Added Worms1 Video
This commit is contained in:
parent
6f57a46f6a
commit
ad2d2ffe5c
547
worms/OneLoneCoder_Worms1.cpp
Normal file
547
worms/OneLoneCoder_Worms1.cpp
Normal file
@ -0,0 +1,547 @@
|
||||
/*
|
||||
OneLoneCoder.com - Code-It-Yourself! Worms Part #1
|
||||
"kamikazeeeeee...." - @Javidx9
|
||||
|
||||
Disclaimer
|
||||
~~~~~~~~~~
|
||||
I don't care what you use this for. It's intended to be educational, and perhaps
|
||||
to the oddly minded - a little bit of fun. Please hack this, change it and use it
|
||||
in any way you see fit. BUT, you acknowledge that I am not responsible for anything
|
||||
bad that happens as a result of your actions. However, if good stuff happens, I
|
||||
would appreciate a shout out, or at least give the blog some publicity for me.
|
||||
Cheers!
|
||||
|
||||
Background
|
||||
~~~~~~~~~~
|
||||
Worms is a classic game where several teams of worms use a variety of weaponry
|
||||
to elimiate each other from a randomly generated terrain.
|
||||
|
||||
This code is the first part of a series that show how to make your own Worms game
|
||||
from scratch in C++!
|
||||
|
||||
Author
|
||||
~~~~~~
|
||||
Twitter: @javidx9
|
||||
Blog: www.onelonecoder.com
|
||||
|
||||
Video:
|
||||
~~~~~~
|
||||
https://youtu.be/EHlaJvQpW3U
|
||||
|
||||
Last Updated: 26/11/2017
|
||||
*/
|
||||
#include <iostream>
|
||||
#include <string>
|
||||
#include <algorithm>
|
||||
using namespace std;
|
||||
|
||||
#include "olcConsoleGameEngine.h"
|
||||
|
||||
class cPhysicsObject
|
||||
{
|
||||
public:
|
||||
float px = 0.0f; // Position
|
||||
float py = 0.0f;
|
||||
float vx = 0.0f; // Velocity
|
||||
float vy = 0.0f;
|
||||
float ax = 0.0f; // Acceleration
|
||||
float ay = 0.0f;
|
||||
|
||||
float radius = 4.0f; // Bounding circle for collision
|
||||
bool bStable = false; // Has object stopped moving
|
||||
float fFriction = 0.8f; // Actually, a dampening factor is a more accurate name
|
||||
|
||||
int nBounceBeforeDeath = -1; // How many time object can bounce before death
|
||||
// -1 = infinite
|
||||
bool bDead = false; // Flag to indicate object should be removed
|
||||
|
||||
cPhysicsObject(float x = 0.0f, float y = 0.0f)
|
||||
{
|
||||
px = x;
|
||||
py = y;
|
||||
}
|
||||
|
||||
// Make class abstract
|
||||
virtual void Draw(olcConsoleGameEngine *engine, float fOffsetX, float fOffsetY) = 0;
|
||||
virtual int BounceDeathAction() = 0;
|
||||
};
|
||||
|
||||
|
||||
class cDummy : public cPhysicsObject // Does nothing, shows a marker that helps with physics debug and test
|
||||
{
|
||||
public:
|
||||
cDummy(float x = 0.0f, float y = 0.0f) : cPhysicsObject(x, y)
|
||||
{ }
|
||||
|
||||
virtual void Draw(olcConsoleGameEngine *engine, float fOffsetX, float fOffsetY)
|
||||
{
|
||||
engine->DrawWireFrameModel(vecModel, px - fOffsetX, py - fOffsetY, atan2f(vy, vx), radius, FG_WHITE);
|
||||
}
|
||||
|
||||
virtual int BounceDeathAction()
|
||||
{
|
||||
return 0; // Nothing, just fade
|
||||
}
|
||||
|
||||
private:
|
||||
static vector<pair<float, float>> vecModel;
|
||||
};
|
||||
|
||||
vector<pair<float, float>> DefineDummy()
|
||||
{
|
||||
// Defines a circle with a line fom center to edge
|
||||
vector<pair<float, float>> vecModel;
|
||||
vecModel.push_back({ 0.0f, 0.0f });
|
||||
for (int i = 0; i < 10; i++)
|
||||
vecModel.push_back({ cosf(i / 9.0f * 2.0f * 3.14159f) , sinf(i / 9.0f * 2.0f * 3.14159f) });
|
||||
return vecModel;
|
||||
}
|
||||
vector<pair<float, float>> cDummy::vecModel = DefineDummy();
|
||||
|
||||
|
||||
class cDebris : public cPhysicsObject // a small rock that bounces
|
||||
{
|
||||
public:
|
||||
cDebris(float x = 0.0f, float y = 0.0f) : cPhysicsObject(x, y)
|
||||
{
|
||||
// Set velocity to random direction and size for "boom" effect
|
||||
vx = 10.0f * cosf(((float)rand() / (float)RAND_MAX) * 2.0f * 3.14159f);
|
||||
vy = 10.0f * sinf(((float)rand() / (float)RAND_MAX) * 2.0f * 3.14159f);
|
||||
radius = 1.0f;
|
||||
fFriction = 0.8f;
|
||||
nBounceBeforeDeath = 5; // After 5 bounces, dispose
|
||||
}
|
||||
|
||||
virtual void Draw(olcConsoleGameEngine *engine, float fOffsetX, float fOffsetY)
|
||||
{
|
||||
engine->DrawWireFrameModel(vecModel, px - fOffsetX, py - fOffsetY, atan2f(vy, vx), radius, FG_DARK_GREEN);
|
||||
}
|
||||
|
||||
virtual int BounceDeathAction()
|
||||
{
|
||||
return 0; // Nothing, just fade
|
||||
}
|
||||
|
||||
private:
|
||||
static vector<pair<float, float>> vecModel;
|
||||
};
|
||||
|
||||
vector<pair<float, float>> DefineDebris()
|
||||
{
|
||||
// A small unit rectangle
|
||||
vector<pair<float, float>> vecModel;
|
||||
vecModel.push_back({ 0.0f, 0.0f });
|
||||
vecModel.push_back({ 1.0f, 0.0f });
|
||||
vecModel.push_back({ 1.0f, 1.0f });
|
||||
vecModel.push_back({ 0.0f, 1.0f });
|
||||
return vecModel;
|
||||
}
|
||||
vector<pair<float, float>> cDebris::vecModel = DefineDebris();
|
||||
|
||||
|
||||
class cMissile : public cPhysicsObject // A projectile weapon
|
||||
{
|
||||
public:
|
||||
cMissile(float x = 0.0f, float y = 0.0f, float _vx = 0.0f, float _vy = 0.0f) : cPhysicsObject(x, y)
|
||||
{
|
||||
radius = 2.5f;
|
||||
fFriction = 0.5f;
|
||||
vx = _vx;
|
||||
vy = _vy;
|
||||
bDead = false;
|
||||
nBounceBeforeDeath = 1;
|
||||
}
|
||||
|
||||
virtual void Draw(olcConsoleGameEngine *engine, float fOffsetX, float fOffsetY)
|
||||
{
|
||||
engine->DrawWireFrameModel(vecModel, px - fOffsetX, py - fOffsetY, atan2f(vy, vx), radius, FG_YELLOW);
|
||||
}
|
||||
|
||||
virtual int BounceDeathAction()
|
||||
{
|
||||
return 20; // Explode Big
|
||||
}
|
||||
|
||||
private:
|
||||
static vector<pair<float, float>> vecModel;
|
||||
};
|
||||
|
||||
vector<pair<float, float>> DefineMissile()
|
||||
{
|
||||
// Defines a rocket like shape
|
||||
vector<pair<float, float>> vecModel;
|
||||
vecModel.push_back({ 0.0f, 0.0f });
|
||||
vecModel.push_back({ 1.0f, 1.0f });
|
||||
vecModel.push_back({ 2.0f, 1.0f });
|
||||
vecModel.push_back({ 2.5f, 0.0f });
|
||||
vecModel.push_back({ 2.0f, -1.0f });
|
||||
vecModel.push_back({ 1.0f, -1.0f });
|
||||
vecModel.push_back({ 0.0f, 0.0f });
|
||||
vecModel.push_back({ -1.0f, -1.0f });
|
||||
vecModel.push_back({ -2.5f, -1.0f });
|
||||
vecModel.push_back({ -2.0f, 0.0f });
|
||||
vecModel.push_back({ -2.5f, 1.0f });
|
||||
vecModel.push_back({ -1.0f, 1.0f });
|
||||
|
||||
// Scale points to make shape unit sized
|
||||
for (auto &v : vecModel)
|
||||
{
|
||||
v.first /= 2.5f; v.second /= 2.5f;
|
||||
}
|
||||
return vecModel;
|
||||
}
|
||||
vector<pair<float, float>> cMissile::vecModel = DefineMissile();
|
||||
|
||||
|
||||
class cWorm : public cPhysicsObject // A unit, or worm
|
||||
{
|
||||
public:
|
||||
cWorm(float x = 0.0f, float y = 0.0f) : cPhysicsObject(x, y)
|
||||
{
|
||||
radius = 3.5f;
|
||||
fFriction = 0.2f;
|
||||
bDead = false;
|
||||
nBounceBeforeDeath = -1;
|
||||
|
||||
// load sprite data from sprite file
|
||||
if (sprWorm == nullptr)
|
||||
sprWorm = new olcSprite(L"worms.spr");
|
||||
}
|
||||
|
||||
virtual void Draw(olcConsoleGameEngine *engine, float fOffsetX, float fOffsetY)
|
||||
{
|
||||
engine->DrawPartialSprite(px - fOffsetX - radius, py - fOffsetY - radius, sprWorm, 0, 0, 8, 8);
|
||||
}
|
||||
|
||||
virtual int BounceDeathAction()
|
||||
{
|
||||
return 0; // Nothing
|
||||
}
|
||||
|
||||
private:
|
||||
static olcSprite *sprWorm;
|
||||
};
|
||||
|
||||
olcSprite* cWorm::sprWorm = nullptr;
|
||||
|
||||
|
||||
|
||||
|
||||
// Main Game Engine Class
|
||||
class OneLoneCoder_Worms : public olcConsoleGameEngine
|
||||
{
|
||||
public:
|
||||
OneLoneCoder_Worms()
|
||||
{
|
||||
m_sAppName = L"Worms";
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
// Terrain size
|
||||
int nMapWidth = 1024;
|
||||
int nMapHeight = 512;
|
||||
unsigned char *map = nullptr;
|
||||
|
||||
// Camera coordinates
|
||||
float fCameraPosX = 0.0f;
|
||||
float fCameraPosY = 0.0f;
|
||||
|
||||
// list of things that exist in game world
|
||||
list<unique_ptr<cPhysicsObject>> listObjects;
|
||||
|
||||
|
||||
virtual bool OnUserCreate()
|
||||
{
|
||||
// Create Map
|
||||
map = new unsigned char[nMapWidth * nMapHeight];
|
||||
memset(map, 0, nMapWidth*nMapHeight * sizeof(unsigned char));
|
||||
CreateMap();
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual bool OnUserUpdate(float fElapsedTime)
|
||||
{
|
||||
// Press 'M' key to regenerate map
|
||||
if (m_keys[L'M'].bReleased)
|
||||
CreateMap();
|
||||
|
||||
// Left click to cause small explosion
|
||||
if (m_mouse[0].bReleased)
|
||||
Boom(m_mousePosX + fCameraPosX, m_mousePosY + fCameraPosY, 10.0f);
|
||||
|
||||
// Right click to drop missile
|
||||
if (m_mouse[1].bReleased)
|
||||
listObjects.push_back(unique_ptr<cMissile>(new cMissile(m_mousePosX + fCameraPosX, m_mousePosY + fCameraPosY)));
|
||||
|
||||
// Middle click to spawn worm/unit
|
||||
if (m_mouse[2].bReleased)
|
||||
listObjects.push_back(unique_ptr<cWorm>(new cWorm(m_mousePosX + fCameraPosX, m_mousePosY + fCameraPosY)));
|
||||
|
||||
// Mouse Edge Map Scroll
|
||||
float fMapScrollSpeed = 400.0f;
|
||||
if (m_mousePosX < 5) fCameraPosX -= fMapScrollSpeed * fElapsedTime;
|
||||
if (m_mousePosX > ScreenWidth() - 5) fCameraPosX += fMapScrollSpeed * fElapsedTime;
|
||||
if (m_mousePosY < 5) fCameraPosY -= fMapScrollSpeed * fElapsedTime;
|
||||
if (m_mousePosY > ScreenHeight() - 5) fCameraPosY += fMapScrollSpeed * 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);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
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);
|
||||
|
||||
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;
|
||||
}
|
BIN
worms/worms.spr
Normal file
BIN
worms/worms.spr
Normal file
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user