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+/*******************************************************************************************
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+* I started this racing game experiment on the iphone and with appgamekit mobile during todays f1's forumula 1 race.
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+*
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+*
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+
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+
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+*
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+* Situation 1 - Here I am trying to figure out when to make the bots switch lanes. Trying to make the bots think ahead
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+* in a lane that is free and take that lane. (*)
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+*
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+
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+* Trying to figure out how to do a racing game using lanes...
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+*
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+* I made a array of vector2d's, this in a circle as the racetrack.
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+* there are 5 lanes. 5 bots that should be able to race against each other.
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+*
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+* work in progress or figure out yourself.
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+*
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+********************************************************************************************/
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+
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+#include "raylib.h"
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+#include <math.h>
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+
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+#define MAXLANES 5
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+#define MAXBOTS 5
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+
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+typedef struct thebot{
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+ Vector2 position;
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+ float speed;
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+ int pos;
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+ int lane;
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+ int lanelockcnt;
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+}thebot;
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+
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+static struct thebot bot[MAXBOTS];
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+
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+Vector2 track[5][360];
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+
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+void maketrack();
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+void drawtrack();
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+void updatebots();
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+void drawbots();
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+static float edistance(float x1,float y1,float x2,float y2);
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+void crowdedgoinside(int b);
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+void overtake(int b);
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+
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+
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+int debug=-1;
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+
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+int main(void)
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+{
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+ // Initialization
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+ //--------------------------------------------------------------------------------------
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+ const int screenWidth = 800;
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+ const int screenHeight = 450;
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+
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+ InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
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+ maketrack();
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+ for(int i=0;i<MAXBOTS;i++){
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+ bot[i].position = track[i][0];
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+ bot[i].lane=i;
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+ bot[i].pos = 0;
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+ bot[i].speed = GetRandomValue(500,1000)/1000.0f;
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+ }
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+ bot[0].speed=2;
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+
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+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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+ //--------------------------------------------------------------------------------------
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+
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+
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+ //track[0][0] = (Vector2){0,0};
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+ int countdown=150;
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+ // Main game loop
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+ while (!WindowShouldClose()) // Detect window close button or ESC key
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+ {
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+ // Update
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+ //----------------------------------------------------------------------------------
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+ // TODO: Update your variables here
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+ //----------------------------------------------------------------------------------
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+ if(countdown>0)countdown--;
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+ if(countdown==0){
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+ updatebots();
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+ updatebots();
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+ }
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+
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+ ClearBackground(RAYWHITE);
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+
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+
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+ drawtrack();
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+ drawbots();
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+ DrawText(FormatText("%i",debug), 0, 0, 20, BLACK);
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+
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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+ }
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+
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+ // De-Initialization
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+ //--------------------------------------------------------------------------------------
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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+
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+void drawtrack(){
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+ for(int i=1;i<360;i++){
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+ for(int t=0;t<5;t++){
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+ DrawLineV(track[t][i-1],track[t][i],BLACK);
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+ }
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+ }
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+}
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+//
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+// We have a array of [lanes][nodes] = vector2d
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+// We create it by just making a circle in 360 steps. The cars wil go from node to node and loop this.
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+//
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+//
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+void maketrack(){
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+ float x = 0.0f;
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+ float y = 0.0f;
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+ for(int i=0;i<360;i++){
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+ for(int t=0;t<5;t++){
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+ track[t][i] = (Vector2){x+x/100*t*10.0f,y+y/100*t*10.0f};
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+ track[t][i].x += 320;
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+ track[t][i].y += 100;
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+ track[t][i].y -= t*10;
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+ }
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+ x+=cos(i*DEG2RAD)*2;
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+ y+=sin(i*DEG2RAD)*2;
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+
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+ }
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+}
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+
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+//
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+// Here the magic should happen(i think) Move towards the next node/.
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+// If close to the target node then next node.
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+//
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+// Lane magic code should be added here.
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+//
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+void updatebots(){
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+ for(int i=0;i<MAXBOTS;i++){
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+ if(bot[i].lanelockcnt>0)bot[i].lanelockcnt--;
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+
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+
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+ float l=edistance( bot[i].position.x,
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+ bot[i].position.y,
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+ track[bot[i].lane][bot[i].pos].x,
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+ track[bot[i].lane][bot[i].pos].y);
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+ if(l<5){
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+ bot[i].pos+=1;
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+ if(bot[i].pos>359)bot[i].pos=0;
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+ }
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+ float an = atan2(bot[i].position.y-track[bot[i].lane][bot[i].pos].y,bot[i].position.x-track[bot[i].lane][bot[i].pos].x);
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+ bot[i].position.x-=cos(an)*bot[i].speed;
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+ bot[i].position.y-=sin(an)*bot[i].speed;
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+ // Switch lane logic
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+ bool close=false;
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+ for(int j=0;j<MAXBOTS;j++){
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+ if(j==i)continue;
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+ float l=edistance( bot[i].position.x,
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+ bot[i].position.y,
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+ bot[j].position.x,
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+ bot[j].position.y);
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+ if(l<20)close=true;
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+ }
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+ if(bot[i].lanelockcnt==0 && close==false){
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+ if(bot[i].lane>0){
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+ bot[i].lane--;
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+ bot[i].pos+=2;
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+ bot[i].lanelockcnt=20;
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+ }
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+ }
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+ if(bot[i].lanelockcnt==0)crowdedgoinside(i);
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+ if(bot[i].lanelockcnt==0)overtake(i);
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+ // if overtake and only 2 close by
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+ //int cnt=0;
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+ //for(int j=0;j<MAXBOTS;j++){
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+ // if(j==i)continue;
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+ // float l=edistance( bot[i].position.x,
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+ // bot[i].position.y,
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+ // bot[j].position.x,
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+ // bot[j].position.y);
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+ // if(l<20 && bot[j].speed<bot[i].speed)cnt++;
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+ // }
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+ //if(cnt==1){
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+ // if(bot[i].lane==0){
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+ // bot[i].lane++;
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+ // bot[i].pos+=2;
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+ // }
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+ // }
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+ }
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+}
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+
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+void overtake(int b){
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+ Vector2 temp = bot[b].position;
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+ int lane= bot[b].lane;
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+ int pos = bot[b].pos;
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+ // go ahead a bit
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+ for(int z=0;z<10;z++){
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+ float l=edistance( temp.x,
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+ temp.y,
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+ track[lane][pos].x,
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+ track[lane][pos].y);
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+ if(l<5){
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+ pos+=1;
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+ if(pos>359)pos=0;
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+ }
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+ float an = atan2(temp.y-track[lane][pos].y,temp.x-track[lane][pos].x);
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+ temp.x-=cos(an)*bot[b].speed;
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+ temp.y-=sin(an)*bot[b].speed;
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+
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+ }
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+ // is there anything slower there.
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+ bool con=false;
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+ for(int i=0;i<MAXBOTS;i++){
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+ if(i==b)continue;
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+ if(edistance(bot[i].position.x,bot[i].position.y,temp.x,temp.y)<20){
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+ if(bot[i].speed<bot[b].speed)con=true;
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+
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+ break;
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+ }
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+ }
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+ // simulate ahead from each lane from inside to outside for free passage.
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+ if(con==false)return;
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+
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+ //debug = GetRandomValue(0,100);
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+ for(lane=0;lane<MAXLANES;lane++){
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+ temp = bot[b].position;
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+ pos = bot[b].pos;
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+ bool col=false;
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+ // go ahead a bit
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+ for(int z=0;z<10;z++){
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+ float l=edistance( temp.x,
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+ temp.y,
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+ track[lane][pos].x,
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+ track[lane][pos].y);
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+ if(l<5){
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+ pos+=1;
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+ if(pos>359)pos=0;
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+ }
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+ float an = atan2(temp.y-track[lane][pos].y,temp.x-track[lane][pos].x);
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+ temp.x-=cos(an)*bot[b].speed;
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+ temp.y-=sin(an)*bot[b].speed;
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+ for(int i=0;i<MAXBOTS;i++){
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+ if(i==b)continue;
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+ if(edistance(bot[i].position.x,bot[i].position.y,temp.x,temp.y)<5){
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+ col=true;
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+
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+ }
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+ }
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+ }
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+ if(col==false){
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+ //debug=GetRandomValue(0,100);
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+ bot[b].lane=lane;
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+
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+ bot[b].lanelockcnt=20;
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+ return;
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+ }
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+ }
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+
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+
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+}
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+
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+// If there are a couple of bots clumped together(collision area) and the bot tested here is in the most
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+// inside position and if it can go futher inside then switch to a more inside lane.
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+//
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+void crowdedgoinside(int b){
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+ if(bot[b].lane==0)return;
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+ int lanepos = bot[b].lane;
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+ int cnt=0;
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+ for(int i=0;i<MAXBOTS;i++){
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+ if(i==b)continue;
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+ if(edistance(bot[i].position.x,bot[i].position.y,bot[b].position.x,bot[b].position.y)<32){
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+ if(bot[i].lane<bot[b].lane)return;
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+ cnt++;
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+ }
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+
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+ }
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+ if(cnt>0 && bot[b].lane>0){
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+ bot[b].lane--;
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+ }
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+}
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+
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+void drawbots(){
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+ for(int i=0;i<MAXBOTS;i++){
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+ DrawCircleV(bot[i].position,5,RED);
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+ }
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+}
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+
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+// Euclidean distance (more precise)
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+float edistance(float x1,float y1,float x2,float y2){
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+ return sqrt( (x1-x2)*(x1-x2)+(y1-y2)*(y1-y2) );
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+}
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