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/*
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OneLoneCoder.com - Code-It-Yourself! Worms Part #1 |
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"kamikazeeeeee...." - @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 first 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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https://youtu.be/EHlaJvQpW3U
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Last Updated: 26/11/2017 |
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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"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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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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// list of things that exist in game world
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list<unique_ptr<cPhysicsObject>> listObjects; |
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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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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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listObjects.push_back(unique_ptr<cWorm>(new cWorm(m_mousePosX + fCameraPosX, m_mousePosY + fCameraPosY))); |
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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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// Clamp map boundaries
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if (fCameraPosX < 0) fCameraPosX = 0; |
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if (fCameraPosX >= nMapWidth - ScreenWidth()) fCameraPosX = nMapWidth - ScreenWidth(); |
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if (fCameraPosY < 0) fCameraPosY = 0; |
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if (fCameraPosY >= nMapHeight - ScreenHeight()) fCameraPosY = nMapHeight - ScreenHeight(); |
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// Do 10 physics iterations per frame - this allows smaller physics steps
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// giving rise to more accurate and controllable calculations
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for (int z = 0; z < 10; z++) |
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{ |
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// Update physics of all physical objects
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for (auto &p : listObjects) |
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{ |
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// Apply Gravity
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p->ay += 2.0f; |
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// Update Velocity
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p->vx += p->ax * fElapsedTime; |
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p->vy += p->ay * fElapsedTime; |
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// Update Position
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float fPotentialX = p->px + p->vx * fElapsedTime; |
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float fPotentialY = p->py + p->vy * fElapsedTime; |
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// Reset Acceleration
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p->ax = 0.0f; |
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p->ay = 0.0f; |
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p->bStable = false; |
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// Collision Check With Map
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float fAngle = atan2f(p->vy, p->vx); |
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float fResponseX = 0; |
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float fResponseY = 0; |
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bool bCollision = false; |
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// Iterate through semicircle of objects radius rotated to direction of travel
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for (float r = fAngle - 3.14159f / 2.0f; r < fAngle + 3.14159f / 2.0f; r += 3.14159f / 8.0f) |
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{ |
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// Calculate test point on circumference of circle
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float fTestPosX = (p->radius) * cosf(r) + fPotentialX; |
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float fTestPosY = (p->radius) * sinf(r) + fPotentialY; |
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// Constrain to test within map boundary
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if (fTestPosX >= nMapWidth) fTestPosX = nMapWidth - 1; |
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if (fTestPosY >= nMapHeight) fTestPosY = nMapHeight - 1; |
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if (fTestPosX < 0) fTestPosX = 0; |
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if (fTestPosY < 0) fTestPosY = 0; |
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// Test if any points on semicircle intersect with terrain
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if (map[(int)fTestPosY * nMapWidth + (int)fTestPosX] != 0) |
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{ |
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// Accumulate collision points to give an escape response vector
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// Effectively, normal to the areas of contact
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fResponseX += fPotentialX - fTestPosX; |
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fResponseY += fPotentialY - fTestPosY; |
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bCollision = true; |
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} |
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} |
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// Calculate magnitudes of response and velocity vectors
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float fMagVelocity = sqrtf(p->vx*p->vx + p->vy*p->vy); |
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float fMagResponse = sqrtf(fResponseX*fResponseX + fResponseY*fResponseY); |
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// Collision occurred
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if (bCollision) |
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{ |
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// Force object to be stable, this stops the object penetrating the terrain
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p->bStable = true; |
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// Calculate reflection vector of objects velocity vector, using response vector as normal
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float dot = p->vx * (fResponseX / fMagResponse) + p->vy * (fResponseY / fMagResponse); |
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// Use friction coefficient to dampen response (approximating energy loss)
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p->vx = p->fFriction * (-2.0f * dot * (fResponseX / fMagResponse) + p->vx); |
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p->vy = p->fFriction * (-2.0f * dot * (fResponseY / fMagResponse) + p->vy); |
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//Some objects will "die" after several bounces
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if (p->nBounceBeforeDeath > 0) |
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{ |
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p->nBounceBeforeDeath--; |
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p->bDead = p->nBounceBeforeDeath == 0; |
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// If object died, work out what to do next
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if (p->bDead) |
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{ |
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// Action upon object death
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// = 0 Nothing
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// > 0 Explosion
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int nResponse = p->BounceDeathAction(); |
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if (nResponse > 0) |
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Boom(p->px, p->py, nResponse); |
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} |
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} |
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} |
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else |
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{ |
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// No collision so update objects position
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p->px = fPotentialX; |
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p->py = fPotentialY; |
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} |
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// Turn off movement when tiny
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if (fMagVelocity < 0.1f) p->bStable = true; |
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} |
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// Remove dead objects from the list, so they are not processed further. As the object
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// is a unique pointer, it will go out of scope too, deleting the object automatically. Nice :-)
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listObjects.remove_if([](unique_ptr<cPhysicsObject> &o) {return o->bDead; }); |
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} |
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// Draw Landscape
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for (int x = 0; x < ScreenWidth(); x++) |
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for (int y = 0; y < ScreenHeight(); y++) |
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{ |
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// Offset screen coordinates into world coordinates
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switch (map[(y + (int)fCameraPosY)*nMapWidth + (x + (int)fCameraPosX)]) |
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{ |
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case 0: |
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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); |
||||||
|
|
||||||
|
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; |
||||||
|
} |
Binary file not shown.
Loading…
Reference in new issue