forked from OneLoneCoder/Javidx9
-
Notifications
You must be signed in to change notification settings - Fork 0
/
OneLoneCoder_ComandLineFPS_2.cpp
376 lines (320 loc) · 12 KB
/
OneLoneCoder_ComandLineFPS_2.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
/*
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;
}