/* 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, ŠOneLoneCoder 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 player = std::make_shared(); 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 pGame = nullptr; }; int main() { RayCastWorldDemo_SIMPLE demo; if (demo.Construct(320, 240, 4, 4)) demo.Start(); return 0; }