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| en:projects:racing_game [2010/06/13 20:00] – mikk.leini | en:projects:racing_game [2020/07/20 09:00] (current) – external edit 127.0.0.1 | ||
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| ====== Racing game ====== | ====== Racing game ====== | ||
| + | |||
| + | Platform: ARM-CAN kit | ||
| [{{ : | [{{ : | ||
| Line 45: | Line 47: | ||
| ===== Trigonometric functions ===== | ===== Trigonometric functions ===== | ||
| + | |||
| + | StellarisWare has a function to get the sine of different angles, but there is a need for cosine and arctangent functions. These functions are written in the source file named " | ||
| + | |||
| + | <code c> | ||
| + | long cosine(unsigned long ulAngle); | ||
| + | unsigned long arctangent(unsigned long ulRise); | ||
| + | unsigned long arctangent2(signed long y, signed long x); | ||
| + | </ | ||
| ===== Polygon drawing ===== | ===== Polygon drawing ===== | ||
| + | |||
| + | As there are no polygon drawing functions in StellarisWare Graphics Library it is implemented in " | ||
| + | |||
| + | <code c> | ||
| + | void GrPolyDraw(const tContext *pContext, const tPoint *pPoints, | ||
| + | | ||
| + | void GrPolyFill(const tContext *pContext, const tPoint *pPoints, | ||
| + | | ||
| + | </ | ||
| + | |||
| + | ===== Rendering ===== | ||
| + | |||
| + | All the graphics of the game are first rendered on the off-screen buffer and then written to the LCD. This method avoids flickering. The off-screen buffer is initialized in the // | ||
| + | |||
| + | " | ||
| + | |||
| + | <code c> | ||
| + | void RendererInit(void); | ||
| + | void RendererSetViewPoint(tPoint *pPoint); | ||
| + | void RendererRender(void); | ||
| + | void RendererWorldToScreenPoint(tPoint *pWorldPoint, | ||
| + | </ | ||
| ===== Rendering track ===== | ===== Rendering track ===== | ||
| + | |||
| + | The track is defined by the series of points which form a closed loop, so it is like a polygon. The points are specified in virtual centimeters and for each point, which define the end of the track section, there is also a width/2 (radius) of the track. Here is a short example of track data: | ||
| + | |||
| + | <code c> | ||
| + | #define NUM_TRACK_SECTIONS 10 | ||
| + | |||
| + | tTrackSection g_pSection[NUM_TRACK_SECTIONS] = | ||
| + | { | ||
| + | { 0, 1000, 400 }, | ||
| + | { 0, 1200, 400 }, | ||
| + | { 0, 3000, 400 }, | ||
| + | { 1000, 6000, 400 }, | ||
| + | { 6000, 6000, 400 }, | ||
| + | { 7000, 5000, 400 }, | ||
| + | { 7000, 0, 400 }, | ||
| + | { 6000, | ||
| + | { 1000, | ||
| + | { | ||
| + | }; | ||
| + | </ | ||
| + | |||
| + | [{{ : | ||
| + | |||
| + | To get the edges of the track, // | ||
| + | |||
| + | But there are problems - these rectangles are not connected like a racing track might be. Too understand it, take a look at the blue and green rectangle on the picture. Firstly, there is a gap on the outer side of corner, secondly the rectangles intersect in the inner corner. Intersection point of two rectangles is solved in // | ||
| + | |||
| + | The rendering of the track in // | ||
| + | |||
| + | Because it is not an offroad racing game, some collision detection is needed to check if the car is on the road or not. This check is achieved with the help of // | ||
| + | |||
| + | <code c> | ||
| + | void TrackGenerate(void); | ||
| + | void TrackRender(tContext *pContext); | ||
| + | tBoolean GetLinesIntersectionPoint(tPoint *pA1, tPoint *pA2, tPoint *pB1, | ||
| + | | ||
| + | tBoolean PointInPolygon(tPoint pPolygonPoints[], | ||
| + | | ||
| + | tBoolean TrackPointOnTrack(tPoint *pPoint); | ||
| + | tBoolean TrackPointOnFinishLine(tPoint *pPoint); | ||
| + | </ | ||
| ===== Rendering car ===== | ===== Rendering car ===== | ||
| - | ===== Main program ===== | + | The car in the game is also made up of polygons. It has a rectangular body and roof polygon, plus two circles as headlights. As the viewpoint do not rotate, the car has to rotate to give the right visual effect. Rotating means trigometric functions and it is most easily achieved by converting polar coordinates to Cartesian coordinates. That is why the points of the car are defined by radius and angle as seen below. |
| - | The main function | + | <code c> |
| + | tPolarPoint pBodyPoints[4]; | ||
| + | |||
| + | pBodyPoints[0].sRadius = 200; | ||
| + | pBodyPoints[0].ulAngle = DEGREES_TO_FIX32(330); | ||
| + | |||
| + | pBodyPoints[1].sRadius = 200; | ||
| + | pBodyPoints[1].ulAngle = DEGREES_TO_FIX32(30); | ||
| + | |||
| + | pBodyPoints[2].sRadius = 200; | ||
| + | pBodyPoints[2].ulAngle = DEGREES_TO_FIX32(150); | ||
| + | |||
| + | pBodyPoints[3].sRadius = 200; | ||
| + | pBodyPoints[3].ulAngle = DEGREES_TO_FIX32(210); | ||
| + | </ | ||
| + | |||
| + | All the points of the body parts are converted to x, y coordinates in // | ||
| + | |||
| + | < | ||
| + | void CalculateScreenPoint(tPoint *pScreenPoint, | ||
| + | | ||
| + | void CarRender(tContext *pContext, tCar *pCar); | ||
| + | </ | ||
| + | |||
| + | ===== Main program ===== | ||
| [{{ : | [{{ : | ||
| + | |||
| + | The main function resides in " | ||
| <code c> | <code c> | ||
| Line 62: | Line 161: | ||
| void DoCarDriving(tCar *pCar); | void DoCarDriving(tCar *pCar); | ||
| void PrepareCar(void); | void PrepareCar(void); | ||
| - | </ | ||
| - | |||
| - | <code c> | ||
| - | void GrPolyDraw(const tContext *pContext, const tPoint *pPoints, | ||
| - | | ||
| - | void GrPolyFill(const tContext *pContext, const tPoint *pPoints, | ||
| - | | ||
| </ | </ | ||