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olcPixelGameEngine/Videos/OneLoneCoder_PGE_ShootEmUp.cpp

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/*
Live 100K Code Party! Code-It-Yourself: SHMUP
"It's done... 2019 is done..." - javidx9
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018-2019 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.
Relevant Video: https://youtu.be/CqDfZEX0Yhc
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
https://www.youtube.com/javidx9extra
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Patreon: https://www.patreon.com/javidx9
Homepage: https://www.onelonecoder.com
Community Blog: http://community.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2019
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
// IMPORTANT!! Requires sprites not provided in repo!
// Sprites are 48x48 pixels.
#include <array>
#include <cstdint>
#include <algorithm>
class Example : public olc::PixelGameEngine
{
public:
Example()
{
sAppName = "100K Live Special - SHMUP";
}
olc::Sprite* sprPlayer = nullptr;
olc::Sprite* sprEnemy[3];
olc::vf2d vPlayerPos;
float fPlayerSpeed = 100.0f;
float fScrollSpeed = 60.0f;
float fPlayerShipRad = 24 * 24;
float fPlayerHealth = 1000.0f;
float fPlayerGunTemp = 0.0f;
float fPlayerGunReload = 0.2f;
float fPlayerGunReloadTime = 0.0f;
double dWorldPos = 0.0f;
std::array<olc::vf2d, 1000> aryStars;
struct sBullet
{
olc::vf2d pos;
olc::vf2d vel;
bool remove = false;
};
struct sEnemy;
struct sEnemyDefinition
{
double dTriggerTime;
uint32_t nSpriteID = 0;
float fHealth = 0.0f;
std::function<void(sEnemy&, float, float)> funcMove;
std::function<void(sEnemy&, float, float, std::list<sBullet>& bullets)> funcFire;
float offset = 0.0f;
};
struct sEnemy
{
olc::vf2d pos;
sEnemyDefinition def;
std::array<float, 4> dataMove{ 0 };
std::array<float, 4> dataFire{ 0 };
void Update(float fElapsedTime, float fScrollSpeed, std::list<sBullet>& bullets)
{
def.funcMove(*this, fElapsedTime, fScrollSpeed);
def.funcFire(*this, fElapsedTime, fScrollSpeed, bullets);
}
};
olc::vf2d GetMiddle(const olc::Sprite *s)
{
return { (float)s->width / 2.0f, (float)s->height / 2.0f };
}
std::list<sEnemyDefinition> listSpawns;
std::list<sEnemy> listEnemies;
std::list<sBullet> listEnemyBullets;
std::list<sBullet> listPlayerBullets;
std::list<olc::vf2d> listStars;
std::list<sBullet> listFragments;
public:
bool OnUserCreate() override
{
// Load resources
sprPlayer = new olc::Sprite("gfx//100k_player.png");
sprEnemy[0] = new olc::Sprite("gfx//100k_enemy1.png");
sprEnemy[1] = new olc::Sprite("gfx//100k_enemy2.png");
sprEnemy[2] = new olc::Sprite("gfx//100k_enemy3.png");
// Generate Star Map
for (auto& s : aryStars) s = { (float)(rand() % ScreenWidth()), (float)(rand() % ScreenHeight()) };
// MOVEMENT PATTERN FUNCTIONS
auto Move_None = [&](sEnemy& e, float fElapsedTime, float fScrollSpeed)
{
e.pos.y += fScrollSpeed * fElapsedTime;
};
auto Move_StraightFast = [&](sEnemy& e, float fElapsedTime, float fScrollSpeed)
{
e.pos.y += 3.0f * fScrollSpeed * fElapsedTime;
};
auto Move_StraightSlow = [&](sEnemy& e, float fElapsedTime, float fScrollSpeed)
{
e.pos.y += 0.5f * fScrollSpeed * fElapsedTime;
};
auto Move_SinusoidNarrow = [&](sEnemy& e, float fElapsedTime, float fScrollSpeed)
{
e.dataMove[0] += fElapsedTime;
e.pos.y += 0.5f * fScrollSpeed * fElapsedTime;
e.pos.x += 50.0f * cosf(e.dataMove[0]) * fElapsedTime;
};
auto Move_SinusoidWide = [&](sEnemy& e, float fElapsedTime, float fScrollSpeed)
{
e.dataMove[0] += fElapsedTime;
e.pos.y += 0.5f * fScrollSpeed * fElapsedTime;
e.pos.x += 150.0f * cosf(e.dataMove[0]) * fElapsedTime;
};
// FIRING PATTERN FUNCTIONS
auto Fire_None = [&](sEnemy& e, float fElapsedTime, float fScrollSpeed, std::list<sBullet>& bullets)
{
};
auto Fire_StraightDelay2 = [&](sEnemy& e, float fElapsedTime, float fScrollSpeed, std::list<sBullet>& bullets)
{
constexpr float fDelay = 0.2f;
e.dataFire[0] += fElapsedTime;
if (e.dataFire[0] >= fDelay)
{
e.dataFire[0] -= fDelay;
sBullet b;
b.pos = e.pos + olc::vf2d((float)sprEnemy[e.def.nSpriteID]->width / 2.0f, (float)sprEnemy[e.def.nSpriteID]->height);
b.vel = { 0.0f, 180.0f };
bullets.push_back(b);
}
};
auto Fire_CirclePulse2 = [&](sEnemy& e, float fElapsedTime, float fScrollSpeed, std::list<sBullet>& bullets)
{
constexpr float fDelay = 0.2f;
constexpr int nBullets = 10;
constexpr float fTheta = 2.0f * 3.14159f / (float)nBullets;
e.dataFire[0] += fElapsedTime;
if (e.dataFire[0] >= fDelay)
{
e.dataFire[0] -= fDelay;
for (int i = 0; i < nBullets; i++)
{
sBullet b;
b.pos = e.pos + GetMiddle(sprEnemy[e.def.nSpriteID]);
b.vel = { 180.0f * cosf(fTheta * i), 180.0f * sinf(fTheta * i)};
bullets.push_back(b);
}
}
};
auto Fire_DeathSpiral = [&](sEnemy& e, float fElapsedTime, float fScrollSpeed, std::list<sBullet>& bullets)
{
constexpr float fDelay = 0.01f;
e.dataFire[0] += fElapsedTime;
if (e.dataFire[0] >= fDelay)
{
e.dataFire[1] += 0.1f;
e.dataFire[0] -= fDelay;
sBullet b;
b.pos = e.pos + GetMiddle(sprEnemy[e.def.nSpriteID]);
b.vel = { 180.0f * cosf(e.dataFire[1]), 180.0f * sinf(e.dataFire[1]) };
bullets.push_back(b);
}
};
auto Fire_DeathSpiralCircle = [&](sEnemy& e, float fElapsedTime, float fScrollSpeed, std::list<sBullet>& bullets)
{
constexpr float fDelay = 0.2f;
constexpr int nBullets = 100;
constexpr float fTheta = 2.0f * 3.14159f / (float)nBullets;
e.dataFire[0] += fElapsedTime;
if (e.dataFire[0] >= fDelay)
{
e.dataFire[0] -= fDelay;
e.dataFire[1] += 0.1f;
for (int i = 0; i < nBullets; i++)
{
sBullet b;
b.pos = e.pos + GetMiddle(sprEnemy[e.def.nSpriteID]);
b.vel = { 180.0f * cosf(fTheta * i + e.dataFire[1]), 180.0f * sinf(fTheta * i + e.dataFire[1]) };
bullets.push_back(b);
}
}
};
// Construct level
listSpawns =
{
{100.0, 0, 3.0f, Move_None, Fire_CirclePulse2, 0.25f},
{100.0, 0, 3.0f, Move_StraightFast, Fire_DeathSpiral, 0.75f},
{120.0, 1, 3.0f, Move_SinusoidNarrow, Fire_CirclePulse2, 0.50f},
{200.0, 2, 3.0f, Move_SinusoidWide, Fire_CirclePulse2, 0.30f},
{200.0, 2, 3.0f, Move_SinusoidWide, Fire_CirclePulse2, 0.70f},
{500.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.2f},
{500.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.4f},
{500.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.6f},
{500.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.8f},
{550.0, 0, 3.0f, Move_StraightFast, Fire_DeathSpiral, 0.1f},
{550.0, 0, 3.0f, Move_StraightFast, Fire_DeathSpiral, 0.3f},
{550.0, 0, 3.0f, Move_StraightSlow, Fire_DeathSpiralCircle, 0.5f},
{550.0, 0, 3.0f, Move_StraightFast, Fire_DeathSpiral, 0.7f},
{550.0, 0, 3.0f, Move_StraightFast, Fire_DeathSpiral, 0.9f},
{600.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.2f},
{600.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.4f},
{600.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.6f},
{600.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.8f},
{1100.0, 0, 3.0f, Move_None, Fire_CirclePulse2, 0.25f},
{1100.0, 0, 3.0f, Move_StraightFast, Fire_DeathSpiral, 0.75f},
{1120.0, 1, 3.0f, Move_SinusoidNarrow, Fire_CirclePulse2, 0.50f},
{1200.0, 2, 3.0f, Move_SinusoidWide, Fire_CirclePulse2, 0.30f},
{1200.0, 2, 3.0f, Move_SinusoidWide, Fire_CirclePulse2, 0.70f},
{1500.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.2f},
{1500.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.4f},
{1500.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.6f},
{1500.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.8f},
{1550.0, 0, 3.0f, Move_StraightFast, Fire_DeathSpiral, 0.1f},
{1550.0, 0, 3.0f, Move_StraightFast, Fire_DeathSpiral, 0.3f},
{1550.0, 0, 3.0f, Move_StraightSlow, Fire_DeathSpiralCircle, 0.5f},
{1550.0, 0, 3.0f, Move_StraightFast, Fire_DeathSpiral, 0.7f},
{1550.0, 0, 3.0f, Move_StraightFast, Fire_DeathSpiral, 0.9f},
{1600.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.2f},
{1600.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.4f},
{1600.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.6f},
{1600.0, 0, 3.0f, Move_StraightFast, Fire_StraightDelay2, 0.8f},
};
vPlayerPos = { (float)ScreenWidth() / 2, (float)ScreenHeight() / 2 };
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
// AutoScroll World
dWorldPos += fScrollSpeed * fElapsedTime;
// Scroll Player Object
vPlayerPos.y += fScrollSpeed * fElapsedTime;
// Handle Player Input
if (GetKey(olc::W).bHeld) vPlayerPos.y -= (fPlayerSpeed + fScrollSpeed) * fElapsedTime;
if (GetKey(olc::S).bHeld) vPlayerPos.y += (fPlayerSpeed - fScrollSpeed) * fElapsedTime;
if (GetKey(olc::A).bHeld) vPlayerPos.x -= fPlayerSpeed * fElapsedTime * 2.0f;
if (GetKey(olc::D).bHeld) vPlayerPos.x += fPlayerSpeed * fElapsedTime * 2.0f;
// Clamp Player to screen
if (vPlayerPos.x <= 0) vPlayerPos.x = 0;
if (vPlayerPos.x + (float)sprPlayer->width >= ScreenWidth()) vPlayerPos.x = (float)ScreenWidth() - sprPlayer->width;
if (vPlayerPos.y <= 0) vPlayerPos.y = 0;
if (vPlayerPos.y + (float)sprPlayer->height >= ScreenHeight()) vPlayerPos.y = (float)ScreenHeight() - sprPlayer->height;
// Player Weapon Fire
bool bCanFire = false;
fPlayerGunReloadTime -= fElapsedTime;
if (fPlayerGunReloadTime <= 0.0f)
{
bCanFire = true;
}
fPlayerGunTemp -= fElapsedTime * 10.0f;
if (fPlayerGunTemp < 0) fPlayerGunTemp = 0;
if (GetMouse(0).bHeld)
{
if (bCanFire && fPlayerGunTemp < 80.0f)
{
fPlayerGunReloadTime = fPlayerGunReload;
fPlayerGunTemp += 5.0f;
if (fPlayerGunTemp > 100.0f) fPlayerGunTemp = 100.0f;
listPlayerBullets.push_back({vPlayerPos + olc::vf2d((float)sprPlayer->width / 2.0f, 0.0f), {0.0f, -200.0f} });
}
}
// Update Player Bullets
for (auto& b : listPlayerBullets)
{
// Position Bullet
b.pos += (b.vel + olc::vf2d(0.0f, fScrollSpeed)) * fElapsedTime;
// Check Enemies Vs Player Bullets
for (auto& e : listEnemies)
{
if ((b.pos - (e.pos + olc::vf2d(24.0f, 24.0f))).mag2() < fPlayerShipRad)
{
// Enemy has been hit
b.remove = true;
e.def.fHealth -= 1.0f;
// Trigger explosion
if (e.def.fHealth <= 0)
{
for (int i = 0; i < 500; i++)
{
float angle = ((float)rand() / (float)RAND_MAX) * 2.0f * 3.14159f;
float speed = ((float)rand() / (float)RAND_MAX) * 200.0f + 50.0f;
listFragments.push_back({
e.pos + GetMiddle(sprEnemy[e.def.nSpriteID]),
{ cosf(angle)*speed, sinf(angle)*speed }});
}
}
}
}
}
// Perform spawn check
while(!listSpawns.empty() && dWorldPos >= listSpawns.front().dTriggerTime)
{
sEnemy e;
e.def = listSpawns.front();
e.pos =
{
listSpawns.front().offset * (float)(ScreenWidth() - sprEnemy[e.def.nSpriteID]->width),
0.0f - sprEnemy[e.def.nSpriteID]->height
};
listSpawns.pop_front();
listEnemies.push_back(e);
}
// Update Enemies
for (auto& e : listEnemies) e.Update(fElapsedTime, fScrollSpeed, listEnemyBullets);
// Update Enemy Bullets
for (auto& b : listEnemyBullets)
{
// Position Bullet
b.pos += (b.vel + olc::vf2d(0.0f, fScrollSpeed)) * fElapsedTime;
// Check Player Vs Enemy Bullets
if ((b.pos - (vPlayerPos + olc::vf2d(24.0f, 24.0f))).mag2() < fPlayerShipRad)
{
b.remove = true;
fPlayerHealth -= 10.0f;
}
}
// Update Fragments
for(auto& f : listFragments) f.pos += (f.vel + olc::vf2d(0.0f, fScrollSpeed)) * fElapsedTime;
// Remove Offscreen Enemies
listEnemies.remove_if([&](const sEnemy& e) {return (e.pos.y >= (float)ScreenHeight()) || e.def.fHealth <= 0.0f; });
// Remove finished enemy bullets
listEnemyBullets.remove_if([&](const sBullet& b) {return b.pos.x<0 || b.pos.x>ScreenWidth() || b.pos.y <0 || b.pos.y>ScreenHeight() || b.remove; });
// Remove finished player bullets
listPlayerBullets.remove_if([&](const sBullet& b) {return b.pos.x<0 || b.pos.x>ScreenWidth() || b.pos.y <0 || b.pos.y>ScreenHeight() || b.remove; });
// Remove finished fragments
listFragments.remove_if([&](const sBullet& b) {return b.pos.x<0 || b.pos.x>ScreenWidth() || b.pos.y <0 || b.pos.y>ScreenHeight() || b.remove; });
// GRAPHICS
Clear(olc::BLACK);
// Update & Draw Stars
for (size_t i=0; i<aryStars.size(); i++)
{
auto& s = aryStars[i];
s.y += fScrollSpeed * fElapsedTime * ((i<aryStars.size() >> 2) ? 0.8f : 1.0f);
if (s.y >= (float)ScreenHeight())
s = { (float)(rand() % ScreenWidth()), 0.0f };
Draw(s, (i < aryStars.size() >> 2) ? olc::DARK_GREY : olc::WHITE);
}
SetPixelMode(olc::Pixel::MASK);
// Draw Enemies
for (auto& e : listEnemies) DrawSprite(e.pos, sprEnemy[e.def.nSpriteID]);
// Draw Player
DrawSprite(vPlayerPos, sprPlayer);
SetPixelMode(olc::Pixel::NORMAL);
// Draw Enemy Bullets
for (auto& b : listEnemyBullets) FillCircle(b.pos, 3, olc::RED);
// Draw Player Bullets
for (auto& b : listPlayerBullets) FillCircle(b.pos, 3, olc::CYAN);
// Draw Fragments
for (auto& b : listFragments) Draw(b.pos, olc::YELLOW);
// Draw Player Health Bar
DrawString(4, 4, "HEALTH:");
FillRect(60, 4, (fPlayerHealth / 1000.0f * 576.0f), 8, olc::GREEN);
DrawString(4, 14, "WEAPON:");
FillRect(60, 14, (fPlayerGunTemp / 100.0f * 576.0f), 8, olc::YELLOW);
return true;
}
};
int main()
{
Example demo;
if (demo.Construct(640, 480, 2, 2))
demo.Start();
return 0;
}