Files
ReWalker/main.cpp
2025-02-01 14:39:44 -05:00

229 lines
6.7 KiB
C++

// ReWalker
// A random walker that moves around the screen with a fading trail, mouse interaction, and a status bar.
// There are now obsticalse you cant walk through
// Updated to use the latest ReWindow API and JGL rendering.
// Written by Rich
// With help from (and thanks to) from Maxine, Josh, and Bill.
#include <ReWindow/types/Window.h>
#include <ReWindow/Logger.h>
#include <JGL/JGL.h>
#include <Color4.hpp>
#include <memory>
// Define window size and dot size
#define WIDTH 800
#define HEIGHT 600
#define DOT_SIZE 5
#define OBSTACLE_SIZE 50
#define STATUS_BAR_HEIGHT 30 // Height of the status bar at the bottom
#define FADE_SPEED 0.05f
constexpr unsigned int TRAIL_LENGTH = 20;
// Enable debug mode
#define DEBUG 1
/**
* @brief Represents an obstacle that the walker cannot pass through.
*/
struct Obstacle {
Vector2 position; // Top-left corner of the obstacle
Obstacle(float x, float y) : position(x, y) {}
/**
* @brief Checks if a given position is inside the obstacle.
*/
bool isColliding(const Vector2& pos) const {
return pos.x >= position.x && pos.x <= position.x + OBSTACLE_SIZE &&
pos.y >= position.y && pos.y <= position.y + OBSTACLE_SIZE;
}
};
/**
* @brief Represents the walker that moves randomly.
*/
struct Walker {
Vector2 position;
Vector2 lastValidPosition;
Walker() : position(WIDTH / 2.0f, (HEIGHT - STATUS_BAR_HEIGHT) / 2.0f),
lastValidPosition(position) {}
/**
* @brief Moves the walker in a random direction.
*/
void step(const std::vector<Obstacle>& obstacles) {
float angle = static_cast<float>(rand()) / RAND_MAX * 360.0f;
angle = Math::Radians(angle);
float dx = std::cos(angle);
float dy = std::sin(angle);
// Store last valid position
lastValidPosition = position;
// Update position
position.x = std::clamp(position.x + dx, 0.0f, static_cast<float>(WIDTH - 1));
position.y = std::clamp(position.y + dy, 0.0f, static_cast<float>(HEIGHT - STATUS_BAR_HEIGHT - 1));
// Check for collisions
for (const auto& obstacle : obstacles) {
if (obstacle.isColliding(position)) {
position = lastValidPosition; // Revert movement if collision occurs
break;
}
}
}
/**
* @brief Pushes the walker away from the mouse pointer.
*/
void pushAway(float mouseX, float mouseY, float force, const std::vector<Obstacle>& obstacles) {
float deltaX = position.x - mouseX;
float deltaY = position.y - mouseY;
float distance = std::sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance > 0.0f) {
float unitX = deltaX / distance;
float unitY = deltaY / distance;
lastValidPosition = position;
position.x = std::clamp(position.x + unitX * force, 0.0f, static_cast<float>(WIDTH - 1));
position.y = std::clamp(position.y + unitY * force, 0.0f, static_cast<float>(HEIGHT - STATUS_BAR_HEIGHT - 1));
// Prevent moving into obstacles
for (const auto& obstacle : obstacles) {
if (obstacle.isColliding(position)) {
position = lastValidPosition;
break;
}
}
}
}
/**
* @brief Resets the walker to the center of the screen.
*/
void resetPosition() {
position = Vector2(WIDTH / 2.0f, (HEIGHT - STATUS_BAR_HEIGHT) / 2.0f);
}
};
/**
* @brief Custom ReWindow window class that manages the walker simulation.
*/
class RandomWalkerWindow : public ReWindow::OpenGLWindow {
public:
RandomWalkerWindow(const std::string& title, int width, int height)
: ReWindow::OpenGLWindow(title, width, height, 2, 1),
walker(std::make_unique<Walker>()),
pushForce(3.0f)
{
// Define four obstacles
obstacles.emplace_back(200, 150);
obstacles.emplace_back(500, 150);
obstacles.emplace_back(200, 400);
obstacles.emplace_back(500, 400);
}
void OnOpen() override {
if (!JGL::Init({WIDTH, HEIGHT}, 0, 0))
exit(0);
this->render_target = new RenderTarget({WIDTH, HEIGHT}, Colors::White);
}
void OnRefresh(float elapsed) override {
handleMouseInput();
handleKeyboardInput();
// Move walker
walker->step(obstacles);
JGL::Update({WIDTH, HEIGHT});
J2D::Begin(render_target, true);
fadeTrail();
drawTrail();
drawObstacles();
plotWalker();
J2D::End();
J2D::Begin(nullptr, true);
J2D::DrawRenderTarget(render_target, {0, 0});
J2D::End();
SwapBuffers();
}
private:
std::unique_ptr<Walker> walker;
std::vector<Obstacle> obstacles;
std::vector<std::pair<Vector2, float>> trailBuffer{};
RenderTarget* render_target = nullptr;
float pushForce;
void handleMouseInput() {
auto mousePos = GetMouseCoordinates();
if (IsMouseButtonDown(MouseButtons::Left)) {
walker->pushAway(mousePos.x, mousePos.y, pushForce, obstacles);
}
}
void handleKeyboardInput() {
if (IsKeyDown(Keys::Space)) {
walker->resetPosition();
}
if (IsKeyDown(Keys::Escape)) {
Close();
}
if (IsKeyDown(Keys::One)) pushForce = 1.0f;
if (IsKeyDown(Keys::Two)) pushForce = 2.0f;
if (IsKeyDown(Keys::Three)) pushForce = 3.0f;
if (IsKeyDown(Keys::Four)) pushForce = 4.0f;
if (IsKeyDown(Keys::Five)) pushForce = 5.0f;
}
void fadeTrail() {
for (auto& trailPoint : trailBuffer)
trailPoint.second = std::max(trailPoint.second - FADE_SPEED, 0.0f);
trailBuffer.emplace_back(walker->position, 1.0f);
if (trailBuffer.size() > TRAIL_LENGTH)
trailBuffer.erase(trailBuffer.begin());
}
void drawTrail() {
for (const auto& trailPoint : trailBuffer)
J2D::DrawPoint({0, 0, 0, (uint8_t)(trailPoint.second * 255.0f)}, trailPoint.first, DOT_SIZE);
}
void plotWalker() {
J2D::DrawPoint(Colors::Black, walker->position, DOT_SIZE);
}
/**
* @brief Draws the four red obstacles.
*/
void drawObstacles() {
for (const auto& obstacle : obstacles) {
J2D::FillRect(Colors::Red, obstacle.position, {OBSTACLE_SIZE, OBSTACLE_SIZE});
}
}
};
int main() {
auto window = std::make_unique<RandomWalkerWindow>("Random Walker with Obstacles", WIDTH, HEIGHT);
if (!window->Open())
return -1;
while (!window->IsClosing()) {
window->ManagedRefresh();
}
return 0;
}