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/*
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OneLoneCoder.com - Upgraded Command Line First Person Shooter (FPS) Engine |
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"Bricks and Lamps people, bricks and lamps..." - @Javidx9 |
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|
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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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|
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Background |
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~~~~~~~~~~ |
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The FPS video was one of my first youtube videos, and I feel one of my better |
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ones, but its not had the popularity it deserves. So I'm upgrading the engine |
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to make it more appealling. |
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|
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IMPORTANT!! |
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~~~~~~~~~~~ |
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You'll need the FPSSprites folder too! |
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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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https://youtu.be/HEb2akswCcw
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Last Updated: 23/10/2017 |
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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 OneLoneCoder_UltimateFPS : public olcConsoleGameEngine |
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{ |
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public: |
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OneLoneCoder_UltimateFPS() |
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{ |
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m_sAppName = L"Ultimate First Person Shooter"; |
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} |
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private: |
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int nMapWidth = 32; // World Dimensions
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int nMapHeight = 32; |
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float fPlayerX = 14.7f; // Player Start Position
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float fPlayerY = 8;// 5.09f;
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float fPlayerA = -3.14159f / 2.0f; // Player Start Rotation
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float fFOV = 3.14159f / 4.0f; // Field of View
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float fDepth = 16.0f; // Maximum rendering distance
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float fSpeed = 5.0f; // Walking Speed
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wstring map; |
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olcSprite *spriteWall; |
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olcSprite *spriteLamp; |
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olcSprite *spriteFireBall; |
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float *fDepthBuffer = nullptr; |
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struct sObject |
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{ |
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float x; |
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float y; |
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float vx; |
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float vy; |
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bool bRemove; |
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olcSprite *sprite; |
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}; |
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list<sObject> listObjects; |
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protected: |
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virtual bool OnUserCreate() |
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{ |
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map += L"#########.......#########......."; |
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map += L"#...............#..............."; |
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map += L"#.......#########.......########"; |
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map += L"#..............##..............#"; |
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map += L"#......##......##......##......#"; |
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map += L"#......##..............##......#"; |
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map += L"#..............##..............#"; |
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map += L"###............####............#"; |
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map += L"##.............###.............#"; |
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map += L"#............####............###"; |
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map += L"#..............................#"; |
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map += L"#..............##..............#"; |
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map += L"#..............##..............#"; |
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map += L"#...........#####...........####"; |
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map += L"#..............................#"; |
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map += L"###..####....########....#######"; |
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map += L"####.####.......######.........."; |
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map += L"#...............#..............."; |
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map += L"#.......#########.......##..####"; |
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map += L"#..............##..............#"; |
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map += L"#......##......##.......#......#"; |
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map += L"#......##......##......##......#"; |
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map += L"#..............##..............#"; |
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map += L"###............####............#"; |
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map += L"##.............###.............#"; |
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map += L"#............####............###"; |
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map += L"#..............................#"; |
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map += L"#..............................#"; |
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map += L"#..............##..............#"; |
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map += L"#...........##..............####"; |
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map += L"#..............##..............#"; |
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map += L"################################"; |
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spriteWall = new olcSprite(L"FPSSprites/fps_wall1.spr"); |
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spriteLamp = new olcSprite(L"FPSSprites/fps_lamp1.spr"); |
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spriteFireBall = new olcSprite(L"FPSSprites/fps_fireball1.spr"); |
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fDepthBuffer = new float[ScreenWidth()]; |
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listObjects = {
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{ 8.5f, 8.5f, 0.0f, 0.0f, false, spriteLamp }, |
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{ 7.5f, 7.5f, 0.0f, 0.0f, false, spriteLamp }, |
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{ 10.5f, 3.5f, 0.0f, 0.0f, false, spriteLamp },
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}; |
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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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// Handle CCW Rotation
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if (m_keys[L'A'].bHeld) |
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fPlayerA -= (fSpeed * 0.5f) * fElapsedTime; |
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// Handle CW Rotation
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if (m_keys[L'D'].bHeld) |
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fPlayerA += (fSpeed * 0.5f) * fElapsedTime; |
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// Handle Forwards movement & collision
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if (m_keys[L'W'].bHeld) |
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{ |
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fPlayerX += sinf(fPlayerA) * fSpeed * fElapsedTime;; |
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fPlayerY += cosf(fPlayerA) * fSpeed * fElapsedTime;; |
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if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#') |
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{ |
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fPlayerX -= sinf(fPlayerA) * fSpeed * fElapsedTime;; |
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fPlayerY -= cosf(fPlayerA) * fSpeed * fElapsedTime;; |
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} |
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} |
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// Handle backwards movement & collision
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if (m_keys[L'S'].bHeld) |
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{ |
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fPlayerX -= sinf(fPlayerA) * fSpeed * fElapsedTime;; |
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fPlayerY -= cosf(fPlayerA) * fSpeed * fElapsedTime;; |
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if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#') |
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{ |
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fPlayerX += sinf(fPlayerA) * fSpeed * fElapsedTime;; |
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fPlayerY += cosf(fPlayerA) * fSpeed * fElapsedTime;; |
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} |
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} |
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// Handle Strafe Right movement & collision
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if (m_keys[L'E'].bHeld) |
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{ |
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fPlayerX += cosf(fPlayerA) * fSpeed * fElapsedTime; |
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fPlayerY -= sinf(fPlayerA) * fSpeed * fElapsedTime; |
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if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#') |
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{ |
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fPlayerX -= cosf(fPlayerA) * fSpeed * fElapsedTime; |
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fPlayerY += sinf(fPlayerA) * fSpeed * fElapsedTime; |
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} |
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} |
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// Handle Strafe Left movement & collision
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if (m_keys[L'Q'].bHeld) |
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{ |
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fPlayerX -= cosf(fPlayerA) * fSpeed * fElapsedTime; |
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fPlayerY += sinf(fPlayerA) * fSpeed * fElapsedTime; |
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if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#') |
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{ |
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fPlayerX += cosf(fPlayerA) * fSpeed * fElapsedTime; |
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fPlayerY -= sinf(fPlayerA) * fSpeed * fElapsedTime; |
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} |
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} |
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// Fire Bullets
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if (m_keys[VK_SPACE].bReleased) |
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{ |
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sObject o; |
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o.x = fPlayerX; |
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o.y = fPlayerY; |
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float fNoise = (((float)rand() / (float)RAND_MAX) - 0.5f) * 0.1f; |
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o.vx = sinf(fPlayerA + fNoise) * 8.0f; |
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o.vy = cosf(fPlayerA + fNoise) * 8.0f; |
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o.sprite = spriteFireBall; |
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o.bRemove = false; |
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listObjects.push_back(o); |
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} |
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for (int x = 0; x < ScreenWidth(); x++) |
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{ |
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// For each column, calculate the projected ray angle into world space
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float fRayAngle = (fPlayerA - fFOV / 2.0f) + ((float)x / (float)ScreenWidth()) * fFOV; |
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// Find distance to wall
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float fStepSize = 0.01f; // Increment size for ray casting, decrease to increase
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float fDistanceToWall = 0.0f; // resolution
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bool bHitWall = false; // Set when ray hits wall block
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bool bBoundary = false; // Set when ray hits boundary between two wall blocks
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float fEyeX = sinf(fRayAngle); // Unit vector for ray in player space
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float fEyeY = cosf(fRayAngle); |
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float fSampleX = 0.0f; |
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bool bLit = false; |
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// Incrementally cast ray from player, along ray angle, testing for
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// intersection with a block
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while (!bHitWall && fDistanceToWall < fDepth) |
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{ |
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fDistanceToWall += fStepSize; |
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int nTestX = (int)(fPlayerX + fEyeX * fDistanceToWall); |
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int nTestY = (int)(fPlayerY + fEyeY * fDistanceToWall); |
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// Test if ray is out of bounds
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if (nTestX < 0 || nTestX >= nMapWidth || nTestY < 0 || nTestY >= nMapHeight) |
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{ |
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bHitWall = true; // Just set distance to maximum depth
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fDistanceToWall = fDepth; |
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} |
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else |
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{ |
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// Ray is inbounds so test to see if the ray cell is a wall block
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if (map.c_str()[nTestX * nMapWidth + nTestY] == '#') |
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{ |
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// Ray has hit wall
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bHitWall = true; |
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// Determine where ray has hit wall. Break Block boundary
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// int 4 line segments
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float fBlockMidX = (float)nTestX + 0.5f; |
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float fBlockMidY = (float)nTestY + 0.5f; |
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float fTestPointX = fPlayerX + fEyeX * fDistanceToWall; |
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float fTestPointY = fPlayerY + fEyeY * fDistanceToWall; |
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float fTestAngle = atan2f((fTestPointY - fBlockMidY), (fTestPointX - fBlockMidX)); |
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if (fTestAngle >= -3.14159f * 0.25f && fTestAngle < 3.14159f * 0.25f) |
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fSampleX = fTestPointY - (float)nTestY; |
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if (fTestAngle >= 3.14159f * 0.25f && fTestAngle < 3.14159f * 0.75f) |
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fSampleX = fTestPointX - (float)nTestX; |
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if (fTestAngle < -3.14159f * 0.25f && fTestAngle >= -3.14159f * 0.75f) |
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fSampleX = fTestPointX - (float)nTestX; |
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if (fTestAngle >= 3.14159f * 0.75f || fTestAngle < -3.14159f * 0.75f) |
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fSampleX = fTestPointY - (float)nTestY; |
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} |
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} |
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} |
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// Calculate distance to ceiling and floor
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int nCeiling = (float)(ScreenHeight() / 2.0) - ScreenHeight() / ((float)fDistanceToWall); |
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int nFloor = ScreenHeight() - nCeiling; |
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// Update Depth Buffer
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fDepthBuffer[x] = fDistanceToWall; |
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for (int y = 0; y < ScreenHeight(); y++) |
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{ |
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// Each Row
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if (y <= nCeiling) |
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Draw(x, y, L' '); |
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else if (y > nCeiling && y <= nFloor) |
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{ |
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// Draw Wall
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if (fDistanceToWall < fDepth) |
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{ |
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float fSampleY = ((float)y - (float)nCeiling) / ((float)nFloor - (float)nCeiling); |
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Draw(x, y, spriteWall->SampleGlyph(fSampleX, fSampleY), spriteWall->SampleColour(fSampleX, fSampleY)); |
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} |
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else |
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Draw(x, y, PIXEL_SOLID, 0); |
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} |
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else // Floor
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{ |
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Draw(x, y, PIXEL_SOLID, FG_DARK_GREEN); |
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} |
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} |
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} |
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// Update & Draw Objects
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for (auto &object : listObjects) |
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{ |
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// Update Object Physics
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object.x += object.vx * fElapsedTime; |
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object.y += object.vy * fElapsedTime; |
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// Check if object is inside wall - set flag for removal
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if (map.c_str()[(int)object.x * nMapWidth + (int)object.y] == '#') |
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object.bRemove = true; |
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// Can object be seen?
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float fVecX = object.x - fPlayerX; |
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float fVecY = object.y - fPlayerY; |
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float fDistanceFromPlayer = sqrtf(fVecX*fVecX + fVecY*fVecY); |
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float fEyeX = sinf(fPlayerA); |
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float fEyeY = cosf(fPlayerA); |
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// Calculate angle between lamp and players feet, and players looking direction
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// to determine if the lamp is in the players field of view
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float fObjectAngle = atan2f(fEyeY, fEyeX) - atan2f(fVecY, fVecX); |
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if (fObjectAngle < -3.14159f) |
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fObjectAngle += 2.0f * 3.14159f; |
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if (fObjectAngle > 3.14159f) |
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fObjectAngle -= 2.0f * 3.14159f; |
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bool bInPlayerFOV = fabs(fObjectAngle) < fFOV / 2.0f; |
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if (bInPlayerFOV && fDistanceFromPlayer >= 0.5f && fDistanceFromPlayer < fDepth && !object.bRemove) |
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{ |
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float fObjectCeiling = (float)(ScreenHeight() / 2.0) - ScreenHeight() / ((float)fDistanceFromPlayer); |
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float fObjectFloor = ScreenHeight() - fObjectCeiling; |
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float fObjectHeight = fObjectFloor - fObjectCeiling; |
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float fObjectAspectRatio = (float)object.sprite->nHeight / (float)object.sprite->nWidth; |
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float fObjectWidth = fObjectHeight / fObjectAspectRatio; |
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float fMiddleOfObject = (0.5f * (fObjectAngle / (fFOV / 2.0f)) + 0.5f) * (float)ScreenWidth(); |
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// Draw Lamp
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for (float lx = 0; lx < fObjectWidth; lx++) |
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{ |
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for (float ly = 0; ly < fObjectHeight; ly++) |
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{ |
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float fSampleX = lx / fObjectWidth; |
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float fSampleY = ly / fObjectHeight; |
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wchar_t c = object.sprite->SampleGlyph(fSampleX, fSampleY); |
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int nObjectColumn = (int)(fMiddleOfObject + lx - (fObjectWidth / 2.0f)); |
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if (nObjectColumn >= 0 && nObjectColumn < ScreenWidth()) |
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if (c != L' ' && fDepthBuffer[nObjectColumn] >= fDistanceFromPlayer) |
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{
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Draw(nObjectColumn, fObjectCeiling + ly, c, object.sprite->SampleColour(fSampleX, fSampleY)); |
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fDepthBuffer[nObjectColumn] = fDistanceFromPlayer; |
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} |
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} |
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} |
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} |
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} |
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// Remove dead objects from object list
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listObjects.remove_if([](sObject &o) {return o.bRemove; }); |
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// Display Map & Player
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for (int nx = 0; nx < nMapWidth; nx++) |
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for (int ny = 0; ny < nMapWidth; ny++) |
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Draw(nx+1, ny+1, map[ny * nMapWidth + nx]); |
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Draw(1 + (int)fPlayerY, 1 + (int)fPlayerX, L'P'); |
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return true; |
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} |
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}; |
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int main() |
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{ |
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OneLoneCoder_UltimateFPS game; |
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game.ConstructConsole(320, 240,4,4); |
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game.Start(); |
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return 0; |
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} |
@ -0,0 +1,240 @@ |
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/*
|
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OneLoneCoder.com - Sprite Editor |
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"Stop Crying about Paint ya big baby" - @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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|
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Background |
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~~~~~~~~~~ |
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Editing ASCII is not a simple as it should be, especially if you want to |
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include all the weird characters |
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|
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Controls |
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~~~~~~~~ |
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|
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|
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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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|
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Video: |
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~~~~~~ |
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Several... |
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Last Updated: |
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*/ |
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#include <iostream> |
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#include <string> |
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using namespace std; |
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#include "olcConsoleGameEngine.h" |
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class OneLoneCoder_SpriteEditor : public olcConsoleGameEngine |
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{ |
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public: |
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OneLoneCoder_SpriteEditor() |
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{ |
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m_sAppName = L"Sprite Editor"; |
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} |
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private: |
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int nPosX = 0; |
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int nPosY = 0; |
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int nOffsetX = 0; |
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int nOffsetY = 0; |
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int nZoom = 4; |
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int nCurrentGlyph = PIXEL_SOLID; |
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int nCurrentColourFG = FG_RED; |
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int nCurrentColourBG = FG_BLACK; |
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olcSprite *sprite = nullptr; |
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wstring sCurrentSpriteFile; |
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protected: |
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// Called by olcConsoleGameEngine
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virtual bool OnUserCreate() |
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{ |
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sprite = new olcSprite(8, 32); |
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sCurrentSpriteFile = L"fps_fireball1.spr"; |
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return true; |
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} |
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// Called by olcConsoleGameEngine
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virtual bool OnUserUpdate(float fElapsedTime) |
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{ |
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// Zooming
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if (m_keys[VK_PRIOR].bReleased) |
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nZoom <<= 1; |
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if (m_keys[VK_NEXT].bReleased) |
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nZoom >>= 1; |
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if (nZoom > 32) nZoom = 32; |
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if (nZoom < 2) nZoom = 2; |
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// Brushes
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if (m_keys[VK_F1].bReleased) nCurrentGlyph = PIXEL_SOLID; |
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if (m_keys[VK_F2].bReleased) nCurrentGlyph = PIXEL_THREEQUARTERS; |
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if (m_keys[VK_F3].bReleased) nCurrentGlyph = PIXEL_HALF; |
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if (m_keys[VK_F4].bReleased) nCurrentGlyph = PIXEL_QUARTER; |
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// Colours
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for (int i = 0; i < 8; i++) |
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if (m_keys[L"01234567"[i]].bReleased) |
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if (m_keys[VK_SHIFT].bHeld) |
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nCurrentColourFG = i + 8; |
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else |
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nCurrentColourFG = i; |
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if (m_keys[VK_F7].bReleased) |
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nCurrentColourBG--; |
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if (m_keys[VK_F8].bReleased) |
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nCurrentColourBG++; |
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if (nCurrentColourBG < 0) nCurrentColourBG = 15; |
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if (nCurrentColourBG > 15) nCurrentColourBG = 0; |
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// Cursing :-)
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if (m_keys[VK_SHIFT].bHeld) |
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{ |
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if (m_keys[VK_UP].bReleased) nOffsetY++; |
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if (m_keys[VK_DOWN].bReleased) nOffsetY--; |
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if (m_keys[VK_LEFT].bReleased) nOffsetX++; |
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if (m_keys[VK_RIGHT].bReleased) nOffsetX--; |
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} |
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else |
||||
{ |
||||
if (m_keys[VK_UP].bReleased) nPosY--; |
||||
if (m_keys[VK_DOWN].bReleased) nPosY++; |
||||
if (m_keys[VK_LEFT].bReleased) nPosX--; |
||||
if (m_keys[VK_RIGHT].bReleased) nPosX++; |
||||
} |
||||
|
||||
if (sprite != nullptr) |
||||
{ |
||||
if (nPosX < 0) nPosX = 0; |
||||
if (nPosX >= sprite->nWidth) nPosX = sprite->nWidth - 1; |
||||
if (nPosY < 0) nPosY = 0; |
||||
if (nPosY >= sprite->nHeight) nPosY = sprite->nHeight - 1; |
||||
|
||||
if (m_keys[VK_SPACE].bReleased) |
||||
{ |
||||
sprite->SetGlyph(nPosX - 0, nPosY - 0, nCurrentGlyph); |
||||
sprite->SetColour(nPosX - 0, nPosY - 0, nCurrentColourFG | (nCurrentColourBG << 4)); |
||||
} |
||||
|
||||
if (m_keys[VK_DELETE].bReleased) |
||||
{ |
||||
sprite->SetGlyph(nPosX - 0, nPosY - 0, L' '); |
||||
sprite->SetColour(nPosX - 0, nPosY - 0, 0); |
||||
} |
||||
|
||||
if (m_keys[VK_F9].bReleased) |
||||
{ |
||||
sprite->Load(sCurrentSpriteFile); |
||||
} |
||||
|
||||
if (m_keys[VK_F10].bReleased) |
||||
{ |
||||
sprite->Save(sCurrentSpriteFile); |
||||
} |
||||
} |
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Erase All
|
||||
Fill(0, 0, ScreenWidth(), ScreenHeight(), L' ', 0); |
||||
|
||||
// Draw Menu
|
||||
DrawString(1, 1, L"F1 = 100% F2 = 75% F3 = 50% F4 = 25% F9 = Load File F10 = Save File"); |
||||
for (int i = 0; i < 8; i++) |
||||
{ |
||||
DrawString(1 + 6 * i, 3, to_wstring(i) + L" = "); |
||||
if (m_keys[VK_SHIFT].bHeld) |
||||
Draw(1 + 6 * i + 4, 3, PIXEL_SOLID, (i + 8)); |
||||
else |
||||
Draw(1 + 6 * i + 4, 3, PIXEL_SOLID, (i)); |
||||
} |
||||
|
||||
DrawString(1, 5, L"Current Brush = "); |
||||
Draw(18, 5, nCurrentGlyph, nCurrentColourFG | (nCurrentColourBG << 4)); |
||||
|
||||
// Draw Canvas
|
||||
for (int x = 9; x < 138; x++) |
||||
{ |
||||
Draw(x, 9); |
||||
Draw(x, 74); |
||||
} |
||||
|
||||
for (int y = 9; y < 75; y++) |
||||
{ |
||||
Draw(9, y); |
||||
Draw(138, y); |
||||
} |
||||
|
||||
// Draw Visible Sprite
|
||||
if (sprite != nullptr) |
||||
{ |
||||
int nVisiblePixelsX = 128 / nZoom; |
||||
int nVisiblePixelsY = 64 / nZoom; |
||||
|
||||
for (int x = 0; x < nVisiblePixelsX; x++) |
||||
for (int y = 0; y < nVisiblePixelsY; y++) |
||||
{ |
||||
if (x - nOffsetX < sprite->nWidth && y - nOffsetY < sprite->nHeight && x - nOffsetX >= 0 && y - nOffsetY >= 0) |
||||
{ |
||||
// Draw Sprite
|
||||
Fill(x * nZoom + 10, y*nZoom + 10, (x + 1)*nZoom + 10, (y + 1)*nZoom + 10, sprite->GetGlyph(x - nOffsetX, y - nOffsetY), sprite->GetColour(x - nOffsetX, y - nOffsetY)); |
||||
|
||||
|
||||
// Draw Pixel Markers
|
||||
if (sprite->GetGlyph(x - nOffsetX, y - nOffsetY) == L' ') |
||||
Draw((x)* nZoom + 10, (y)* nZoom + 10, L'.'); |
||||
} |
||||
|
||||
if (x - nOffsetX == nPosX && y - nOffsetY == nPosY) |
||||
Draw((x)* nZoom + 10, (y)* nZoom + 10, L'O'); |
||||
} |
||||
} |
||||
|
||||
|
||||
// Draw Actual Sprite
|
||||
for (int x = 0; x < sprite->nWidth; x++) |
||||
for (int y = 0; y < sprite->nHeight; y++) |
||||
Draw(x + 10, y + 80, sprite->GetGlyph(x, y), sprite->GetColour(x, y)); |
||||
|
||||
|
||||
|
||||
return true; |
||||
} |
||||
}; |
||||
|
||||
|
||||
int main() |
||||
{ |
||||
// Use olcConsoleGameEngine derived app
|
||||
OneLoneCoder_SpriteEditor game; |
||||
game.ConstructConsole(160, 100, 8, 8); |
||||
game.Start(); |
||||
|
||||
return 0; |
||||
} |
Loading…
Reference in new issue