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OneLoneCoder_CommandLineFPS.cpp
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OneLoneCoder_CommandLineFPS.cpp
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/*
OneLoneCoder.com - Command Line First Person Shooter (FPS) Engine
"Why were games not done like this is 1990?" - @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
~~~~~~~~~~
Whilst waiting for TheMexicanRunner to start the finale of his NesMania project,
his Twitch stream had a counter counting down for a couple of hours until it started.
With some time on my hands, I thought it might be fun to see what the graphical
capabilities of the console are. Turns out, not very much, but hey, it's nice to think
Wolfenstein could have existed a few years earlier, and in just ~200 lines of code.
IMPORTANT!!!!
~~~~~~~~~~~~~
READ ME BEFORE RUNNING!!! This program expects the console dimensions to be set to
120 Columns by 40 Rows. I recommend a small font "Consolas" at size 16. You can do this
by running the program, and right clicking on the console title bar, and specifying
the properties. You can also choose to default to them in the future.
Future Modifications
~~~~~~~~~~~~~~~~~~~~
1) Shade block segments based on angle from player, i.e. less light reflected off
walls at side of player. Walls straight on are brightest.
2) Find an interesting and optimised ray-tracing method. I'm sure one must exist
to more optimally search the map space
3) Add bullets!
4) Add bad guys!
Author
~~~~~~
Twitter: @javidx9
Blog: www.onelonecoder.com
Video:
~~~~~~
xxxxxxx
Last Updated: 27/02/2017
*/
#include <iostream>
#include <vector>
#include <utility>
#include <algorithm>
#include <chrono>
using namespace std;
#include <stdio.h>
#include <Windows.h>
int nScreenWidth = 120; // Console Screen Size X (columns)
int nScreenHeight = 40; // Console Screen Size Y (rows)
int nMapWidth = 16; // World Dimensions
int nMapHeight = 16;
float fPlayerX = 14.7f; // Player Start Position
float fPlayerY = 5.09f;
float fPlayerA = 0.0f; // 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
int main()
{
// Create Screen Buffer
wchar_t *screen = new wchar_t[nScreenWidth*nScreenHeight];
HANDLE hConsole = CreateConsoleScreenBuffer(GENERIC_READ | GENERIC_WRITE, 0, NULL, CONSOLE_TEXTMODE_BUFFER, NULL);
SetConsoleActiveScreenBuffer(hConsole);
DWORD dwBytesWritten = 0;
// Create Map of world space # = wall block, . = space
wstring map;
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"################";
auto tp1 = chrono::system_clock::now();
auto tp2 = chrono::system_clock::now();
while (1)
{
// We'll need time differential per frame to calculate modification
// to movement speeds, to ensure consistant movement, as ray-tracing
// is non-deterministic
tp2 = chrono::system_clock::now();
chrono::duration<float> elapsedTime = tp2 - tp1;
tp1 = tp2;
float fElapsedTime = elapsedTime.count();
// Handle CCW Rotation
if (GetAsyncKeyState((unsigned short)'A') & 0x8000)
fPlayerA -= (fSpeed * 0.75f) * fElapsedTime;
// Handle CW Rotation
if (GetAsyncKeyState((unsigned short)'D') & 0x8000)
fPlayerA += (fSpeed * 0.75f) * fElapsedTime;
// Handle Forwards movement & collision
if (GetAsyncKeyState((unsigned short)'W') & 0x8000)
{
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 (GetAsyncKeyState((unsigned short)'S') & 0x8000)
{
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;;
}
}
for (int x = 0; x < nScreenWidth; x++)
{
// For each column, calculate the projected ray angle into world space
float fRayAngle = (fPlayerA - fFOV/2.0f) + ((float)x / (float)nScreenWidth) * fFOV;
// Find distance to wall
float fStepSize = 0.1f; // 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);
// 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;
// To highlight tile boundaries, cast a ray from each corner
// of the tile, to the player. The more coincident this ray
// is to the rendering ray, the closer we are to a tile
// boundary, which we'll shade to add detail to the walls
vector<pair<float, float>> p;
// Test each corner of hit tile, storing the distance from
// the player, and the calculated dot product of the two rays
for (int tx = 0; tx < 2; tx++)
for (int ty = 0; ty < 2; ty++)
{
// Angle of corner to eye
float vy = (float)nTestY + ty - fPlayerY;
float vx = (float)nTestX + tx - fPlayerX;
float d = sqrt(vx*vx + vy*vy);
float dot = (fEyeX * vx / d) + (fEyeY * vy / d);
p.push_back(make_pair(d, dot));
}
// Sort Pairs from closest to farthest
sort(p.begin(), p.end(), [](const pair<float, float> &left, const pair<float, float> &right) {return left.first < right.first; });
// First two/three are closest (we will never see all four)
float fBound = 0.01;
if (acos(p.at(0).second) < fBound) bBoundary = true;
if (acos(p.at(1).second) < fBound) bBoundary = true;
if (acos(p.at(2).second) < fBound) bBoundary = true;
}
}
}
// Calculate distance to ceiling and floor
int nCeiling = (float)(nScreenHeight/2.0) - nScreenHeight / ((float)fDistanceToWall);
int nFloor = nScreenHeight - nCeiling;
// Shader walls based on distance
short nShade = ' ';
if (fDistanceToWall <= fDepth / 4.0f) nShade = 0x2588; // Very close
else if (fDistanceToWall < fDepth / 3.0f) nShade = 0x2593;
else if (fDistanceToWall < fDepth / 2.0f) nShade = 0x2592;
else if (fDistanceToWall < fDepth) nShade = 0x2591;
else nShade = ' '; // Too far away
if (bBoundary) nShade = ' '; // Black it out
for (int y = 0; y < nScreenHeight; y++)
{
// Each Row
if(y <= nCeiling)
screen[y*nScreenWidth + x] = ' ';
else if(y > nCeiling && y <= nFloor)
screen[y*nScreenWidth + x] = nShade;
else // Floor
{
// Shade floor based on distance
float b = 1.0f - (((float)y -nScreenHeight/2.0f) / ((float)nScreenHeight / 2.0f));
if (b < 0.25) nShade = '#';
else if (b < 0.5) nShade = 'x';
else if (b < 0.75) nShade = '.';
else if (b < 0.9) nShade = '-';
else nShade = ' ';
screen[y*nScreenWidth + x] = nShade;
}
}
}
// Display Stats
swprintf_s(screen, 40, L"X=%3.2f, Y=%3.2f, A=%3.2f FPS=%3.2f ", fPlayerX, fPlayerY, fPlayerA, 1.0f/fElapsedTime);
// Display Map
for (int nx = 0; nx < nMapWidth; nx++)
for (int ny = 0; ny < nMapWidth; ny++)
{
screen[(ny+1)*nScreenWidth + nx] = map[ny * nMapWidth + nx];
}
screen[((int)fPlayerX+1) * nScreenWidth + (int)fPlayerY] = 'P';
// Display Frame
screen[nScreenWidth * nScreenHeight - 1] = '\0';
WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);
}
return 0;
}