forked from rich/ReWalker
221 lines
6.8 KiB
C++
221 lines
6.8 KiB
C++
// ReWalker
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// A random walker that moves around the screen with a fading trail and mouse interaction.
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// Now with real-time adjustable push force using number keys 1-5!
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// Written using Redacted ReWindow https://git.redacted.cc/Redacted/ReWindow
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// Written by Rich
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// With help from (and thanks to) from Maxine, Josh and Bill
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#include <ReWindow/types/Window.h>
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#include <ReWindow/Logger.h>
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#include <JGL/JGL.h>
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#include <Color4.hpp>
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#include <memory>
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// Define window size and dot size (dot size should be odd for symmetry)
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#define WIDTH 800
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#define HEIGHT 600
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#define DOT_SIZE 5
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// Define fading speed (higher = faster fading, range: 0.001 - 0.2)
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#define FADE_SPEED 0.05f
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constexpr unsigned int TRAIL_LENGTH = 20;
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// Enable debug mode (set to 0 to disable debug output)
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#define DEBUG 0
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/**
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* @brief Represents the walker that moves randomly on the screen.
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*/
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struct Walker {
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Vector2 position{}; // Current position of the walker
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/**
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* @brief Constructor initializes the walker at the center of the screen.
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*/
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Walker() : position(WIDTH / 2.0f, HEIGHT / 2.0f) {}
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/**
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* @brief Moves the walker one step in a random direction.
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*/
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void step() {
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float angle = static_cast<float>(rand()) / RAND_MAX * 360.0f;
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angle = Math::Radians(angle);
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float dx = std::cos(angle);
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float dy = std::sin(angle);
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// Update position and clamp within screen boundaries
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position.x = std::clamp(position.x + dx, 0.0f, static_cast<float>(WIDTH - 1));
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position.y = std::clamp(position.y + dy, 0.0f, static_cast<float>(HEIGHT - 1));
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#if DEBUG
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std::cout << "Walker Position: (" << position.x << ", " << position.y << ")\n";
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#endif
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}
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/**
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* @brief Pushes the walker away from a given (mouse) position.
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* @param mouseX X coordinate of the mouse.
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* @param mouseY Y coordinate of the mouse.
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* @param force The force applied to push the walker away.
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*/
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void pushAway(float mouseX, float mouseY, float force) {
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float adjustedMouseY = HEIGHT - mouseY; // Adjust for coordinate system
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float deltaX = position.x - mouseX;
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float deltaY = position.y - adjustedMouseY;
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float distance = std::sqrt(deltaX * deltaX + deltaY * deltaY);
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// Only push if the mouse is close enough
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if (distance > 0.0f) {
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float unitX = deltaX / distance;
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float unitY = deltaY / distance;
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// Apply dynamic push force
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position.x = std::clamp(position.x + unitX * force, 0.0f, static_cast<float>(WIDTH - 1));
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position.y = std::clamp(position.y + unitY * force, 0.0f, static_cast<float>(HEIGHT - 1));
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}
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}
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/**
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* @brief Resets the walker to the center of the screen.
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*/
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void resetPosition() {
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position = Vector2(WIDTH / 2.0f, HEIGHT / 2.0f);
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}
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};
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/**
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* @brief Custom ReWindow window class that manages the random walker simulation.
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*/
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class RandomWalkerWindow : public ReWindow::OpenGLWindow {
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public:
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/**
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* @brief Constructor initializes the window, walker, and trail buffer.
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* @param title Window title
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* @param width Window width
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* @param height Window height
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*/
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RandomWalkerWindow(const std::string& title, int width, int height)
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: ReWindow::OpenGLWindow(title, width, height, 2, 1),
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walker(std::make_unique<Walker>()),
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trailBuffer{}, // Initialize trail buffer to white (1.0)
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pushForce(3.0f) // Default push force
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{}
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void OnOpen() override {
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if (!JGL::Init({WIDTH, HEIGHT}, 0, 0))
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exit(0);
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this->render_target = new RenderTarget({WIDTH, HEIGHT}, Colors::White);
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}
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/**
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* @brief Called every frame to update and render the walker with a fading trail.
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*/
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void OnRefresh(float elapsed) override {
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// Handle user inputs
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handleMouseInput();
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handleKeyboardInput();
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// Move the walker
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walker->step();
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JGL::Update({WIDTH, HEIGHT});
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J2D::Begin(render_target, true);
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// Update trail (fade effect)
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fadeTrail();
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// Render the updated trail
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drawTrail();
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// Update the trail buffer with the walkers current position
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plotWalker();
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J2D::End();
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J2D::Begin(nullptr, true);
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J2D::DrawRenderTarget(render_target, {0, 0});
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J2D::DrawString(Colors::Black, "Framerate: " + std::to_string((int) (1.f / delta_time)), 0, 0, 1, 16);
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J2D::End();
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// Swap buffers to display the frame
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SwapBuffers();
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}
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private:
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std::unique_ptr<Walker> walker;
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std::vector<std::pair<Vector2, float>> trailBuffer{}; // Stores grayscale intensity of pixels (1.0 = white, 0.0 = black)
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RenderTarget* render_target = nullptr;
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float pushForce; // Variable push force that can be adjusted in real time
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/**
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* @brief Handles mouse input to push the walker away.
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*/
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void handleMouseInput() {
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auto mousePos = GetMouseCoordinates();
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if (IsMouseButtonDown(MouseButtons::Left)) {
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walker->pushAway(mousePos.x, mousePos.y, pushForce);
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}
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}
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/**
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* @brief Handles keyboard input to reset the walker and adjust push force.
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*/
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void handleKeyboardInput() {
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if (IsKeyDown(Keys::Space)) {
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walker->resetPosition();
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}
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if (IsKeyDown(Keys::Escape)) {
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Close();
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}
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// Adjust push force using number keys 1-5
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if (IsKeyDown(Keys::One)) pushForce = 1.0f;
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if (IsKeyDown(Keys::Two)) pushForce = 2.0f;
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if (IsKeyDown(Keys::Three)) pushForce = 3.0f;
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if (IsKeyDown(Keys::Four)) pushForce = 4.0f;
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if (IsKeyDown(Keys::Five)) pushForce = 5.0f;
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}
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/**
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* @brief Applies the fade effect to the trail buffer.
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*/
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void fadeTrail() {
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// Fade out existing trail points
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for (auto& trailPoint : trailBuffer)
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trailPoint.second = std::max(trailPoint.second - FADE_SPEED, 0.0f);
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trailBuffer.emplace_back(walker->position, 1.0f);
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// Limit trail length
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if (trailBuffer.size() > TRAIL_LENGTH)
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trailBuffer.erase(trailBuffer.begin());
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}
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void drawTrail() {
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for (const auto& trailPoint : trailBuffer)
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J2D::DrawPoint({0, 0, 0, (uint8_t) (trailPoint.second * 255.0f)}, trailPoint.first, DOT_SIZE);
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}
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void plotWalker() {
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J2D::DrawPoint(Colors::Black, walker->position, DOT_SIZE);
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}
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};
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int main() {
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auto window = std::make_unique<RandomWalkerWindow>("Random Walker with ReWindow", WIDTH, HEIGHT);
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if (!window->Open())
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return -1;
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// Uncomment this to make things go super fast.
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//window->SetVsyncEnabled(false);
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while (!window->IsClosing()) {
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window->ManagedRefresh();
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}
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return 0;
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}
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