Added Retro Arcade Racer video
Also a little update the olcConsoleGameEngine to draw transparent ASCII strings
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OneLoneCoder_RetroArcadeRacer.cpp
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305
OneLoneCoder_RetroArcadeRacer.cpp
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/*
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OneLoneCoder.com - Code-It-Yourself! Racing Game at the command prompt (quick and simple c++)
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"Let's go, go, go!!!" - @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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I'm a sim-racer when I'm not coding. Racing games are far more sophisticated than
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they used to be. Frankly, retro racing games are a bit naff. But when done in the
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command prompt they have a new level of craziness.
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Controls
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~~~~~~~~
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Left Arrow/Right Arrow Steer, Up Arrow accelerates. There are no brakes!
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Set the fastest lap times you can!
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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/KkMZI5Jbf18
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Last Updated: 10/07/2017
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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_FormulaOLC : public olcConsoleGameEngine
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{
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public:
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OneLoneCoder_FormulaOLC()
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{
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m_sAppName = L"Formula OLC";
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}
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private:
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float fDistance = 0.0f; // Distance car has travelled around track
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float fCurvature = 0.0f; // Current track curvature, lerped between track sections
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float fTrackCurvature = 0.0f; // Accumulation of track curvature
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float fTrackDistance = 0.0f; // Total distance of track
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float fCarPos = 0.0f; // Current car position
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float fPlayerCurvature = 0.0f; // Accumulation of player curvature
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float fSpeed = 0.0f; // Current player speed
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vector<pair<float, float>> vecTrack; // Track sections, sharpness of bend, length of section
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list<float> listLapTimes; // List of previous lap times
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float fCurrentLapTime; // Current lap time
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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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// Define track
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vecTrack.push_back(make_pair(0.0f, 10.0f)); // Short section for start/finish line
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vecTrack.push_back(make_pair(0.0f, 200.0f));
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vecTrack.push_back(make_pair(1.0f, 200.0f));
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vecTrack.push_back(make_pair(0.0f, 400.0f));
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vecTrack.push_back(make_pair(-1.0f, 100.0f));
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vecTrack.push_back(make_pair(0.0f, 200.0f));
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vecTrack.push_back(make_pair(-1.0f, 200.0f));
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vecTrack.push_back(make_pair(1.0f, 200.0f));
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vecTrack.push_back(make_pair(0.0f, 200.0f));
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vecTrack.push_back(make_pair(0.2f, 500.0f));
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vecTrack.push_back(make_pair(0.0f, 200.0f));
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// Calculate total track distance, so we can set lap times
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for (auto t : vecTrack)
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fTrackDistance += t.second;
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listLapTimes = { 0,0,0,0,0 };
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fCurrentLapTime = 0.0f;
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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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// Handle control input
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int nCarDirection = 0;
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if (m_keys[VK_UP].bHeld)
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fSpeed += 2.0f * fElapsedTime;
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else
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fSpeed -= 1.0f * fElapsedTime;
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// Car Curvature is accumulated left/right input, but inversely proportional to speed
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// i.e. it is harder to turn at high speed
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if (m_keys[VK_LEFT].bHeld)
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{
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fPlayerCurvature -= 0.7f * fElapsedTime * (1.0f - fSpeed / 2.0f);
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nCarDirection = -1;
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}
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if (m_keys[VK_RIGHT].bHeld)
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{
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fPlayerCurvature += 0.7f * fElapsedTime * (1.0f - fSpeed / 2.0f);
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nCarDirection = +1;
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}
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// If car curvature is too different to track curvature, slow down
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// as car has gone off track
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if (fabs(fPlayerCurvature - fTrackCurvature) >= 0.8f)
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fSpeed -= 5.0f * fElapsedTime;
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// Clamp Speed
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if (fSpeed < 0.0f) fSpeed = 0.0f;
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if (fSpeed > 1.0f) fSpeed = 1.0f;
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// Move car along track according to car speed
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fDistance += (70.0f * fSpeed) * fElapsedTime;
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// Get Point on track
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float fOffset = 0;
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int nTrackSection = 0;
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// Lap Timing and counting
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fCurrentLapTime += fElapsedTime;
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if (fDistance >= fTrackDistance)
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{
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fDistance -= fTrackDistance;
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listLapTimes.push_front(fCurrentLapTime);
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listLapTimes.pop_back();
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fCurrentLapTime = 0.0f;
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}
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// Find position on track (could optimise)
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while (nTrackSection < vecTrack.size() && fOffset <= fDistance)
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{
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fOffset += vecTrack[nTrackSection].second;
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nTrackSection++;
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}
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// Interpolate towards target track curvature
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float fTargetCurvature = vecTrack[nTrackSection - 1].first;
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float fTrackCurveDiff = (fTargetCurvature - fCurvature) * fElapsedTime * fSpeed;
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// Accumulate player curvature
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fCurvature += fTrackCurveDiff;
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// Accumulate track curvature
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fTrackCurvature += (fCurvature) * fElapsedTime * fSpeed;
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// Draw Sky - light blue and dark blue
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for (int y = 0; y < ScreenHeight() / 2; y++)
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for (int x = 0; x < ScreenWidth(); x++)
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Draw(x, y, y< ScreenHeight() / 4 ? PIXEL_HALF : PIXEL_SOLID, FG_DARK_BLUE);
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// Draw Scenery - our hills are a rectified sine wave, where the phase is adjusted by the
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// accumulated track curvature
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for (int x = 0; x < ScreenWidth(); x++)
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{
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int nHillHeight = (int)(fabs(sinf(x * 0.01f + fTrackCurvature) * 16.0f));
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for (int y = (ScreenHeight() / 2) - nHillHeight; y < ScreenHeight() / 2; y++)
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Draw(x, y, PIXEL_SOLID, FG_DARK_YELLOW);
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}
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// Draw Track - Each row is split into grass, clip-board and track
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for (int y = 0; y < ScreenHeight() / 2; y++)
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for (int x = 0; x < ScreenWidth(); x++)
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{
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// Perspective is used to modify the width of the track row segments
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float fPerspective = (float)y / (ScreenHeight()/2.0f);
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float fRoadWidth = 0.1f + fPerspective * 0.8f; // Min 10% Max 90%
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float fClipWidth = fRoadWidth * 0.15f;
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fRoadWidth *= 0.5f; // Halve it as track is symmetrical around center of track, but offset...
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// ...depending on where the middle point is, which is defined by the current
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// track curvature.
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float fMiddlePoint = 0.5f + fCurvature * powf((1.0f - fPerspective), 3);
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// Work out segment boundaries
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int nLeftGrass = (fMiddlePoint - fRoadWidth - fClipWidth) * ScreenWidth();
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int nLeftClip = (fMiddlePoint - fRoadWidth) * ScreenWidth();
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int nRightClip = (fMiddlePoint + fRoadWidth) * ScreenWidth();
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int nRightGrass = (fMiddlePoint + fRoadWidth + fClipWidth) * ScreenWidth();
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int nRow = ScreenHeight() / 2 + y;
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// Using periodic oscillatory functions to give lines, where the phase is controlled
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// by the distance around the track. These take some fine tuning to give the right "feel"
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int nGrassColour = sinf(20.0f * powf(1.0f - fPerspective,3) + fDistance * 0.1f) > 0.0f ? FG_GREEN : FG_DARK_GREEN;
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int nClipColour = sinf(80.0f * powf(1.0f - fPerspective, 2) + fDistance) > 0.0f ? FG_RED : FG_WHITE;
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// Start finish straight changes the road colour to inform the player lap is reset
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int nRoadColour = (nTrackSection-1) == 0 ? FG_WHITE : FG_GREY;
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// Draw the row segments
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if (x >= 0 && x < nLeftGrass)
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Draw(x, nRow, PIXEL_SOLID, nGrassColour);
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if (x >= nLeftGrass && x < nLeftClip)
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Draw(x, nRow, PIXEL_SOLID, nClipColour);
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if (x >= nLeftClip && x < nRightClip)
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Draw(x, nRow, PIXEL_SOLID, nRoadColour);
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if (x >= nRightClip && x < nRightGrass)
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Draw(x, nRow, PIXEL_SOLID, nClipColour);
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if (x >= nRightGrass && x < ScreenWidth())
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Draw(x, nRow, PIXEL_SOLID, nGrassColour);
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}
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// Draw Car - car position on road is proportional to difference between
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// current accumulated track curvature, and current accumulated player curvature
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// i.e. if they are similar, the car will be in the middle of the track
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fCarPos = fPlayerCurvature - fTrackCurvature;
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int nCarPos = ScreenWidth() / 2 + ((int)(ScreenWidth() * fCarPos) / 2.0) - 7; // Offset for sprite
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// Draw a car that represents what the player is doing. Apologies for the quality
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// of the sprite... :-(
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switch (nCarDirection)
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{
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case 0:
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DrawStringAlpha(nCarPos, 80, L" ||####|| ");
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DrawStringAlpha(nCarPos, 81, L" ## ");
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DrawStringAlpha(nCarPos, 82, L" #### ");
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DrawStringAlpha(nCarPos, 83, L" #### ");
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DrawStringAlpha(nCarPos, 84, L"||| #### |||");
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DrawStringAlpha(nCarPos, 85, L"|||########|||");
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DrawStringAlpha(nCarPos, 86, L"||| #### |||");
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break;
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case +1:
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DrawStringAlpha(nCarPos, 80, L" //####//");
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DrawStringAlpha(nCarPos, 81, L" ## ");
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DrawStringAlpha(nCarPos, 82, L" #### ");
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DrawStringAlpha(nCarPos, 83, L" #### ");
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DrawStringAlpha(nCarPos, 84, L"/// ####//// ");
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DrawStringAlpha(nCarPos, 85, L"//#######///O ");
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DrawStringAlpha(nCarPos, 86, L"/// #### //// ");
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break;
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case -1:
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DrawStringAlpha(nCarPos, 80, L"\\\\####\\\\ ");
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DrawStringAlpha(nCarPos, 81, L" ## ");
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DrawStringAlpha(nCarPos, 82, L" #### ");
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DrawStringAlpha(nCarPos, 83, L" #### ");
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DrawStringAlpha(nCarPos, 84, L" \\\\\\\\#### \\\\\\");
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DrawStringAlpha(nCarPos, 85, L" O\\\\\\#######\\\\");
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DrawStringAlpha(nCarPos, 86, L" \\\\\\\\ #### \\\\\\");
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break;
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}
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// Draw Stats
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DrawString(0, 0, L"Distance: " + to_wstring(fDistance));
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DrawString(0, 1, L"Target Curvature: " + to_wstring(fCurvature));
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DrawString(0, 2, L"Player Curvature: " + to_wstring(fPlayerCurvature));
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DrawString(0, 3, L"Player Speed : " + to_wstring(fSpeed));
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DrawString(0, 4, L"Track Curvature : " + to_wstring(fTrackCurvature));
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auto disp_time = [](float t) // Little lambda to turn floating point seconds into minutes:seconds:millis string
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{
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int nMinutes = t / 60.0f;
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int nSeconds = t - (nMinutes * 60.0f);
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int nMilliSeconds = (t - (float)nSeconds) * 1000.0f;
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return to_wstring(nMinutes) + L"." + to_wstring(nSeconds) + L":" + to_wstring(nMilliSeconds);
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};
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// Display current laptime
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DrawString(10, 8, disp_time(fCurrentLapTime));
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// Display last 5 lap times
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int j = 10;
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for (auto l : listLapTimes)
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{
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DrawString(10, j, disp_time(l));
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j++;
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}
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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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// Use olcConsoleGameEngine derived app
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OneLoneCoder_FormulaOLC game;
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game.ConstructConsole(160, 100, 8, 8);
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game.Start();
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return 0;
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}
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@ -205,6 +205,18 @@ public:
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}
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}
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void DrawStringAlpha(int x, int y, wstring c, short col = 0x000F)
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{
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for (size_t i = 0; i < c.size(); i++)
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{
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if (c[i] != L' ')
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{
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m_bufScreen[y * m_nScreenWidth + x + i].Char.UnicodeChar = c[i];
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m_bufScreen[y * m_nScreenWidth + x + i].Attributes = col;
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}
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}
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}
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void Clip(int &x, int &y)
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{
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if (x < 0) x = 0;
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