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hyperrogue/rogueviz/platformer.cpp
2021-12-12 21:42:07 +01:00

833 lines
21 KiB
C++

#include "../rogueviz/rogueviz.h"
/** \brief Hyperbolic platformer.
The implementation of the platformer from https://twitter.com/ZenoRogue/status/1467233150380089345
To play, load platformer.lev (e.g. `-load platformer.lev`)
Or create a new map by running with options:
`-noscr -canvas B -geo dbin -platformer`
Keys:
up/left/right -- move the guy
c -- clear the current room (buggy, does not clear parts of the adjacent rooms)
g -- generate the current room (buggy)
m -- see the map (toggle)
p -- pause (toggle)
z -- screenshot menu
q -- quit
s -- save to platformer.lev
1 -- place a small block under the mouse
2 -- place a big block under the mouse
3 -- delete the block under the mouse
Have fun!
*/
namespace hr {
namespace platformer {
/* the size of a block, in pixels */
constexpr int block_x = 8;
constexpr int block_y = 8;
/* the size of a room (screen), in blocks */
constexpr int room_x = 32;
constexpr int room_y = 24;
/* the size of a room, in pixels */
constexpr int screen_x = block_x * room_x;
constexpr int screen_y = block_y * room_y;
/* the size of the area shared between right/left blocks */
constexpr int lr_margin = 4;
/* the size of the area shared with the block above */
constexpr int t_margin = 2;
/* the size of the area shared with the block below */
constexpr int b_margin = 2 * t_margin;
/* the position of margins in pixels */
constexpr int l_margin_at = lr_margin * block_x / 2;
constexpr int r_margin_at = screen_x - block_x * lr_margin / 2;
constexpr int t_margin_at = t_margin * block_y / 2;
constexpr int b_margin_at = screen_y - b_margin * block_y / 2;
/* between the margins */
constexpr int actual_screen_x = r_margin_at - l_margin_at;
constexpr int actual_screen_y = b_margin_at - t_margin_at;
int game_fps = 300;
bool bottom = 1;
basic_textureinfo roomtinf;
hpcshape roomshape;
constexpr auto yctr = (t_margin_at + b_margin_at) / 2.;
constexpr auto xctr = (l_margin_at + r_margin_at) / 2.;
double mscale = 100;
hyperpoint to_hyper(ld x, ld y) {
y -= t_margin_at;
y += actual_screen_y;
x -= xctr;
y /= mscale;
x /= mscale;
y += .5;
ld d = x*x + y*y;
x /= d;
y /= d;
y -= 1;
hyperpoint h;
h[0] = -x; h[1] = y; h[2] = 1;
h = spin(-90*degree) * h;
return perspective_to_space(h, 1, gcHyperbolic);
}
pair<ld, ld> from_hyper(hyperpoint h) {
h = spin(+90*degree) * h; h[0] = -h[0];
h[2] += 1;
h /= h[2];
h[1] += 1;
ld d = h[0]*h[0] + h[1]*h[1];
h /= d;
h[1] -= .5;
double x = h[0], y = h[1];
y *= mscale;
x *= mscale;
y -= actual_screen_y;
y += t_margin_at;
x += xctr;
return {x, y};
}
void prepare_tinf() {
cgi.bshape(roomshape, PPR::WALL);
auto add_vertex = [&] (double bx, double by) {
roomtinf.tvertices.push_back(glhr::makevertex(bx / screen_x, (by + (screen_x-screen_y)/2.) / screen_x, 0));
cgi.hpc.push_back(to_hyper(bx, by));
};
for(int by=t_margin_at; by<b_margin_at; by+=block_y)
for(int bx=l_margin_at; bx<r_margin_at; bx+=block_x) {
add_vertex(bx, by);
add_vertex(bx+block_x, by);
add_vertex(bx+block_x, by+block_y);
add_vertex(bx, by);
add_vertex(bx, by+block_y);
add_vertex(bx+block_x, by+block_y);
}
cgi.last->flags |= POLY_TRIANGLES;
cgi.last->tinf = &roomtinf;
cgi.last->texture_offset = 0;
cgi.finishshape();
cgi.extra_vertices();
println(hlog, "room generated at ", roomshape.s, " to ", roomshape.e, " tvertices = ", isize(roomtinf.tvertices));
}
bool is_right(struct room *r);
struct room *get_adjacent(struct room *r, int i);
struct room {
texture::texture_data *room_texture;
cell *where;
char block_at[room_y][room_x];
void clear() {
for(int y=0; y<room_y; y++)
for(int x=0; x<room_x; x++)
block_at[y][x] = 0;
}
void initial() {
int ylev = where->master->distance;
println(hlog, "ylev = ", ylev);
if(ylev <= 0)
for(int y=room_y-6; y<room_y; y++)
for(int x=0; x<room_x; x++)
block_at[y][x] = 8 + 4 + (x&1) + (y&1)*2;
if(ylev < 0)
for(int y=0; y<room_y-6; y++)
for(int x=0; x<room_x; x++)
block_at[y][x] = 8;
}
void place_small(int x, int y) {
block_at[y][x] = 8;
}
void place_big(int x, int y) {
block_at[y][x] = 8+4;
block_at[y][x+1] = 8+5;
block_at[y+1][x] = 8+6;
block_at[y+1][x+1] = 8+7;
}
void place_block_full(int x, int y, int b) {
indenter ind(2);
println(hlog, "trying ", b, " at ", tie(x, y), " of ", where);
if(x < 0 || y < 0 || x >= room_x || y >= room_y) return;
if(b < 8) b = 0;
if((b & 4) && (x&1) != (b&1)) return;
if((b & 4) && (2*(y&1)) != (b&2)) return;
if(y < t_margin && (b&4)) return;
if(y > room_y - b_margin && !(b&4) && b) return;
if(block_at[y][x] == b) return;
block_at[y][x] = b;
if(b & 4) {
place_block_full(x^1, y, b^1);
place_block_full(x, y^1, b^2);
}
else {
if(block_at[y][x^1] & 4)
place_block_full(x^1, y, 0);
if(block_at[y^1][x] & 4)
place_block_full(x, y^1, 0);
}
if(x < lr_margin)
get_adjacent(this, 2)->place_block_full(x + room_x - lr_margin, y, b);
if(x >= room_x - lr_margin)
get_adjacent(this, 4)->place_block_full(x - room_x + lr_margin, y, b);
if(y < t_margin) {
if(x < room_x / 2) {
get_adjacent(this, 1)->place_block_full((x - lr_margin/2) * 2 + lr_margin/2, room_y - b_margin + 2*y, b^4);
}
else {
get_adjacent(this, 0)->place_block_full((x - room_x/2) * 2 + lr_margin/2, room_y - b_margin + 2*y, b^4);
}
}
if(y >= room_y - b_margin) {
bool r = is_right(this);
x -= lr_margin/2;
x /= 2;
x += (r ? room_x/2 : lr_margin/2);
y = y - room_y + b_margin;
y /= 2;
b &= ~3;
get_adjacent(this, 3)->place_block_full(x, y, b ^ 4);
}
}
void generate() {
clear();
place_small(0, 0);
place_small(room_x/2-1, 0);
place_small(room_x/2, 0);
place_small(room_x-1, 0);
place_big(0, room_y-2);
place_big(room_x-2, room_y-2);
/*
for(int x=0; x<room_x; x+=2)
if(hrand(100) < 10)
place_big(x, room_y-2);
for(int x=0; x<room_x; x++)
if(hrand(100) < 10)
place_small(x, 0); */
for(int y=2; y<room_y-2; y+=2)
for(int x=2; x<room_x-2; x+=2)
if(hrand(room_y * 8) < y)
place_big(x, y);
for(int y=2; y<room_y-2; y++)
for(int x=2; x<room_x-2; x++)
if(block_at[y][x] == 0)
if(hrand((room_y) * 8) < y)
place_small(x, y);
for(int y=room_y/2-2; y<room_y/2+2; y++)
for(int x=room_x/2-2; x<room_x/2+2; x++)
block_at[y][x] = 0;
}
void create_texture();
};
map<cell*, room> rooms;
bool paused;
room *current_room;
void switch_to_room(room *r) {
current_room = r;
}
room *get_room_at(cell *c) {
bool create = !rooms.count(c);
auto& r = rooms[c];
if(create) {
r.where = c;
r.clear();
r.initial();
c->wall = waNone;
c->land = laCanvas;
}
return &r;
}
bool is_right(room *r) {
cell *c = r->where;
c->cmove(3);
return c->c.spin(3) == 0;
}
room *get_adjacent(room *r, int i) {
cell *c = r->where;
c->cmove(i);
c = c->cmove(i);
return get_room_at(c);
}
void switch_to_adjacent_room(int i) {
switch_to_room(get_adjacent(current_room, i));
}
string block[8] = {
"11111111",
"12444461",
"13555571",
"13555571",
"13555571",
"13555571",
"14666671",
"11111111"
};
const int man_x = 8, man_y = 12;
string man[man_y] = {
"..1111..",
"..1111..",
"..1111..",
"11111111",
"..1111..",
"..1111..",
"1..11..1",
".111111.",
"...11...",
"..1111..",
".11..11.",
"11....11",
};
double where_x = screen_x / 2.;
double where_y = screen_y / 2.;
double get_scale() {
return (actual_screen_y + (where_y - t_margin_at)) / (actual_screen_y * 3/2.);
}
struct bbox {
int minx, miny, maxx, maxy;
};
bbox get_pixel_bbox() {
bbox b;
double d = get_scale();
b.minx = where_x - man_x * d / 2;
b.maxx = where_x + man_x * d / 2 + 1;
b.miny = where_y - man_y * d / 2;
b.maxy = where_y + man_y * d / 2 + 1;
return b;
}
bbox pixel_to_block(bbox b) {
b.minx /= block_x;
b.miny /= block_y;
b.maxx = (b.maxx + block_x-1) / block_x;
b.maxy = (b.maxy + block_y-1) / block_y;
if(b.minx < 0) b.minx = 0;
if(b.miny < 0) b.miny = 0;
if(b.maxx >= room_x) b.maxx = 0;
if(b.maxy >= room_y) b.maxy = 0;
return b;
}
bool conflict_at(double x, double y) {
dynamicval<double> fx(where_x, x);
dynamicval<double> fy(where_y, y);
bbox b = pixel_to_block(get_pixel_bbox());
for(int xx=b.minx; xx<b.maxx; xx++)
for(int yy=b.miny; yy<b.maxy; yy++)
if(current_room->block_at[yy][xx]) return true;
return false;
}
static double gtime = 0;
double vel_x = 0, vel_y = 0;
static const double grav = 0.1;
bool map_on = false;
bool last_mkey = false;
extern int mousepx, mousepy;
void game_frame() {
const Uint8 *keystate = SDL12_GetKeyState(NULL);
if(keystate['3'])
current_room->place_block_full(mousepx / block_x, mousepy / block_y, 0);
if(keystate['1'])
current_room->place_block_full(mousepx / block_x, mousepy / block_y, 8);
if(keystate['2'])
current_room->place_block_full(mousepx / block_x, mousepy / block_y, 12);
if(paused) return;
double d = get_scale();
bool on_floor = false;
ld modv = 60. / game_fps;
ld moda = modv * modv;
vel_y += d * grav * moda;
while(conflict_at(where_x, where_y + vel_y)) {
if(vel_y > 0) on_floor = true;
vel_y /= 2;
if(vel_y < 1e-9) { vel_y = 0; break; }
if(!conflict_at(where_x, where_y + vel_y)) where_y += vel_y;
}
where_y += vel_y;
double avel_x = vel_x;
while(conflict_at(where_x + vel_x, where_y)) {
vel_x /= 2;
if(vel_x < 1e-9) { vel_x = 0; break; }
if(!conflict_at(where_x + vel_x, where_y)) where_x += vel_x;
}
where_x += vel_x;
vel_x = avel_x;
hyperpoint h_at = to_hyper(where_x, where_y);
// ld test_x, test_y;
// tie(test_x, test_y) = from_hyper(h_at);
/*println(hlog, tie(where_x, where_y), " TO ", h_at, " TO ", tie(test_x, test_y));
exit(1); */
hyperpoint h_was = to_hyper(where_x - vel_x, where_y - vel_y);
hyperpoint h_willbe = rgpushxto0(h_at) * MirrorX * MirrorY * gpushxto0(h_at) * h_was;
ld next_x, next_y;
tie(next_x, next_y) = from_hyper(h_willbe);
vel_x = next_x - where_x;
vel_y = next_y - where_y;
if(on_floor) {
if(keystate[SDLK_LEFT]) vel_x = -d * modv;
else if(keystate[SDLK_RIGHT]) vel_x = d * modv;
else vel_x = 0;
if(keystate[SDLK_UP]) vel_y = -4 * d * modv;
}
else {
if(keystate[SDLK_LEFT]) vel_x += -d * .01 * moda;
else if(keystate[SDLK_RIGHT]) vel_x += d * .01 * moda;
vel_y += d * grav * moda;
}
if(where_x < l_margin_at) {
where_x += actual_screen_x;
switch_to_adjacent_room(2);
}
if(where_x > r_margin_at) {
where_x -= actual_screen_x;
switch_to_adjacent_room(4);
}
if(where_y < t_margin_at) {
where_y = (where_y - t_margin_at) * 2 + b_margin_at;
where_x -= l_margin_at;
where_x = 2 * where_x;
if(where_x > actual_screen_x) {
where_x -= actual_screen_x;
switch_to_adjacent_room(0);
}
else
switch_to_adjacent_room(1);
where_x += l_margin_at;
vel_x *= 2; vel_y *= 2;
}
if(where_y > b_margin_at) {
where_x -= l_margin_at;
where_y -= b_margin_at;
where_y /= 2;
where_y += t_margin_at;
if(is_right(current_room))
where_x += actual_screen_x;
switch_to_adjacent_room(3);
where_x /= 2;
where_x += l_margin_at;
vel_x /= 2; vel_y /= 2;
}
}
void room::create_texture() {
if(room_texture) return;
room_texture = new texture::texture_data;
auto& tex = *room_texture;
tex.twidth = tex.theight = 256;
tex.tx = screen_x;
tex.ty = screen_y;
tex.stretched = false;
tex.strx = tex.tx;
tex.stry = tex.ty;
tex.base_x = 0;
tex.base_y = (tex.theight - tex.ty) / 2;
}
texture::texture_data *sprite_texture;
void create_sprite_texture() {
if(sprite_texture) return;
sprite_texture = new texture::texture_data;
auto& tex = *sprite_texture;
tex.twidth = tex.theight = 256;
tex.whitetexture();
for(int y=0; y<256; y++)
for(int x=0; x<256; x++)
tex.get_texture_pixel(x, y) = 0;
for(int y=0; y<man_y; y++)
for(int x=0; x<man_x; x++)
if(man[y][x] == '1')
tex.get_texture_pixel(x, y) = 0xFFFFFFFF;
tex.loadTextureGL();
}
struct dqi_poly_tex : dqi_poly {
int texture_id;
void draw() override { if(tinf) tinf->texture_id = texture_id; dqi_poly::draw(); }
};
basic_textureinfo sprite_vertices;
template<class R> void render_room_objects(room *r, R render_at);
void render_room(room *r);
bool draw_room_on_map(cell *c, const shiftmatrix& V) {
hr::addaura(tC0(V), 0xFF00FF00, 0);
if(!rooms.count(c)) {
c->landparam = 0x101010;
get_room_at(c);
return false;
}
auto& r = rooms[c];
if(!r.room_texture) render_room(&r);
if(!r.room_texture) return false;
auto& p = queuea<dqi_poly_tex> (PPR::WALL);
p.V = V;
p.offset = roomshape.s;
p.cnt = roomshape.e - roomshape.s;
p.color = 0xFFFFFFFF;
p.tab = &cgi.ourshape;
p.flags = roomshape.flags;
p.tinf = &roomtinf;
p.offset_texture = 0;
p.texture_id = r.room_texture->textureid;
println(hlog, "offset = ", p.offset, " texture_offset = ", p.offset_texture);
auto render_at = [&] (GLuint texid, double px0, double py0, double px1, double py1,
double tx0, double ty0, double tx1, double ty1) {
auto addpoint = [&] (int x, int y) {
curvepoint(to_hyper(x ? px1 : px0, y ? py1 : py0));
sprite_vertices.tvertices.emplace_back(glhr::makevertex(x ? tx1 : tx0, y ? ty1 : ty0, 1));
};
int tcurvestart = isize(sprite_vertices.tvertices);
addpoint(0, 0);
addpoint(0, 1);
addpoint(1, 1);
addpoint(0, 0);
addpoint(1, 0);
addpoint(1, 1);
auto& p = queuea<dqi_poly_tex> (PPR::MONSTER_BODY);
p.V = V;
p.offset = curvestart;
p.cnt = isize(curvedata) - curvestart;
curvestart = isize(curvedata);
p.color = 0xFFFFFFFF;
p.tab = &curvedata;
p.flags = POLY_TRIANGLES;
p.tinf = &sprite_vertices;
p.offset_texture = tcurvestart;
p.texture_id = texid;
};
render_room_objects(&r, render_at);
return true;
}
void render_room(room *r) {
r->create_texture();
auto& tex = *(r->room_texture);
tex.whitetexture();
auto pb = get_pixel_bbox();
auto bb = pixel_to_block(pb);
for(int y=0; y<screen_y; y++)
for(int x=0; x<screen_x; x++)
tex.get_texture_pixel(x, y) = 0;
for(int y=0; y<screen_y; y++)
for(int x=0; x<screen_x; x++) {
int lx = x / block_x;
int ly = y / block_y;
char c = r->block_at[ly][lx];
if(c == 0) {
if(false && lx >= bb.minx && lx < bb.maxx && ly >= bb.miny && ly < bb.maxy)
tex.get_texture_pixel(x, y + tex.base_y) = 0xFF008000;
else
tex.get_texture_pixel(x, y + tex.base_y) = 0xFF000000;
}
else {
int ax = x % block_x;
int ay = y % block_y;
if(c & 4) {
ax /= 2;
ay /= 2;
if(c & 1) ax += (block_x/2);
if(c & 2) ay += (block_y/2);
}
char chr = block[ay][ax];
tex.get_texture_pixel(x, y + tex.base_y) = 0xFFFFFFFF + 0x202020 * (chr - '7');
}
}
tex.loadTextureGL();
}
template<class R> void render_room_objects(room *r, R render_at) {
auto pb = get_pixel_bbox();
if(r != current_room) return;
render_at(sprite_texture->textureid, pb.minx, pb.miny, pb.maxx, pb.maxy, 0, 0, man_x/256., man_y/256.);
}
int mousepx, mousepy;
void draw_room() {
render_room(current_room);
create_sprite_texture();
flat_model_enabler fme;
auto& tex = *(current_room->room_texture);
ld tx = tex.tx;
ld ty = tex.ty;
ld scalex = (vid.xres/2) / (current_display->radius * tx);
ld scaley = (vid.yres/2) / (current_display->radius * ty);
ld scale = min(scalex, scaley);
scale *= 4;
double low = tex.base_y * 1. / tex.theight;
auto render_at = [&] (GLuint texid, double px0, double py0, double px1, double py1,
double tx0, double ty0, double tx1, double ty1) {
static vector<glhr::textured_vertex> rtver(4);
ld cx[4] = {1,0,0,1};
ld cy[4] = {1,1,0,0};
for(int i=0; i<4; i++) {
rtver[i].texture[0] = cx[i] ? tx1 : tx0;
rtver[i].texture[1] = cy[i] ? ty1 : ty0;
rtver[i].coords[0] = ((cx[i] ? px1 : px0) - screen_x/2) * scale;
rtver[i].coords[1] = ((cy[i] ? py1 : py0) - screen_y/2) * scale;
rtver[i].coords[2] = 1;
rtver[i].coords[3] = 1;
}
glhr::be_textured();
current_display->set_projection(0, false);
glBindTexture(GL_TEXTURE_2D, texid);
glhr::color2(0xFFFFFFFF);
glhr::id_modelview();
current_display->set_mask(0);
glhr::prepare(rtver);
glhr::set_depthtest(false);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
};
render_at(tex.textureid, 0, 0, screen_x, screen_y, 0, low, 1, 1-low);
render_room_objects(current_room, render_at);
mousepx = (mousex - current_display->xcenter) * 2 / scale / current_display->radius + screen_x/2;
mousepy = (mousey - current_display->ycenter) * 2 / scale / current_display->radius + screen_y/2;
}
void run() {
clearMessages();
dialog::init();
sprite_vertices.tvertices.clear();
if(map_on) {
render_room(current_room);
gamescreen(0);
}
else {
draw_room();
}
dialog::add_key_action('c', [] { current_room->clear(); });
dialog::add_key_action('g', [] { current_room->generate(); });
dialog::add_key_action('m', [] {
map_on = !map_on;
});
dialog::add_key_action('p', [] {
paused = !paused;
});
dialog::add_key_action('z', [] {
pushScreen(shot::menu);
});
dialog::add_key_action('q', [] { exit(0); });
dialog::add_key_action('s', [] {
mapstream::saveMap("platformer.lev");
});
keyhandler = [] (int sym, int uni) {
if(map_on && paused)
handlePanning(sym, uni);
dialog::handleNavigation(sym, uni);
};
}
void add_platf_hooks();
void set_sval() {
ld s_min = 10, s_max = 1200;
for(int it=0; it<100; it++) {
mscale = sqrt(s_min * s_max);
hyperpoint atop = deparabolic13(to_hyper(0, t_margin_at));
if(atop[0] < -log(2)/2) s_max = mscale;
else s_min = mscale;
}
}
void enable() {
stop_game();
set_sval();
hyperpoint aleft = deparabolic13(to_hyper(l_margin_at, yctr));
hyperpoint aright = deparabolic13(to_hyper(r_margin_at, yctr));
vid.binary_width = abs(aright[1] - aleft[1]) / log(2);
start_game();
cgi.prepare_shapes();
current_room = get_room_at(cwt.at);
prepare_tinf();
add_platf_hooks();
}
void add_platf_hooks() {
rogueviz::rv_hook(hooks_prestats, 90, [=] {
if(nomap)
draw_room();
else
render_room(current_room);
return true;
});
rogueviz::rv_hook(shmup::hooks_turn, 90, [=] (int d) {
gtime += d;
while(gtime > 1000. / game_fps) {
gtime -= 1000. / game_fps;
game_frame();
}
return true;
});
rogueviz::rv_hook(hooks_drawcell, 90, draw_room_on_map);
rogueviz::rv_hook(mapstream::hooks_savemap, 100, [] (fhstream& f) {
f.write<int>(66);
for(auto& p: rooms) {
f.write(mapstream::cellids[p.first]);
for(int y=0; y<room_y; y++)
for(int x=0; x<room_x; x++)
f.write(p.second.block_at[y][x]);
f.write<int>(0);
}
f.write<int>(-1);
f.write(mapstream::cellids[current_room->where]);
f.write(where_x);
f.write(where_y);
f.write(vel_x);
f.write(vel_y);
});
pushScreen(run);
}
auto chk = arg::add3("-platformer", enable)
+ addHook(mapstream::hooks_loadmap, 100, [] (fhstream& f, int id) {
if(id == 66) {
println(hlog, "loading platformer");
while(true) {
int i = f.get<int>();
if(i == -1) break;
auto r = get_room_at(mapstream::cellbyid[i]);
for(int y=0; y<room_y; y++)
for(int x=0; x<room_x; x++)
f.read(r->block_at[y][x]);
f.get<int>();
}
int id = f.get<int>();
current_room = get_room_at(mapstream::cellbyid[id]);
f.read(where_x);
f.read(where_y);
f.read(vel_x);
f.read(vel_y);
add_platf_hooks();
println(hlog, "done");
set_sval();
cgi.prepare_shapes();
prepare_tinf();
}
});
}
}