/* OneLoneCoder.com - Code-It-Yourself! Simple Tile Based Platform Game "Its-a meee-a Jario!" - @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 ~~~~~~~~~~ Tile maps are fundamental to most 2D games. This program explores emulating a classic 2D platformer using floating point truncation to implement robust collision between a moving tile and a tilemap representing the level. Controls ~~~~~~~~ Left and Right arrow keys move Jario, Space bar jumps. (Up and Down also move jario) Author ~~~~~~ Twitter: @javidx9 Blog: www.onelonecoder.com YouTube: www.youtube.com/javidx9 Discord: https://discord.gg/WhwHUMV Video: ~~~~~~ https://youtu.be/oJvJZNyW_rw Last Updated: 04/02/2018 */ #include #include using namespace std; #include "olcConsoleGameEngine.h" class OneLoneCoder_Platformer : public olcConsoleGameEngine { public: OneLoneCoder_Platformer() { m_sAppName = L"Tile Based Platform Game"; } private: // Level storage wstring sLevel; int nLevelWidth; int nLevelHeight; // Player Properties float fPlayerPosX = 1.0f; float fPlayerPosY = 1.0f; float fPlayerVelX = 0.0f; float fPlayerVelY = 0.0f; bool bPlayerOnGround = false; // Camera properties float fCameraPosX = 0.0f; float fCameraPosY = 0.0f; // Sprite Resources olcSprite *spriteTiles = nullptr; olcSprite *spriteMan = nullptr; // Sprite selection flags int nDirModX = 0; int nDirModY = 0; protected: virtual bool OnUserCreate() { nLevelWidth = 64; nLevelHeight = 16; sLevel += L"................................................................"; sLevel += L"................................................................"; sLevel += L".......ooooo...................................................."; sLevel += L"........ooo....................................................."; sLevel += L".......................########................................."; sLevel += L".....BB?BBBB?BB.......###..............#.#......................"; sLevel += L"....................###................#.#......................"; sLevel += L"...................####........................................."; sLevel += L"GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG.##############.....########"; sLevel += L"...................................#.#...............###........"; sLevel += L"........................############.#............###..........."; sLevel += L"........................#............#.........###.............."; sLevel += L"........................#.############......###................."; sLevel += L"........................#................###...................."; sLevel += L"........................#################......................."; sLevel += L"................................................................"; spriteTiles = new olcSprite(L"JarioSprites/leveljario.spr"); spriteMan = new olcSprite(L"JarioSprites/minijario.spr"); return true; } virtual bool OnUserUpdate(float fElapsedTime) { // Utility Lambdas auto GetTile = [&](int x, int y) { if (x >= 0 && x < nLevelWidth && y >= 0 && y < nLevelHeight) return sLevel[y * nLevelWidth + x]; else return L' '; }; auto SetTile = [&](int x, int y, wchar_t c) { if (x >= 0 && x < nLevelWidth && y >= 0 && y < nLevelHeight) sLevel[y*nLevelWidth + x] = c; }; //fPlayerVelX = 0.0f; //fPlayerVelY = 0.0f; // Handle Input if (IsFocused()) { if (GetKey(VK_UP).bHeld) { fPlayerVelY = -6.0f; } if (GetKey(VK_DOWN).bHeld) { fPlayerVelY = 6.0f; } if (GetKey(VK_LEFT).bHeld) { fPlayerVelX += (bPlayerOnGround ? -25.0f : -15.0f) * fElapsedTime; nDirModY = 1; } if (GetKey(VK_RIGHT).bHeld) { fPlayerVelX += (bPlayerOnGround ? 25.0f : 15.0f) * fElapsedTime; nDirModY = 0; } if (GetKey(VK_SPACE).bPressed) { if (fPlayerVelY == 0) { fPlayerVelY = -12.0f; nDirModX = 1; } } } // Gravity fPlayerVelY += 20.0f * fElapsedTime; // Drag if (bPlayerOnGround) { fPlayerVelX += -3.0f * fPlayerVelX * fElapsedTime; if (fabs(fPlayerVelX) < 0.01f) fPlayerVelX = 0.0f; } // Clamp velocities if (fPlayerVelX > 10.0f) fPlayerVelX = 10.0f; if (fPlayerVelX < -10.0f) fPlayerVelX = -10.0f; if (fPlayerVelY > 100.0f) fPlayerVelY = 100.0f; if (fPlayerVelY < -100.0f) fPlayerVelY = -100.0f; // Calculate potential new position float fNewPlayerPosX = fPlayerPosX + fPlayerVelX * fElapsedTime; float fNewPlayerPosY = fPlayerPosY + fPlayerVelY * fElapsedTime; // Check for pickups! if (GetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 0.0f) == L'o') SetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 0.0f, L'.'); if (GetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 1.0f) == L'o') SetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 1.0f, L'.'); if (GetTile(fNewPlayerPosX + 1.0f, fNewPlayerPosY + 0.0f) == L'o') SetTile(fNewPlayerPosX + 1.0f, fNewPlayerPosY + 0.0f, L'.'); if (GetTile(fNewPlayerPosX + 1.0f, fNewPlayerPosY + 1.0f) == L'o') SetTile(fNewPlayerPosX + 1.0f, fNewPlayerPosY + 1.0f, L'.'); // Check for Collision if (fPlayerVelX <= 0) // Moving Left { if (GetTile(fNewPlayerPosX + 0.0f, fPlayerPosY + 0.0f) != L'.' || GetTile(fNewPlayerPosX + 0.0f, fPlayerPosY + 0.9f) != L'.') { fNewPlayerPosX = (int)fNewPlayerPosX + 1; fPlayerVelX = 0; } } else // Moving Right { if (GetTile(fNewPlayerPosX + 1.0f, fPlayerPosY + 0.0f) != L'.' || GetTile(fNewPlayerPosX + 1.0f, fPlayerPosY + 0.9f) != L'.') { fNewPlayerPosX = (int)fNewPlayerPosX; fPlayerVelX = 0; } } bPlayerOnGround = false; if (fPlayerVelY <= 0) // Moving Up { if (GetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY) != L'.' || GetTile(fNewPlayerPosX + 0.9f, fNewPlayerPosY) != L'.') { fNewPlayerPosY = (int)fNewPlayerPosY + 1; fPlayerVelY = 0; } } else // Moving Down { if (GetTile(fNewPlayerPosX + 0.0f, fNewPlayerPosY + 1.0f) != L'.' || GetTile(fNewPlayerPosX + 0.9f, fNewPlayerPosY + 1.0f) != L'.') { fNewPlayerPosY = (int)fNewPlayerPosY; fPlayerVelY = 0; bPlayerOnGround = true; // Player has a solid surface underfoot nDirModX = 0; } } // Apply new position fPlayerPosX = fNewPlayerPosX; fPlayerPosY = fNewPlayerPosY; // Link camera to player position fCameraPosX = fPlayerPosX; fCameraPosY = fPlayerPosY; // Draw Level int nTileWidth = 16; int nTileHeight = 16; int nVisibleTilesX = ScreenWidth() / nTileWidth; int nVisibleTilesY = ScreenHeight() / nTileHeight; // Calculate Top-Leftmost visible tile float fOffsetX = fCameraPosX - (float)nVisibleTilesX / 2.0f; float fOffsetY = fCameraPosY - (float)nVisibleTilesY / 2.0f; // Clamp camera to game boundaries if (fOffsetX < 0) fOffsetX = 0; if (fOffsetY < 0) fOffsetY = 0; if (fOffsetX > nLevelWidth - nVisibleTilesX) fOffsetX = nLevelWidth - nVisibleTilesX; if (fOffsetY > nLevelHeight - nVisibleTilesY) fOffsetY = nLevelHeight - nVisibleTilesY; // Get offsets for smooth movement float fTileOffsetX = (fOffsetX - (int)fOffsetX) * nTileWidth; float fTileOffsetY = (fOffsetY - (int)fOffsetY) * nTileHeight; // Draw visible tile map for (int x = -1; x < nVisibleTilesX + 1; x++) { for (int y = -1; y < nVisibleTilesY + 1; y++) { wchar_t sTileID = GetTile(x + fOffsetX, y + fOffsetY); switch (sTileID) { case L'.': // Sky Fill(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, (x + 1) * nTileWidth - fTileOffsetX, (y + 1) * nTileHeight - fTileOffsetY, PIXEL_SOLID, FG_CYAN); break; case L'#': // Solid Block //Fill(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, (x + 1) * nTileWidth - fTileOffsetX, (y + 1) * nTileHeight - fTileOffsetY, PIXEL_SOLID, FG_RED); DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 2 * nTileWidth, 0 * nTileHeight, nTileWidth, nTileHeight); break; case L'G': // Ground Block DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 0 * nTileWidth, 0 * nTileHeight, nTileWidth, nTileHeight); break; case L'B': // Brick Block DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 0 * nTileWidth, 1 * nTileHeight, nTileWidth, nTileHeight); break; case L'?': // Question Block DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 1 * nTileWidth, 1 * nTileHeight, nTileWidth, nTileHeight); break; case L'o': // Coin Fill(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, (x + 1) * nTileWidth - fTileOffsetX, (y + 1) * nTileHeight - fTileOffsetY, PIXEL_SOLID, FG_CYAN); DrawPartialSprite(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, spriteTiles, 3 * nTileWidth, 0 * nTileHeight, nTileWidth, nTileHeight); break; default: Fill(x * nTileWidth - fTileOffsetX, y * nTileHeight - fTileOffsetY, (x + 1) * nTileWidth - fTileOffsetX, (y + 1) * nTileHeight - fTileOffsetY, PIXEL_SOLID, FG_BLACK); break; } } } // Draw Player //Fill((fPlayerPosX - fOffsetX) * nTileWidth, (fPlayerPosY - fOffsetY) * nTileWidth, (fPlayerPosX - fOffsetX + 1.0f) * nTileWidth, (fPlayerPosY - fOffsetY + 1.0f) * nTileHeight, PIXEL_SOLID, FG_GREEN); DrawPartialSprite((fPlayerPosX - fOffsetX) * nTileWidth, (fPlayerPosY - fOffsetY) * nTileWidth, spriteMan, nDirModX * nTileWidth, nDirModY * nTileHeight, nTileWidth, nTileHeight); return true; } }; int main() { OneLoneCoder_Platformer game; if (game.ConstructConsole(256, 240, 4, 4)) game.Start(); return 0; }