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

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/*
OneLoneCoder.com - Upgraded Command Line First Person Shooter (FPS) Engine
"Bricks and Lamps people, bricks and lamps..." - @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
~~~~~~~~~~
The FPS video was one of my first youtube videos, and I feel one of my better
ones, but its not had the popularity it deserves. So I'm upgrading the engine
to make it more appealling.
IMPORTANT!!
~~~~~~~~~~~
You'll need the FPSSprites folder too!
Author
~~~~~~
Twitter: @javidx9
Blog: www.onelonecoder.com
Video:
~~~~~~
https://youtu.be/HEb2akswCcw
Last Updated: 23/10/2017
*/
#include <iostream>
#include <string>
#include <algorithm>
using namespace std;
#include "olcConsoleGameEngine.h"
class OneLoneCoder_UltimateFPS : public olcConsoleGameEngine
{
public:
OneLoneCoder_UltimateFPS()
{
m_sAppName = L"Ultimate First Person Shooter";
}
private:
int nMapWidth = 32; // World Dimensions
int nMapHeight = 32;
float fPlayerX = 14.7f; // Player Start Position
float fPlayerY = 8;// 5.09f;
float fPlayerA = -3.14159f / 2.0f; // Player Start Rotation
float fFOV = 3.14159f / 4.0f; // Field of View
float fDepth = 16.0f; // Maximum rendering distance
float fSpeed = 5.0f; // Walking Speed
wstring map;
olcSprite *spriteWall;
olcSprite *spriteLamp;
olcSprite *spriteFireBall;
float *fDepthBuffer = nullptr;
struct sObject
{
float x;
float y;
float vx;
float vy;
bool bRemove;
olcSprite *sprite;
};
list<sObject> listObjects;
protected:
virtual bool OnUserCreate()
{
map += L"#########.......#########.......";
map += L"#...............#...............";
map += L"#.......#########.......########";
map += L"#..............##..............#";
map += L"#......##......##......##......#";
map += L"#......##..............##......#";
map += L"#..............##..............#";
map += L"###............####............#";
map += L"##.............###.............#";
map += L"#............####............###";
map += L"#..............................#";
map += L"#..............##..............#";
map += L"#..............##..............#";
map += L"#...........#####...........####";
map += L"#..............................#";
map += L"###..####....########....#######";
map += L"####.####.......######..........";
map += L"#...............#...............";
map += L"#.......#########.......##..####";
map += L"#..............##..............#";
map += L"#......##......##.......#......#";
map += L"#......##......##......##......#";
map += L"#..............##..............#";
map += L"###............####............#";
map += L"##.............###.............#";
map += L"#............####............###";
map += L"#..............................#";
map += L"#..............................#";
map += L"#..............##..............#";
map += L"#...........##..............####";
map += L"#..............##..............#";
map += L"################################";
spriteWall = new olcSprite(L"FPSSprites/fps_wall1.spr");
spriteLamp = new olcSprite(L"FPSSprites/fps_lamp1.spr");
spriteFireBall = new olcSprite(L"FPSSprites/fps_fireball1.spr");
fDepthBuffer = new float[ScreenWidth()];
listObjects = {
{ 8.5f, 8.5f, 0.0f, 0.0f, false, spriteLamp },
{ 7.5f, 7.5f, 0.0f, 0.0f, false, spriteLamp },
{ 10.5f, 3.5f, 0.0f, 0.0f, false, spriteLamp },
};
return true;
}
virtual bool OnUserUpdate(float fElapsedTime)
{
// Handle CCW Rotation
if (m_keys[L'A'].bHeld)
fPlayerA -= (fSpeed * 0.5f) * fElapsedTime;
// Handle CW Rotation
if (m_keys[L'D'].bHeld)
fPlayerA += (fSpeed * 0.5f) * fElapsedTime;
// Handle Forwards movement & collision
if (m_keys[L'W'].bHeld)
{
fPlayerX += sinf(fPlayerA) * fSpeed * fElapsedTime;;
fPlayerY += cosf(fPlayerA) * fSpeed * fElapsedTime;;
if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#')
{
fPlayerX -= sinf(fPlayerA) * fSpeed * fElapsedTime;;
fPlayerY -= cosf(fPlayerA) * fSpeed * fElapsedTime;;
}
}
// Handle backwards movement & collision
if (m_keys[L'S'].bHeld)
{
fPlayerX -= sinf(fPlayerA) * fSpeed * fElapsedTime;;
fPlayerY -= cosf(fPlayerA) * fSpeed * fElapsedTime;;
if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#')
{
fPlayerX += sinf(fPlayerA) * fSpeed * fElapsedTime;;
fPlayerY += cosf(fPlayerA) * fSpeed * fElapsedTime;;
}
}
// Handle Strafe Right movement & collision
if (m_keys[L'E'].bHeld)
{
fPlayerX += cosf(fPlayerA) * fSpeed * fElapsedTime;
fPlayerY -= sinf(fPlayerA) * fSpeed * fElapsedTime;
if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#')
{
fPlayerX -= cosf(fPlayerA) * fSpeed * fElapsedTime;
fPlayerY += sinf(fPlayerA) * fSpeed * fElapsedTime;
}
}
// Handle Strafe Left movement & collision
if (m_keys[L'Q'].bHeld)
{
fPlayerX -= cosf(fPlayerA) * fSpeed * fElapsedTime;
fPlayerY += sinf(fPlayerA) * fSpeed * fElapsedTime;
if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#')
{
fPlayerX += cosf(fPlayerA) * fSpeed * fElapsedTime;
fPlayerY -= sinf(fPlayerA) * fSpeed * fElapsedTime;
}
}
// Fire Bullets
if (m_keys[VK_SPACE].bReleased)
{
sObject o;
o.x = fPlayerX;
o.y = fPlayerY;
float fNoise = (((float)rand() / (float)RAND_MAX) - 0.5f) * 0.1f;
o.vx = sinf(fPlayerA + fNoise) * 8.0f;
o.vy = cosf(fPlayerA + fNoise) * 8.0f;
o.sprite = spriteFireBall;
o.bRemove = false;
listObjects.push_back(o);
}
for (int x = 0; x < ScreenWidth(); x++)
{
// For each column, calculate the projected ray angle into world space
float fRayAngle = (fPlayerA - fFOV / 2.0f) + ((float)x / (float)ScreenWidth()) * fFOV;
// Find distance to wall
float fStepSize = 0.01f; // Increment size for ray casting, decrease to increase
float fDistanceToWall = 0.0f; // resolution
bool bHitWall = false; // Set when ray hits wall block
bool bBoundary = false; // Set when ray hits boundary between two wall blocks
float fEyeX = sinf(fRayAngle); // Unit vector for ray in player space
float fEyeY = cosf(fRayAngle);
float fSampleX = 0.0f;
bool bLit = false;
// Incrementally cast ray from player, along ray angle, testing for
// intersection with a block
while (!bHitWall && fDistanceToWall < fDepth)
{
fDistanceToWall += fStepSize;
int nTestX = (int)(fPlayerX + fEyeX * fDistanceToWall);
int nTestY = (int)(fPlayerY + fEyeY * fDistanceToWall);
// Test if ray is out of bounds
if (nTestX < 0 || nTestX >= nMapWidth || nTestY < 0 || nTestY >= nMapHeight)
{
bHitWall = true; // Just set distance to maximum depth
fDistanceToWall = fDepth;
}
else
{
// Ray is inbounds so test to see if the ray cell is a wall block
if (map.c_str()[nTestX * nMapWidth + nTestY] == '#')
{
// Ray has hit wall
bHitWall = true;
// Determine where ray has hit wall. Break Block boundary
// int 4 line segments
float fBlockMidX = (float)nTestX + 0.5f;
float fBlockMidY = (float)nTestY + 0.5f;
float fTestPointX = fPlayerX + fEyeX * fDistanceToWall;
float fTestPointY = fPlayerY + fEyeY * fDistanceToWall;
float fTestAngle = atan2f((fTestPointY - fBlockMidY), (fTestPointX - fBlockMidX));
if (fTestAngle >= -3.14159f * 0.25f && fTestAngle < 3.14159f * 0.25f)
fSampleX = fTestPointY - (float)nTestY;
if (fTestAngle >= 3.14159f * 0.25f && fTestAngle < 3.14159f * 0.75f)
fSampleX = fTestPointX - (float)nTestX;
if (fTestAngle < -3.14159f * 0.25f && fTestAngle >= -3.14159f * 0.75f)
fSampleX = fTestPointX - (float)nTestX;
if (fTestAngle >= 3.14159f * 0.75f || fTestAngle < -3.14159f * 0.75f)
fSampleX = fTestPointY - (float)nTestY;
}
}
}
// Calculate distance to ceiling and floor
int nCeiling = (float)(ScreenHeight() / 2.0) - ScreenHeight() / ((float)fDistanceToWall);
int nFloor = ScreenHeight() - nCeiling;
// Update Depth Buffer
fDepthBuffer[x] = fDistanceToWall;
for (int y = 0; y < ScreenHeight(); y++)
{
// Each Row
if (y <= nCeiling)
Draw(x, y, L' ');
else if (y > nCeiling && y <= nFloor)
{
// Draw Wall
if (fDistanceToWall < fDepth)
{
float fSampleY = ((float)y - (float)nCeiling) / ((float)nFloor - (float)nCeiling);
Draw(x, y, spriteWall->SampleGlyph(fSampleX, fSampleY), spriteWall->SampleColour(fSampleX, fSampleY));
}
else
Draw(x, y, PIXEL_SOLID, 0);
}
else // Floor
{
Draw(x, y, PIXEL_SOLID, FG_DARK_GREEN);
}
}
}
// Update & Draw Objects
for (auto &object : listObjects)
{
// Update Object Physics
object.x += object.vx * fElapsedTime;
object.y += object.vy * fElapsedTime;
// Check if object is inside wall - set flag for removal
if (map.c_str()[(int)object.x * nMapWidth + (int)object.y] == '#')
object.bRemove = true;
// Can object be seen?
float fVecX = object.x - fPlayerX;
float fVecY = object.y - fPlayerY;
float fDistanceFromPlayer = sqrtf(fVecX*fVecX + fVecY*fVecY);
float fEyeX = sinf(fPlayerA);
float fEyeY = cosf(fPlayerA);
// Calculate angle between lamp and players feet, and players looking direction
// to determine if the lamp is in the players field of view
float fObjectAngle = atan2f(fEyeY, fEyeX) - atan2f(fVecY, fVecX);
if (fObjectAngle < -3.14159f)
fObjectAngle += 2.0f * 3.14159f;
if (fObjectAngle > 3.14159f)
fObjectAngle -= 2.0f * 3.14159f;
bool bInPlayerFOV = fabs(fObjectAngle) < fFOV / 2.0f;
if (bInPlayerFOV && fDistanceFromPlayer >= 0.5f && fDistanceFromPlayer < fDepth && !object.bRemove)
{
float fObjectCeiling = (float)(ScreenHeight() / 2.0) - ScreenHeight() / ((float)fDistanceFromPlayer);
float fObjectFloor = ScreenHeight() - fObjectCeiling;
float fObjectHeight = fObjectFloor - fObjectCeiling;
float fObjectAspectRatio = (float)object.sprite->nHeight / (float)object.sprite->nWidth;
float fObjectWidth = fObjectHeight / fObjectAspectRatio;
float fMiddleOfObject = (0.5f * (fObjectAngle / (fFOV / 2.0f)) + 0.5f) * (float)ScreenWidth();
// Draw Lamp
for (float lx = 0; lx < fObjectWidth; lx++)
{
for (float ly = 0; ly < fObjectHeight; ly++)
{
float fSampleX = lx / fObjectWidth;
float fSampleY = ly / fObjectHeight;
wchar_t c = object.sprite->SampleGlyph(fSampleX, fSampleY);
int nObjectColumn = (int)(fMiddleOfObject + lx - (fObjectWidth / 2.0f));
if (nObjectColumn >= 0 && nObjectColumn < ScreenWidth())
if (c != L' ' && fDepthBuffer[nObjectColumn] >= fDistanceFromPlayer)
{
Draw(nObjectColumn, fObjectCeiling + ly, c, object.sprite->SampleColour(fSampleX, fSampleY));
fDepthBuffer[nObjectColumn] = fDistanceFromPlayer;
}
}
}
}
}
// Remove dead objects from object list
listObjects.remove_if([](sObject &o) {return o.bRemove; });
// Display Map & Player
for (int nx = 0; nx < nMapWidth; nx++)
for (int ny = 0; ny < nMapWidth; ny++)
Draw(nx+1, ny+1, map[ny * nMapWidth + nx]);
Draw(1 + (int)fPlayerY, 1 + (int)fPlayerX, L'P');
return true;
}
};
int main()
{
OneLoneCoder_UltimateFPS game;
game.ConstructConsole(320, 240,4,4);
game.Start();
return 0;
}