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122 lines
4.2 KiB
122 lines
4.2 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#include <unordered_map>
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#include "olcUTIL_Geometry2D.h"
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#include "olcUTIL_Animate2D.h"
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#include "olcPGEX_TransformedView.h"
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#include "olcUTIL_Camera2D.h"
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#include "Border.h"
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#include "TMXParser.h"
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#include "TSXParser.h"
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#include "Terrain.h"
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#include "SpecialRenderable.h"
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#include "olcPGEX_Graphics3D.h"
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struct Letter{
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vf2d pos;
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float spd;
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char c;
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};
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class HamsterGame : public olc::PixelGameEngine
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{
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const static std::string ASSETS_DIR;
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public:
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enum AnimationState{
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DEFAULT,
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WHEEL_TOP,
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WHEEL_BOTTOM,
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JET_LIGHTS,
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JET_FLAMES,
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KNOCKOUT,
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};
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HamsterGame();
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static geom2d::rect<float>SCREEN_FRAME;
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TransformedView tv{};
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public:
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bool OnUserCreate()override final;
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bool OnUserUpdate(float fElapsedTime)override final;
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bool OnUserDestroy()override final;
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static const Renderable&GetGFX(const std::string&img);
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static const Animate2D::Animation<HamsterGame::AnimationState>&GetAnimations(const std::string&img);
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static const Animate2D::FrameSequence&GetAnimation(const std::string&img,const AnimationState state);
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static HamsterGame&Game();
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static std::unordered_map<uint32_t,Animate2D::FrameSequence>ANIMATED_TILE_IDS;
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const double GetRuntime()const;
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const Terrain::TerrainType GetTerrainTypeAtPos(const vf2d pos)const;
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const bool IsTerrainSolid(const vf2d pos)const;
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void SetZoom(const float zoom);
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const float GetZoom()const;
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const bool IsInBounds(const vf2d pos)const;
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private:
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void UpdateGame(const float fElapsedTime);
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void DrawGame();
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void LoadGraphics();
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void LoadAnimations();
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void LoadLevel(const std::string_view mapName);
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void _LoadImage(const std::string_view img);
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static std::unordered_map<std::string,Renderable>GFX;
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static std::unordered_map<std::string,Animate2D::Animation<HamsterGame::AnimationState>>ANIMATIONS;
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static HamsterGame*self;
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Border border;
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void DrawLevelTiles();
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std::optional<TMXParser>currentMap;
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std::optional<TSXParser>currentTileset;
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double runTime{};
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Camera2D camera;
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Renderable mapImage;
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void UpdateMatrixTexture();
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float matrixTimer;
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std::vector<Letter>activeLetters;
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float updatePixelsTimer;
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Renderable animatedWaterTile;
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void UpdateWaterTexture();
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GFX3D::PipeLine renderer;
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virtual void Apply3DTransform(std::vector<DecalInstance>&decals)override final;
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float zoom{1.f}; //Increase to zoom out, decrease to zoom in (this is the overhead distance from the player).
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GFX3D::vec3d vUp{0,-1,0};
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GFX3D::vec3d vEye{0.f,0,1};
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GFX3D::vec3d vLookDir{0,0,-1};
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const float fLazyFollowRate{4.0f};
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vf2d cloudSpd{};
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vf2d cloudOffset{};
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float speedometerDisplayAmt{0.f};
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}; |