Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/amt/main.cpp

92 lines
2.3 KiB

#include "amt/raycaster.hpp"
#include <iostream>
#include <chrono>
#include <numeric>
#include <functional>
#define RAY_VIEW_WIDTH 960
#define RAY_VIEW_HEIGHT 720
#define RAY_VIEW_X (1280 - RAY_VIEW_WIDTH)
#define RAY_VIEW_Y 0
static const int SCREEN_HEIGHT=720;
static const int SCREEN_WIDTH=1280;
Matrix MAP{
{1,1,1,1,1,1,1,1,1},
{1,0,2,0,0,0,0,0,1},
{1,0,4,0,0,5,2,0,1},
{1,0,0,0,0,0,0,0,1},
{1,1,0,0,0,0,0,1,1},
{1,0,0,1,3,4,0,0,1},
{1,0,0,0,0,0,1,1,1},
{1,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1}
};
void draw_gui(sf::RenderWindow &window) {
sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, 300});
rect.setPosition({0,0});
rect.setFillColor({100, 100, 100});
window.draw(rect);
}
int main() {
sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Ray Caster Game Thing");
//ZED this should set with a function
float player_x = MAP.rows() / 2;
float player_y = MAP.cols() / 2;
Raycaster rayview(window, MAP, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
rayview.position_camera(player_x, player_y);
double moveSpeed = 0.1;
double rotSpeed = 0.1;
const auto onClose = [&window](const sf::Event::Closed&)
{
window.close();
};
std::size_t const max_count = 100;
std::vector<double> frames(max_count);
std::size_t it = 1;
while(window.isOpen()) {
auto start = std::chrono::high_resolution_clock::now();
rayview.render();
auto end = std::chrono::high_resolution_clock::now();
auto elapsed = std::chrono::duration<double>(end - start);
auto frame = 1 / elapsed.count();
frames.push_back(frame);
if (it % max_count == 0) {
auto frame = std::accumulate(frames.begin(), frames.end(), 0., std::plus<>{}) / max_count;
std::cout << "Frame: " << frame << '\n';
frames.clear();
it = 1;
}
++it;
draw_gui(window);
window.display();
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::W)) {
rayview.run(moveSpeed, 1);
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::S)) {
rayview.run(moveSpeed, -1);
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::D)) {
rayview.rotate(rotSpeed, -1);
} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::A)) {
rayview.rotate(rotSpeed, 1);
}
window.handleEvents(onClose);
}
return 0;
}