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physics.cpp
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physics.cpp
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#include <iostream>
#include <fstream>
#include <ctime>
#include <Box2D/Box2D.h>
#include "states.h"
using namespace std;
/*
1. Ground is static
2. Player is dyanamic. Horizontal(x) position does not change.
Vertical(y) position changes on jump.
3. Obstacles are kinematic. They force the player to retreat on collision
They move horizontally towards the player.
*/
string letterToMorse(char let);
////////////////////////////////////////////////////////////
//////////////////////// STRUCTURES ////////////////////////
////////////////////////////////////////////////////////////
//Hold position and angle data
struct Config
{
float x, y;
float angle;
};
//To identify body during collision
struct BodyID
{
bool isPlayer; //True if player, false if obstacle
bool isDot;
};
////////////////////////////////////////////////////////////
//////////////////////// SUPERCLASS ////////////////////////
////////////////////////////////////////////////////////////
//Generic physical object
class PhysicalObject
{
//'Publicly' deriving subclasses will have these as private members
protected:
b2Body *body;
b2World *world;
b2BodyDef bodyDef;
b2PolygonShape shape;
b2FixtureDef fixtureDef;
public:
PhysicalObject(b2World *world)
{
this->world = world;
}
~PhysicalObject()
{
if(world)
world->DestroyBody(body);
}
Config getConfig()
{
Config config;
if(body)
{
config.x = body->GetPosition().x;
config.y = body->GetPosition().y;
config.angle = body->GetAngle();
}
return config;
}
};
////////////////////////////////////////////////////////////
//////////////////////// SUBCLASSES ////////////////////////
////////////////////////////////////////////////////////////
//Main player
class Player: public PhysicalObject
{
static constexpr float WIDTH = 1.10/2.0;
static constexpr float HEIGHT = 1.86/2.0;
static const int MAX_JUMP = 4;
static const int JUMP_IMPULSE = 30;
//Replace with actual position of ground wall in game. Somehow.
int GROUND_POS = 5;
bool inAir; //To hover on long press. Check jump function
public:
Player(b2World *world, Config initConfig): PhysicalObject(world)
{
inAir = false;
//Define body
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(initConfig.x, initConfig.y); //Starting position
bodyDef.angle = initConfig.angle;
//Create the body in the world
body = world->CreateBody(&bodyDef);
//Store data in body to identify during collision
BodyID* id = new BodyID;
id->isPlayer = true;
body->SetUserData(id);
//Shape of fixture
shape.SetAsBox(WIDTH, HEIGHT);
//Define fixture with the shape
fixtureDef.shape = &shape;
fixtureDef.density = 1;
//Add fixture to body
body->CreateFixture(&fixtureDef);
}
~Player() {}
void setGroundPos(int pos)
{
GROUND_POS = pos;
}
void setPos(int x, int y)
{
body->SetLinearVelocity(b2Vec2(0, 0));
body->SetTransform(b2Vec2(x, y), 0);
}
/* When called with true, player will jump with initial impulse, and hover there.
When called with false, player will fall if hovering */
void setJump(bool jumpEnable)
{
/* Enforce max jumping height by applying a proporional force downwards */
if(body->GetPosition().y > MAX_JUMP)
body->ApplyForce(body->GetMass()*-body->GetLinearVelocity(),
body->GetWorldCenter(), true);
if(jumpEnable)
{
//Apply initial impulse to make player jump
if(!inAir)
{
inAir = true;
body->ApplyLinearImpulse(b2Vec2(0, JUMP_IMPULSE), body->GetWorldCenter(), true);
}
//Player just begins falling down
else if(body->GetLinearVelocity().y < 0)
{
body->SetLinearVelocity({0, 0});
//Ignore gravity
body->SetGravityScale(0);
}
}
else
{
if(inAir)
{
//Restore effect of gravity on body
body->SetGravityScale(1);
body->ApplyForce(body->GetMass()*world->GetGravity(), body->GetWorldCenter(), true);
}
//Disable inAir on hitting ground
//TODO: Do this by getting position of ground wall
if( float(body->GetPosition().y-HEIGHT) <= float(GROUND_POS + 0.2) )
inAir = false;
}
}
float getXPos()
{
return body->GetPosition().x - WIDTH;
}
float getYPos()
{
return body->GetPosition().y - HEIGHT;
}
};
//The ground, and possibly upper ceiling
class Wall: public PhysicalObject
{
static constexpr float WIDTH = 200.0f;
static constexpr float HEIGHT = 5.0f;
public:
Wall(b2World *world, Config initConfig): PhysicalObject(world)
{
//Static body by default
bodyDef.position.Set(initConfig.x, initConfig.y);
body = world->CreateBody(&bodyDef);
shape.SetAsBox(WIDTH, HEIGHT);
body->CreateFixture(&shape, 0.0f);
}
~Wall() {}
float getHeight()
{
return HEIGHT;
}
};
////////////////////////////////////////////////////////////
///////////////////// OBSTACLE RELATED /////////////////////
////////////////////////////////////////////////////////////
/* Represents a single letter.
Holds a set of bodies corresponding to the Morse of the letter.
A dot is a single triangular body.
A dash is a set of three smaller triangles. */
class Obstacle
{
//Max of 5 characters in a Morse letter
//Worst case of three obstacles for each
static const int MAX_BODIES = 15;
/* Use only even numbers for width
Because we use integers and there is a division by 2 involved */
//Width and height for dot obstacle
static constexpr float DOT_WIDTH = 0.9;
static constexpr float DOT_HEIGHT = 0.8;
//Width and height for dash obstacle
static constexpr float DASH_WIDTH = 0.6;
static constexpr float DASH_HEIGHT = 0.5;
static const int speed = 10; //Speed of each obstacle
static const int spacing = 7; //Spacing between obstacles
float curPos; //Starting position of first body
char curLetter; //The letter represented by this obstacle
char lastMorseChar; //Last letter of Morse characters
float groundLevel = 5.0;
b2World *world;
b2Body *bodies[MAX_BODIES];
//Creates a triangular kinematic body in bodies[] array at the index
void createBody(int index, float base, float height, Config initConfig)
{
curPos = initConfig.x;
//Define body
b2BodyDef def;
def.type = b2_kinematicBody;
def.position.Set(initConfig.x, initConfig.y);
def.angle = initConfig.angle;
//Create the body in the world
bodies[index] = world->CreateBody(&def);
//Store data in body to identify during collision
BodyID* id = new BodyID;
id->isPlayer = false;
id->isDot = false;
if(base == DOT_WIDTH)
id->isDot = true;
bodies[index]->SetUserData(id);
//Triangle fixture vertices relative to BodyDef position as origin
b2Vec2 vertices[3];
vertices[0].Set(0.0, 0.0); //Bottom left
vertices[1].Set((base/2.0), height); //Top
vertices[2].Set(base, 0.0); //Bottom right
//Triangle shape
b2PolygonShape shape;
shape.Set(vertices, 3);
//Define fixture with the shape
b2FixtureDef fixtureDef;
fixtureDef.shape = &shape;
fixtureDef.density = 1;
//Add fixture to body
bodies[index]->CreateFixture(&fixtureDef);
bodies[index]->SetLinearVelocity({-speed, 0});
}
void destroyBody(int index)
{
if(bodies[index])
{
world->DestroyBody(bodies[index]);
bodies[index] = NULL;
}
}
public:
Obstacle() {}
Obstacle(b2World *world, float startPos)
{
this->world = world;
curPos = startPos;
for(int i = 0; i < MAX_BODIES; ++i)
bodies[i] = NULL;
}
~Obstacle() {}
/* Calling this function will destroy existing bodies, and create
new ones to represent the new letter. Although this can be optimized
by doing checks such as checking for same letter, retain similar
bodies etc, it is not done for the sake of simplicity */
void setLetter(char letter)
{
curLetter = letter;
//Destory all existing bodies
for(int i = 0; i < MAX_BODIES; ++i)
destroyBody(i);
string morseText = letterToMorse(letter);
float pos = curPos; //To handle positioning of bodies
int index = -1; //For adding bodies to the array
for(int i = 0; i < morseText.length(); ++i)
{
//Create single body
if(morseText[i] == '.')
{
createBody(++index, DOT_WIDTH, DOT_HEIGHT, {pos, groundLevel, 0});
pos += DOT_WIDTH;
}
//Create three smaller bodies
else
for(int k = 0; k < 3; ++k)
{
createBody(++index, DASH_WIDTH, DASH_HEIGHT, {pos, groundLevel, 0});
pos += DASH_WIDTH;
}
pos += spacing;
}
//Needed for getLastPos()
lastMorseChar = morseText[morseText.length() - 1];
}
//Destroys all bodies
void reset()
{
for(int i = 0; i < MAX_BODIES; ++i)
destroyBody(i);
}
//Set curPos value. Change will reflect only when setLetter is called.
void setCurPos(int pos)
{
curPos = pos;
}
void setGroundLevel(int gLevel)
{
groundLevel = gLevel;
}
//Returns right most coordinate of last body in the array(bottom right vertex)
int getLastPos()
{
int ret;
for(int i = MAX_BODIES-1; i >= 0; --i)
if(bodies[i])
{
ret = bodies[i]->GetPosition().x;
if(lastMorseChar == '.')
ret += DOT_WIDTH;
else
ret += DASH_WIDTH;
break;
}
return ret;
}
float getBodyPos(int index)
{
if(bodies[index])
return bodies[index]->GetPosition().x;
return -1;
}
int getBodyType(int index)
{
if(bodies[index])
return (static_cast<BodyID*>(bodies[index]->GetUserData()))->isDot;
return -1;
}
char getCurLetter()
{
return curLetter;
}
};
//Manages obstacles. Set the string once and call update periodically.
class ObstacleManager
{
static const int LEFT_BOUNDARY = -2;
static const int BUFFER_SIZE = 4;
static const int letter_spacing = 15;
int curIndex; //Index of left most obstacle
int textIndex; //Index of current letter in letterQueue
string letterQueue; //String of letters
Obstacle buffer[BUFFER_SIZE]; //Obstacles that will be recycled
int numReset; //To keep track of number of times reset() has been called
int groundLevel = 5;
public:
//Important: text should have atleast one character
ObstacleManager()
{
//init();
}
~ObstacleManager() {}
//Call to reinitialize. There is no reset method for ObstacleManager because the physics bodies are explicitly destroyed on collision.
void init(b2World* world, string text)
{
//Create the first obstacle with required x position
buffer[0] = Obstacle(world, 40);
buffer[0].setGroundLevel(groundLevel);
buffer[0].setLetter(text[0]);
textIndex = 0; //First letter has been set
//Subsequent obstacles will follow the previous obstacle with given spacing
for(int i = 1; (i < BUFFER_SIZE) && (textIndex < text.length()-1); ++i)
{
buffer[i] = Obstacle(world, buffer[i-1].getLastPos()+letter_spacing);
buffer[i].setGroundLevel(groundLevel);
buffer[i].setLetter(text[++textIndex]);
}
letterQueue = text;
curIndex = 0;
numReset = 0;
}
void update()
{
//Update only if there are obstacles left
if(numReset < BUFFER_SIZE)
//Check if leftmost obstacle has crossed beyond left edge
if(buffer[curIndex].getLastPos() < LEFT_BOUNDARY)
{
//There are more letters to display
if(textIndex < letterQueue.length()-1)
{
//Index of previous obstacle
int prev = curIndex - 1;
if(prev == -1)
prev = BUFFER_SIZE - 1;
//Next letter
buffer[curIndex].setCurPos(buffer[prev].getLastPos()+letter_spacing);
buffer[curIndex].setLetter(letterQueue[++textIndex]);
}
else
{
buffer[curIndex].reset();
++numReset;
}
//Increment index to next obstacle
++curIndex;
curIndex %= BUFFER_SIZE;
}
}
void updateTriPos(float arr[85][2])
{
int arrIndex = 0;
for(int i = 0; i < BUFFER_SIZE; ++i)
{
for(int k = 0; k < 15; ++k)
{
bool bufExists = i < letterQueue.length();
arr[arrIndex][0] = bufExists? buffer[i].getBodyPos(k) : -1;
arr[arrIndex][1] = bufExists? buffer[i].getBodyType(k) : -1;
++arrIndex;
}
}
}
void setGroundLevel(int level)
{
groundLevel = level;
}
char getDisplayChar()
{
if(numReset < BUFFER_SIZE)
return buffer[curIndex].getCurLetter();
else
return '!';
}
};
////////////////////////////////////////////////////////////
////////////////////////// OTHERS //////////////////////////
////////////////////////////////////////////////////////////
//Class that has methods to listen to collisions
class ContactListener: public b2ContactListener
{
bool collided;
public:
ContactListener()
{
collided = false;
}
~ContactListener() {}
bool hasCollided()
{
return collided;
}
//Gets called on contact between two fixtures A and B
void BeginContact(b2Contact* contact)
{
//Get data from both A and B
BodyID* aID = static_cast<BodyID*>(contact->GetFixtureA()->GetBody()->GetUserData());
BodyID* bID = static_cast<BodyID*>(contact->GetFixtureB()->GetBody()->GetUserData());
//Both are not null
if(aID && bID)
//One is player and the other is obstacle
if( (aID->isPlayer==true && bID->isPlayer==false)
|| (aID->isPlayer==false && bID->isPlayer==true) )
{
collided = true;
cout<<"Collide aithu\n";
}
}
void reset()
{
collided = false;
}
};
//Returns Morse string of '.' and '-' for given letter
//TODO: Add morse code for numbers
string letterToMorse(char let)
{
//Reference: https://en.wikipedia.org/wiki/Morse_code#/media/File:International_Morse_Code.svg
switch(let=toupper(let))
{
case 'A': return ".-"; case 'B': return "-...";
case 'C': return "-.-."; case 'D': return "-..";
case 'E': return "."; case 'F': return "..-.";
case 'G': return "--."; case 'H': return "....";
case 'I': return ".."; case 'J': return ".---";
case 'K': return "-.-"; case 'L': return ".-..";
case 'M': return "--"; case 'N': return "-.";
case 'O': return "---"; case 'P': return ".--.";
case 'Q': return "--.-"; case 'R': return ".-.";
case 'S': return "..."; case 'T': return "-";
case 'U': return "..-"; case 'V': return "...-";
case 'W': return ".--"; case 'X': return "-..-";
case 'Y': return "-.--"; case 'Z': return "--..";
}
return "0";
}
////////////////////////////////////////////////////////////
/////////////////////////// MAIN ///////////////////////////
////////////////////////////////////////////////////////////
float32 timeStep = 1.0f / 60.0f;
int32 velocityIterations = 10;
int32 positionIterations = 10;
b2World* m_world;
Player* player;
Wall* wall;
ObstacleManager* manager;
ContactListener* contactListener;
bool needInit = true;
const int key1 = 633;
const int key2 = 971;
static const string highScoreFileName = ".skyho";
string getRandomSequence(int size)
{
unsigned seed= time(0);
srand(seed);
char rChar = 'a' + rand() % 26;
string rStr = "";
rStr += rChar;
int i;
for(i = 1; i < size; ++i)
{
while( (rChar ='a'+rand()%26) == rStr[i-1] ) ;
rStr += rChar;
}
cout<<"Generated string: "<<rStr<<"\n";
return rStr;
}
//For explanation, check physics.h
namespace R_physics
{
//TODO: fix multiple declarations
float groundHeight = 5; //wall.getHeight();
float playerWidth = 1.10/2.0;
float playerHeight = 1.86/2.0;
float dotWidth = 0.9;
float dotHeight = 0.8;
float dashWidth = 0.6;
float dashHeight = 0.5;
char curLetter = ' ';
bool jumpForceOn = false;
long long SCORE = 0;
long long HIGHSCORE = 0;
float triPos[85][2] ={
{45.0,1.0},{40.0,1.0},{152.0,0.0},{170.0,1.0},{120.0,1.0},{59.0,0.0},{25.0,0.0},{140.0,0.0},{226.0,0.0},{184.0,0.0},{219.0,1.0},{70.0,1.0},{213.0,1.0},{91.0,0.0},{180.0,0.0},
{184.0,1.0},{2.0,1.0},{59.0,1.0},{134.0,1.0},{130.0,1.0},{98.0,1.0},{221.0,0.0},{42.0,1.0},{163.0,1.0},{229.0,0.0},{189.0,1.0},{186.0,0.0},{154.0,1.0},{51.0,1.0},{176.0,1.0},{130.0,1.0},
{154.0,0.0},{102.0,1.0},{188.0,0.0},{104.0,1.0},{72.0,0.0},{17.0,0.0},{166.0,1.0},{152.0,1.0},{241.0,1.0},{246.0,1.0},{139.0,1.0},{227.0,0.0},{36.0,0.0},{189.0,1.0},{241.0,1.0},
{52.0,1.0},{225.0,0.0},{74.0,0.0},{186.0,0.0},{151.0,1.0},{174.0,1.0},{192.0,0.0},{28.0,1.0},{81.0,0.0},{205.0,1.0},{212.0,1.0},{27.0,0.0},{90.0,0.0},{83.0,1.0},
{82.0,0.0},{97.0,1.0},{103.0,1.0},{104.0,0.0},{97.0,1.0},{118.0,1.0},{97.0,0.0},{32.0,0.0},{71.0,1.0},{32.0,1.0},{68.0,0.0},{104.0,1.0},{97.0,1.0},{110.0,0.0},{121.0,1.0},{97.0,0.0},
{82.0,1.0},{97.0,0.0},{118.0,0.0},{105.0,1.0},{107.0,1.0},{105.0,0.0},{114.0,1.0},{97.0,1.0},{110.0,0.0}
};
float getPlayerX();
float getPlayerY();
void stepPhysics();
void resetPhysics();
}
void readHighScore()
{
int r1, r2;
ifstream scoreFile;
scoreFile.open(highScoreFileName);
scoreFile>>r1>>r2;
r1 ^= key1;
r2 ^= key2;
scoreFile.close();
R_physics::HIGHSCORE = (r1 == r2) ? r1 : 0;
cout<<"Score from file:"<<R_physics::HIGHSCORE<<"\n";
}
void writeHighScore(long long score)
{
ofstream scoreFile;
scoreFile.open(highScoreFileName, ios::trunc);
int s1 = score^key1;
int s2 = score^key2;
scoreFile<<s1<<" "<<s2;
scoreFile.close();
}
float R_physics::getPlayerX()
{
if(player)
return player->getXPos();
return 4;
}
float R_physics::getPlayerY()
{
if(player)
return player->getYPos();
return 0;
}
void R_physics::stepPhysics()
{
//Initialize stuff for the first time
if(needInit)
{
R_physics::SCORE = 0;
readHighScore();
m_world = new b2World(b2Vec2(0, -50));
player = new Player(m_world, {4, 14, 0});
wall = new Wall(m_world, {0, 0, 0});
manager = new ObstacleManager();
contactListener = new ContactListener();
m_world->SetContactListener(contactListener);
player->setGroundPos(R_physics::groundHeight);
manager->setGroundLevel(R_physics::groundHeight);
manager->init(m_world,getRandomSequence(50));
needInit = false;
}
//Make player jump if true
player->setJump(jumpForceOn);
R_physics::curLetter = toupper(manager->getDisplayChar());
manager->update();
manager->updateTriPos(R_physics::triPos);
m_world->Step(timeStep, velocityIterations, positionIterations);
//On collision with obstacle
if(contactListener->hasCollided())
{
R_physics::resetPhysics();
//Set as game over
R_states::STATE = R_states::GAMEOVER;
}
}
void R_physics::resetPhysics()
{
if(R_physics::SCORE > R_physics::HIGHSCORE)
writeHighScore(R_physics::SCORE);
needInit = true;
R_physics::curLetter = ' ';
R_physics::jumpForceOn = false;
delete player; player = NULL;
delete wall; wall = NULL;
delete contactListener; contactListener = NULL;
delete manager; manager=NULL;
delete m_world; m_world=NULL;
}