The official distribution of olcConsoleGameEngine, a tool used in javidx9's YouTube videos and projects
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videos/OneLoneCoder_PlatformGame1.cpp

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/*
OneLoneCoder.com - Code-It-Yourself! Simple Tile Based Platform Game
"Its-a meee-a Jario!" - @Javidx9
License
~~~~~~~
Copyright (C) 2018 Javidx9
This program comes with ABSOLUTELY NO WARRANTY.
This is free software, and you are welcome to redistribute it
under certain conditions; See license for details.
Original works located at:
https://www.github.com/onelonecoder
https://www.onelonecoder.com
https://www.youtube.com/javidx9
GNU GPLv3
https://github.com/OneLoneCoder/videos/blob/master/LICENSE
From Javidx9 :)
~~~~~~~~~~~~~~~
Hello! Ultimately I don't care what you use this for. It's intended to be
educational, and perhaps to the oddly minded - a little bit of fun.
Please hack this, change it and use it in any way you see fit. You acknowledge
that I am not responsible for anything bad that happens as a result of
your actions. However this code is protected by GNU GPLv3, see the license in the
github repo. This means you must attribute me if you use it. You can view this
license here: https://github.com/OneLoneCoder/videos/blob/master/LICENSE
Cheers!
Background
~~~~~~~~~~
Tile maps are fundamental to most 2D games. This program explores emulating a classic 2D platformer
using floating point truncation to implement robust collision between a moving tile and a tilemap
representing the level.
Controls
~~~~~~~~
Left and Right arrow keys move Jario, Space bar jumps.
(Up and Down also move jario)
Author
~~~~~~
Twitter: @javidx9
Blog: www.onelonecoder.com
YouTube: www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Video:
~~~~~~
https://youtu.be/oJvJZNyW_rw
Last Updated: 04/02/2018
*/
#include <iostream>
#include <string>
using namespace std;
#include "olcConsoleGameEngine.h"
class OneLoneCoder_Platformer : public olcConsoleGameEngine
{
public:
OneLoneCoder_Platformer()
{
m_sAppName = L"Tile Based Platform Game";
}
private:
// Level storage
wstring sLevel;
int nLevelWidth;
int nLevelHeight;
// Player Properties
float fPlayerPosX = 1.0f;
float fPlayerPosY = 1.0f;
float fPlayerVelX = 0.0f;
float fPlayerVelY = 0.0f;
bool bPlayerOnGround = false;
// Camera properties
float fCameraPosX = 0.0f;
float fCameraPosY = 0.0f;
// Sprite Resources
olcSprite *spriteTiles = nullptr;
olcSprite *spriteMan = nullptr;
// Sprite selection flags
int nDirModX = 0;
int nDirModY = 0;
protected:
virtual bool OnUserCreate()
{
nLevelWidth = 64;
nLevelHeight = 16;
sLevel += L"................................................................";
sLevel += L"................................................................";
sLevel += L".......ooooo....................................................";
sLevel += L"........ooo.....................................................";
sLevel += L".......................########.................................";
sLevel += L".....BB?BBBB?BB.......###..............#.#......................";
sLevel += L"....................###................#.#......................";
sLevel += L"...................####.........................................";
sLevel += L"GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG.##############.....########";
sLevel += L"...................................#.#...............###........";
sLevel += L"........................############.#............###...........";
sLevel += L"........................#............#.........###..............";
sLevel += L"........................#.############......###.................";
sLevel += L"........................#................###....................";
sLevel += L"........................#################.......................";
sLevel += L"................................................................";
spriteTiles = new olcSprite(L"JarioSprites/leveljario.spr");
spriteMan = new olcSprite(L"JarioSprites/minijario.spr");
return true;
}
virtual bool OnUserUpdate(float fElapsedTime)
{
// Utility Lambdas
auto GetTile = [&](int x, int y)
{
if (x >= 0 && x < nLevelWidth && y >= 0 && y < nLevelHeight)
return sLevel[y * nLevelWidth + x];
else
return L' ';
};
auto SetTile = [&](int x, int y, wchar_t c)
{
if (x >= 0 && x < nLevelWidth && y >= 0 && y < nLevelHeight)
sLevel[y*nLevelWidth + x] = c;
};
//fPlayerVelX = 0.0f;
//fPlayerVelY = 0.0f;
// Handle Input
if (IsFocused())
{
if (GetKey(VK_UP).bHeld)
{
fPlayerVelY = -6.0f;
}
if (GetKey(VK_DOWN).bHeld)
{
fPlayerVelY = 6.0f;
}
if (GetKey(VK_LEFT).bHeld)
{
fPlayerVelX += (bPlayerOnGround ? -25.0f : -15.0f) * fElapsedTime;
nDirModY = 1;
}
if (GetKey(VK_RIGHT).bHeld)
{
fPlayerVelX += (bPlayerOnGround ? 25.0f : 15.0f) * fElapsedTime;
nDirModY = 0;
}
if (GetKey(VK_SPACE).bPressed)
{
if (fPlayerVelY == 0)
{
fPlayerVelY = -12.0f;
nDirModX = 1;
}
}
}
// Gravity
fPlayerVelY += 20.0f * fElapsedTime;
// Drag
if (bPlayerOnGround)
{
fPlayerVelX += -3.0f * fPlayerVelX * fElapsedTime;
if (fabs(fPlayerVelX) < 0.01f)
fPlayerVelX = 0.0f;
}
// Clamp velocities
if (fPlayerVelX > 10.0f)
fPlayerVelX = 10.0f;
if (fPlayerVelX < -10.0f)
fPlayerVelX = -10.0f;
if (fPlayerVelY > 100.0f)
fPlayerVelY = 100.0f;
if (fPlayerVelY < -100.0f)
fPlayerVelY = -100.0f;
// Calculate potential new position
float fNewPlayerPosX = fPlayerPosX + fPlayerVelX * fElapsedTime;
float fNewPlayerPosY = fPlayerPosY + fPlayerVelY * fElapsedTime;
// Check for pickups!
if (GetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 0.0f) == L'o')
SetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 0.0f, L'.');
if (GetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 1.0f) == L'o')
SetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 1.0f, L'.');
if (GetTile(fNewPlayerPosX + 1.0f, fNewPlayerPosY + 0.0f) == L'o')
SetTile(fNewPlayerPosX + 1.0f, fNewPlayerPosY + 0.0f, L'.');
if (GetTile(fNewPlayerPosX + 1.0f, fNewPlayerPosY + 1.0f) == L'o')
SetTile(fNewPlayerPosX + 1.0f, fNewPlayerPosY + 1.0f, L'.');
// Check for Collision
if (fPlayerVelX <= 0) // Moving Left
{
if (GetTile(fNewPlayerPosX + 0.0f, fPlayerPosY + 0.0f) != L'.' || GetTile(fNewPlayerPosX + 0.0f, fPlayerPosY + 0.9f) != L'.')
{
fNewPlayerPosX = (int)fNewPlayerPosX + 1;
fPlayerVelX = 0;
}
}
else // Moving Right
{
if (GetTile(fNewPlayerPosX + 1.0f, fPlayerPosY + 0.0f) != L'.' || GetTile(fNewPlayerPosX + 1.0f, fPlayerPosY + 0.9f) != L'.')
{
fNewPlayerPosX = (int)fNewPlayerPosX;
fPlayerVelX = 0;
}
}
bPlayerOnGround = false;
if (fPlayerVelY <= 0) // Moving Up
{
if (GetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY) != L'.' || GetTile(fNewPlayerPosX + 0.9f, fNewPlayerPosY) != L'.')
{
fNewPlayerPosY = (int)fNewPlayerPosY + 1;
fPlayerVelY = 0;
}
}
else // Moving Down
{
if (GetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 1.0f) != L'.' || GetTile(fNewPlayerPosX + 0.9f, fNewPlayerPosY + 1.0f) != L'.')
{
fNewPlayerPosY = (int)fNewPlayerPosY;
fPlayerVelY = 0;
bPlayerOnGround = true; // Player has a solid surface underfoot
nDirModX = 0;
}
}
// Apply new position
fPlayerPosX = fNewPlayerPosX;
fPlayerPosY = fNewPlayerPosY;
// Link camera to player position
fCameraPosX = fPlayerPosX;
fCameraPosY = fPlayerPosY;
// Draw Level
int nTileWidth = 16;
int nTileHeight = 16;
int nVisibleTilesX = ScreenWidth() / nTileWidth;
int nVisibleTilesY = ScreenHeight() / nTileHeight;
// Calculate Top-Leftmost visible tile
float fOffsetX = fCameraPosX - (float)nVisibleTilesX / 2.0f;
float fOffsetY = fCameraPosY - (float)nVisibleTilesY / 2.0f;
// Clamp camera to game boundaries
if (fOffsetX < 0) fOffsetX = 0;
if (fOffsetY < 0) fOffsetY = 0;
if (fOffsetX > nLevelWidth - nVisibleTilesX) fOffsetX = nLevelWidth - nVisibleTilesX;
if (fOffsetY > nLevelHeight - nVisibleTilesY) fOffsetY = nLevelHeight - nVisibleTilesY;
// Get offsets for smooth movement
float fTileOffsetX = (fOffsetX - (int)fOffsetX) * nTileWidth;
float fTileOffsetY = (fOffsetY - (int)fOffsetY) * nTileHeight;
// Draw visible tile map
for (int x = -1; x < nVisibleTilesX + 1; x++)
{
for (int y = -1; y < nVisibleTilesY + 1; y++)
{
wchar_t sTileID = GetTile(x + fOffsetX, y + fOffsetY);
switch (sTileID)
{
case L'.': // Sky
Fill(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, (x + 1) * nTileWidth - fTileOffsetX, (y + 1) * nTileHeight - fTileOffsetY, PIXEL_SOLID, FG_CYAN);
break;
case L'#': // Solid Block
//Fill(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, (x + 1) * nTileWidth - fTileOffsetX, (y + 1) * nTileHeight - fTileOffsetY, PIXEL_SOLID, FG_RED);
DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 2 * nTileWidth, 0 * nTileHeight, nTileWidth, nTileHeight);
break;
case L'G': // Ground Block
DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 0 * nTileWidth, 0 * nTileHeight, nTileWidth, nTileHeight);
break;
case L'B': // Brick Block
DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 0 * nTileWidth, 1 * nTileHeight, nTileWidth, nTileHeight);
break;
case L'?': // Question Block
DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 1 * nTileWidth, 1 * nTileHeight, nTileWidth, nTileHeight);
break;
case L'o': // Coin
Fill(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, (x + 1) * nTileWidth - fTileOffsetX, (y + 1) * nTileHeight - fTileOffsetY, PIXEL_SOLID, FG_CYAN);
DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 3 * nTileWidth, 0 * nTileHeight, nTileWidth, nTileHeight);
break;
default:
Fill(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, (x + 1) * nTileWidth - fTileOffsetX, (y + 1) * nTileHeight - fTileOffsetY, PIXEL_SOLID, FG_BLACK);
break;
}
}
}
// Draw Player
//Fill((fPlayerPosX - fOffsetX) * nTileWidth, (fPlayerPosY - fOffsetY) * nTileWidth, (fPlayerPosX - fOffsetX + 1.0f) * nTileWidth, (fPlayerPosY - fOffsetY + 1.0f) * nTileHeight, PIXEL_SOLID, FG_GREEN);
DrawPartialSprite((fPlayerPosX - fOffsetX) * nTileWidth, (fPlayerPosY - fOffsetY) * nTileWidth, spriteMan, nDirModX * nTileWidth, nDirModY * nTileHeight, nTileWidth, nTileHeight);
return true;
}
};
int main()
{
OneLoneCoder_Platformer game;
if (game.ConstructConsole(256, 240, 4, 4))
game.Start();
return 0;
}