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/*
Simple example of RayCastWorld Pixel Game Engine Extension
"My Kneeeeeeeees!!!!" - javidx9
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018-2020 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/Vij_obgv9h4
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: https://community.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2018, 2019, 2020
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#define OLC_PGEX_RAYCASTWORLD
#include "olcPGEX_RayCastWorld.h"
// ADAPTOR CLASS - Override the RayCastWorld Engine and fill in the blanks!
class ExampleGame : public olc::rcw::Engine
{
public:
ExampleGame(const int screen_w, const int screen_h, const float fov)
: olc::rcw::Engine(screen_w, screen_h, fov)
{
sMap =
"################################################################"
"#.........#....................##..............................#"
"#.........#....................................................#"
"#.........#....................................................#"
"#.........#....................................................#"
"#.........#############........................................#"
"#...............#..............................................#"
"#...............#..............................................#"
"#...............#..............................................#"
"#.....#..#..#...#..............................................#"
"#...............#..............................................#"
"#...............#..............................................#"
"#.....#..#..#..................................................#"
"#..............................................................#"
"#..............................................................#"
"#..............................................................#"
"#..............................................................#"
"#.....................######..#................................#"
"#.....................#.......#................................#"
"#....................##.###.###.........................#......#"
"#....................##.....#........................##........#"
"#....................##.#####........................##.#......#"
"#....................#.#.......................................#"
"#....................#..#...............................#......#"
"#..............................................................#"
"#..............................................................#"
"#..............................................................#"
"#..............................................................#"
"#..............................##..............................#"
"#..............................##..............................#"
"#..............................##..............................#"
"################################################################";
vWorldSize = { 64, 32 };
}
protected:
// User implementation to retrieve appropriate graphics for scenery
olc::Pixel SelectSceneryPixel(const int tile_x, const int tile_y, const olc::rcw::Engine::CellSide side, const float sample_x, const float sample_y, const float distance) override
{
olc::Pixel p;
// Choose appropriate colour
switch (side)
{
case olc::rcw::Engine::CellSide::Top: // Location is "Sky"
p = olc::CYAN;
break;
case olc::rcw::Engine::CellSide::Bottom: // Location is "Ground"
p = olc::DARK_GREEN;
break;
default: // Location is "Wall"
p = olc::WHITE;
if (sample_x < 0.05f || sample_x > 0.95f || sample_y < 0.05f || sample_y > 0.95f)
p = olc::BLACK;
break;
}
// Apply directional lighting, by first creating a shadow scalar...
float fShadow = 1.0f;
switch (side)
{
case olc::rcw::Engine::CellSide::South: fShadow = 0.3f; break;
case olc::rcw::Engine::CellSide::East: fShadow = 0.3f; break;
}
// ...also shade by distance...
float fDistance = 1.0f - std::min(distance / 32.0f, 1.0f);
// ...and applying it to sampled pixel
p.r = uint8_t(float(p.r) * fDistance);
p.g = uint8_t(float(p.g) * fDistance);
p.b = uint8_t(float(p.b) * fDistance);
return p;
}
// User implementation to retrieve if a particular tile is solid
bool IsLocationSolid(const float tile_x, const float tile_y) override
{
if (int(tile_x) >= 0 && int(tile_x) < vWorldSize.x && int(tile_y) >= 0 && int(tile_y) < vWorldSize.y)
return sMap[int(tile_y) * vWorldSize.x + int(tile_x)] == '#';
else
return true;
}
// NOTE! Objects are not used in this demonstration ===================
// User implementation to retrieve dimensions of an in game object
float GetObjectWidth(const uint32_t id) override
{ return 1; }
float GetObjectHeight(const uint32_t id) override
{ return 1; }
// User implementation to retrieve appropriate graphics for objects
olc::Pixel SelectObjectPixel(const uint32_t id, const float sample_x, const float sample_y, const float distance, const float angle) override
{ return olc::BLACK; }
private:
std::string sMap;
olc::vi2d vWorldSize;
};
class RayCastWorldDemo_SIMPLE : public olc::PixelGameEngine
{
public:
RayCastWorldDemo_SIMPLE()
{
sAppName = "RayCastWorld - SIMPLE";
}
public:
bool OnUserCreate() override
{
// Create game object
pGame.reset(new ExampleGame(ScreenWidth(), ScreenHeight(), 3.14159f / 3.333f));
// Add an object "player"
std::shared_ptr<olc::rcw::Object> player = std::make_shared<olc::rcw::Object>();
player->pos = { 2.1f, 2.1f };
player->bVisible = false;
// Insert into game world
pGame->mapObjects.insert_or_assign(0, player);
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
// Handle User Input =================================================
auto& player = pGame->mapObjects[0];
if (GetKey(olc::Key::A).bHeld) // Turn Left
player->Turn(-fPlayerMoveSpeed * 0.1f * fElapsedTime);
if (GetKey(olc::Key::D).bHeld) // Turn Right
player->Turn(+fPlayerMoveSpeed * 0.1f * fElapsedTime);
// Reset speed and velocity so player doesnt move if keys are not pressed
player->Stop();
// Walk Forward
if (GetKey(olc::Key::W).bHeld) player->Walk(+fPlayerMoveSpeed);
// Walk Backwards
if (GetKey(olc::Key::S).bHeld) player->Walk(-fPlayerMoveSpeed);
// Strafe Right
if (GetKey(olc::Key::E).bHeld) player->Strafe(+fPlayerMoveSpeed);
// Strafe Left
if (GetKey(olc::Key::Q).bHeld) player->Strafe(-fPlayerMoveSpeed);
// Update & Render World ==================================================
// Update ray cast world engine - this will move the player object
pGame->Update(fElapsedTime);
// Link the camera to the play position
pGame->SetCamera(player->pos, player->fHeading);
// Render the scene!
pGame->Render();
// Draw the players position, cos why not?
DrawString({ 10,10 }, player->pos.str(), olc::BLACK);
return true;
}
private:
float fPlayerMoveSpeed = 16.0f;
std::unique_ptr<ExampleGame> pGame = nullptr;
};
int main()
{
RayCastWorldDemo_SIMPLE demo;
if (demo.Construct(320, 240, 4, 4))
demo.Start();
return 0;
}