#include "level.h" #include #include "maths.h" #define WIDTH 5 #define HEIGHT 5 static void drawGrid(); static void drawGridLine(unsigned int step, bool isHorizontal); static sf::Vertex getGridLineVertex(unsigned int n, unsigned int maxDimension, bool isStart, bool isHorizontal); static void castRay(sf::Vector2f point, float direction); static void getGridIndex(sf::Vector2f point, int* x, int* y); static sf::RenderWindow* window = nullptr; static unsigned int level[WIDTH * HEIGHT] = { 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, }; int level_init(sf::RenderWindow* renderWindow) { printf("level_init()\n"); window = renderWindow; return 1; } int level_update() { if (!window) return 0; drawGrid(); return 1; } void level_end() { printf("level_end()\n"); return; } float level_rayCastDistance(sf::Vector2f point, float direction) { castRay(point, direction); return 1000.f; } static void drawGrid() { const sf::Vector2u windowSize = window->getSize(); const unsigned int stepX = windowSize.x/WIDTH; const unsigned int stepY = windowSize.y/HEIGHT; for (unsigned int x = 0; x < WIDTH; x++) { for (unsigned int y = 0; y < HEIGHT; y++) { if (!level[y * HEIGHT + x]) continue; sf::RectangleShape rectangle(sf::Vector2f(stepY, stepY)); rectangle.setPosition(x * stepX, y * stepY); window->draw(rectangle); } } drawGridLine(stepX, true); drawGridLine(stepY, false); } static void drawGridLine(unsigned int step, bool isHorizontal) { unsigned int lines = isHorizontal? WIDTH : HEIGHT; for (unsigned int n = 0; n < lines; n++) { if (n == 0) continue; unsigned int offset = n * step; unsigned int maxDimension = lines * step; sf::Vertex line[] = { getGridLineVertex(offset, maxDimension, true, isHorizontal), getGridLineVertex(offset, maxDimension, false, isHorizontal) }; window->draw(line, 2, sf::Lines); } } static sf::Vertex getGridLineVertex(unsigned int offset, unsigned int maxDimension, bool isStart, bool isHorizontal) { sf::Vertex start; sf::Vertex end; if (isHorizontal) { start = sf::Vertex(sf::Vector2f(offset, 0)); end = sf::Vertex(sf::Vector2f(offset, maxDimension)); } else { start = sf::Vertex(sf::Vector2f(0, offset)); end = sf::Vertex(sf::Vector2f(maxDimension, offset)); } start.color = sf::Color(100, 100, 100); end.color = sf::Color(100, 100, 100); return isStart? start : end; } static void castRay(sf::Vector2f point, float direction) { const sf::Vector2u windowSize = window->getSize(); const unsigned int tileWidth = windowSize.x/WIDTH; const unsigned int tileHeight = windowSize.y/HEIGHT; // dx and dy are the delta x and delta y of closest grid intersection int indexX, indexY; float dx, dy; getGridIndex(point, &indexX, &indexY); direction = maths_modulo(direction, 2.0f*PI); bool goingDown = direction < PI; int signDown = goingDown? 1 : -1; dy = (float)((indexY + goingDown) * tileHeight) - point.y; dx = dy/tan(direction); float horizontalStepX = (float)(signDown * (tileWidth/tan(direction))); float horizontalStepY = (float)(signDown * (int)tileHeight); float horizontalProjectedX = point.x + dx; float horizontalProjectedY = (indexY + goingDown) * tileHeight; direction = maths_modulo(direction + 0.5f*PI, 2.0f*PI); bool goingRight = direction < PI; int signRight = goingRight? 1 : -1; dx = (float)((indexX + goingRight) * tileWidth) - point.x; dy = -dx/tan(direction); float verticalStepY = -(float)(signRight * (tileHeight/tan(direction))); float verticalStepX = (float)(signRight * (int)tileHeight); float verticalProjectedY = point.y + dy; float verticalProjectedX = (indexX + goingRight) * tileWidth; bool inLevel; do { const float circleRadius = 3.f; sf::CircleShape circle(circleRadius); circle.setFillColor(sf::Color::Red); circle.setPosition(sf::Vector2f(horizontalProjectedX, horizontalProjectedY)); circle.setOrigin(circleRadius, circleRadius); window->draw(circle); circle.setPosition(sf::Vector2f(verticalProjectedX, verticalProjectedY)); circle.setOrigin(circleRadius, circleRadius); window->draw(circle); horizontalProjectedX += horizontalStepX; horizontalProjectedY += horizontalStepY; verticalProjectedX += verticalStepX; verticalProjectedY += verticalStepY; int indexX0, indexY0; int indexX1, indexY1; getGridIndex(sf::Vector2f(horizontalProjectedX, horizontalProjectedY), &indexX0, &indexY0); getGridIndex(sf::Vector2f(verticalProjectedX, verticalProjectedY), &indexX1, &indexY1); bool inLevel0 = ((indexX0 >= 0 && indexX0 < WIDTH) && (indexY0 >= 0 && indexY0 < HEIGHT)); bool inLevel1 = ((indexX1 >= 0 && indexX1 < WIDTH) && (indexY1 >= 0 && indexY1 < HEIGHT)); inLevel = inLevel0 || inLevel1; } while (inLevel); } static void getGridIndex(sf::Vector2f point, int* x, int* y) { const sf::Vector2u windowSize = window->getSize(); *x = point.x / (int)(windowSize.x / WIDTH); *y = point.y / (int)(windowSize.y / HEIGHT); if (*x < 0 || WIDTH <= *x) *x = -1; if (*y < 0 || HEIGHT <= *y) *y = -1; }