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/*
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Top Down City Based Car Crime Game - Part #2
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"Colin, I hope you're shooting 600+ wherever you are buddy. RIP." - javidx9
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018-2019 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions or derivations of source code must retain the above
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copyright notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce
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the above copyright notice. This list of conditions and the following
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disclaimer must be reproduced in the documentation and/or other
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materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Instructions:
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~~~~~~~~~~~~~
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Scroll with middle mouse wheel, TAB toggle edit mode, R to place road
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P to place pavement, Q to place building, Arrow keys to drive car
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Relevant Video: https://youtu.be/fIV6P1W-wuo
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Links
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~~~~~
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YouTube: https://www.youtube.com/javidx9
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https://www.youtube.com/javidx9extra
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Discord: https://discord.gg/WhwHUMV
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Twitter: https://www.twitter.com/javidx9
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Twitch: https://www.twitch.tv/javidx9
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GitHub: https://www.github.com/onelonecoder
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Patreon: https://www.patreon.com/javidx9
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Homepage: https://www.onelonecoder.com
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Author
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~~~~~~
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David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2019
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*/
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#include "cGameSettings.h"
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#include "cCarCrimeCity.h"
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int main()
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{
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// Load the settings singleton
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cGameSettings config;
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if (!config.LoadConfigFile("assets/config.lua"))
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{
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std::cout << "Failed to load '/assets/config.lua'" << std::endl;
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std::cout << " -> Using default configuration" << std::endl;
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}
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// Start the PixelGameEngine
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cCarCrimeCity game;
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if (game.Construct(config.nScreenWidth, config.nScreenHeight, config.nPixelWidth, config.nPixelHeight, config.bFullScreen))
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game.Start();
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// Exit!
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return 0;
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}
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//#define OLC_PGE_APPLICATION
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//#include "olcPixelGameEngine.h"
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//
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//#define OLC_PGEX_GRAPHICS3D
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//#include "olcPGEX_Graphics3D.h"
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//
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//
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//
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//enum CELLTYPE
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//{
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// CELL_BLANK = 0,
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// CELL_GRASS = 1,
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// CELL_CONCRETE = 2,
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// CELL_WATER = 3,
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// CELL_BUILDING = 4,
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// CELL_ROAD_H = 5,
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// CELL_ROAD_V = 6,
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// CELL_ROAD_C1 = 7,
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// CELL_ROAD_C2 = 8,
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// CELL_ROAD_C3 = 9,
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// CELL_ROAD_C4 = 10,
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// CELL_ROAD_T1 = 11,
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// CELL_ROAD_T2 = 12,
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// CELL_ROAD_T3 = 13,
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// CELL_ROAD_T4 = 14,
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// CELL_ROAD_X = 15,
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//};
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//
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//struct cCityCell
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//{
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// int nType = 5;// CELL_GRASS;
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//};
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//
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//class cCityMap
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//{
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//public:
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// // Construct a "blank" city w units wide by h units high
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// cCityMap(int w, int h);
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//
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// // Cleans up city, like Batman
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// ~cCityMap();
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//
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//
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//public:
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// // Return width of city in cells
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// int GetWidth();
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// // Return height of city in cells
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// int GetHeight();
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// // Return a specific cell reference if inside city limits, or nullptr
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// cCityCell* Cell(int x, int y);
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//
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//private:
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// int m_nWidth = 0;
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// int m_nHeight = 0;
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// cCityCell *m_pCells = nullptr;
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//
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//private:
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// // Creates a "default" city of specified size
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// void CreateCity(int w, int h);
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// // Destroy city
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// void ReleaseCity();
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//};
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//
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//cCityMap::cCityMap(int w, int h)
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//{
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// CreateCity(w, h);
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//}
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//
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//cCityMap::~cCityMap()
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//{
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// //ReleaseCity();
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//}
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//
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//int cCityMap::GetWidth()
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//{
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// return m_nWidth;
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//}
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//
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//int cCityMap::GetHeight()
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//{
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// return m_nHeight;
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//}
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//
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//cCityCell* cCityMap::Cell(int x, int y)
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//{
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// if (x >= 0 && x < m_nWidth && y >= 0 && y < m_nHeight)
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// return &m_pCells[y*m_nWidth + x];
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// else
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// return nullptr;
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//}
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//
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//void cCityMap::CreateCity(int w, int h)
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//{
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// //ReleaseCity();
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// m_nWidth = w;
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// m_nHeight = h;
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// m_pCells = new cCityCell[m_nHeight * m_nWidth];
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//
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// for (int x = 0; x < m_nWidth; x++)
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// {
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// for (int y = 0; y < m_nHeight; y++)
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// {
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// //m_pCells[y*m_nWidth + x] = new cCityCell();
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// //Cell(x, y)->bRoad = false;
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// //Cell(x, y)->nHeight = 0;
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// //Cell(x, y)->nWorldX = x;
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// //Cell(x, y)->nWorldY = y;
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// Cell(x, y)->nType = CELL_GRASS;
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// //Cell(x, y)->bBuilding = false;
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// }
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// }
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//}
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//
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//void cCityMap::ReleaseCity()
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//{
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// if (m_pCells != nullptr) delete m_pCells;
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// m_nWidth = 0;
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// m_nHeight = 0;
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//}
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//
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//
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//class cCarCrimeCity : public olc::PixelGameEngine
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//{
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//public:
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// cCarCrimeCity()
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// {
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// sAppName = "Car Crime City";
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// }
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//
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// ~cCarCrimeCity()
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// {
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// }
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//
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// bool OnUserCreate()
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// {
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// // Initialise PGEX 3D
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// olc::GFX3D::ConfigureDisplay();
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//
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// // Create Default city
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// pCity = new cCityMap(64, 32);// cGameSettings::nDefaultMapWidth, cGameSettings::nDefaultMapHeight);
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//
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//
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// // A simple flat unit quad
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// meshQuad.tris =
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// {
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// { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::RED },
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// { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::RED},
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// };
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//
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//
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// sprOld = new olc::Sprite("assets/system/grass1.png");
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//
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//
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//
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// SetDrawTarget(nullptr);
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// return true;
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// }
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//
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//
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// bool OnUserUpdate(float fElapsedTime)
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// {
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// // User Input
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// if (GetKey(olc::Key::W).bHeld) vCamera.y -= 2.0f * fElapsedTime;
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// if (GetKey(olc::Key::S).bHeld) vCamera.y += 2.0f * fElapsedTime;
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// if (GetKey(olc::Key::A).bHeld) vCamera.x -= 2.0f * fElapsedTime;
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// if (GetKey(olc::Key::D).bHeld) vCamera.x += 2.0f * fElapsedTime;
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// if (GetKey(olc::Key::Z).bHeld) vCamera.z += 10.0f * fElapsedTime;
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// if (GetKey(olc::Key::X).bHeld) vCamera.z -= 10.0f * fElapsedTime;
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//
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//
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// vEye = vCamera;
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//
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// // Perform Ray casting to calculate visible world extents and mouse position
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// olc::GFX3D::vec3d vLookTarget = olc::GFX3D::Math::Vec_Add(vEye, vLookDir);
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// olc::GFX3D::mat4x4 matProj = olc::GFX3D::Math::Mat_MakeProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.5f, 1000.0f);
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// olc::GFX3D::mat4x4 matView = olc::GFX3D::Math::Mat_PointAt(vEye, vLookTarget, vUp);
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//
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//
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//
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// // Render Scene
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// Clear(olc::BLUE);
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// olc::GFX3D::ClearDepth();
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//
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// // Create rendering pipeline
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// olc::GFX3D::PipeLine pipe;
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// pipe.SetProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.5f, 1000.0f, 0.0f, 0.0f, (float)ScreenWidth(), (float)ScreenHeight());
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// pipe.SetCamera(vEye, vLookTarget, vUp);
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//
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//
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//
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// int nStartX = 0;
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// int nEndX = pCity->GetWidth();
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// int nStartY = 0;
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// int nEndY = pCity->GetHeight();
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//
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// // Render Ground, Roads, Walls & Buildings
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// for (int x = nStartX; x < nEndX; x++)
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// {
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// if (x == 15)
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// int k = 7;
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//
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// for (int y = nStartY; y < nEndY; y++)
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// {
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//
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//
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// switch (pCity->Cell(x, y)->nType)
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// {
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// case CELL_GRASS:
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// {
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// olc::GFX3D::mat4x4 matWorld;
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// matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)x, (float)y, 0.0f);
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// pipe.SetTransform(matWorld);
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// pipe.SetTexture(sprOld);
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// //pipe.SetTexture(vecSpriteSystem[0]);
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// //pipe.Render(vecMeshSystem[0].tris);
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// pipe.Render(meshQuad.tris);
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// //pipe.Render(vecMeshSystem[0].tris, olc::GFX3D::RENDER_FLAT);
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// break;
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// }
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//
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//
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// default:
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// {
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// olc::GFX3D::mat4x4 matWorld;
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// matWorld = olc::GFX3D::Math::Mat_MakeTranslation((float)x, (float)y, 0.0f);
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// pipe.SetTransform(matWorld);
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// pipe.Render(meshQuad.tris, olc::GFX3D::RENDER_WIRE);
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// break;
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// }
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// }
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//
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//
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//
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//
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// }
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// }
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//
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//
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//
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// return true;
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// }
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//
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// bool OnUserDestroy()
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// {
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// return true;
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// }
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//
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//
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//private:
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// olc::GFX3D::vec3d vCamera = { 0.0f, 0.0f, -10.0f };
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// olc::GFX3D::vec3d vUp = { 0.0f, 1.0f, 0.0f };
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// olc::GFX3D::vec3d vEye = { 0.0f, 0.0f, -10.0f };
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// olc::GFX3D::vec3d vLookDir = { 0.0f, 0.0f, 1.0f };
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//
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//
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//
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// olc::Sprite *sprOld = nullptr;
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// olc::GFX3D::mesh meshQuad;
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//
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// cCityMap *pCity = nullptr;
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//
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//
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//
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//};
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//
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//int main()
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//{
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// // Load the settings singleton
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// /*cGameSettings config;
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// if (!config.LoadConfigFile("assets/config.lua"))
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// {
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// std::cout << "Failed to load '/assets/config.lua'" << std::endl;
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// std::cout << " -> Using default configuration" << std::endl;
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// }*/
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//
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// // Start the PixelGameEngine
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// cCarCrimeCity game;
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// if (game.Construct(256, 240, 4, 4))// config.nScreenWidth, config.nScreenHeight, config.nPixelWidth, config.nPixelHeight))
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// game.Start();
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//
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// // Exit!
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// return 0;
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//}
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