Projektdateien hinzufügen.

This commit is contained in:
2026-04-15 15:25:29 +02:00
parent c8e17d74de
commit edbed97de6
6 changed files with 675 additions and 0 deletions

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HillLike.csproj Normal file
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Framework" Version="2026.318.0" />
</ItemGroup>
</Project>

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HillLike.slnx Normal file
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<Solution>
<Project Path="HillLike.csproj" />
</Solution>

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HillLikeGame.cs Normal file
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using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Framework.Platform;
using osuTK;
using osuTK.Graphics;
namespace HillLike;
public class HillLikeGame : Game
{
private World _world = null!;
[BackgroundDependencyLoader]
private void Load(GameHost host)
{
Add(new Container
{
RelativeSizeAxes = Axes.Both,
Children =
[
_world = new World(),
new Hud(_world)
]
});
}
protected override void Update()
{
base.Update();
_world.Step((float)(Clock.ElapsedFrameTime / 1000.0));
}
protected override bool OnKeyDown(KeyDownEvent e)
{
_world.HandleKeyDown(e);
return base.OnKeyDown(e);
}
protected override void OnKeyUp(KeyUpEvent e)
{
_world.HandleKeyUp(e);
base.OnKeyUp(e);
}
}
public class Hud : CompositeDrawable
{
private readonly Box _speedBar;
private readonly Box _speedBarBg;
private readonly World _world;
public Hud(World world)
{
this._world = world;
RelativeSizeAxes = Axes.Both;
InternalChildren =
[
_speedBarBg = new Box
{
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
Position = new Vector2(20, 42),
Size = new Vector2(260, 10),
Colour = new Color4(30, 30, 30, 220)
},
_speedBar = new Box
{
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
Position = new Vector2(20, 42),
Size = new Vector2(0, 10),
Colour = new Color4(120, 180, 255, 255)
}
];
}
protected override void Update()
{
base.Update();
var speed = _world.Car.Velocity.X;
_speedBar.Width = 260 * Math.Clamp(Math.Abs(speed) / 25f, 0, 1);
}
}

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Program.cs Normal file
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using osu.Framework;
using osu.Framework.Platform;
namespace HillLike;
public static class Program
{
public static void Main()
{
using GameHost host = Host.GetSuitableDesktopHost("hill-like");
host.Run(new HillLikeGame());
}
}

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SimpleCar.cs Normal file
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using osu.Framework.Input.Events;
using osuTK;
using osuTK.Input;
namespace HillLike;
public class SimpleCar
{
public const float WheelRadius = 0.45f;
private const float Gravity = -10f;
private const float EngineForce = 34f;
private const float BrakeForce = 34f;
private const float RollingFriction = 2f;
private const float AirDrag = 0.1f;
private const float SuspensionRest = 0f;
private const float SuspensionK = 140f;
private const float SuspensionD = 18f;
private const float AngularDamp = 2f;
private const float ChassisInertia = 2.4f;
private const float SuspensionTorqueInfluence = 0.35f;
private const float GroundAlignStrength = 8f;
private const float GroundAlignDamping = 2f;
private const float WheelAngularAccel = 60f;
private const float WheelAngularDamping = 1.2f;
private const float WheelGroundGrip = 14f;
private const float AirControlFromWheelSpin = 0.12f;
private readonly Vector2 _wheelBackLocal = new(-0.85f, -0.35f);
private readonly Vector2 _wheelFrontLocal = new(0.85f, -0.35f);
private bool _brake;
private bool _throttle;
private float _wheelSpin;
public float AngularVelocity;
public Vector2 Position;
public float Rotation;
public Vector2 Velocity;
public Vector2 WheelBackPos { get; private set; }
public Vector2 WheelFrontPos { get; private set; }
public float RotationDegrees => Rotation * 180f / (float)Math.PI;
public void Reset(Vector2 startPos)
{
Position = startPos;
Velocity = Vector2.Zero;
Rotation = 0;
AngularVelocity = 0;
_wheelSpin = 0;
_throttle = _brake = false;
UpdateWheelWorldPositions();
}
public void HandleKeyDown(KeyDownEvent e)
{
switch (e.Key)
{
case Key.D or Key.Right:
_throttle = true;
break;
case Key.A or Key.Left:
_brake = true;
break;
}
}
public void HandleKeyUp(KeyUpEvent e)
{
switch (e.Key)
{
case Key.D or Key.Right:
_throttle = false;
break;
case Key.A or Key.Left:
_brake = false;
break;
}
}
public void Step(float dt)
{
var accel = new Vector2(0, Gravity);
var torque = 0f;
accel += -AirDrag * Velocity;
UpdateWheelWorldPositions();
var backGrounded = SolveWheelSuspension(dt, WheelBackPos, out var backForce, out var backTangent,
out _);
var frontGrounded = SolveWheelSuspension(dt, WheelFrontPos, out var frontForce, out var frontTangent,
out _);
accel += backForce + frontForce;
if (backGrounded)
torque += TorqueFromForce(WheelBackPos, backForce) * SuspensionTorqueInfluence;
if (frontGrounded)
torque += TorqueFromForce(WheelFrontPos, frontForce) * SuspensionTorqueInfluence;
var grounded = backGrounded || frontGrounded;
var driveInput = 0f;
if (_throttle) driveInput += 1f;
if (_brake) driveInput -= 1f;
_wheelSpin += driveInput * WheelAngularAccel * dt;
//if (grounded)
//{
// var driveForce = backTangent * EngineForce;
// accel += driveForce;
// torque += TorqueFromForce(WheelBackPos, driveForce);
//}
if (grounded)
accel += new Vector2(-RollingFriction * Velocity.X, 0);
if (grounded)
{
var targetNormal = Vector2.Zero;
var groundedCount = 0;
if (backGrounded)
{
targetNormal += new Vector2(-backTangent.Y, backTangent.X);
groundedCount++;
}
if (frontGrounded)
{
targetNormal += new Vector2(-frontTangent.Y, frontTangent.X);
groundedCount++;
}
if (groundedCount > 0)
{
targetNormal /= groundedCount;
targetNormal = targetNormal.LengthSquared > 0 ? targetNormal.Normalized() : Vector2.UnitY;
var bodyUpDot = Vector2.Dot(BodyUp(), targetNormal);
if (bodyUpDot > 0f)
{
var angleError = SignedAngle(BodyUp(), targetNormal);
torque += angleError * GroundAlignStrength - AngularVelocity * GroundAlignDamping;
}
}
var groundedTangentSpeed = 0f;
if (backGrounded) groundedTangentSpeed += Vector2.Dot(Velocity, backTangent);
if (frontGrounded) groundedTangentSpeed += Vector2.Dot(Velocity, frontTangent);
groundedTangentSpeed /= groundedCount;
var targetSpin = groundedTangentSpeed / WheelRadius;
var gripLerp = 1f - MathF.Exp(-WheelGroundGrip * dt);
_wheelSpin = _wheelSpin + (targetSpin - _wheelSpin) * gripLerp;
}
else if (driveInput != 0f)
{
torque += driveInput * (2.0f + MathF.Abs(_wheelSpin) * AirControlFromWheelSpin);
}
_wheelSpin *= (float)Math.Exp(-WheelAngularDamping * dt);
AngularVelocity += (torque / ChassisInertia) * dt;
AngularVelocity *= (float)Math.Exp(-AngularDamp * dt);
Velocity += accel * dt;
Position += Velocity * dt;
Rotation += AngularVelocity * dt;
if (Rotation > MathF.PI) Rotation -= 2 * MathF.PI;
if (Rotation < -MathF.PI) Rotation += 2 * MathF.PI;
UpdateWheelWorldPositions();
if (!grounded)
return;
}
private void ApplyBrake(bool grounded, Vector2 wheelPos, Vector2 tangent, ref Vector2 accel, ref float torque)
{
if (!grounded)
return;
var tangentSpeed = Vector2.Dot(Velocity, tangent);
if (MathF.Abs(tangentSpeed) < 0.02f)
return;
var brakeForce = -Math.Sign(tangentSpeed) * BrakeForce * tangent;
accel += brakeForce;
torque += TorqueFromForce(wheelPos, brakeForce);
}
private float TorqueFromForce(Vector2 applicationPoint, Vector2 force)
{
var r = applicationPoint - Position;
return r.X * force.Y - r.Y * force.X;
}
private static float SignedAngle(Vector2 from, Vector2 to)
{
var cross = from.X * to.Y - from.Y * to.X;
var dot = Vector2.Dot(from, to);
return MathF.Atan2(cross, dot);
}
private void UpdateWheelWorldPositions()
{
WheelBackPos = Position + Rotate(_wheelBackLocal, Rotation);
WheelFrontPos = Position + Rotate(_wheelFrontLocal, Rotation);
}
private bool SolveWheelSuspension(
float dt,
Vector2 wheelCenter,
out Vector2 suspensionForce,
out Vector2 tangent,
out float compression01)
{
var groundY = Terrain.HeightAt(wheelCenter.X);
var normal = Terrain.NormalAt(wheelCenter.X);
tangent = new Vector2(normal.Y, -normal.X);
var wheelBottomY = wheelCenter.Y - WheelRadius;
var penetration = groundY - wheelBottomY;
var compression = penetration - SuspensionRest;
if (penetration <= 0)
{
suspensionForce = Vector2.Zero;
compression01 = 0;
return false;
}
var spring = SuspensionK * compression;
var vAlongN = Vector2.Dot(Velocity, normal);
var damper = -SuspensionD * vAlongN;
var forceMag = spring + damper;
forceMag = Math.Clamp(forceMag, 0, 250);
suspensionForce = normal * forceMag;
compression01 = Math.Clamp(penetration / (WheelRadius * 2f), 0, 1);
return true;
}
private Vector2 BodyUp()
{
return Rotate(Vector2.UnitY, Rotation);
}
private static Vector2 Rotate(Vector2 v, float radians)
{
var c = MathF.Cos(radians);
var s = MathF.Sin(radians);
return new Vector2(v.X * c - v.Y * s, v.X * s + v.Y * c);
}
}

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World.cs Normal file
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osuTK;
using osuTK.Graphics;
using osuTK.Input;
using Triangle = osu.Framework.Graphics.Shapes.Triangle;
namespace HillLike;
public class World : CompositeDrawable
{
private readonly Camera _camera = new();
private readonly CarDrawable _carDrawable;
private readonly TerrainDrawable _terrainDrawable;
private readonly Container _worldLayer;
public readonly SimpleCar Car = new();
public World()
{
RelativeSizeAxes = Axes.Both;
InternalChildren =
[
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = new Color4(150, 210, 255, 255)
},
_worldLayer = new Container
{
RelativeSizeAxes = Axes.Both,
Children =
[
_terrainDrawable = new TerrainDrawable(),
_carDrawable = new CarDrawable(Car)
]
}
];
Reset();
}
public sealed override Axes RelativeSizeAxes
{
get => base.RelativeSizeAxes;
set => base.RelativeSizeAxes = value;
}
public void Reset()
{
Car.Reset(new Vector2(0, Terrain.HeightAt(0) + 3f));
_camera.Reset(Car.Position);
}
public void Step(float dt)
{
dt = Math.Clamp(dt, 0, 1 / 20f);
Car.Step(dt);
_camera.Follow(dt, Car.Position);
var pixelsPerUnit = _camera.PixelsPerUnit;
var viewCenter = DrawSize / 2;
_terrainDrawable.SetCamera(_camera, viewCenter);
_carDrawable.SetCamera(_camera, viewCenter);
}
public void HandleKeyDown(KeyDownEvent e)
{
Car.HandleKeyDown(e);
if (e.Key is Key.R)
Reset();
}
public void HandleKeyUp(KeyUpEvent e)
{
Car.HandleKeyUp(e);
}
private class Camera
{
public readonly float PixelsPerUnit = 60f;
public Vector2 Position;
public void Reset(Vector2 pos)
{
Position = pos;
}
public void Follow(float dt, Vector2 target)
{
var desired = target + new Vector2(5f, 2f);
var smooth = 1f - MathF.Exp(-dt * 4.5f);
Position = Vector2.Lerp(Position, desired, smooth);
}
}
private abstract class WorldDrawable : CompositeDrawable
{
protected Camera? Camera;
protected Vector2 ViewCenter;
public void SetCamera(Camera cam, Vector2 viewCenter)
{
Camera = cam;
ViewCenter = viewCenter;
UpdateFromWorld();
}
protected Vector2 ToScreen(Vector2 worldPos)
{
var rel = worldPos - Camera.Position;
return new Vector2(
ViewCenter.X + rel.X * Camera.PixelsPerUnit,
ViewCenter.Y - rel.Y * Camera.PixelsPerUnit
);
}
protected float ToScreen(float worldLen)
{
return worldLen * Camera.PixelsPerUnit;
}
protected abstract void UpdateFromWorld();
}
private class TerrainDrawable : WorldDrawable
{
private readonly Container _segments = new() { RelativeSizeAxes = Axes.Both };
public TerrainDrawable()
{
RelativeSizeAxes = Axes.Both;
AddInternal(_segments);
}
protected override void UpdateFromWorld()
{
if (Camera is null) return;
_segments.Clear();
var halfWidthWorld = DrawWidth / Camera.PixelsPerUnit;
var left = Camera.Position.X - halfWidthWorld - 2f;
var right = Camera.Position.X + halfWidthWorld + 2f;
var step = 0.6f;
var count = (int)Math.Ceiling((right - left) / step);
for (var i = 0; i < count; i += 1)
{
var x0 = left + i * step;
var x1 = x0 + step;
var y0 = Terrain.HeightAt(x0);
var y1 = Terrain.HeightAt(x1);
var y = MathF.Min(y0, y1);
var depth = 200f;
var p = ToScreen(new Vector2(x0, y));
var w = ToScreen(step);
var h = ToScreen(depth);
//_segments.Add(new Box
//{
// Anchor = Anchor.TopLeft,
// Origin = Anchor.TopLeft,
// Position = p,
// Size = new Vector2(w + 1, h),
// Colour = new Color4(80, 200, 120, 255)
//});
_segments.Add(new Triangle
{
Anchor = Anchor.TopLeft,
Origin = Anchor.BottomLeft,
Position = p,
Size = new Vector2(w + 1, -h),
Shear = new Vector2(x1 - x0, y1 - y0),
Colour = new Color4(80, 200, 120, 255)
});
}
for (var i = 0; i < count; i += 1)
{
var x0 = left + i * step;
var x1 = x0 + step;
var y0 = Terrain.HeightAt(x0);
var y1 = Terrain.HeightAt(x1);
var y = (y0 + y1) / 2f;
var p = ToScreen(new Vector2(x0, y));
_segments.Add(new Box
{
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
Position = p,
Size = new Vector2(ToScreen(step) + 1, 3),
Colour = new Color4(20, 120, 60, 255)
});
}
}
}
private class CarDrawable : WorldDrawable
{
private readonly Box _body;
private readonly SimpleCar _car;
private readonly Circle _wheelBack;
private readonly Circle _wheelFront;
public CarDrawable(SimpleCar car)
{
_car = car;
RelativeSizeAxes = Axes.Both;
InternalChildren = new Drawable[]
{
_wheelBack = new Circle { Colour = new Color4(25, 25, 25, 255) },
_wheelFront = new Circle { Colour = new Color4(25, 25, 25, 255) },
_body = new Box { Colour = new Color4(240, 70, 70, 255) }
};
}
protected override void UpdateFromWorld()
{
if (Camera is null) return;
var wheelR = SimpleCar.WheelRadius;
var bodyW = 2.2f;
var bodyH = 0.7f;
var wb = ToScreen(_car.WheelBackPos);
var wf = ToScreen(_car.WheelFrontPos);
var rPx = ToScreen(wheelR);
_wheelBack.Size = new Vector2(rPx * 2);
_wheelBack.Position = wb - new Vector2(rPx);
_wheelFront.Size = new Vector2(rPx * 2);
_wheelFront.Position = wf - new Vector2(rPx);
var bp = ToScreen(_car.Position);
_body.Size = new Vector2(ToScreen(bodyW), ToScreen(bodyH));
_body.Origin = Anchor.Centre;
_body.Anchor = Anchor.TopLeft;
_body.Position = bp;
_body.Rotation = -_car.RotationDegrees;
}
}
}
public class Terrain
{
public static float HeightAt(float x)
{
const float baseLine = 0f;
var h =
0.9f * MathF.Sin(x * 0.55f) +
0.6f * MathF.Sin(x * 0.18f + 1.3f) +
0.25f * MathF.Sin(x * 1.15f);
var drift = 0.015f * x;
return baseLine + h + drift;
}
public static float SlopeAt(float x)
{
const float eps = 0.02f;
return (HeightAt(x + eps) - HeightAt(x - eps)) / (2 * eps);
}
public static Vector2 NormalAt(float x)
{
var slope = SlopeAt(x);
var n = new Vector2(-slope, 1f);
return n.Normalized();
}
}