/* OneLoneCoder.com - Code-It-Yourself! Frogger at the command prompt (quick and simple c++) "Ribbet" - @Javidx9 License ~~~~~~~ Copyright (C) 2018 Javidx9 This program comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to redistribute it under certain conditions; See license for details. Original works located at: https://www.github.com/onelonecoder https://www.onelonecoder.com https://www.youtube.com/javidx9 GNU GPLv3 https://github.com/OneLoneCoder/videos/blob/master/LICENSE From Javidx9 :) ~~~~~~~~~~~~~~~ Hello! Ultimately 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. You acknowledge that I am not responsible for anything bad that happens as a result of your actions. However this code is protected by GNU GPLv3, see the license in the github repo. This means you must attribute me if you use it. You can view this license here: https://github.com/OneLoneCoder/videos/blob/master/LICENSE Cheers! Background ~~~~~~~~~~ This is a bit of an unusual one. The games mechanics are very simple, but as soon as you add graphics the code almost doubles in size! By standardising how the lanes work and interact with the frog, the game pretty much controls itself, meaning the game code is really really short. Everything else is eye candy. Controls ~~~~~~~~ Arrow keys move frog. Cross the road, then the river, to get frog to safety. Author ~~~~~~ Twitter: @javidx9 Blog: www.onelonecoder.com Video: ~~~~~~ https://youtu.be/QJnZ5QmpXOE Last Updated: 20/08/2017 */ #include #include using namespace std; #include "olcConsoleGameEngine.h" class OneLoneCoder_Frogger : public olcConsoleGameEngine { public: OneLoneCoder_Frogger() { m_sAppName = L"Frogger"; } private: vector> vecLanes = { {0.0f, L"wwwhhwwwhhwwwhhwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww"}, // 64 elements per lane {-3.0f, L",,,jllk,,jllllk,,,,,,,jllk,,,,,jk,,,jlllk,,,,jllllk,,,,jlllk,,,,"}, {3.0f, L",,,,jllk,,,,,jllk,,,,jllk,,,,,,,,,jllk,,,,,jk,,,,,,jllllk,,,,,,,"}, {2.0f, L",,jlk,,,,,jlk,,,,,jk,,,,,jlk,,,jlk,,,,jk,,,,jllk,,,,jk,,,,,,jk,,"}, {0.0f, L"pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp"}, {-3.0f, L"....asdf.......asdf....asdf..........asdf........asdf....asdf..."}, { 3.0f, L".....ty..ty....ty....ty.....ty........ty..ty.ty......ty.......ty"}, {-4.0f, L"..zx.....zx.........zx..zx........zx...zx...zx....zx...zx...zx.."}, {2.0f, L"..ty.....ty.......ty.....ty......ty..ty.ty.......ty....ty......."}, {0.0f, L"pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp"} }; float fTimeSinceStart = 0.0f; float fFrogX = 8.0f; float fFrogY = 9.0f; int nLaneWidth = 18; int nCellSize = 8; bool *bufDanger = nullptr; olcSprite *spriteBus = nullptr; olcSprite *spriteLog = nullptr; olcSprite *spriteWater = nullptr; olcSprite *spriteFrog = nullptr; olcSprite *spritePavement = nullptr; olcSprite *spriteCar1 = nullptr; olcSprite *spriteCar2 = nullptr; olcSprite *spriteWall = nullptr; olcSprite *spriteHome = nullptr; protected: // Called by olcConsoleGameEngine virtual bool OnUserCreate() { bufDanger = new bool[ScreenWidth() * ScreenHeight()]; memset(bufDanger, 0, ScreenWidth() * ScreenHeight() * sizeof(bool)); // You'll need these sprites! spriteBus = new olcSprite(L"FroggerSprites/bus.spr"); spriteLog = new olcSprite(L"FroggerSprites/log.spr"); spriteWater = new olcSprite(L"FroggerSprites/water.spr"); spriteFrog = new olcSprite(L"FroggerSprites/frog.spr"); spritePavement = new olcSprite(L"FroggerSprites/pavement.spr"); spriteWall = new olcSprite(L"FroggerSprites/wall.spr"); spriteHome = new olcSprite(L"FroggerSprites/home.spr"); spriteCar1 = new olcSprite(L"FroggerSprites/car1.spr"); spriteCar2 = new olcSprite(L"FroggerSprites/car2.spr"); return true; } // Called by olcConsoleGameEngine virtual bool OnUserUpdate(float fElapsedTime) { fTimeSinceStart += fElapsedTime; // Handle Input if (m_keys[VK_UP].bReleased) fFrogY -= 1.0f; if (m_keys[VK_DOWN].bReleased) fFrogY += 1.0f; if (m_keys[VK_LEFT].bReleased) fFrogX -= 1.0f; if (m_keys[VK_RIGHT].bReleased) fFrogX += 1.0f; // Frog is moved by platforms if (fFrogY <= 3) fFrogX -= fElapsedTime * vecLanes[(int)fFrogY].first; // Collision detection - check four corners of frog against danger buffer bool tl = bufDanger[(int)(fFrogY*nCellSize + 1) * ScreenWidth() + (int)(fFrogX*nCellSize + 1)]; bool tr = bufDanger[(int)(fFrogY*nCellSize + 1) * ScreenWidth() + (int)((fFrogX+1)*nCellSize - 1)]; bool bl = bufDanger[(int)((fFrogY+1)*nCellSize - 1) * ScreenWidth() + (int)(fFrogX*nCellSize + 1)]; bool br = bufDanger[(int)((fFrogY+1)*nCellSize - 1) * ScreenWidth() + (int)((fFrogX+1)*nCellSize - 1)]; if (tl || tr || bl || br) { // Frogs been hit :-( fFrogX = 8.0f; fFrogY = 9.0f; } // Draw Lanes int x=-1, y=0; for (auto lane : vecLanes) { // Find lane offset start int nStartPos = (int)(fTimeSinceStart * lane.first) % 64; int nCellOffset = (int)((float)nCellSize* fTimeSinceStart * lane.first) % nCellSize; if (nStartPos < 0) nStartPos = 64 - (abs(nStartPos) % 64); for (int i = 0; i < nLaneWidth; i++) { // Draw Graphics wchar_t graphic = lane.second[(nStartPos + i) % 64]; //Fill((x + i)*nCellSize - nCellOffset, y*nCellSize, (x + i + 1)*nCellSize - nCellOffset, (y + 1)*nCellSize, graphic); switch (graphic) // Graphics always make code verbose and less clear { case L'a': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spriteBus, 0, 0, 8, 8); break; // Bus 1 case L's': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spriteBus, 8, 0, 8, 8); break; // Bus 2 case L'd': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spriteBus, 16, 0, 8, 8); break; // Bus 3 case L'f': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spriteBus, 24, 0, 8, 8); break; // Bus 4 case L'j': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spriteLog, 0, 0, 8, 8); break; // Log Start case L'l': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spriteLog, 8, 0, 8, 8); break; // Log Middle case L'k': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spriteLog, 16, 0, 8, 8); break; // Log End case L'z': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spriteCar1, 0, 0, 8, 8); break; // Car1 Back case L'x': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spriteCar1, 8, 0, 8, 8); break; // Car1 Front case L't': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spriteCar2, 0, 0, 8, 8); break; // Car2 Back case L'y': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spriteCar2, 8, 0, 8, 8); break; // Car2 Front case L'w': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spriteWall, 0, 0, 8, 8); break; // Wall case L'h': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spriteHome, 0, 0, 8, 8); break; // Home case L',': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spriteWater, 0, 0, 8, 8); break; // Water case L'p': DrawPartialSprite((x + i)*nCellSize - nCellOffset, y*nCellSize, spritePavement, 0, 0, 8, 8); break; // Pavement case L'.': Fill((x + i)*nCellSize - nCellOffset, y*nCellSize, (x + i + 1)*nCellSize - nCellOffset, (y + 1)*nCellSize, L' '); break; // Road } // Fill Danger buffer for (int j = (x + i)*nCellSize - nCellOffset; j < (x + i + 1)*nCellSize - nCellOffset; j++) for (int k = y*nCellSize; k < (y + 1)*nCellSize; k++) if (j >= 0 && j < ScreenWidth() && k >= 0 && k < ScreenHeight()) bufDanger[k*ScreenWidth() + j] = !(graphic == L'.' || graphic == L'j' || graphic == L'k' || graphic == L'l' || graphic == L'p' || graphic == L'h'); } y++; } // Draw Frog DrawSprite(fFrogX*nCellSize, fFrogY*nCellSize, spriteFrog); return true; } }; int main() { // Use olcConsoleGameEngine derived app OneLoneCoder_Frogger game; game.ConstructConsole(128, 80, 12, 12); game.Start(); return 0; }