255 lines
9.1 KiB
C++
255 lines
9.1 KiB
C++
/*
|
||
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, <20>OneLoneCoder 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<olc::rcw::Object> player = std::make_shared<olc::rcw::Object>();
|
||
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<ExampleGame> pGame = nullptr;
|
||
};
|
||
|
||
int main()
|
||
{
|
||
RayCastWorldDemo_SIMPLE demo;
|
||
if (demo.Construct(320, 240, 4, 4))
|
||
demo.Start();
|
||
return 0;
|
||
} |