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804 lines
22 KiB
804 lines
22 KiB
7 years ago
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/*
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OneLoneCoder.com - Code-It-Yourself! Worms Part #2
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"owch...." - @Javidx9
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Disclaimer
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~~~~~~~~~~
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I don't care what you use this for. It's intended to be educational, and perhaps
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to the oddly minded - a little bit of fun. Please hack this, change it and use it
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in any way you see fit. BUT, you acknowledge that I am not responsible for anything
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bad that happens as a result of your actions. However, if good stuff happens, I
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would appreciate a shout out, or at least give the blog some publicity for me.
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Cheers!
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Background
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~~~~~~~~~~
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Worms is a classic game where several teams of worms use a variety of weaponry
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to elimiate each other from a randomly generated terrain.
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This code is the second part of a series that show how to make your own Worms game
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from scratch in C++!
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Author
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~~~~~~
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Twitter: @javidx9
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Blog: www.onelonecoder.com
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Video:
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~~~~~~
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Part #1 https://youtu.be/EHlaJvQpW3U
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Part #2 https://youtu.be/pV2qYJjCdxM
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Last Updated: 03/12/2017
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*/
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#include <iostream>
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#include <string>
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#include <algorithm>
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using namespace std;
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#include "olcConsoleGameEngine.h"
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class cPhysicsObject
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{
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public:
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float px = 0.0f; // Position
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float py = 0.0f;
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float vx = 0.0f; // Velocity
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float vy = 0.0f;
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float ax = 0.0f; // Acceleration
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float ay = 0.0f;
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float radius = 4.0f; // Bounding circle for collision
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bool bStable = false; // Has object stopped moving
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float fFriction = 0.8f; // Actually, a dampening factor is a more accurate name
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int nBounceBeforeDeath = -1; // How many time object can bounce before death
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// -1 = infinite
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bool bDead = false; // Flag to indicate object should be removed
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cPhysicsObject(float x = 0.0f, float y = 0.0f)
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{
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px = x;
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py = y;
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}
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// Make class abstract
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virtual void Draw(olcConsoleGameEngine *engine, float fOffsetX, float fOffsetY) = 0;
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virtual int BounceDeathAction() = 0;
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};
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class cDummy : public cPhysicsObject // Does nothing, shows a marker that helps with physics debug and test
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{
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public:
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cDummy(float x = 0.0f, float y = 0.0f) : cPhysicsObject(x, y)
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{ }
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virtual void Draw(olcConsoleGameEngine *engine, float fOffsetX, float fOffsetY)
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{
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engine->DrawWireFrameModel(vecModel, px - fOffsetX, py - fOffsetY, atan2f(vy, vx), radius, FG_WHITE);
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}
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virtual int BounceDeathAction()
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{
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return 0; // Nothing, just fade
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}
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private:
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static vector<pair<float, float>> vecModel;
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};
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vector<pair<float, float>> DefineDummy()
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{
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// Defines a circle with a line fom center to edge
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vector<pair<float, float>> vecModel;
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vecModel.push_back({ 0.0f, 0.0f });
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for (int i = 0; i < 10; i++)
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vecModel.push_back({ cosf(i / 9.0f * 2.0f * 3.14159f) , sinf(i / 9.0f * 2.0f * 3.14159f) });
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return vecModel;
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}
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vector<pair<float, float>> cDummy::vecModel = DefineDummy();
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class cDebris : public cPhysicsObject // a small rock that bounces
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{
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public:
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cDebris(float x = 0.0f, float y = 0.0f) : cPhysicsObject(x, y)
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{
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// Set velocity to random direction and size for "boom" effect
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vx = 10.0f * cosf(((float)rand() / (float)RAND_MAX) * 2.0f * 3.14159f);
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vy = 10.0f * sinf(((float)rand() / (float)RAND_MAX) * 2.0f * 3.14159f);
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radius = 1.0f;
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fFriction = 0.8f;
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nBounceBeforeDeath = 5; // After 5 bounces, dispose
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}
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virtual void Draw(olcConsoleGameEngine *engine, float fOffsetX, float fOffsetY)
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{
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engine->DrawWireFrameModel(vecModel, px - fOffsetX, py - fOffsetY, atan2f(vy, vx), radius, FG_DARK_GREEN);
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}
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virtual int BounceDeathAction()
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{
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return 0; // Nothing, just fade
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}
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private:
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static vector<pair<float, float>> vecModel;
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};
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vector<pair<float, float>> DefineDebris()
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{
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// A small unit rectangle
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vector<pair<float, float>> vecModel;
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vecModel.push_back({ 0.0f, 0.0f });
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vecModel.push_back({ 1.0f, 0.0f });
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vecModel.push_back({ 1.0f, 1.0f });
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vecModel.push_back({ 0.0f, 1.0f });
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return vecModel;
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}
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vector<pair<float, float>> cDebris::vecModel = DefineDebris();
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class cMissile : public cPhysicsObject // A projectile weapon
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{
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public:
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cMissile(float x = 0.0f, float y = 0.0f, float _vx = 0.0f, float _vy = 0.0f) : cPhysicsObject(x, y)
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{
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radius = 2.5f;
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fFriction = 0.5f;
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vx = _vx;
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vy = _vy;
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bDead = false;
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nBounceBeforeDeath = 1;
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}
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virtual void Draw(olcConsoleGameEngine *engine, float fOffsetX, float fOffsetY)
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{
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engine->DrawWireFrameModel(vecModel, px - fOffsetX, py - fOffsetY, atan2f(vy, vx), radius, FG_YELLOW);
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}
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virtual int BounceDeathAction()
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{
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return 20; // Explode Big
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}
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private:
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static vector<pair<float, float>> vecModel;
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};
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vector<pair<float, float>> DefineMissile()
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{
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// Defines a rocket like shape
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vector<pair<float, float>> vecModel;
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vecModel.push_back({ 0.0f, 0.0f });
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vecModel.push_back({ 1.0f, 1.0f });
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vecModel.push_back({ 2.0f, 1.0f });
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vecModel.push_back({ 2.5f, 0.0f });
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vecModel.push_back({ 2.0f, -1.0f });
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vecModel.push_back({ 1.0f, -1.0f });
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vecModel.push_back({ 0.0f, 0.0f });
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vecModel.push_back({ -1.0f, -1.0f });
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vecModel.push_back({ -2.5f, -1.0f });
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vecModel.push_back({ -2.0f, 0.0f });
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vecModel.push_back({ -2.5f, 1.0f });
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vecModel.push_back({ -1.0f, 1.0f });
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// Scale points to make shape unit sized
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for (auto &v : vecModel)
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{
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v.first /= 2.5f; v.second /= 2.5f;
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}
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return vecModel;
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}
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vector<pair<float, float>> cMissile::vecModel = DefineMissile();
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class cWorm : public cPhysicsObject // A unit, or worm
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{
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public:
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cWorm(float x = 0.0f, float y = 0.0f) : cPhysicsObject(x, y)
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{
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radius = 3.5f;
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fFriction = 0.2f;
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bDead = false;
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nBounceBeforeDeath = -1;
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// load sprite data from sprite file
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if (sprWorm == nullptr)
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sprWorm = new olcSprite(L"../spriteeditor/worms.spr");
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}
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virtual void Draw(olcConsoleGameEngine *engine, float fOffsetX, float fOffsetY)
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{
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engine->DrawPartialSprite(px - fOffsetX - radius, py - fOffsetY - radius, sprWorm, 0, 0, 8, 8);
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}
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virtual int BounceDeathAction()
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{
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return 0; // Nothing
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}
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public:
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float fShootAngle = 0.0f;
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private:
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static olcSprite *sprWorm;
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};
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olcSprite* cWorm::sprWorm = nullptr;
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// Main Game Engine Class
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class OneLoneCoder_Worms : public olcConsoleGameEngine
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{
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public:
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OneLoneCoder_Worms()
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{
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m_sAppName = L"Worms";
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}
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private:
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// Terrain size
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int nMapWidth = 1024;
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int nMapHeight = 512;
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unsigned char *map = nullptr;
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// Camera coordinates
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float fCameraPosX = 0.0f;
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float fCameraPosY = 0.0f;
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float fCameraPosXTarget = 0.0f;
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float fCameraPosYTarget = 0.0f;
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enum GAME_STATE
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{
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GS_RESET = 0,
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GS_GENERATE_TERRAIN = 1,
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GS_GENERATING_TERRAIN,
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GS_ALLOCATE_UNITS,
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GS_ALLOCATING_UNITS,
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GS_START_PLAY,
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GS_CAMERA_MODE
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} nGameState, nNextState;
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bool bGameIsStable = false;
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bool bPlayerHasControl = false;
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bool bPlayerActionComplete = false;
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// list of things that exist in game world
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list<unique_ptr<cPhysicsObject>> listObjects;
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cPhysicsObject* pObjectUnderControl = nullptr;
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cPhysicsObject* pCameraTrackingObject = nullptr;
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bool bEnergising = false;
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float fEnergyLevel = 0.0f;
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bool bFireWeapon = false;
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virtual bool OnUserCreate()
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{
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// Create Map
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map = new unsigned char[nMapWidth * nMapHeight];
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memset(map, 0, nMapWidth*nMapHeight * sizeof(unsigned char));
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//CreateMap();
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nGameState = GS_RESET;
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nNextState = GS_RESET;
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return true;
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}
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virtual bool OnUserUpdate(float fElapsedTime)
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{
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// Press 'M' key to regenerate map
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//if (m_keys[L'M'].bReleased)
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// CreateMap();
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// Left click to cause small explosion
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if (m_mouse[0].bReleased)
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Boom(m_mousePosX + fCameraPosX, m_mousePosY + fCameraPosY, 10.0f);
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// Right click to drop missile
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if (m_mouse[1].bReleased)
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listObjects.push_back(unique_ptr<cMissile>(new cMissile(m_mousePosX + fCameraPosX, m_mousePosY + fCameraPosY)));
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// Middle click to spawn worm/unit
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if (m_mouse[2].bReleased)
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{
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cWorm* worm = new cWorm(m_mousePosX + fCameraPosX, m_mousePosY + fCameraPosY);
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pObjectUnderControl = worm;
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pCameraTrackingObject = worm;
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listObjects.push_back(unique_ptr<cWorm>(worm));
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}
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// Mouse Edge Map Scroll
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float fMapScrollSpeed = 400.0f;
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if (m_mousePosX < 5) fCameraPosX -= fMapScrollSpeed * fElapsedTime;
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if (m_mousePosX > ScreenWidth() - 5) fCameraPosX += fMapScrollSpeed * fElapsedTime;
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if (m_mousePosY < 5) fCameraPosY -= fMapScrollSpeed * fElapsedTime;
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if (m_mousePosY > ScreenHeight() - 5) fCameraPosY += fMapScrollSpeed * fElapsedTime;
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// Control Supervisor
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switch (nGameState)
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{
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case GS_RESET: // Set game variables to know state
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{
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bGameIsStable = false;
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bPlayerActionComplete = false;
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bPlayerHasControl = false;
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nNextState = GS_GENERATE_TERRAIN;
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}
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break;
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case GS_GENERATE_TERRAIN: // Create a new terrain
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{
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bPlayerHasControl = false;
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CreateMap();
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nNextState = GS_GENERATING_TERRAIN;
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}
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break;
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case GS_GENERATING_TERRAIN: // Does nothing, for now ;)
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{
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bPlayerHasControl = false;
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nNextState = GS_ALLOCATE_UNITS;
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}
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break;
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case GS_ALLOCATE_UNITS: // Add a unit to the top of the screen
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{
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bPlayerHasControl = false;
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cWorm *worm = new cWorm(32.0f, 1.0f);
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listObjects.push_back(unique_ptr<cWorm>(worm));
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pObjectUnderControl = worm;
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pCameraTrackingObject = pObjectUnderControl;
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nNextState = GS_ALLOCATING_UNITS;
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}
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break;
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case GS_ALLOCATING_UNITS: // Stay in this state whilst units are deploying
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{
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bPlayerHasControl = false;
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if (bGameIsStable) // Can only leave state once game is stable
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{
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bPlayerActionComplete = false;
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nNextState = GS_START_PLAY;
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}
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}
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break;
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case GS_START_PLAY: // Player is in control of unit
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{
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bPlayerHasControl = true;
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if (bPlayerActionComplete) // Can only leave state when the player action has completed
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nNextState = GS_CAMERA_MODE;
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}
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break;
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case GS_CAMERA_MODE: // Camera is tracking on-screen action
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{
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bPlayerHasControl = false;
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bPlayerActionComplete = false;
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if (bGameIsStable) // Can only leave state when action has finished, and engine is stable
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{
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pCameraTrackingObject = pObjectUnderControl;
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nNextState = GS_START_PLAY;
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}
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}
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break;
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}
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// Handle User Input
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if (bPlayerHasControl)
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{
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if (pObjectUnderControl != nullptr)
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{
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if (pObjectUnderControl->bStable)
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{
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if (m_keys[L'Z'].bPressed) // Jump in direction of cursor
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{
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float a = ((cWorm*)pObjectUnderControl)->fShootAngle;
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pObjectUnderControl->vx = 4.0f * cosf(a);
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pObjectUnderControl->vy = 8.0f * sinf(a);
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pObjectUnderControl->bStable = false;
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}
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if (m_keys[L'A'].bHeld) // Rotate cursor CCW
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{
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cWorm* worm = (cWorm*)pObjectUnderControl;
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worm->fShootAngle -= 1.0f * fElapsedTime;
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if (worm->fShootAngle < -3.14159f) worm->fShootAngle += 3.14159f * 2.0f;
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}
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if (m_keys[L'S'].bHeld) // Rotate cursor CW
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{
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cWorm* worm = (cWorm*)pObjectUnderControl;
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worm->fShootAngle += 1.0f * fElapsedTime;
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if (worm->fShootAngle > 3.14159f) worm->fShootAngle -= 3.14159f * 2.0f;
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}
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if (m_keys[VK_SPACE].bPressed) // Start to charge weapon
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{
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bEnergising = true;
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bFireWeapon = false;
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fEnergyLevel = 0.0f;
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}
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if (m_keys[VK_SPACE].bHeld) // Weapon is charging
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{
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||
|
if (bEnergising)
|
||
|
{
|
||
|
fEnergyLevel += 0.75f * fElapsedTime;
|
||
|
if (fEnergyLevel >= 1.0f) // If it maxes out, Fire!
|
||
|
{
|
||
|
fEnergyLevel = 1.0f;
|
||
|
bFireWeapon = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (m_keys[VK_SPACE].bReleased) // If it is released before maxing out, Fire!
|
||
|
{
|
||
|
if (bEnergising)
|
||
|
{
|
||
|
bFireWeapon = true;
|
||
|
}
|
||
|
|
||
|
bEnergising = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (bFireWeapon)
|
||
|
{
|
||
|
cWorm* worm = (cWorm*)pObjectUnderControl;
|
||
|
|
||
|
// Get Weapon Origin
|
||
|
float ox = worm->px;
|
||
|
float oy = worm->py;
|
||
|
|
||
|
// Get Weapon Direction
|
||
|
float dx = cosf(worm->fShootAngle);
|
||
|
float dy = sinf(worm->fShootAngle);
|
||
|
|
||
|
// Create Weapon Object
|
||
|
cMissile *m = new cMissile(ox, oy, dx * 40.0f * fEnergyLevel, dy * 40.0f * fEnergyLevel);
|
||
|
listObjects.push_back(unique_ptr<cMissile>(m));
|
||
|
pCameraTrackingObject = m;
|
||
|
|
||
|
// Reset flags involved with firing weapon
|
||
|
bFireWeapon = false;
|
||
|
fEnergyLevel = 0.0f;
|
||
|
bEnergising = false;
|
||
|
|
||
|
// Indicate the player has completed their action for this unit
|
||
|
bPlayerActionComplete = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (pCameraTrackingObject != nullptr)
|
||
|
{
|
||
|
//fCameraPosX = pCameraTrackingObject->px - ScreenWidth() / 2;
|
||
|
//fCameraPosY = pCameraTrackingObject->py - ScreenHeight() / 2;
|
||
|
fCameraPosXTarget = pCameraTrackingObject->px - ScreenWidth() / 2;
|
||
|
fCameraPosYTarget = pCameraTrackingObject->py - ScreenHeight() / 2;
|
||
|
fCameraPosX += (fCameraPosXTarget - fCameraPosX) * 5.0f * fElapsedTime;
|
||
|
fCameraPosY += (fCameraPosYTarget - fCameraPosY) * 5.0f * fElapsedTime;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// Clamp map boundaries
|
||
|
if (fCameraPosX < 0) fCameraPosX = 0;
|
||
|
if (fCameraPosX >= nMapWidth - ScreenWidth()) fCameraPosX = nMapWidth - ScreenWidth();
|
||
|
if (fCameraPosY < 0) fCameraPosY = 0;
|
||
|
if (fCameraPosY >= nMapHeight - ScreenHeight()) fCameraPosY = nMapHeight - ScreenHeight();
|
||
|
|
||
|
// Do 10 physics iterations per frame - this allows smaller physics steps
|
||
|
// giving rise to more accurate and controllable calculations
|
||
|
for (int z = 0; z < 10; z++)
|
||
|
{
|
||
|
// Update physics of all physical objects
|
||
|
for (auto &p : listObjects)
|
||
|
{
|
||
|
// Apply Gravity
|
||
|
p->ay += 2.0f;
|
||
|
|
||
|
// Update Velocity
|
||
|
p->vx += p->ax * fElapsedTime;
|
||
|
p->vy += p->ay * fElapsedTime;
|
||
|
|
||
|
// Update Position
|
||
|
float fPotentialX = p->px + p->vx * fElapsedTime;
|
||
|
float fPotentialY = p->py + p->vy * fElapsedTime;
|
||
|
|
||
|
// Reset Acceleration
|
||
|
p->ax = 0.0f;
|
||
|
p->ay = 0.0f;
|
||
|
p->bStable = false;
|
||
|
|
||
|
// Collision Check With Map
|
||
|
float fAngle = atan2f(p->vy, p->vx);
|
||
|
float fResponseX = 0;
|
||
|
float fResponseY = 0;
|
||
|
bool bCollision = false;
|
||
|
|
||
|
// Iterate through semicircle of objects radius rotated to direction of travel
|
||
|
for (float r = fAngle - 3.14159f / 2.0f; r < fAngle + 3.14159f / 2.0f; r += 3.14159f / 8.0f)
|
||
|
{
|
||
|
// Calculate test point on circumference of circle
|
||
|
float fTestPosX = (p->radius) * cosf(r) + fPotentialX;
|
||
|
float fTestPosY = (p->radius) * sinf(r) + fPotentialY;
|
||
|
|
||
|
// Constrain to test within map boundary
|
||
|
if (fTestPosX >= nMapWidth) fTestPosX = nMapWidth - 1;
|
||
|
if (fTestPosY >= nMapHeight) fTestPosY = nMapHeight - 1;
|
||
|
if (fTestPosX < 0) fTestPosX = 0;
|
||
|
if (fTestPosY < 0) fTestPosY = 0;
|
||
|
|
||
|
// Test if any points on semicircle intersect with terrain
|
||
|
if (map[(int)fTestPosY * nMapWidth + (int)fTestPosX] != 0)
|
||
|
{
|
||
|
// Accumulate collision points to give an escape response vector
|
||
|
// Effectively, normal to the areas of contact
|
||
|
fResponseX += fPotentialX - fTestPosX;
|
||
|
fResponseY += fPotentialY - fTestPosY;
|
||
|
bCollision = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Calculate magnitudes of response and velocity vectors
|
||
|
float fMagVelocity = sqrtf(p->vx*p->vx + p->vy*p->vy);
|
||
|
float fMagResponse = sqrtf(fResponseX*fResponseX + fResponseY*fResponseY);
|
||
|
|
||
|
// Collision occurred
|
||
|
if (bCollision)
|
||
|
{
|
||
|
// Force object to be stable, this stops the object penetrating the terrain
|
||
|
p->bStable = true;
|
||
|
|
||
|
// Calculate reflection vector of objects velocity vector, using response vector as normal
|
||
|
float dot = p->vx * (fResponseX / fMagResponse) + p->vy * (fResponseY / fMagResponse);
|
||
|
|
||
|
// Use friction coefficient to dampen response (approximating energy loss)
|
||
|
p->vx = p->fFriction * (-2.0f * dot * (fResponseX / fMagResponse) + p->vx);
|
||
|
p->vy = p->fFriction * (-2.0f * dot * (fResponseY / fMagResponse) + p->vy);
|
||
|
|
||
|
//Some objects will "die" after several bounces
|
||
|
if (p->nBounceBeforeDeath > 0)
|
||
|
{
|
||
|
p->nBounceBeforeDeath--;
|
||
|
p->bDead = p->nBounceBeforeDeath == 0;
|
||
|
|
||
|
// If object died, work out what to do next
|
||
|
if (p->bDead)
|
||
|
{
|
||
|
// Action upon object death
|
||
|
// = 0 Nothing
|
||
|
// > 0 Explosion
|
||
|
int nResponse = p->BounceDeathAction();
|
||
|
if (nResponse > 0)
|
||
|
{
|
||
|
Boom(p->px, p->py, nResponse);
|
||
|
|
||
|
// Dead objects can no lobger be tracked by the camera
|
||
|
pCameraTrackingObject = nullptr;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// No collision so update objects position
|
||
|
p->px = fPotentialX;
|
||
|
p->py = fPotentialY;
|
||
|
}
|
||
|
|
||
|
// Turn off movement when tiny
|
||
|
if (fMagVelocity < 0.1f) p->bStable = true;
|
||
|
}
|
||
|
|
||
|
// Remove dead objects from the list, so they are not processed further. As the object
|
||
|
// is a unique pointer, it will go out of scope too, deleting the object automatically. Nice :-)
|
||
|
listObjects.remove_if([](unique_ptr<cPhysicsObject> &o) {return o->bDead; });
|
||
|
}
|
||
|
|
||
|
// Draw Landscape
|
||
|
for (int x = 0; x < ScreenWidth(); x++)
|
||
|
for (int y = 0; y < ScreenHeight(); y++)
|
||
|
{
|
||
|
// Offset screen coordinates into world coordinates
|
||
|
switch (map[(y + (int)fCameraPosY)*nMapWidth + (x + (int)fCameraPosX)])
|
||
|
{
|
||
|
case 0:
|
||
|
Draw(x, y, PIXEL_SOLID, FG_CYAN); // Sky
|
||
|
break;
|
||
|
case 1:
|
||
|
Draw(x, y, PIXEL_SOLID, FG_DARK_GREEN); // Land
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Draw Objects
|
||
|
for (auto &p : listObjects)
|
||
|
{
|
||
|
p->Draw(this, fCameraPosX, fCameraPosY);
|
||
|
cWorm* worm = (cWorm*)pObjectUnderControl;
|
||
|
|
||
|
if (p.get() == worm)
|
||
|
{
|
||
|
float cx = worm->px + 8.0f * cosf(worm->fShootAngle) - fCameraPosX;
|
||
|
float cy = worm->py + 8.0f * sinf(worm->fShootAngle) - fCameraPosY;
|
||
|
|
||
|
// Draw "+" symbol
|
||
|
Draw(cx, cy, PIXEL_SOLID, FG_BLACK);
|
||
|
Draw(cx + 1, cy, PIXEL_SOLID, FG_BLACK);
|
||
|
Draw(cx - 1, cy, PIXEL_SOLID, FG_BLACK);
|
||
|
Draw(cx, cy + 1, PIXEL_SOLID, FG_BLACK);
|
||
|
Draw(cx, cy - 1, PIXEL_SOLID, FG_BLACK);
|
||
|
|
||
|
// Draws an Energy Bar, indicating how much energy should the weapon be
|
||
|
// fired with
|
||
|
for (int i = 0; i < 11 * fEnergyLevel; i++)
|
||
|
{
|
||
|
Draw(worm->px - 5 + i - fCameraPosX, worm->py - 12 - fCameraPosY, PIXEL_SOLID, FG_GREEN);
|
||
|
Draw(worm->px - 5 + i - fCameraPosX, worm->py - 11 - fCameraPosY, PIXEL_SOLID, FG_RED);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check For game state stability
|
||
|
bGameIsStable = true;
|
||
|
for (auto &p : listObjects)
|
||
|
if (!p->bStable)
|
||
|
{
|
||
|
bGameIsStable = false;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// DEBUG Feature: Indicate Game Stability
|
||
|
if (bGameIsStable)
|
||
|
Fill(2, 2, 6, 6, PIXEL_SOLID, FG_RED);
|
||
|
|
||
|
|
||
|
// Update State Machine
|
||
|
nGameState = nNextState;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Explosion Function
|
||
|
void Boom(float fWorldX, float fWorldY, float fRadius)
|
||
|
{
|
||
|
auto CircleBresenham = [&](int xc, int yc, int r)
|
||
|
{
|
||
|
// Taken from wikipedia
|
||
|
int x = 0;
|
||
|
int y = r;
|
||
|
int p = 3 - 2 * r;
|
||
|
if (!r) return;
|
||
|
|
||
|
auto drawline = [&](int sx, int ex, int ny)
|
||
|
{
|
||
|
for (int i = sx; i < ex; i++)
|
||
|
if (ny >= 0 && ny < nMapHeight && i >= 0 && i < nMapWidth)
|
||
|
map[ny*nMapWidth + i] = 0;
|
||
|
};
|
||
|
|
||
|
while (y >= x)
|
||
|
{
|
||
|
// Modified to draw scan-lines instead of edges
|
||
|
drawline(xc - x, xc + x, yc - y);
|
||
|
drawline(xc - y, xc + y, yc - x);
|
||
|
drawline(xc - x, xc + x, yc + y);
|
||
|
drawline(xc - y, xc + y, yc + x);
|
||
|
if (p < 0) p += 4 * x++ + 6;
|
||
|
else p += 4 * (x++ - y--) + 10;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// Erase Terrain to form crater
|
||
|
CircleBresenham(fWorldX, fWorldY, fRadius);
|
||
|
|
||
|
// Shockwave other entities in range
|
||
|
for (auto &p : listObjects)
|
||
|
{
|
||
|
// Work out distance between explosion origin and object
|
||
|
float dx = p->px - fWorldX;
|
||
|
float dy = p->py - fWorldY;
|
||
|
float fDist = sqrt(dx*dx + dy*dy);
|
||
|
if (fDist < 0.0001f) fDist = 0.0001f;
|
||
|
|
||
|
// If within blast radius
|
||
|
if (fDist < fRadius)
|
||
|
{
|
||
|
// Set velocity proportional and away from boom origin
|
||
|
p->vx = (dx / fDist) * fRadius;
|
||
|
p->vy = (dy / fDist) * fRadius;
|
||
|
p->bStable = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Launch debris proportional to blast size
|
||
|
for (int i = 0; i < (int)fRadius; i++)
|
||
|
listObjects.push_back(unique_ptr<cDebris>(new cDebris(fWorldX, fWorldY)));
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CreateMap()
|
||
|
{
|
||
|
// Used 1D Perlin Noise
|
||
|
float *fSurface = new float[nMapWidth];
|
||
|
float *fNoiseSeed = new float[nMapWidth];
|
||
|
|
||
|
// Populate with noise
|
||
|
for (int i = 0; i < nMapWidth; i++)
|
||
|
fNoiseSeed[i] = (float)rand() / (float)RAND_MAX;
|
||
|
|
||
|
// Clamp noise to half way up screen
|
||
|
fNoiseSeed[0] = 0.5f;
|
||
|
|
||
|
// Generate 1D map
|
||
|
PerlinNoise1D(nMapWidth, fNoiseSeed, 8, 2.0f, fSurface);
|
||
|
|
||
|
// Fill 2D map based on adjacent 1D map
|
||
|
for (int x = 0; x < nMapWidth; x++)
|
||
|
for (int y = 0; y < nMapHeight; y++)
|
||
|
{
|
||
|
if (y >= fSurface[x] * nMapHeight)
|
||
|
map[y * nMapWidth + x] = 1;
|
||
|
else
|
||
|
map[y * nMapWidth + x] = 0;
|
||
|
}
|
||
|
|
||
|
// Clean up!
|
||
|
delete[] fSurface;
|
||
|
delete[] fNoiseSeed;
|
||
|
}
|
||
|
|
||
|
// Taken from Perlin Noise Video https://youtu.be/6-0UaeJBumA
|
||
|
void PerlinNoise1D(int nCount, float *fSeed, int nOctaves, float fBias, float *fOutput)
|
||
|
{
|
||
|
// Used 1D Perlin Noise
|
||
|
for (int x = 0; x < nCount; x++)
|
||
|
{
|
||
|
float fNoise = 0.0f;
|
||
|
float fScaleAcc = 0.0f;
|
||
|
float fScale = 1.0f;
|
||
|
|
||
|
for (int o = 0; o < nOctaves; o++)
|
||
|
{
|
||
|
int nPitch = nCount >> o;
|
||
|
int nSample1 = (x / nPitch) * nPitch;
|
||
|
int nSample2 = (nSample1 + nPitch) % nCount;
|
||
|
float fBlend = (float)(x - nSample1) / (float)nPitch;
|
||
|
float fSample = (1.0f - fBlend) * fSeed[nSample1] + fBlend * fSeed[nSample2];
|
||
|
fScaleAcc += fScale;
|
||
|
fNoise += fSample * fScale;
|
||
|
fScale = fScale / fBias;
|
||
|
}
|
||
|
|
||
|
// Scale to seed range
|
||
|
fOutput[x] = fNoise / fScaleAcc;
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
int main()
|
||
|
{
|
||
|
OneLoneCoder_Worms game;
|
||
|
game.ConstructConsole(256, 160, 6, 6);
|
||
|
game.Start();
|
||
|
return 0;
|
||
|
}
|