Add basic camera representation
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35ba580398
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31
camera.cpp
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31
camera.cpp
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#include "camera.h"
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#include <cmath>
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#include <SFML/Graphics/Color.hpp>
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#define PI 3.14159265
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static void drawLine(sf::RenderWindow* window, sf::Vector2f pos, float angle, float length, sf::Color color);
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void camera_update(Camera* camera, sf::RenderWindow* window)
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{
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if (!camera || !window) return;
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drawLine(window, camera->pos, camera->direction, 100, sf::Color::Red);
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}
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static void drawLine(sf::RenderWindow* window, sf::Vector2f pos, float angle, float length, sf::Color color)
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{
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if (!window) return;
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sf::Vector2f endOffset(length * cos(angle * PI/180.f), length * sin(angle * PI/180.3));
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sf::Vertex start(pos);
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sf::Vertex end(pos + endOffset);
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start.color = color;
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end.color = color;
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sf::Vertex line[] = { start, end };
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window->draw(line, 2, sf::Lines);
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}
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17
camera.h
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17
camera.h
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#ifndef CAMERA_H
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#define CAMERA_H
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/System/Vector2.hpp>
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typedef struct
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{
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sf::Vector2f pos;
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float direction;
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float resolution;
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float fov;
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} Camera;
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void camera_update(Camera* camera, sf::RenderWindow* window);
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#endif
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4
view.cpp
4
view.cpp
@ -3,12 +3,15 @@
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#include <stdio.h>
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#include <stdio.h>
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#include "level.h"
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#include "level.h"
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#include "camera.h"
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static int handleKeyCode(sf::Keyboard::Key key);
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static int handleKeyCode(sf::Keyboard::Key key);
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static sf::Uint32 style = sf::Style::Titlebar;
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static sf::Uint32 style = sf::Style::Titlebar;
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static sf::RenderWindow window(sf::VideoMode(500, 500), "Raycasting", style);
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static sf::RenderWindow window(sf::VideoMode(500, 500), "Raycasting", style);
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static Camera camera = { sf::Vector2f(300.f, 250.f), 0.f, 1.f, 70.f };
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int view_init()
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int view_init()
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{
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{
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printf("view_init()\n");
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printf("view_init()\n");
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@ -35,6 +38,7 @@ int view_update()
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window.clear();
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window.clear();
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if (!level_update()) return 0;
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if (!level_update()) return 0;
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camera_update(&camera, &window);
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window.display();
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window.display();
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return 1;
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return 1;
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