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bce640219f
...
ccfe9fd786
1
.gitignore
vendored
1
.gitignore
vendored
@ -1,4 +1,3 @@
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# ignore binaries
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# ignore binaries
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obj
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obj
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main
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main
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tags
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||||||
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62
camera.cpp
62
camera.cpp
@ -4,17 +4,73 @@
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#include "level.h"
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#include "level.h"
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#define ROTATION_SPEED PI
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#define ROTATION_SPEED PI
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#define TRANSLATIONAL_SPEED 1.f
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#define TRANSLATIONAL_SPEED 100.f
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static void draw(Camera* camera, sf::RenderWindow* window);
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static void drawRays(Camera* camera, sf::RenderWindow* window);
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static void drawLine(sf::RenderWindow* window, sf::Vector2f pos, float angle, float length, sf::Color color);
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static void move(Camera* camera, float t);
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static void move(Camera* camera, float t);
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void camera_update(Camera* camera, float t)
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void camera_update(Camera* camera, sf::RenderWindow* window, float t)
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{
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{
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if (!camera) return;
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if (!camera || !window) return;
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draw(camera, window);
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move(camera, t);
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move(camera, t);
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}
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}
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static void draw(Camera* camera, sf::RenderWindow* window)
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{
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const float circleRadius = 5.f;
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sf::CircleShape circle(circleRadius);
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circle.setPosition(camera->pos);
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circle.setOrigin(circleRadius, circleRadius);
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circle.setFillColor(sf::Color::Green);
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drawRays(camera, window);
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drawLine(window, camera->pos, camera->direction, 100, sf::Color::Red);
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window->draw(circle);
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}
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static void drawRays(Camera* camera, sf::RenderWindow* window)
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{
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float rayDirection = 0;
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float rayDirectionStep = camera->fov / (float)camera->resolution;
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bool isOddResolution = (camera->resolution % 2);
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float rayDirectionOffset = isOddResolution? 0 : rayDirectionStep / 2.f;
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for (unsigned int i = 0; i < camera->resolution; i++) {
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if (isOddResolution && i == 0)
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rayDirection = camera->direction;
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else if (i % 2)
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rayDirection = camera->direction - rayDirectionOffset;
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else
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rayDirection = camera->direction + rayDirectionOffset;
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float distance = level_rayCastDistance(camera->pos, rayDirection);
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drawLine(window, camera->pos, rayDirection, distance, sf::Color(150, 150, 100));
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if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep;
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}
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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), length * sin(angle));
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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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static void move(Camera* camera, float t)
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static void move(Camera* camera, float t)
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{
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{
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int forward = 0;
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int forward = 0;
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3
camera.h
3
camera.h
@ -9,9 +9,8 @@ typedef struct
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float direction;
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float direction;
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unsigned int resolution;
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unsigned int resolution;
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float fov;
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float fov;
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float drawScale;
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} Camera;
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} Camera;
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void camera_update(Camera* camera, float t);
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void camera_update(Camera* camera, sf::RenderWindow* window, float t);
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#endif
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#endif
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88
level.cpp
88
level.cpp
@ -6,32 +6,35 @@
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#define WIDTH 5
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#define WIDTH 5
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#define HEIGHT 5
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#define HEIGHT 5
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static void drawGrid(sf::RenderTarget* renderTarget, unsigned int tileSize);
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static void drawGrid();
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static void drawGridLine(sf::RenderTarget* renderTarget, float step, bool isHorizontal);
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static void drawGridLine(unsigned int step, bool isHorizontal);
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static sf::Vertex getGridLineVertex(float n, float maxDimension, bool isStart, bool isHorizontal);
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static sf::Vertex getGridLineVertex(unsigned int n, unsigned int maxDimension, bool isStart, bool isHorizontal);
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static float castRay(sf::Vector2f point, float direction);
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static float castRay(sf::Vector2f point, float direction);
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static void getGridIndex(sf::Vector2f point, int* x, int* y);
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static void getGridIndex(sf::Vector2f point, int* x, int* y);
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static sf::RenderWindow* window = nullptr;
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static unsigned int level[WIDTH * HEIGHT] = {
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static unsigned int level[WIDTH * HEIGHT] = {
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0, 0, 1, 1, 1,
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1, 1, 1, 1, 1,
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0, 0, 0, 0, 0,
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0, 0, 0, 0, 0,
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1, 0, 1, 0, 1,
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0, 0, 1, 0, 1,
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1, 0, 0, 0, 1,
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0, 0, 0, 0, 0,
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1, 0, 1, 1, 1,
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0, 0, 1, 0, 1,
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};
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};
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int level_init()
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int level_init(sf::RenderWindow* renderWindow)
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{
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{
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printf("level_init()\n");
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printf("level_init()\n");
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window = renderWindow;
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return 1;
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return 1;
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}
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}
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void level_update(sf::RenderTarget* renderTarget, unsigned int drawSize)
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int level_update()
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{
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{
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if (!renderTarget) return;
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if (!window) return 0;
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drawGrid();
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drawGrid(renderTarget, drawSize/WIDTH);
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return 1;
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}
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}
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void level_end()
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void level_end()
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@ -45,41 +48,46 @@ float level_rayCastDistance(sf::Vector2f point, float direction)
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return castRay(point, direction);
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return castRay(point, direction);
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}
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}
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static void drawGrid(sf::RenderTarget* renderTarget, unsigned int tileSize)
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static void drawGrid()
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{
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{
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const sf::Vector2u windowSize = window->getSize();
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const unsigned int stepX = windowSize.x/WIDTH;
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const unsigned int stepY = windowSize.y/HEIGHT;
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for (unsigned int x = 0; x < WIDTH; x++) {
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for (unsigned int x = 0; x < WIDTH; x++) {
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for (unsigned int y = 0; y < HEIGHT; y++) {
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for (unsigned int y = 0; y < HEIGHT; y++) {
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if (!level[y * HEIGHT + x]) continue;
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if (!level[y * HEIGHT + x]) continue;
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sf::RectangleShape rectangle(sf::Vector2f(tileSize, tileSize));
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sf::RectangleShape rectangle(sf::Vector2f(stepY, stepY));
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rectangle.setPosition((float)x * tileSize, (float)y * tileSize);
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rectangle.setPosition(x * stepX, y * stepY);
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renderTarget->draw(rectangle);
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window->draw(rectangle);
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}
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}
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}
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}
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drawGridLine(renderTarget, tileSize, true);
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drawGridLine(stepX, true);
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drawGridLine(renderTarget, tileSize, false);
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drawGridLine(stepY, false);
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}
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}
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static void drawGridLine(sf::RenderTarget* renderTarget, float step, bool isHorizontal)
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static void drawGridLine(unsigned int step, bool isHorizontal)
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{
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{
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unsigned int lines = isHorizontal? WIDTH : HEIGHT;
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unsigned int lines = isHorizontal? WIDTH : HEIGHT;
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for (unsigned int n = 0; n < lines; n++) {
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for (unsigned int n = 0; n < lines; n++) {
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if (n == 0) continue;
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if (n == 0) continue;
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float offset = (float)n * step;
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unsigned int offset = n * step;
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float maxDimension = (float)lines * step;
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unsigned int maxDimension = lines * step;
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sf::Vertex line[] =
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sf::Vertex line[] =
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{
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{
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getGridLineVertex(offset, maxDimension, true, isHorizontal),
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getGridLineVertex(offset, maxDimension, true, isHorizontal),
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getGridLineVertex(offset, maxDimension, false, isHorizontal)
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getGridLineVertex(offset, maxDimension, false, isHorizontal)
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};
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};
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renderTarget->draw(line, 2, sf::Lines);
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window->draw(line, 2, sf::Lines);
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}
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}
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}
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}
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static sf::Vertex getGridLineVertex(float offset, float maxDimension, bool isStart, bool isHorizontal)
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static sf::Vertex getGridLineVertex(unsigned int offset, unsigned int maxDimension, bool isStart, bool isHorizontal)
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{
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{
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sf::Vertex start;
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sf::Vertex start;
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sf::Vertex end;
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sf::Vertex end;
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@ -93,14 +101,17 @@ static sf::Vertex getGridLineVertex(float offset, float maxDimension, bool isSta
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end = sf::Vertex(sf::Vector2f(maxDimension, offset));
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end = sf::Vertex(sf::Vector2f(maxDimension, offset));
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}
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}
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sf::Color color(100, 100, 100);
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start.color = sf::Color(100, 100, 100);
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start.color = color;
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end.color = sf::Color(100, 100, 100);
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end.color = color;
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return isStart? start : end;
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return isStart? start : end;
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}
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}
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static float castRay(sf::Vector2f point, float direction)
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static float castRay(sf::Vector2f point, float direction)
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{
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{
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const sf::Vector2u windowSize = window->getSize();
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const unsigned int tileWidth = windowSize.x/WIDTH;
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const unsigned int tileHeight = windowSize.y/HEIGHT;
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int indexX, indexY;
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int indexX, indexY;
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getGridIndex(point, &indexX, &indexY);
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getGridIndex(point, &indexX, &indexY);
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@ -124,13 +135,13 @@ static float castRay(sf::Vector2f point, float direction)
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bool goingDown = direction < PI;
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bool goingDown = direction < PI;
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int signDown = goingDown? 1 : -1;
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int signDown = goingDown? 1 : -1;
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float horizontalDy = (float)(indexY + goingDown) - point.y;
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float horizontalDy = (float)((indexY + goingDown) * tileHeight) - point.y;
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float horizontalDx = horizontalDy/tan(direction);
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float horizontalDx = horizontalDy/tan(direction);
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float horizontalStepX = ((float)signDown * (1.f/tan(direction)));
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float horizontalStepX = (float)(signDown * (tileWidth/tan(direction)));
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float horizontalStepY = (float)signDown;
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float horizontalStepY = (float)(signDown * (int)tileHeight);
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float horizontalProjectedX = point.x + horizontalDx;
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float horizontalProjectedX = point.x + horizontalDx;
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float horizontalProjectedY = indexY + goingDown;
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float horizontalProjectedY = (indexY + goingDown) * tileHeight;
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float horizontalDistCoeff = sin(direction);
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float horizontalDistCoeff = sin(direction);
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float horizontalRayDist = std::abs(horizontalDy/horizontalDistCoeff);
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float horizontalRayDist = std::abs(horizontalDy/horizontalDistCoeff);
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@ -139,19 +150,18 @@ static float castRay(sf::Vector2f point, float direction)
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bool goingRight = direction < PI;
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bool goingRight = direction < PI;
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int signRight = goingRight? 1 : -1;
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int signRight = goingRight? 1 : -1;
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float verticalDx = (float)(indexX + goingRight) - point.x;
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float verticalDx = (float)((indexX + goingRight) * tileWidth) - point.x;
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float verticalDy = -verticalDx/tan(direction); // y axis needs to be flipped
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float verticalDy = -verticalDx/tan(direction); // y axis needs to be flipped
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float verticalStepY = -((float)signRight * (1.f/tan(direction))); // y axis also flipped here
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float verticalStepY = -(float)(signRight * (tileHeight/tan(direction))); // y axis also flipped here
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float verticalStepX = (float)signRight;
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float verticalStepX = (float)(signRight * (int)tileHeight);
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float verticalProjectedY = point.y + verticalDy;
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float verticalProjectedY = point.y + verticalDy;
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float verticalProjectedX = indexX + goingRight;
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float verticalProjectedX = (indexX + goingRight) * tileWidth;
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float verticalDistCoeff = sin(direction);
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float verticalDistCoeff = sin(direction);
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float verticalRayDist = std::abs(verticalDx/verticalDistCoeff);
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float verticalRayDist = std::abs(verticalDx/verticalDistCoeff);
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unsigned int tries = WIDTH * HEIGHT;
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while (true) {
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while (tries--) {
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int indexX0, indexY0; // store grid indices for horizontal intersections
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int indexX0, indexY0; // store grid indices for horizontal intersections
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int indexX1, indexY1; // store grid indices for vertical intersections
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int indexX1, indexY1; // store grid indices for vertical intersections
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getGridIndex(sf::Vector2f(horizontalProjectedX, horizontalProjectedY), &indexX0, &indexY0);
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getGridIndex(sf::Vector2f(horizontalProjectedX, horizontalProjectedY), &indexX0, &indexY0);
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@ -191,8 +201,10 @@ static float castRay(sf::Vector2f point, float direction)
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static void getGridIndex(sf::Vector2f point, int* x, int* y)
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static void getGridIndex(sf::Vector2f point, int* x, int* y)
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{
|
{
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*x = point.x;
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const sf::Vector2u windowSize = window->getSize();
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*y = point.y;
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*x = point.x / (int)(windowSize.x / WIDTH);
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*y = point.y / (int)(windowSize.y / HEIGHT);
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if (*x < 0 || WIDTH <= *x) *x = -1;
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if (*x < 0 || WIDTH <= *x) *x = -1;
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if (*y < 0 || HEIGHT <= *y) *y = -1;
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if (*y < 0 || HEIGHT <= *y) *y = -1;
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|
4
level.h
4
level.h
@ -3,8 +3,8 @@
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|
|
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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|
|
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int level_init();
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int level_init(sf::RenderWindow* renderWindow);
|
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void level_update(sf::RenderTarget* renderTarget, unsigned int drawSize);
|
int level_update();
|
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void level_end();
|
void level_end();
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float level_rayCastDistance(sf::Vector2f point, float direction);
|
float level_rayCastDistance(sf::Vector2f point, float direction);
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|
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|
2
main.cpp
2
main.cpp
@ -4,7 +4,7 @@
|
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|
|
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int main()
|
int main()
|
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{
|
{
|
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if (!view_init()) return 1;
|
view_init();
|
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while (view_update());
|
while (view_update());
|
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view_end();
|
view_end();
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|
|
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|
90
minimap.cpp
90
minimap.cpp
@ -1,90 +0,0 @@
|
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#include "minimap.h"
|
|
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#include <stdio.h>
|
|
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|
|
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#include "maths.h"
|
|
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#include "level.h"
|
|
||||||
|
|
||||||
static void drawCamera(sf::RenderTarget* renderTarget, Camera* camera);
|
|
||||||
static void drawRays(sf::RenderTarget* renderTarget, Camera* camera);
|
|
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static void drawLine(sf::RenderTarget* renderTarget, sf::Vector2f pos, float angle, float length, sf::Color color);
|
|
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|
|
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static sf::RenderTexture minimap;
|
|
||||||
|
|
||||||
static unsigned int minimapSize;
|
|
||||||
|
|
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int minimap_init(unsigned int size)
|
|
||||||
{
|
|
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printf("minimap_init()\n");
|
|
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minimapSize = size;
|
|
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if (!minimap.create(size, size)) return 0;
|
|
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level_init();
|
|
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return 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
void minimap_update(sf::RenderTarget* renderTarget, Camera* camera)
|
|
||||||
{
|
|
||||||
if (!renderTarget || !camera) return;
|
|
||||||
minimap.clear();
|
|
||||||
level_update(&minimap, minimapSize);
|
|
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drawCamera(&minimap, camera);
|
|
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minimap.display();
|
|
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|
|
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sf::Sprite sprite(minimap.getTexture());
|
|
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renderTarget->draw(sprite);
|
|
||||||
}
|
|
||||||
|
|
||||||
static void drawCamera(sf::RenderTarget* renderTarget, Camera* camera)
|
|
||||||
{
|
|
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const sf::Vector2f scaledPos = camera->pos * camera->drawScale;
|
|
||||||
const float circleRadius = 0.02f * minimapSize;
|
|
||||||
sf::CircleShape circle(circleRadius);
|
|
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circle.setPosition(scaledPos);
|
|
||||||
circle.setOrigin(circleRadius, circleRadius);
|
|
||||||
circle.setFillColor(sf::Color::Green);
|
|
||||||
|
|
||||||
drawRays(renderTarget, camera);
|
|
||||||
drawLine(renderTarget, scaledPos, camera->direction, minimapSize / 5.f, sf::Color::Red);
|
|
||||||
renderTarget->draw(circle);
|
|
||||||
}
|
|
||||||
|
|
||||||
static void drawRays(sf::RenderTarget* renderTarget, Camera* camera)
|
|
||||||
{
|
|
||||||
const sf::Vector2f scaledPos = camera->pos * camera->drawScale;
|
|
||||||
|
|
||||||
float rayDirection = 0;
|
|
||||||
float rayDirectionStep = camera->fov / (float)camera->resolution;
|
|
||||||
bool isOddResolution = (camera->resolution % 2);
|
|
||||||
float rayDirectionOffset = isOddResolution? 0 : rayDirectionStep / 2.f;
|
|
||||||
|
|
||||||
for (unsigned int i = 0; i < camera->resolution; i++) {
|
|
||||||
if (isOddResolution && i == 0)
|
|
||||||
rayDirection = camera->direction;
|
|
||||||
else if (i % 2)
|
|
||||||
rayDirection = camera->direction - rayDirectionOffset;
|
|
||||||
else
|
|
||||||
rayDirection = camera->direction + rayDirectionOffset;
|
|
||||||
|
|
||||||
float distance = level_rayCastDistance(camera->pos, rayDirection) * camera->drawScale;
|
|
||||||
|
|
||||||
drawLine(renderTarget, scaledPos, rayDirection, distance, sf::Color(150, 150, 100));
|
|
||||||
|
|
||||||
if ((i + isOddResolution) % 2) rayDirectionOffset += rayDirectionStep;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
static void drawLine(sf::RenderTarget* renderTarget, sf::Vector2f pos, float angle, float length, sf::Color color)
|
|
||||||
{
|
|
||||||
if (!renderTarget) return;
|
|
||||||
|
|
||||||
sf::Vector2f endOffset(length * cos(angle), length * sin(angle));
|
|
||||||
sf::Vertex start(pos);
|
|
||||||
sf::Vertex end(pos + endOffset);
|
|
||||||
|
|
||||||
start.color = color;
|
|
||||||
end.color = color;
|
|
||||||
|
|
||||||
sf::Vertex line[] = { start, end };
|
|
||||||
|
|
||||||
renderTarget->draw(line, 2, sf::Lines);
|
|
||||||
}
|
|
||||||
|
|
10
minimap.h
10
minimap.h
@ -1,10 +0,0 @@
|
|||||||
#ifndef MINIMAP_H
|
|
||||||
#define MINIMAP_H
|
|
||||||
|
|
||||||
#include <SFML/Graphics.hpp>
|
|
||||||
#include "camera.h"
|
|
||||||
|
|
||||||
int minimap_init(unsigned int size);
|
|
||||||
void minimap_update(sf::RenderTarget* renderTarget, Camera* camera);
|
|
||||||
|
|
||||||
#endif
|
|
26
view.cpp
26
view.cpp
@ -2,26 +2,22 @@
|
|||||||
#include <SFML/Graphics.hpp>
|
#include <SFML/Graphics.hpp>
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
|
|
||||||
#include "maths.h"
|
#include "level.h"
|
||||||
#include "camera.h"
|
#include "camera.h"
|
||||||
#include "minimap.h"
|
#include "maths.h"
|
||||||
|
|
||||||
#define MINIMAP_SIZE 300
|
|
||||||
#define HALF_MINIMAP_SIZE MINIMAP_SIZE/2.f
|
|
||||||
#define DRAW_SCALE MINIMAP_SIZE/5.f
|
|
||||||
|
|
||||||
static int handleKeyCode(sf::Keyboard::Key key);
|
static int handleKeyCode(sf::Keyboard::Key key);
|
||||||
|
|
||||||
static Camera camera = { sf::Vector2f(5.f/2.f, 5.f/2.f), 0.f, 300, 0.5f*PI, DRAW_SCALE };
|
|
||||||
|
|
||||||
static sf::Uint32 style = sf::Style::Titlebar;
|
static sf::Uint32 style = sf::Style::Titlebar;
|
||||||
static sf::RenderWindow window(sf::VideoMode(MINIMAP_SIZE + camera.resolution, MINIMAP_SIZE), "Raycasting", style);
|
static sf::RenderWindow window(sf::VideoMode(500, 500), "Raycasting", style);
|
||||||
static sf::Clock timer;
|
static sf::Clock timer;
|
||||||
|
|
||||||
|
static Camera camera = { sf::Vector2f(300.f, 250.f), 0.f, 100, 2.0f*PI };
|
||||||
|
|
||||||
int view_init()
|
int view_init()
|
||||||
{
|
{
|
||||||
printf("view_init()\n");
|
printf("view_init()\n");
|
||||||
minimap_init(MINIMAP_SIZE);
|
level_init(&window);
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -42,12 +38,11 @@ int view_update()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
sf::Time t = timer.restart();
|
|
||||||
|
|
||||||
camera_update(&camera, t.asSeconds());
|
|
||||||
|
|
||||||
window.clear();
|
window.clear();
|
||||||
minimap_update(&window, &camera);
|
|
||||||
|
sf::Time t = timer.restart();
|
||||||
|
if (!level_update()) return 0;
|
||||||
|
camera_update(&camera, &window, t.asSeconds());
|
||||||
window.display();
|
window.display();
|
||||||
|
|
||||||
return 1;
|
return 1;
|
||||||
@ -56,6 +51,7 @@ int view_update()
|
|||||||
void view_end()
|
void view_end()
|
||||||
{
|
{
|
||||||
printf("view_end()\n");
|
printf("view_end()\n");
|
||||||
|
level_end();
|
||||||
|
|
||||||
window.close();
|
window.close();
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user