/* 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, ŠOneLoneCoder 2019 */ #pragma once #include "olcPixelGameEngine.h" #include "olcPGEX_Graphics3D.h" #include "cGameSettings.h" #include "cCityMap.h" #include #include struct sSmokeDecal { float fLifetime = 0.1f; olc::GFX3D::vec3d pos; }; class cCarCrimeCity : public olc::PixelGameEngine { public: cCarCrimeCity(); ~cCarCrimeCity(); private: bool OnUserCreate() override; bool OnUserUpdate(float fElapsedTime) override; bool OnUserDestroy() override; private: class cGameObjectQuad { public: cGameObjectQuad(float w, float h) { fWidth = w; fHeight = h; fAngle = 0.0f; // Construct Model Quad Geometry vecPointsModel = { {-fWidth / 2.0f, -fHeight / 2.0f, -0.01f, 1.0f}, {-fWidth / 2.0f, +fHeight / 2.0f, -0.01f, 1.0f}, {+fWidth / 2.0f, +fHeight / 2.0f, -0.01f, 1.0f}, {+fWidth / 2.0f, -fHeight / 2.0f, -0.01f, 1.0f} }; vecPointsWorld.resize(vecPointsModel.size()); TransformModelToWorld(); } void TransformModelToWorld() { for (size_t i = 0; i < vecPointsModel.size(); ++i) { vecPointsWorld[i] = { (vecPointsModel[i].x * cosf(fAngle)) - (vecPointsModel[i].y * sinf(fAngle)) + pos.x, (vecPointsModel[i].x * sinf(fAngle)) + (vecPointsModel[i].y * cosf(fAngle)) + pos.y, vecPointsModel[i].z, vecPointsModel[i].w }; } } std::vector GetTriangles() { // Return triangles based upon this quad return { {vecPointsWorld[0], vecPointsWorld[1], vecPointsWorld[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::RED}, {vecPointsWorld[0], vecPointsWorld[2], vecPointsWorld[3], 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::RED}, }; } // Use rectangle edge intersections. bool StaticCollisionWith(cGameObjectQuad &r2, bool bResolveStatic = false) { struct vec2d { float x; float y; }; bool bCollision = false; // Check diagonals of R1 against edges of R2 for (size_t p = 0; p < vecPointsWorld.size(); p++) { vec2d line_r1s = { pos.x, pos.y }; vec2d line_r1e = { vecPointsWorld[p].x, vecPointsWorld[p].y }; vec2d displacement = { 0,0 }; for (size_t q = 0; q < r2.vecPointsWorld.size(); q++) { vec2d line_r2s = { r2.vecPointsWorld[q].x, r2.vecPointsWorld[q].y }; vec2d line_r2e = { r2.vecPointsWorld[(q + 1) % r2.vecPointsWorld.size()].x, r2.vecPointsWorld[(q + 1) % r2.vecPointsWorld.size()].y }; // Standard "off the shelf" line segment intersection float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y); float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h; float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h; if (t1 >= 0.0f && t1 <= 1.0f && t2 >= 0.0f && t2 <= 1.0f) { if (bResolveStatic) { displacement.x += (1.0f - t1) * (line_r1e.x - line_r1s.x); displacement.y += (1.0f - t1) * (line_r1e.y - line_r1s.y); bCollision = true; } else return true; } } pos.x -= displacement.x; pos.y -= displacement.y; } // Check diagonals of R2 against edges of R1 for (size_t p = 0; p < r2.vecPointsWorld.size(); p++) { vec2d line_r1s = { r2.pos.x, r2.pos.y }; vec2d line_r1e = { r2.vecPointsWorld[p].x, r2.vecPointsWorld[p].y }; vec2d displacement = { 0,0 }; for (size_t q = 0; q < vecPointsWorld.size(); q++) { vec2d line_r2s = { vecPointsWorld[q].x, vecPointsWorld[q].y }; vec2d line_r2e = { vecPointsWorld[(q + 1) % vecPointsWorld.size()].x, vecPointsWorld[(q + 1) % vecPointsWorld.size()].y }; // Standard "off the shelf" line segment intersection float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y); float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h; float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h; if (t1 >= 0.0f && t1 <= 1.0f && t2 >= 0.0f && t2 <= 1.0f) { if (bResolveStatic) { displacement.x += (1.0f - t1) * (line_r1e.x - line_r1s.x); displacement.y += (1.0f - t1) * (line_r1e.y - line_r1s.y); bCollision = true; } else return true; } } pos.x += displacement.x; pos.y += displacement.y; } return bCollision; } std::vector meshTris; std::vector vecPointsModel; std::vector vecPointsWorld; olc::GFX3D::vec3d pos; float fWidth; float fHeight; float fOriginX; float fOriginY; float fAngle; }; bool LoadAssets(); std::map mapAssetTextures; std::map mapAssetMeshes; std::map mapAssetTransform; // Camera variables olc::GFX3D::vec3d vCamera = { 0.0f, 0.0f, -3.0f }; olc::GFX3D::vec3d vUp = { 0.0f, 1.0f, 0.0f }; olc::GFX3D::vec3d vEye = { 0.0f, 0.0f, -3.0f }; olc::GFX3D::vec3d vLookDir = { 0.0f, 0.0f, 1.0f }; // Ray Casting Parameters olc::vf2d viewWorldTopLeft; olc::vf2d viewWorldBottomRight; // Cloud movement variables float fCloudOffsetX = 0.0f; float fCloudOffsetY = 0.0f; // Mouse Control olc::vf2d vOffset = { 0.0f, 0.0f }; olc::vf2d vStartPan = { 0.0f, 0.0f }; olc::vf2d vMouseOnGround = { 0.0f, 0.0f }; float fScale = 1.0f; olc::vf2d GetMouseOnGround(const olc::vf2d &vMouseScreen); //cVehicle car; olc::vf2d carvel; olc::vf2d carpos; float fSpeed = 0.0f; float fAngle = 0.0f; std::list listAutomata; // Holds all automata, note its a pointer because we use polymorphism void SpawnPedestrian(int x, int y); void SpawnVehicle(int x, int y); //cGameObjectQuad *goCar = nullptr; //cGameObjectQuad *goObstacle = nullptr; //std::vector vecObstacles; cCityMap *pCity = nullptr; float fGlobalTime = 0.0f; // Editing Utilities bool bEditMode = true; int nMouseX = 0; int nMouseY = 0; struct sCellLoc { int x, y; }; std::unordered_set setSelectedCells; //std::list listDecalSmoke; //int nTrafficState = 0; void DoEditMode(float fElapsedTime); };