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OneLoneCoder_Frogger.cpp
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OneLoneCoder_Frogger.cpp
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/*
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 <iostream>
#include <string>
using namespace std;
#include "olcConsoleGameEngine.h"
class OneLoneCoder_Frogger : public olcConsoleGameEngine
{
public:
OneLoneCoder_Frogger()
{
m_sAppName = L"Frogger";
}
private:
vector<pair<float, wstring>> 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;
}