The official distribution of olcConsoleGameEngine, a tool used in javidx9's YouTube videos and projects
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videos/OneLoneCoder_RetroArcadeRac...

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/*
OneLoneCoder.com - Code-It-Yourself! Racing Game at the command prompt (quick and simple c++)
"Let's go, go, go!!!" - @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
~~~~~~~~~~
I'm a sim-racer when I'm not coding. Racing games are far more sophisticated than
they used to be. Frankly, retro racing games are a bit naff. But when done in the
command prompt they have a new level of craziness.
Controls
~~~~~~~~
Left Arrow/Right Arrow Steer, Up Arrow accelerates. There are no brakes!
Set the fastest lap times you can!
Author
~~~~~~
Twitter: @javidx9
Blog: www.onelonecoder.com
Video:
~~~~~~
https://youtu.be/KkMZI5Jbf18
Last Updated: 10/07/2017
*/
#include <iostream>
#include <string>
using namespace std;
#include "olcConsoleGameEngine.h"
class OneLoneCoder_FormulaOLC : public olcConsoleGameEngine
{
public:
OneLoneCoder_FormulaOLC()
{
m_sAppName = L"Formula OLC";
}
private:
float fDistance = 0.0f; // Distance car has travelled around track
float fCurvature = 0.0f; // Current track curvature, lerped between track sections
float fTrackCurvature = 0.0f; // Accumulation of track curvature
float fTrackDistance = 0.0f; // Total distance of track
float fCarPos = 0.0f; // Current car position
float fPlayerCurvature = 0.0f; // Accumulation of player curvature
float fSpeed = 0.0f; // Current player speed
vector<pair<float, float>> vecTrack; // Track sections, sharpness of bend, length of section
list<float> listLapTimes; // List of previous lap times
float fCurrentLapTime; // Current lap time
protected:
// Called by olcConsoleGameEngine
virtual bool OnUserCreate()
{
// Define track
vecTrack.push_back(make_pair(0.0f, 10.0f)); // Short section for start/finish line
vecTrack.push_back(make_pair(0.0f, 200.0f));
vecTrack.push_back(make_pair(1.0f, 200.0f));
vecTrack.push_back(make_pair(0.0f, 400.0f));
vecTrack.push_back(make_pair(-1.0f, 100.0f));
vecTrack.push_back(make_pair(0.0f, 200.0f));
vecTrack.push_back(make_pair(-1.0f, 200.0f));
vecTrack.push_back(make_pair(1.0f, 200.0f));
vecTrack.push_back(make_pair(0.0f, 200.0f));
vecTrack.push_back(make_pair(0.2f, 500.0f));
vecTrack.push_back(make_pair(0.0f, 200.0f));
// Calculate total track distance, so we can set lap times
for (auto t : vecTrack)
fTrackDistance += t.second;
listLapTimes = { 0,0,0,0,0 };
fCurrentLapTime = 0.0f;
return true;
}
// Called by olcConsoleGameEngine
virtual bool OnUserUpdate(float fElapsedTime)
{
// Handle control input
int nCarDirection = 0;
if (m_keys[VK_UP].bHeld)
fSpeed += 2.0f * fElapsedTime;
else
fSpeed -= 1.0f * fElapsedTime;
// Car Curvature is accumulated left/right input, but inversely proportional to speed
// i.e. it is harder to turn at high speed
if (m_keys[VK_LEFT].bHeld)
{
fPlayerCurvature -= 0.7f * fElapsedTime * (1.0f - fSpeed / 2.0f);
nCarDirection = -1;
}
if (m_keys[VK_RIGHT].bHeld)
{
fPlayerCurvature += 0.7f * fElapsedTime * (1.0f - fSpeed / 2.0f);
nCarDirection = +1;
}
// If car curvature is too different to track curvature, slow down
// as car has gone off track
if (fabs(fPlayerCurvature - fTrackCurvature) >= 0.8f)
fSpeed -= 5.0f * fElapsedTime;
// Clamp Speed
if (fSpeed < 0.0f) fSpeed = 0.0f;
if (fSpeed > 1.0f) fSpeed = 1.0f;
// Move car along track according to car speed
fDistance += (70.0f * fSpeed) * fElapsedTime;
// Get Point on track
float fOffset = 0;
int nTrackSection = 0;
// Lap Timing and counting
fCurrentLapTime += fElapsedTime;
if (fDistance >= fTrackDistance)
{
fDistance -= fTrackDistance;
listLapTimes.push_front(fCurrentLapTime);
listLapTimes.pop_back();
fCurrentLapTime = 0.0f;
}
// Find position on track (could optimise)
while (nTrackSection < vecTrack.size() && fOffset <= fDistance)
{
fOffset += vecTrack[nTrackSection].second;
nTrackSection++;
}
// Interpolate towards target track curvature
float fTargetCurvature = vecTrack[nTrackSection - 1].first;
float fTrackCurveDiff = (fTargetCurvature - fCurvature) * fElapsedTime * fSpeed;
// Accumulate player curvature
fCurvature += fTrackCurveDiff;
// Accumulate track curvature
fTrackCurvature += (fCurvature) * fElapsedTime * fSpeed;
// Draw Sky - light blue and dark blue
for (int y = 0; y < ScreenHeight() / 2; y++)
for (int x = 0; x < ScreenWidth(); x++)
Draw(x, y, y< ScreenHeight() / 4 ? PIXEL_HALF : PIXEL_SOLID, FG_DARK_BLUE);
// Draw Scenery - our hills are a rectified sine wave, where the phase is adjusted by the
// accumulated track curvature
for (int x = 0; x < ScreenWidth(); x++)
{
int nHillHeight = (int)(fabs(sinf(x * 0.01f + fTrackCurvature) * 16.0f));
for (int y = (ScreenHeight() / 2) - nHillHeight; y < ScreenHeight() / 2; y++)
Draw(x, y, PIXEL_SOLID, FG_DARK_YELLOW);
}
// Draw Track - Each row is split into grass, clip-board and track
for (int y = 0; y < ScreenHeight() / 2; y++)
for (int x = 0; x < ScreenWidth(); x++)
{
// Perspective is used to modify the width of the track row segments
float fPerspective = (float)y / (ScreenHeight()/2.0f);
float fRoadWidth = 0.1f + fPerspective * 0.8f; // Min 10% Max 90%
float fClipWidth = fRoadWidth * 0.15f;
fRoadWidth *= 0.5f; // Halve it as track is symmetrical around center of track, but offset...
// ...depending on where the middle point is, which is defined by the current
// track curvature.
float fMiddlePoint = 0.5f + fCurvature * powf((1.0f - fPerspective), 3);
// Work out segment boundaries
int nLeftGrass = (fMiddlePoint - fRoadWidth - fClipWidth) * ScreenWidth();
int nLeftClip = (fMiddlePoint - fRoadWidth) * ScreenWidth();
int nRightClip = (fMiddlePoint + fRoadWidth) * ScreenWidth();
int nRightGrass = (fMiddlePoint + fRoadWidth + fClipWidth) * ScreenWidth();
int nRow = ScreenHeight() / 2 + y;
// Using periodic oscillatory functions to give lines, where the phase is controlled
// by the distance around the track. These take some fine tuning to give the right "feel"
int nGrassColour = sinf(20.0f * powf(1.0f - fPerspective,3) + fDistance * 0.1f) > 0.0f ? FG_GREEN : FG_DARK_GREEN;
int nClipColour = sinf(80.0f * powf(1.0f - fPerspective, 2) + fDistance) > 0.0f ? FG_RED : FG_WHITE;
// Start finish straight changes the road colour to inform the player lap is reset
int nRoadColour = (nTrackSection-1) == 0 ? FG_WHITE : FG_GREY;
// Draw the row segments
if (x >= 0 && x < nLeftGrass)
Draw(x, nRow, PIXEL_SOLID, nGrassColour);
if (x >= nLeftGrass && x < nLeftClip)
Draw(x, nRow, PIXEL_SOLID, nClipColour);
if (x >= nLeftClip && x < nRightClip)
Draw(x, nRow, PIXEL_SOLID, nRoadColour);
if (x >= nRightClip && x < nRightGrass)
Draw(x, nRow, PIXEL_SOLID, nClipColour);
if (x >= nRightGrass && x < ScreenWidth())
Draw(x, nRow, PIXEL_SOLID, nGrassColour);
}
// Draw Car - car position on road is proportional to difference between
// current accumulated track curvature, and current accumulated player curvature
// i.e. if they are similar, the car will be in the middle of the track
fCarPos = fPlayerCurvature - fTrackCurvature;
int nCarPos = ScreenWidth() / 2 + ((int)(ScreenWidth() * fCarPos) / 2.0) - 7; // Offset for sprite
// Draw a car that represents what the player is doing. Apologies for the quality
// of the sprite... :-(
switch (nCarDirection)
{
case 0:
DrawStringAlpha(nCarPos, 80, L" ||####|| ");
DrawStringAlpha(nCarPos, 81, L" ## ");
DrawStringAlpha(nCarPos, 82, L" #### ");
DrawStringAlpha(nCarPos, 83, L" #### ");
DrawStringAlpha(nCarPos, 84, L"||| #### |||");
DrawStringAlpha(nCarPos, 85, L"|||########|||");
DrawStringAlpha(nCarPos, 86, L"||| #### |||");
break;
case +1:
DrawStringAlpha(nCarPos, 80, L" //####//");
DrawStringAlpha(nCarPos, 81, L" ## ");
DrawStringAlpha(nCarPos, 82, L" #### ");
DrawStringAlpha(nCarPos, 83, L" #### ");
DrawStringAlpha(nCarPos, 84, L"/// ####//// ");
DrawStringAlpha(nCarPos, 85, L"//#######///O ");
DrawStringAlpha(nCarPos, 86, L"/// #### //// ");
break;
case -1:
DrawStringAlpha(nCarPos, 80, L"\\\\####\\\\ ");
DrawStringAlpha(nCarPos, 81, L" ## ");
DrawStringAlpha(nCarPos, 82, L" #### ");
DrawStringAlpha(nCarPos, 83, L" #### ");
DrawStringAlpha(nCarPos, 84, L" \\\\\\\\#### \\\\\\");
DrawStringAlpha(nCarPos, 85, L" O\\\\\\#######\\\\");
DrawStringAlpha(nCarPos, 86, L" \\\\\\\\ #### \\\\\\");
break;
}
// Draw Stats
DrawString(0, 0, L"Distance: " + to_wstring(fDistance));
DrawString(0, 1, L"Target Curvature: " + to_wstring(fCurvature));
DrawString(0, 2, L"Player Curvature: " + to_wstring(fPlayerCurvature));
DrawString(0, 3, L"Player Speed : " + to_wstring(fSpeed));
DrawString(0, 4, L"Track Curvature : " + to_wstring(fTrackCurvature));
auto disp_time = [](float t) // Little lambda to turn floating point seconds into minutes:seconds:millis string
{
int nMinutes = t / 60.0f;
int nSeconds = t - (nMinutes * 60.0f);
int nMilliSeconds = (t - (float)nSeconds) * 1000.0f;
return to_wstring(nMinutes) + L"." + to_wstring(nSeconds) + L":" + to_wstring(nMilliSeconds);
};
// Display current laptime
DrawString(10, 8, disp_time(fCurrentLapTime));
// Display last 5 lap times
int j = 10;
for (auto l : listLapTimes)
{
DrawString(10, j, disp_time(l));
j++;
}
return true;
}
};
int main()
{
// Use olcConsoleGameEngine derived app
OneLoneCoder_FormulaOLC game;
game.ConstructConsole(160, 100, 8, 8);
game.Start();
return 0;
}