|
|
|
|
/*
|
|
|
|
|
Top Down City Based Car Crime Game - Part #2
|
|
|
|
|
"Colin, I hope you're shooting 600+ wherever you are buddy. RIP." - 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.
|
|
|
|
|
|
|
|
|
|
Instructions:
|
|
|
|
|
~~~~~~~~~~~~~
|
|
|
|
|
Scroll with middle mouse wheel, TAB toggle edit mode, R to place road
|
|
|
|
|
P to place pavement, Q to place building, Arrow keys to drive car
|
|
|
|
|
|
|
|
|
|
Relevant Video: https://youtu.be/fIV6P1W-wuo
|
|
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
|
|
Author
|
|
|
|
|
~~~~~~
|
|
|
|
|
David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2019
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#include "cGameSettings.h"
|
|
|
|
|
#include "cCarCrimeCity.h"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int main()
|
|
|
|
|
{
|
|
|
|
|
// Load the settings singleton
|
|
|
|
|
cGameSettings config;
|
|
|
|
|
if (!config.LoadConfigFile("assets/config.lua"))
|
|
|
|
|
{
|
|
|
|
|
std::cout << "Failed to load '/assets/config.lua'" << std::endl;
|
|
|
|
|
std::cout << " -> Using default configuration" << std::endl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Start the PixelGameEngine
|
|
|
|
|
cCarCrimeCity game;
|
|
|
|
|
if (game.Construct(config.nScreenWidth, config.nScreenHeight, config.nPixelWidth, config.nPixelHeight, config.bFullScreen))
|
|
|
|
|
game.Start();
|
|
|
|
|
|
|
|
|
|
// Exit!
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//#define OLC_PGE_APPLICATION
|
|
|
|
|
//#include "olcPixelGameEngine.h"
|
|
|
|
|
//
|
|
|
|
|
//#define OLC_PGEX_GRAPHICS3D
|
|
|
|
|
//#include "olcPGEX_Graphics3D.h"
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//enum CELLTYPE
|
|
|
|
|
//{
|
|
|
|
|
// CELL_BLANK = 0,
|
|
|
|
|
// CELL_GRASS = 1,
|
|
|
|
|
// CELL_CONCRETE = 2,
|
|
|
|
|
// CELL_WATER = 3,
|
|
|
|
|
// CELL_BUILDING = 4,
|
|
|
|
|
// CELL_ROAD_H = 5,
|
|
|
|
|
// CELL_ROAD_V = 6,
|
|
|
|
|
// CELL_ROAD_C1 = 7,
|
|
|
|
|
// CELL_ROAD_C2 = 8,
|
|
|
|
|
// CELL_ROAD_C3 = 9,
|
|
|
|
|
// CELL_ROAD_C4 = 10,
|
|
|
|
|
// CELL_ROAD_T1 = 11,
|
|
|
|
|
// CELL_ROAD_T2 = 12,
|
|
|
|
|
// CELL_ROAD_T3 = 13,
|
|
|
|
|
// CELL_ROAD_T4 = 14,
|
|
|
|
|
// CELL_ROAD_X = 15,
|
|
|
|
|
//};
|
|
|
|
|
//
|
|
|
|
|
//struct cCityCell
|
|
|
|
|
//{
|
|
|
|
|
// int nType = 5;// CELL_GRASS;
|
|
|
|
|
//};
|
|
|
|
|
//
|
|
|
|
|
//class cCityMap
|
|
|
|
|
//{
|
|
|
|
|
//public:
|
|
|
|
|
// // Construct a "blank" city w units wide by h units high
|
|
|
|
|
// cCityMap(int w, int h);
|
|
|
|
|
//
|
|
|
|
|
// // Cleans up city, like Batman
|
|
|
|
|
// ~cCityMap();
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//public:
|
|
|
|
|
// // Return width of city in cells
|
|
|
|
|
// int GetWidth();
|
|
|
|
|
// // Return height of city in cells
|
|
|
|
|
// int GetHeight();
|
|
|
|
|
// // Return a specific cell reference if inside city limits, or nullptr
|
|
|
|
|
// cCityCell* Cell(int x, int y);
|
|
|
|
|
//
|
|
|
|
|
//private:
|
|
|
|
|
// int m_nWidth = 0;
|
|
|
|
|
// int m_nHeight = 0;
|
|
|
|
|
// cCityCell *m_pCells = nullptr;
|
|
|
|
|
//
|
|
|
|
|
//private:
|
|
|
|
|
// // Creates a "default" city of specified size
|
|
|
|
|
// void CreateCity(int w, int h);
|
|
|
|
|
// // Destroy city
|
|
|
|
|
// void ReleaseCity();
|
|
|
|
|
//};
|
|
|
|
|
//
|
|
|
|
|
//cCityMap::cCityMap(int w, int h)
|
|
|
|
|
//{
|
|
|
|
|
// CreateCity(w, h);
|
|
|
|
|
//}
|
|
|
|
|
//
|
|
|
|
|
//cCityMap::~cCityMap()
|
|
|
|
|
//{
|
|
|
|
|
// //ReleaseCity();
|
|
|
|
|
//}
|
|
|
|
|
//
|
|
|
|
|
//int cCityMap::GetWidth()
|
|
|
|
|
//{
|
|
|
|
|
// return m_nWidth;
|
|
|
|
|
//}
|
|
|
|
|
//
|
|
|
|
|
//int cCityMap::GetHeight()
|
|
|
|
|
//{
|
|
|
|
|
// return m_nHeight;
|
|
|
|
|
//}
|
|
|
|
|
//
|
|
|
|
|
//cCityCell* cCityMap::Cell(int x, int y)
|
|
|
|
|
//{
|
|
|
|
|
// if (x >= 0 && x < m_nWidth && y >= 0 && y < m_nHeight)
|
|
|
|
|
// return &m_pCells[y*m_nWidth + x];
|
|
|
|
|
// else
|
|
|
|
|
// return nullptr;
|
|
|
|
|
//}
|
|
|
|
|
//
|
|
|
|
|
//void cCityMap::CreateCity(int w, int h)
|
|
|
|
|
//{
|
|
|
|
|
// //ReleaseCity();
|
|
|
|
|
// m_nWidth = w;
|
|
|
|
|
// m_nHeight = h;
|
|
|
|
|
// m_pCells = new cCityCell[m_nHeight * m_nWidth];
|
|
|
|
|
//
|
|
|
|
|
// for (int x = 0; x < m_nWidth; x++)
|
|
|
|
|
// {
|
|
|
|
|
// for (int y = 0; y < m_nHeight; y++)
|
|
|
|
|
// {
|
|
|
|
|
// //m_pCells[y*m_nWidth + x] = new cCityCell();
|
|
|
|
|
// //Cell(x, y)->bRoad = false;
|
|
|
|
|
// //Cell(x, y)->nHeight = 0;
|
|
|
|
|
// //Cell(x, y)->nWorldX = x;
|
|
|
|
|
// //Cell(x, y)->nWorldY = y;
|
|
|
|
|
// Cell(x, y)->nType = CELL_GRASS;
|
|
|
|
|
// //Cell(x, y)->bBuilding = false;
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
//}
|
|
|
|
|
//
|
|
|
|
|
//void cCityMap::ReleaseCity()
|
|
|
|
|
//{
|
|
|
|
|
// if (m_pCells != nullptr) delete m_pCells;
|
|
|
|
|
// m_nWidth = 0;
|
|
|
|
|
// m_nHeight = 0;
|
|
|
|
|
//}
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//class cCarCrimeCity : public olc::PixelGameEngine
|
|
|
|
|
//{
|
|
|
|
|
//public:
|
|
|
|
|
// cCarCrimeCity()
|
|
|
|
|
// {
|
|
|
|
|
// sAppName = "Car Crime City";
|
|
|
|
|
// }
|
|
|
|
|
//
|
|
|
|
|
// ~cCarCrimeCity()
|
|
|
|
|
// {
|
|
|
|
|
// }
|
|
|
|
|
//
|
|
|
|
|
// bool OnUserCreate()
|
|
|
|
|
// {
|
|
|
|
|
// // Initialise PGEX 3D
|
|
|
|
|
// olc::GFX3D::ConfigureDisplay();
|
|
|
|
|
//
|
|
|
|
|
// // Create Default city
|
|
|
|
|
// pCity = new cCityMap(64, 32);// cGameSettings::nDefaultMapWidth, cGameSettings::nDefaultMapHeight);
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// // A simple flat unit quad
|
|
|
|
|
// meshQuad.tris =
|
|
|
|
|
// {
|
|
|
|
|
// { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::RED },
|
|
|
|
|
// { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::RED},
|
|
|
|
|
// };
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// sprOld = new olc::Sprite("assets/system/grass1.png");
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// SetDrawTarget(nullptr);
|
|
|
|
|
// return true;
|
|
|
|
|
// }
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// bool OnUserUpdate(float fElapsedTime)
|
|
|
|
|
// {
|
|
|
|
|
// // User Input
|
|
|
|
|
// if (GetKey(olc::Key::W).bHeld) vCamera.y -= 2.0f * fElapsedTime;
|
|
|
|
|
// if (GetKey(olc::Key::S).bHeld) vCamera.y += 2.0f * fElapsedTime;
|
|
|
|
|
// if (GetKey(olc::Key::A).bHeld) vCamera.x -= 2.0f * fElapsedTime;
|
|
|
|
|
// if (GetKey(olc::Key::D).bHeld) vCamera.x += 2.0f * fElapsedTime;
|
|
|
|
|
// if (GetKey(olc::Key::Z).bHeld) vCamera.z += 10.0f * fElapsedTime;
|
|
|
|
|
// if (GetKey(olc::Key::X).bHeld) vCamera.z -= 10.0f * fElapsedTime;
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// vEye = vCamera;
|
|
|
|
|
//
|
|
|
|
|
// // Perform Ray casting to calculate visible world extents and mouse position
|
|
|
|
|
// olc::GFX3D::vec3d vLookTarget = olc::GFX3D::Math::Vec_Add(vEye, vLookDir);
|
|
|
|
|
// olc::GFX3D::mat4x4 matProj = olc::GFX3D::Math::Mat_MakeProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.5f, 1000.0f);
|
|
|
|
|
// olc::GFX3D::mat4x4 matView = olc::GFX3D::Math::Mat_PointAt(vEye, vLookTarget, vUp);
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// // Render Scene
|
|
|
|
|
// Clear(olc::BLUE);
|
|
|
|
|
// olc::GFX3D::ClearDepth();
|
|
|
|
|
//
|
|
|
|
|
// // Create rendering pipeline
|
|
|
|
|
// olc::GFX3D::PipeLine pipe;
|
|
|
|
|
// pipe.SetProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.5f, 1000.0f, 0.0f, 0.0f, (float)ScreenWidth(), (float)ScreenHeight());
|
|
|
|
|
// pipe.SetCamera(vEye, vLookTarget, vUp);
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// int nStartX = 0;
|
|
|
|
|
// int nEndX = pCity->GetWidth();
|
|
|
|
|
// int nStartY = 0;
|
|
|
|
|
// int nEndY = pCity->GetHeight();
|
|
|
|
|
//
|
|
|
|
|
// // Render Ground, Roads, Walls & Buildings
|
|
|
|
|
// for (int x = nStartX; x < nEndX; x++)
|
|
|
|
|
// {
|
|
|
|
|
// if (x == 15)
|
|
|
|
|
// int k = 7;
|
|
|
|
|
//
|
|
|
|
|
// for (int y = nStartY; y < nEndY; y++)
|
|
|
|
|
// {
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// switch (pCity->Cell(x, y)->nType)
|
|
|
|
|
// {
|
|
|
|
|
// case CELL_GRASS:
|
|
|
|
|
// {
|
|
|
|
|
// olc::GFX3D::mat4x4 matWorld;
|
|
|
|
|
// matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)x, (float)y, 0.0f);
|
|
|
|
|
// pipe.SetTransform(matWorld);
|
|
|
|
|
// pipe.SetTexture(sprOld);
|
|
|
|
|
// //pipe.SetTexture(vecSpriteSystem[0]);
|
|
|
|
|
// //pipe.Render(vecMeshSystem[0].tris);
|
|
|
|
|
// pipe.Render(meshQuad.tris);
|
|
|
|
|
// //pipe.Render(vecMeshSystem[0].tris, olc::GFX3D::RENDER_FLAT);
|
|
|
|
|
// break;
|
|
|
|
|
// }
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// default:
|
|
|
|
|
// {
|
|
|
|
|
// olc::GFX3D::mat4x4 matWorld;
|
|
|
|
|
// matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)x, (float)y, 0.0f);
|
|
|
|
|
// pipe.SetTransform(matWorld);
|
|
|
|
|
// pipe.Render(meshQuad.tris, olc::GFX3D::RENDER_WIRE);
|
|
|
|
|
// break;
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// }
|
|
|
|
|
// }
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// return true;
|
|
|
|
|
// }
|
|
|
|
|
//
|
|
|
|
|
// bool OnUserDestroy()
|
|
|
|
|
// {
|
|
|
|
|
// return true;
|
|
|
|
|
// }
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//private:
|
|
|
|
|
// olc::GFX3D::vec3d vCamera = { 0.0f, 0.0f, -10.0f };
|
|
|
|
|
// olc::GFX3D::vec3d vUp = { 0.0f, 1.0f, 0.0f };
|
|
|
|
|
// olc::GFX3D::vec3d vEye = { 0.0f, 0.0f, -10.0f };
|
|
|
|
|
// olc::GFX3D::vec3d vLookDir = { 0.0f, 0.0f, 1.0f };
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// olc::Sprite *sprOld = nullptr;
|
|
|
|
|
// olc::GFX3D::mesh meshQuad;
|
|
|
|
|
//
|
|
|
|
|
// cCityMap *pCity = nullptr;
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
//};
|
|
|
|
|
//
|
|
|
|
|
//int main()
|
|
|
|
|
//{
|
|
|
|
|
// // Load the settings singleton
|
|
|
|
|
// /*cGameSettings config;
|
|
|
|
|
// if (!config.LoadConfigFile("assets/config.lua"))
|
|
|
|
|
// {
|
|
|
|
|
// std::cout << "Failed to load '/assets/config.lua'" << std::endl;
|
|
|
|
|
// std::cout << " -> Using default configuration" << std::endl;
|
|
|
|
|
// }*/
|
|
|
|
|
//
|
|
|
|
|
// // Start the PixelGameEngine
|
|
|
|
|
// cCarCrimeCity game;
|
|
|
|
|
// if (game.Construct(256, 240, 4, 4))// config.nScreenWidth, config.nScreenHeight, config.nPixelWidth, config.nPixelHeight))
|
|
|
|
|
// game.Start();
|
|
|
|
|
//
|
|
|
|
|
// // Exit!
|
|
|
|
|
// return 0;
|
|
|
|
|
//}
|