
|
const std::vector<vf2d> &uv, |
||||||
|
const Pixel tint) const { |
||||||
|
std::vector<Pixel> colors; |
||||||
|
colors.resize(pos.size()); |
||||||
|
for (auto i = 0u; i < colors.size(); i++) { |
||||||
|
colors[i] = tint; |
||||||
|
} |
||||||
|
|
||||||
|
drawClippedDecal(decal, pos.data(), uv.data(), colors.data(), pos.size()); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawPolygonDecal(Decal *decal, |
||||||
|
const std::vector<vf2d> &pos, |
||||||
|
const std::vector<float> &depth, |
||||||
|
const std::vector<vf2d> &uv, |
||||||
|
const Pixel tint) const { |
||||||
|
drawClippedPolygonDecal(decal, pos.data(), uv.data(), depth.data(), tint, pos.size()); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawPolygonDecal(Decal *decal, |
||||||
|
const std::vector<vf2d> &pos, |
||||||
|
const std::vector<vf2d> &uv, |
||||||
|
const std::vector<Pixel> &tint) const { |
||||||
|
drawClippedDecal(decal, pos.data(), uv.data(), tint.data(), pos.size()); |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::DrawLineDecal(const vf2d &pos1, |
||||||
|
const vf2d &pos2, |
||||||
|
Pixel p) const { |
||||||
|
vf2d posA = pos1 + offset; |
||||||
|
vf2d posB = pos2 + offset; |
||||||
|
|
||||||
|
for (auto i = 0u; i < clipVertices.size(); i++) { |
||||||
|
auto clipA = clipVertices[i] - offset; |
||||||
|
auto clipB = clipVertices[(i + 1) % clipVertices.size()] - offset; |
||||||
|
|
||||||
|
auto intersection = lineSegmentIntersect(clipA, clipB, posA, posB); |
||||||
|
if (intersection < 0 || intersection > 1) { |
||||||
|
continue; |
||||||
|
} |
||||||
|
|
||||||
|
auto clipDirection = directionFromLine(clipA, clipB, posA); |
||||||
|
auto intersectionPoint = posA + (posB - posA) * intersection; |
||||||
|
|
||||||
|
if (clipDirection >= 0) { |
||||||
|
posA = intersectionPoint; |
||||||
|
} else { |
||||||
|
posB = intersectionPoint; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
|
||||||
|
// Inside check. Draw a ray to the edge of the screen and count the times
|
||||||
|
// it intersects. When odd, we are inside a shape, when even we are outside
|
||||||
|
// of it.
|
||||||
|
|
||||||
|
vf2d leftEdgeA = {0.f,posA.y}; |
||||||
|
vf2d leftEdgeB = {0.f,posB.y}; |
||||||
|
|
||||||
|
int leftEdgeIntersectionsA = 0; |
||||||
|
int leftEdgeIntersectionsB = 0; |
||||||
|
for (auto i = 0u; i < clipVertices.size(); i++) { |
||||||
|
auto clipA = clipVertices[i] - offset; |
||||||
|
auto clipB = clipVertices[(i + 1) % clipVertices.size()] - offset; |
||||||
|
auto leftEdgeIntersectA = intersect(clipA, clipB, leftEdgeA, posA); |
||||||
|
auto leftEdgeIntersectB = intersect(clipA, clipB, leftEdgeB, posB); |
||||||
|
|
||||||
|
if (leftEdgeIntersectA) { |
||||||
|
leftEdgeIntersectionsA++; |
||||||
|
} |
||||||
|
if (leftEdgeIntersectB) { |
||||||
|
leftEdgeIntersectionsB++; |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
// If we found an intersection, we are drawing this line.
|
||||||
|
//
|
||||||
|
// Otherwise, if either count is odd, one point is at
|
||||||
|
// least inside the shape, so render it.
|
||||||
|
if (leftEdgeIntersectionsA % 2 == 1 || leftEdgeIntersectionsB % 2 == 1) { |
||||||
|
pge->DrawLineDecal(posA, posB, p); |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
void olc::ViewPort::drawClippedDecal(Decal *decal, |
||||||
|
const vf2d *points, |
||||||
|
const vf2d *uvs, |
||||||
|
const Pixel *col, |
||||||
|
uint32_t elements) const { |
||||||
|
std::vector<vf2d> outputList{points, points + elements}; |
||||||
|
std::vector<vf2d> outputUvs{uvs, uvs + elements}; |
||||||
|
std::vector<Pixel> outputCols{col, col + elements}; |
||||||
|
|
||||||
|
for (auto i = 0u; i < clipVertices.size(); i++) { |
||||||
|
auto clipA = clipVertices[i] - offset; |
||||||
|
auto clipB = clipVertices[(i + 1) % clipVertices.size()] - offset; |
||||||
|
|
||||||
|
auto inputList{outputList}; |
||||||
|
auto inputUvs{outputUvs}; |
||||||
|
auto inputCols{outputCols}; |
||||||
|
outputList.clear(); |
||||||
|
outputUvs.clear(); |
||||||
|
outputCols.clear(); |
||||||
|
|
||||||
|
for (auto i = 0u; i < inputList.size(); i++) { |
||||||
|
auto polygonA = inputList[i]; |
||||||
|
auto polygonB = inputList[(i + 1) % inputList.size()]; |
||||||
|
auto uvA = inputUvs[i]; |
||||||
|
auto uvB = inputUvs[(i + 1) % inputList.size()]; |
||||||
|
auto colA = inputCols[i]; |
||||||
|
auto colB = inputCols[(i + 1) % inputList.size()]; |
||||||
|
|
||||||
|
auto intersection = |
||||||
|
lineSegmentIntersect(clipA, clipB, polygonA, polygonB); |
||||||
|
auto intersectionPoint = |
||||||
|
polygonA + (polygonB - polygonA) * intersection; |
||||||
|
auto intersectionUv = uvA + (uvB - uvA) * intersection; |
||||||
|
auto intersectionCol = PixelLerp(colA, colB, intersection); |
||||||
|
|
||||||
|
float aDirection = directionFromLine(clipA, clipB, polygonA); |
||||||
|
float bDirection = directionFromLine(clipA, clipB, polygonB); |
||||||
|
|
||||||
|
if (bDirection <= 0) { |
||||||
|
if (aDirection > 0) { |
||||||
|
outputList.push_back(intersectionPoint); |
||||||
|
outputUvs.push_back(intersectionUv); |
||||||
|
outputCols.push_back(intersectionCol); |
||||||
|
} |
||||||
|
outputList.push_back(polygonB); |
||||||
|
outputUvs.push_back(uvB); |
||||||
|
outputCols.push_back(colB); |
||||||
|
} else if (aDirection <= 0) { |
||||||
|
outputList.push_back(intersectionPoint); |
||||||
|
outputUvs.push_back(intersectionUv); |
||||||
|
outputCols.push_back(intersectionCol); |
||||||
|
} |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
if (outputList.size() == 0) { |
||||||
|
return; |
||||||
|
} |
||||||
|
|
||||||
|
for (auto &point : outputList) { |
||||||
|
point += offset; |
||||||
|
} |
||||||
|
|
||||||
|
pge->DrawExplicitDecal(decal, |
||||||
|
outputList.data(), |
||||||
|
outputUvs.data(), |
||||||
|
outputCols.data(), |
||||||
|
outputList.size()); |
||||||
|
} |
||||||
|
void olc::ViewPort::drawClippedPolygonDecal(Decal *decal, |
||||||
|
const vf2d *points, |
||||||
|
const vf2d *uvs, |
||||||
|
const float *depth, |
||||||
|
const Pixel tint, |
||||||
|
uint32_t elements) const { |
||||||
|
std::vector<vf2d> outputList{points, points + elements}; |
||||||
|
std::vector<vf2d> outputUvs{uvs, uvs + elements}; |
||||||
|
std::vector<float> outputDepths{depth, depth + elements}; |
||||||
|
|
||||||
|
for (auto i = 0u; i < clipVertices.size(); i++) { |
||||||
|
auto clipA = clipVertices[i] + offset; |
||||||
|
auto clipB = clipVertices[(i + 1) % clipVertices.size()] + offset; |
||||||
|
|
||||||
|
auto inputList{outputList}; |
||||||
|
auto inputUvs{outputUvs}; |
||||||
|
auto inputWs{outputDepths}; |
||||||
|
outputList.clear(); |
||||||
|
outputUvs.clear(); |
||||||
|
outputDepths.clear(); |
||||||
|
|
||||||
|
for (auto i = 0u; i < inputList.size(); i++) { |
||||||
|
auto polygonA = inputList[i]; |
||||||
|
auto polygonB = inputList[(i + 1) % inputList.size()]; |
||||||
|
auto uvA = inputUvs[i]; |
||||||
|
auto uvB = inputUvs[(i + 1) % inputList.size()]; |
||||||
|
auto Wa = inputWs[i]; |
||||||
|
auto Wb = inputWs[(i + 1) % inputList.size()]; |
||||||
|
|
||||||
|
auto intersection = |
||||||
|
lineSegmentIntersect(clipA, clipB, polygonA, polygonB); |
||||||
|
auto intersectionPoint = |
||||||
|
polygonA + (polygonB - polygonA) * intersection; |
||||||
|
auto intersectionUv = uvA + (uvB - uvA) * intersection; |
||||||
|
auto intersectionDepth = Wa + (Wb - Wa) * intersection; |
||||||
|
|
||||||
|
float aDirection = directionFromLine(clipA, clipB, polygonA); |
||||||
|
float bDirection = directionFromLine(clipA, clipB, polygonB); |
||||||
|
|
||||||
|
if (bDirection <= 0) { |
||||||
|
if (aDirection > 0) { |
||||||
|
outputList.push_back(intersectionPoint); |
||||||
|
outputUvs.push_back(intersectionUv); |
||||||
|
outputDepths.push_back(intersectionDepth); |
||||||
|
} |
||||||
|
outputList.push_back(polygonB); |
||||||
|
outputUvs.push_back(uvB); |
||||||
|
outputDepths.push_back(Wb); |
||||||
|
} else if (aDirection <= 0) { |
||||||
|
outputList.push_back(intersectionPoint); |
||||||
|
outputUvs.push_back(intersectionUv); |
||||||
|
outputDepths.push_back(intersectionDepth); |
||||||
|
} |
||||||
|
} |
||||||
|
} |
||||||
|
|
||||||
|
for (auto &point : outputList) { |
||||||
|
point += offset; |
||||||
|
} |
||||||
|
|
||||||
|
pge->DrawPolygonDecal(decal, |
||||||
|
outputList, |
||||||
|
outputDepths, |
||||||
|
outputUvs, |
||||||
|
tint); |
||||||
|
} |
||||||
|
|
||||||
|
bool olc::ViewPort::ccw(vf2d A,vf2d B,vf2d C) { |
||||||
|
return (C.y-A.y) * (B.x-A.x) > (B.y-A.y) * (C.x-A.x); |
||||||
|
} |
||||||
|
|
||||||
|
bool olc::ViewPort::intersect(vf2d A,vf2d B,vf2d C,vf2d D) { |
||||||
|
return ccw(A,C,D) != ccw(B,C,D) and ccw(A,B,C) != ccw(A,B,D); |
||||||
|
} |
||||||
|
|
||||||
|
float olc::ViewPort::lineSegmentIntersect(vf2d lineA, |
||||||
|
vf2d lineB, |
||||||
|
vf2d segmentA, |
||||||
|
vf2d segmentB) { |
||||||
|
return ((lineA.x - segmentA.x) * (lineA.y - lineB.y) |
||||||
|
- (lineA.y - segmentA.y) * (lineA.x - lineB.x)) |
||||||
|
/ ((lineA.x - lineB.x) * (segmentA.y - segmentB.y) |
||||||
|
- (lineA.y - lineB.y) * (segmentA.x - segmentB.x)); |
||||||
|
} |
||||||
|
|
||||||
|
float olc::ViewPort::directionFromLine(vf2d lineA, vf2d lineB, vf2d point) { |
||||||
|
return (lineB.x - lineA.x) * (point.y - lineA.y) |
||||||
|
- (point.x - lineA.x) * (lineB.y - lineA.y); |
||||||
|
} |
||||||
|
|
||||||
|
#endif |
@ -1,3 +1,5 @@ |
|||||||
|
#include "olcUTIL_Geometry2D.h" |
||||||
#define OLC_PGE_APPLICATION |
#define OLC_PGE_APPLICATION |
||||||
#include "olcPixelGameEngine.h" |
#include "olcPixelGameEngine.h" |
||||||
|
#define OLC_PGEX_VIEWPORT |
||||||
|
#include "olcPGEX_ViewPort.h" |
||||||
|
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,221 @@ |
|||||||
|
/*
|
||||||
|
OneLoneCoder - Animate2D v1.01 |
||||||
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
||||||
|
Handles animated Sprites efficiently |
||||||
|
|
||||||
|
|
||||||
|
License (OLC-3) |
||||||
|
~~~~~~~~~~~~~~~ |
||||||
|
|
||||||
|
Copyright 2018 - 2024 OneLoneCoder.com |
||||||
|
|
||||||
|
Redistribution and use in source and binary forms, with or without |
||||||
|
modification, are permitted provided that the following conditions |
||||||
|
are met: |
||||||
|
|
||||||
|
1. Redistributions or derivations of source code must retain the above |
||||||
|
copyright notice, this list of conditions and the following disclaimer. |
||||||
|
|
||||||
|
2. Redistributions or derivative works in binary form must reproduce |
||||||
|
the above copyright notice. This list of conditions and the following |
||||||
|
disclaimer must be reproduced in the documentation and/or other |
||||||
|
materials provided with the distribution. |
||||||
|
|
||||||
|
3. Neither the name of the copyright holder nor the names of its |
||||||
|
contributors may be used to endorse or promote products derived |
||||||
|
from this software without specific prior written permission. |
||||||
|
|
||||||
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
||||||
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
||||||
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
||||||
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
||||||
|
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
||||||
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
||||||
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
||||||
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
||||||
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
||||||
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
||||||
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
||||||
|
|
||||||
|
Links |
||||||
|
~~~~~ |
||||||
|
YouTube: https://www.youtube.com/javidx9
|
||||||
|
Discord: https://discord.gg/WhwHUMV
|
||||||
|
Twitter: https://www.twitter.com/javidx9
|
||||||
|
Twitch: https://www.twitch.tv/javidx9
|
||||||
|
GitHub: https://www.github.com/onelonecoder
|
||||||
|
Homepage: https://www.onelonecoder.com
|
||||||
|
|
||||||
|
Author |
||||||
|
~~~~~~ |
||||||
|
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022, 2023, 2024 |
||||||
|
|
||||||
|
|
||||||
|
Versions |
||||||
|
~~~~~~~~ |
||||||
|
1.01 +PingPong Style Animation |
||||||
|
*/ |
||||||
|
|
||||||
|
#pragma once |
||||||
|
|
||||||
|
#include "olcPixelGameEngine.h" |
||||||
|
#include "utilities/olcUTIL_Geometry2D.h" |
||||||
|
#include <unordered_map> |
||||||
|
|
||||||
|
namespace olc::utils::Animate2D |
||||||
|
{ |
||||||
|
// This class rerpresents a valid "frame" of an animation. It could be from any image source, and
|
||||||
|
// any location withing that image source. Once it's constructed, it's advised not to change it, as
|
||||||
|
// this likely indicates a usage bug.
|
||||||
|
//
|
||||||
|
// "Sourceless" frames are valid too - this is useful if you have a particular animation set, but
|
||||||
|
// want to apply it to a variety of sources, for example sprite maps with common layouts.
|
||||||
|
class Frame |
||||||
|
{ |
||||||
|
public: |
||||||
|
inline Frame(const olc::Renderable* gfxSource, const geom2d::rect<int32_t>& rectSource = { {0,0},{0,0} }) |
||||||
|
: gfxImageSource(gfxSource), rectFrameSource(rectSource) |
||||||
|
{ |
||||||
|
// If no source rectangle specified then use whole image source. Ignore in the event
|
||||||
|
// that a frame is set up as source-less
|
||||||
|
if(gfxSource && rectFrameSource.size.x == 0) |
||||||
|
rectFrameSource.size = gfxSource->Sprite()->Size(); |
||||||
|
} |
||||||
|
|
||||||
|
inline const olc::Renderable* GetSourceImage() const |
||||||
|
{ |
||||||
|
return gfxImageSource; |
||||||
|
} |
||||||
|
|
||||||
|
inline const geom2d::rect<int32_t>& GetSourceRect() const |
||||||
|
{ |
||||||
|
return rectFrameSource; |
||||||
|
} |
||||||
|
|
||||||
|
private: |
||||||
|
const olc::Renderable* gfxImageSource; |
||||||
|
geom2d::rect<int32_t> rectFrameSource; |
||||||
|
}; |
||||||
|
|
||||||
|
// Animation styles decide how the frames should be traversed in time
|
||||||
|
enum class Style : uint8_t |
||||||
|
{ |
||||||
|
Repeat, // Cycle through, go back to beginning
|
||||||
|
OneShot, // Play once and suspend on final frame
|
||||||
|
PingPong, // Traverse through forwards, then backwards
|
||||||
|
Reverse, // Cycle through sequence backwards
|
||||||
|
}; |
||||||
|
|
||||||
|
class FrameSequence |
||||||
|
{ |
||||||
|
public: |
||||||
|
// Constructs a sequence of frames with a duration and a traversal style
|
||||||
|
inline FrameSequence(const float fFrameDuration = 0.1f, const Style nStyle = Style::Repeat) |
||||||
|
{ |
||||||
|
m_fFrameDuration = fFrameDuration; |
||||||
|
m_fFrameRate = 1.0f / m_fFrameDuration; |
||||||
|
m_nStyle = nStyle; |
||||||
|
} |
||||||
|
|
||||||
|
// Adds a frame to this sequence
|
||||||
|
inline void AddFrame(const Frame& frame) |
||||||
|
{ |
||||||
|
m_vFrames.emplace_back(frame); |
||||||
|
} |
||||||
|
|
||||||
|
// Returns a Frame Object for a given time into an animation
|
||||||
|
inline const Frame& GetFrame(const float fTime) const |
||||||
|
{ |
||||||
|
return m_vFrames[ConvertTimeToFrame(fTime)]; |
||||||
|
} |
||||||
|
|
||||||
|
private: |
||||||
|
Style m_nStyle; |
||||||
|
std::vector<Frame> m_vFrames; |
||||||
|
float m_fFrameDuration = 0.1f; |
||||||
|
float m_fFrameRate = 10.0f; |
||||||
|
|
||||||
|
inline const size_t ConvertTimeToFrame(const float fTime) const |
||||||
|
{ |
||||||
|
switch (m_nStyle) |
||||||
|
{ |
||||||
|
case Style::Repeat: |
||||||
|
return size_t(fTime * m_fFrameRate) % m_vFrames.size(); |
||||||
|
break; |
||||||
|
case Style::OneShot: |
||||||
|
return std::clamp(size_t(fTime * m_fFrameRate), size_t(0), m_vFrames.size() - 1); |
||||||
|
break; |
||||||
|
case Style::PingPong: |
||||||
|
{ |
||||||
|
// Thanks @sigonasr2 (discord)
|
||||||
|
size_t frame = size_t(m_fFrameRate * fTime) % (m_vFrames.size() * 2 - 1); |
||||||
|
return frame >= m_vFrames.size() ? m_vFrames.size() - frame % m_vFrames.size() - 1 : frame; |
||||||
|
} |
||||||
|
break; |
||||||
|
case Style::Reverse: |
||||||
|
return (m_vFrames.size() - 1) - (size_t(fTime * m_fFrameRate) % m_vFrames.size()); |
||||||
|
break; |
||||||
|
} |
||||||
|
|
||||||
|
return 0; |
||||||
|
} |
||||||
|
}; |
||||||
|
|
||||||
|
// A Animate2D::State is a lightweight token that can be attached to things
|
||||||
|
// that are animated. Under normal circumstances, it is never updated manually
|
||||||
|
struct AnimationState |
||||||
|
{ |
||||||
|
private: |
||||||
|
size_t nIndex = 0; |
||||||
|
float fTime = 0.0f;
|
||||||
|
template<typename StatesEnum> |
||||||
|
friend class Animation; |
||||||
|
}; |
||||||
|
|
||||||
|
// Animation object holds a group of frame sequences and can mutate an AnimationState token
|
||||||
|
template<typename StatesEnum> |
||||||
|
class Animation |
||||||
|
{ |
||||||
|
public: |
||||||
|
Animation() = default; |
||||||
|
|
||||||
|
// Change an animation state token to a new state
|
||||||
|
inline bool ChangeState(AnimationState& state, const StatesEnum& sStateName) const |
||||||
|
{ |
||||||
|
size_t idx = m_mapStateIndices.at(sStateName); |
||||||
|
if (state.nIndex != idx) |
||||||
|
{ |
||||||
|
state.fTime = 0.0f; |
||||||
|
state.nIndex = idx; |
||||||
|
return true; |
||||||
|
} |
||||||
|
|
||||||
|
return false; |
||||||
|
} |
||||||
|
|
||||||
|
// Update an animation state token
|
||||||
|
inline void UpdateState(AnimationState& state, const float fElapsedTime) const |
||||||
|
{ |
||||||
|
state.fTime += fElapsedTime; |
||||||
|
} |
||||||
|
|
||||||
|
public: |
||||||
|
// Retrieve the frame information for a given animation state
|
||||||
|
inline const Frame& GetFrame(const AnimationState& state) const |
||||||
|
{ |
||||||
|
return m_vSequences[state.nIndex].GetFrame(state.fTime); |
||||||
|
} |
||||||
|
|
||||||
|
public: |
||||||
|
// Add a named Frame sequence as a state
|
||||||
|
inline void AddState(const StatesEnum& sStateName, const FrameSequence& sequence) |
||||||
|
{ |
||||||
|
m_vSequences.emplace_back(sequence); |
||||||
|
m_mapStateIndices[sStateName] = m_vSequences.size() - 1; |
||||||
|
} |
||||||
|
|
||||||
|
private: |
||||||
|
std::vector<FrameSequence> m_vSequences; |
||||||
|
std::unordered_map<StatesEnum, size_t> m_mapStateIndices; |
||||||
|
}; |
||||||
|
} |
File diff suppressed because it is too large
Load Diff
Loading…
Reference in new issue