+ Foundations for more system implementations + More compiler friendly on Linux + Tidied up public repo
290 lines
8.6 KiB
C++
290 lines
8.6 KiB
C++
/*
|
||
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, <20>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);
|
||
};
|
||
|