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IDMT/Assignment_2.pde
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2016-10-21 21:04:59 +01:00

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/*
* IDMT Mini-Assignment 2
*
* Tank Wars: a simple game of throwing projectiles
* This is a skeleton with a few basic pieces filled
* in. You will need to fill in the rest to make the
* game work.
*/
// Basic information on the terrain and the tanks
float[] groundLevel; // Y coordinate of the ground for each X coordinate
float tank1X, tank1Y, tank2X, tank2Y; // Positions of the two tanks
float tankDiameter = 30; // Diameter of the tanks
float cannonLength = 25; // How long the cannon on each tank extends
float tank1CannonX1, tank1CannonX2, tank1CannonY1, tank1CannonY2;
float tank2CannonX1, tank2CannonX2, tank2CannonY1, tank2CannonY2;
float gravity = 0.05; // Strength of gravity
// Store velocity of projectile
float velocity;
// Store value for if projectile has collided with the ground or a tank
boolean contactMade = false;
// Store the diameter of the projectile
int projectileSize = 8;
// Current state of the game
int playerHasWon = 0; // 1 if player 1 wins, 2 if player 2 wins, 0 if game in progress
boolean player1Turn = true; // true if it's player 1's turn; false otherwise
float tank1CannonAngle = PI/2, tank2CannonAngle = PI/2; // Direction the tank cannons are pointing
float tank1CannonStrength = 3, tank2CannonStrength = 3; // Strength of intended projectile launch
// Location of the projectile
// Store the state of the projectile
boolean projectileInMotion = false;
// Store projectile position and velocity values on screen
float projectilePositionX, projectilePositionY;
float projectileVelocityX, projectileVelocityY;
// Image object to encapsulate the background image
PImage bg;
// Terrain generation function adapted from: http://www.redblobgames.com/articles/noise/introduction.html
// Generate varying hills and valleys for terrain.
void GenerateTerain() {
// Store amplitudes (randomly generated within arbritrary limits) for each
// sine wave
float amp[] = {random(1.5,2.5), random(0.8,1.4), random(0.1, 0.3), random(0.0001, 0.002), 0.01, 0.01};
// Store frequencies (Hz) for each sine wave
int frequency[] = {1, 2, 4, 8, 16, 32};
// generate a random phase for sine waves
float phase = random(0, 2*PI);
// Initialize all values of groundLevel to 0
for(int i = 0; i < width; i++) {
groundLevel[i] = 0;
}
// for every ground level array element
for(int i = 0; i < width; i++) {
// for all sine components to be accumulated
for(int j = 0; j < frequency.length; j++) {
// generate the current sample value for the current sine wave
groundLevel[i] += (sin(2*PI * frequency[j]*i/width + phase)*amp[j])*30;
}
}
// Apply an arbitrary offset to place terrain at appropriate level on
// screen
for(int i = 0; i < width; i++) {
groundLevel[i] += height - (height / 3.5);
}
}
void setup() {
size(960, 480); // Set the screen size
// Background image taken from https://www.behance.net/gallery/31516629/CARTOON-BACKGROUNDS
// Load the background image into object
bg = loadImage("background.png");
// Initialize the ground level
groundLevel = new float[width];
// Fill groundLevel array with values
GenerateTerain();
// set the height of the tanks relative to the generated ground level
float player1Height = groundLevel[int(width*0.1)];
float player2Height = groundLevel[int(width*0.9)];
// Set the location of the two tanks so they rest on the ground at opposite
// sides
tank1X = width * 0.1;
tank1Y = player1Height;
tank2X = width * 0.9;
tank2Y = player2Height;
}
void draw() {
// Main draw loop. Farm out the individual tasks to other functions for
// clarity (though it could be equivalently implemented entirely in this
// function.)
// Set the background to the picture provided
background(bg);
// run draw functions for respective elements of the game
drawTanks();
drawGround();
drawProjectile();
drawStatus();
// draw projectiles at new positions and run collision detection for
// projectiles
updateProjectilePositionAndCheckCollision();
}
// Draw the terrain under the tanks
void drawGround() {
/* TO IMPLEMENT IN STEP 1 */
strokeWeight(5);
// Draw ground using a single custom shape using vertex functions
beginShape();
int idx;
// for each groundLevel array element
for(idx = 0; idx < groundLevel.length; idx++){
// create a vertex point at the position on the screen determined by the
// array index position at the height of the element in the array
vertex(idx, groundLevel[idx]);
}
// Apply two final vertices to fill space below generated vertices
vertex(idx, height);
vertex(0, height);
// Colour ground
fill(250, 236, 157);
endShape();
// Set future shapes to not have a border
noStroke();
// create layered ground with different colour and dimensions for aesthetic
// effect
// Logic is essentially the same as above
beginShape();
for(idx = 0; idx < groundLevel.length; idx++){
vertex(idx, (groundLevel[idx] * 0.85)+70);
}
vertex(idx, height);
vertex(0, height);
fill(235, 222, 137);
endShape();
strokeWeight(5);
// See the groundLevel[] variable to know where to draw the ground
// Ground should be drawn in a dark grey
}
// Draw the two tanks (including cannons)
void drawTanks() {
/* TO IMPLEMENT IN STEP 1 */
// Draw the two tanks as semicircles using the positions and sizes at the top
// of the file
// Tanks should be different colours
// Also be sure to draw the cannons, using the angles given at the top of the
// file
// Draw tank 1
// Set size of border to 10 pixels
strokeWeight(10);
// set variable for placing tank 1 cannon at the centre of the tank
tank1CannonX1 = tank1X;
// set variable for placing the tip of the cannon at the angle and length
// specified
tank1CannonX2 = tank1X + (cannonLength * cos(tank1CannonAngle));
// similar to above...
tank1CannonY1 = tank1Y;
tank1CannonY2 = tank1Y - (cannonLength * sin(tank1CannonAngle));
// draw tank cannon at position specified
line(tank1CannonX1, tank1CannonY1, tank1CannonX2, tank1CannonY2);
// Make cannon square
strokeCap(SQUARE);
// Set global border size to 5 pixels
strokeWeight(5);
fill(255, 0, 0);
// draw 1 tank body
// arc was replaced with ellipse to account for more detailed varying ground
// level
ellipse(tank1X, tank1Y, tankDiameter, tankDiameter);
// Draw tank 2
// Exactly the same as tank 1
strokeWeight(10);
tank2CannonX1 = tank2X;
tank2CannonX2 = tank2X + (cannonLength * cos(tank2CannonAngle));
tank2CannonY1 = tank2Y;
tank2CannonY2 = tank2Y - (cannonLength * sin(tank2CannonAngle));
line(tank2CannonX1, tank2CannonY1, tank2CannonX2, tank2CannonY2);
strokeWeight(5);
fill(0, 0, 255);
ellipse(tank2X, tank2Y, tankDiameter, tankDiameter);
}
// Draw the projectile, if one is currently in motion
void drawProjectile() {
// Don't draw anything if there's no projectile in motion and the projectile
// isn't exploding
if(!projectileInMotion && !contactMade)
return;
// if projectile has exploded enough then stop
else if(contactMade && projectileSize > 32) {
// Set projectile state so that it no longer expands
contactMade = false;
// toggle to next player's turn
nextPlayersTurn();
}
// Save the current global stroke colour
// (Hacky workaround due to everything being in the global namespace)
int strokeColourVar = g.strokeColor;
noStroke();
// Set projectile colour to yellow
fill(255, 255, 0);
// Set the position and size of projectile
ellipse(projectilePositionX, projectilePositionY, projectileSize, projectileSize);
// Recover previously set stroke colour
stroke(strokeColourVar);
}
// Draw the status text on the top of the screen
void drawStatus() {
// Temporarily save global variables locally
float strokeWeightVar = g.strokeWeight;
int strokeColourVar = g.strokeColor;
// Set shape border size to 2 pixels
strokeWeight(2);
// Set stroke colour RGB
stroke(230, 249, 211);
// Set shape fill colour RGB
fill(201, 246, 203);
// Draw a background rectangular box to separate information bar from
// background
rect(0, 0, width, 45);
// reset global values to their originals, avoiding unexpected behaviour in
// other functions
strokeWeight(strokeWeightVar);
stroke(strokeColourVar);
// Set text size and alignment parameters for info bar
textSize(24);
textAlign(LEFT);
fill(0);
// Based on current state of game, display relevant information in
// information bar
if(playerHasWon == 1)
text("Player 1 Wins!", 10, 30);
else if(playerHasWon == 2)
text("Player 2 Wins!", 10, 30);
else if(player1Turn) { // player1Turn == true means it's player 1's turn
text("Player 1's turn |", 10, 30);
textAlign(RIGHT);
text("| Angle: " + tank1CannonAngle + " | Strength: " + tank1CannonStrength, width - 10, 30);
}
else { // player1Turn == false
text("Player 2's turn |", 10, 30);
textAlign(RIGHT);
text("| Angle: " + tank2CannonAngle + " | Strength: " + tank2CannonStrength, width - 10, 30);
}
}
// Move the projectile and check for a collision
void updateProjectilePositionAndCheckCollision() {
// If projectile has finished all actions (moving and exploding)
if(!projectileInMotion && !contactMade) {
projectileSize = 8;
return;
}
// Check for player's turn
// This implementation could be vastly improved by creating a generic
// function that applies operations to either player 1 or 2 based on this
// boolean. An object oriented approach or a way of passing variables by
// reference to a generic function would achieve this.
if(player1Turn) {
/* TO IMPLEMENT IN STEP 3: UPDATE POSITION */
// If the projectile is in motion...
if(!contactMade) {
// Tasks: increment the position according to the velocity
// For later: the velocity according to gravity (and optionally wind)
projectilePositionX += tank1CannonStrength * cos(tank1CannonAngle);
projectilePositionY += (velocity * -sin(tank1CannonAngle));
}
else {
// If the projectile has collided with an object, increment it's size
projectileSize += 1;
}
/* TO IMPLEMENT IN STEP 4: GRAVITY */
// Update the velocity of the projectile according to the value of gravity
// at the top of the file
velocity -= gravity;
/* TO IMPLEMENT IN STEP 5: COLLISION DETECTION */
// Compare the location of the projectile to the ground and to the two
// tanks
// (Conditions ordered to avoid indexing error in final condition)
// When the projectile hits the ground, it's the next player's turn
if(round(projectilePositionX) >= width || round(projectilePositionX) <= 0) {
// When the projectile hits something, it stops moving (change
// projectileInMotion)
// As projectile has finished moving and exploding, set all relevant
// booleans to false, ready for next player's turn
projectileInMotion = false;
contactMade = false;
nextPlayersTurn();
}
// If projectile has collided with an object but hasn't exploded...
else if (projectilePositionY > groundLevel[round(projectilePositionX)]) {
// Set boolean values accordingly
projectileInMotion = false;
contactMade = true;
}
}
// Same as for player 1
else {
/* TO IMPLEMENT IN STEP 3: UPDATE POSITION */
// Tasks: increment the position according to the velocity
// For later: the velocity according to gravity (and optionally wind)
if(!contactMade) {
// Tasks: increment the position according to the velocity
// For later: the velocity according to gravity (and optionally wind)
projectilePositionX += tank2CannonStrength * cos(tank2CannonAngle);
projectilePositionY += (velocity * -sin(tank2CannonAngle));
}
else {
projectileSize += 1;
}
velocity -= gravity;
/* TO IMPLEMENT IN STEP 5: COLLISION DETECTION */
// Compare the location of the projectile to the ground and to the two
// tanks
// When the projectile hits the ground, it's the next player's turn
if(projectilePositionX >= width || projectilePositionX <= 0) {
// When the projectile hits something, it stops moving (change
// projectileInMotion)
projectileInMotion = false;
contactMade = false;
nextPlayersTurn();
}
else if (projectilePositionY > groundLevel[round(projectilePositionX)]) {
projectileInMotion = false;
contactMade = true;
}
}
// When the projectile hits a tank, the other player wins
if(dist(projectilePositionX, projectilePositionY, tank2X, tank2Y) < (tankDiameter/2.0) + (projectileSize / 2)) {
projectileInMotion = false;
contactMade = true;
// If projectile shape comes into contact with player 2's tank, player 1
// wins
playerHasWon = 1;
}
else if(dist(projectilePositionX, projectilePositionY, tank1X, tank1Y) < (tankDiameter/2.0) + (projectileSize / 2)) {
projectileInMotion = false;
contactMade = true;
// Vice versa
playerHasWon = 2;
}
}
// Advance the turn to the next player
void nextPlayersTurn() {
player1Turn = !player1Turn;
}
// Check angle is limited from 9 o'clock to 3 o'clock
float validateAngle(float angle) {
if(angle > PI)
{
angle = PI;
}
else if(angle < 0)
{
angle = 0.0;
}
// return angle within limited range
return angle;
}
// Limit strength to within reasonable values
float validateStrength(float strength) {
if(strength > 10.0)
{
strength = 10.0;
}
else if(strength < 1.0)
{
strength = 1.0;
}
return strength;
}
// Handle a key press: update the status of the current player's tank
void keyPressed() {
if(playerHasWon != 0) // Stop the game when someone has won
return;
if(projectileInMotion) // No keys respond while the projectile is firing
return;
/* TO IMPLEMENT IN STEP 2 */
// Use the key variable to check which key was pressed.
// Arrow keys don't have a printable character, so they show up as CODED
// Use the left and right arrows to adjust the angle, the up and down arrows
// to adjust strength.
// Specify cases based on the key that has been pressed
switch(key) {
// If key is a special character
case CODED:
if(player1Turn) {
// Specify actions for up, down left and right
switch(keyCode) {
// Left and right increment/decrement cannon angle by 1 radian
case LEFT: tank1CannonAngle += PI/180.0;
break;
case RIGHT: tank1CannonAngle -= PI/180.0;
break;
// Up and down increment/decrement cannon strength by 1.0
case UP: tank1CannonStrength += 1;
break;
case DOWN: tank1CannonStrength -= 1;
break;
}
// Ensure updated values are within preset ranges
tank1CannonAngle = validateAngle(tank1CannonAngle);
tank1CannonStrength = validateStrength(tank1CannonStrength);
}
else
{
switch(keyCode) {
case LEFT: tank2CannonAngle += PI/180.0;
break;
case RIGHT: tank2CannonAngle -= PI/180.0;
break;
case UP: tank2CannonStrength += 1;
break;
case DOWN: tank2CannonStrength -= 1;
break;
}
tank2CannonAngle = validateAngle(tank2CannonAngle);
tank2CannonStrength = validateStrength(tank2CannonStrength);
}
break;
// Space bar fires the projectile. Initially in step 2, just have it switch
// to the next player.
case ' ':
// Set boolean variables and projectile positions relative to the current
// player's tank.
if(player1Turn) {
projectileInMotion = true;
projectilePositionX = tank1CannonX2;
projectilePositionY = tank1CannonY2;
velocity = tank1CannonStrength;
// Generate projectile based on global variables
drawProjectile();
}
else {
projectileInMotion = true;
projectilePositionX = tank2CannonX2;
projectilePositionY = tank2CannonY2;
velocity = tank2CannonStrength;
drawProjectile();
}
break;
}
}