Added RayCastWorld Example
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Videos/OneLoneCoder_PGE_RayCastWorld_Simple.cpp
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Videos/OneLoneCoder_PGE_RayCastWorld_Simple.cpp
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/*
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Simple example of RayCastWorld Pixel Game Engine Extension
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"My Kneeeeeeeees!!!!" - javidx9
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018-2020 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions or derivations of source code must retain the above
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copyright notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce
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the above copyright notice. This list of conditions and the following
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disclaimer must be reproduced in the documentation and/or other
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materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Relevant Video: https://youtu.be/Vij_obgv9h4
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Links
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~~~~~
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YouTube: https://www.youtube.com/javidx9
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https://www.youtube.com/javidx9extra
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Discord: https://discord.gg/WhwHUMV
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Twitter: https://www.twitter.com/javidx9
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Twitch: https://www.twitch.tv/javidx9
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GitHub: https://www.github.com/onelonecoder
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Patreon: https://www.patreon.com/javidx9
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Homepage: https://www.onelonecoder.com
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Community Blog: https://community.onelonecoder.com
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Author
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~~~~~~
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David Barr, aka javidx9, ©OneLoneCoder 2018, 2019, 2020
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*/
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#define OLC_PGE_APPLICATION
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#include "olcPixelGameEngine.h"
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#define OLC_PGEX_RAYCASTWORLD
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#include "olcPGEX_RayCastWorld.h"
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// ADAPTOR CLASS - Override the RayCastWorld Engine and fill in the blanks!
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class ExampleGame : public olc::rcw::Engine
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{
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public:
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ExampleGame(const int screen_w, const int screen_h, const float fov)
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: olc::rcw::Engine(screen_w, screen_h, fov)
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{
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sMap =
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"################################################################"
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"#.........#....................##..............................#"
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"#.........#....................................................#"
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"#.........#....................................................#"
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"#.........#....................................................#"
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"#.........#############........................................#"
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"#...............#..............................................#"
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"#...............#..............................................#"
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"#...............#..............................................#"
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"#.....#..#..#...#..............................................#"
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"#...............#..............................................#"
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"#...............#..............................................#"
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"#.....#..#..#..................................................#"
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"#..............................................................#"
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"#..............................................................#"
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"#..............................................................#"
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"#..............................................................#"
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"#.....................######..#................................#"
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"#.....................#.......#................................#"
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"#....................##.###.###.........................#......#"
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"#....................##.....#........................##........#"
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"#....................##.#####........................##.#......#"
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"#....................#.#.......................................#"
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"#....................#..#...............................#......#"
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"#..............................................................#"
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"#..............................................................#"
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"#..............................................................#"
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"#..............................................................#"
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"#..............................##..............................#"
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"#..............................##..............................#"
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"#..............................##..............................#"
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"################################################################";
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vWorldSize = { 64, 32 };
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}
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protected:
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// User implementation to retrieve appropriate graphics for scenery
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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
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{
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olc::Pixel p;
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// Choose appropriate colour
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switch (side)
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{
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case olc::rcw::Engine::CellSide::Top: // Location is "Sky"
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p = olc::CYAN;
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break;
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case olc::rcw::Engine::CellSide::Bottom: // Location is "Ground"
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p = olc::DARK_GREEN;
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break;
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default: // Location is "Wall"
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p = olc::WHITE;
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if (sample_x < 0.05f || sample_x > 0.95f || sample_y < 0.05f || sample_y > 0.95f)
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p = olc::BLACK;
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break;
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}
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// Apply directional lighting, by first creating a shadow scalar...
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float fShadow = 1.0f;
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switch (side)
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{
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case olc::rcw::Engine::CellSide::South: fShadow = 0.3f; break;
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case olc::rcw::Engine::CellSide::East: fShadow = 0.3f; break;
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}
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// ...also shade by distance...
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float fDistance = 1.0f - std::min(distance / 32.0f, 1.0f);
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// ...and applying it to sampled pixel
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p.r = uint8_t(float(p.r) * fDistance);
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p.g = uint8_t(float(p.g) * fDistance);
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p.b = uint8_t(float(p.b) * fDistance);
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return p;
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}
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// User implementation to retrieve if a particular tile is solid
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bool IsLocationSolid(const float tile_x, const float tile_y) override
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{
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if (int(tile_x) >= 0 && int(tile_x) < vWorldSize.x && int(tile_y) >= 0 && int(tile_y) < vWorldSize.y)
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return sMap[int(tile_y) * vWorldSize.x + int(tile_x)] == '#';
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else
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return true;
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}
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// NOTE! Objects are not used in this demonstration ===================
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// User implementation to retrieve dimensions of an in game object
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float GetObjectWidth(const uint32_t id) override
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{ return 1; }
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float GetObjectHeight(const uint32_t id) override
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{ return 1; }
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// User implementation to retrieve appropriate graphics for objects
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olc::Pixel SelectObjectPixel(const uint32_t id, const float sample_x, const float sample_y, const float distance, const float angle) override
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{ return olc::BLACK; }
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private:
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std::string sMap;
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olc::vi2d vWorldSize;
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};
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class RayCastWorldDemo_SIMPLE : public olc::PixelGameEngine
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{
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public:
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RayCastWorldDemo_SIMPLE()
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{
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sAppName = "RayCastWorld - SIMPLE";
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}
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public:
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bool OnUserCreate() override
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{
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// Create game object
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pGame.reset(new ExampleGame(ScreenWidth(), ScreenHeight(), 3.14159f / 3.333f));
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// Add an object "player"
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std::shared_ptr<olc::rcw::Object> player = std::make_shared<olc::rcw::Object>();
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player->pos = { 2.1f, 2.1f };
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player->bVisible = false;
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// Insert into game world
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pGame->mapObjects.insert_or_assign(0, player);
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return true;
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}
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bool OnUserUpdate(float fElapsedTime) override
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{
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// Handle User Input =================================================
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auto& player = pGame->mapObjects[0];
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if (GetKey(olc::Key::A).bHeld) // Turn Left
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player->Turn(-fPlayerMoveSpeed * 0.1f * fElapsedTime);
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if (GetKey(olc::Key::D).bHeld) // Turn Right
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player->Turn(+fPlayerMoveSpeed * 0.1f * fElapsedTime);
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// Reset speed and velocity so player doesnt move if keys are not pressed
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player->Stop();
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// Walk Forward
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if (GetKey(olc::Key::W).bHeld) player->Walk(+fPlayerMoveSpeed);
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// Walk Backwards
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if (GetKey(olc::Key::S).bHeld) player->Walk(-fPlayerMoveSpeed);
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// Strafe Right
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if (GetKey(olc::Key::E).bHeld) player->Strafe(+fPlayerMoveSpeed);
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// Strafe Left
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if (GetKey(olc::Key::Q).bHeld) player->Strafe(-fPlayerMoveSpeed);
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// Update & Render World ==================================================
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// Update ray cast world engine - this will move the player object
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pGame->Update(fElapsedTime);
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// Link the camera to the play position
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pGame->SetCamera(player->pos, player->fHeading);
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// Render the scene!
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pGame->Render();
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// Draw the players position, cos why not?
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DrawString({ 10,10 }, player->pos.str(), olc::BLACK);
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return true;
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}
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private:
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float fPlayerMoveSpeed = 16.0f;
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std::unique_ptr<ExampleGame> pGame = nullptr;
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};
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int main()
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{
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RayCastWorldDemo_SIMPLE demo;
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if (demo.Construct(320, 240, 4, 4))
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demo.Start();
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return 0;
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}
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