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olcPixelGameEngine/CarCrimeCity/Part2/cCarCrimeCity.h

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/*
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
*/
#pragma once
#include "olcPixelGameEngine.h"
#include "olcPGEX_Graphics3D.h"
#include "cGameSettings.h"
#include "cCityMap.h"
#include <vector>
#include <unordered_set>
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<olc::GFX3D::triangle> 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<olc::GFX3D::triangle> meshTris;
std::vector<olc::GFX3D::vec3d> vecPointsModel;
std::vector<olc::GFX3D::vec3d> vecPointsWorld;
olc::GFX3D::vec3d pos;
float fWidth;
float fHeight;
float fOriginX;
float fOriginY;
float fAngle;
};
bool LoadAssets();
std::map<std::string, olc::Sprite*> mapAssetTextures;
std::map<std::string, olc::GFX3D::mesh*> mapAssetMeshes;
std::map<std::string, olc::GFX3D::mat4x4> 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<cAuto_Body*> 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<cGameObjectQuad> 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<int> setSelectedCells;
//std::list<sSmokeDecal> listDecalSmoke;
//int nTrafficState = 0;
void DoEditMode(float fElapsedTime);
};