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#include <fmt/core.h>
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics/Image.hpp>
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#include <numbers>
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#include <algorithm>
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#include <cmath>
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#include "matrix.hpp"
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#include <cstdlib>
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#include "dbc.hpp"
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using matrix::Matrix;
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using namespace fmt;
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#define texWidth 64 // must be power of two
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#define texHeight 64 // must be power of two
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#define numSprites 3
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#define numTextures 11
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struct Sprite {
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double x;
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double y;
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int texture;
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};
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//parameters for scaling and moving the sprites
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#define uDiv 1
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#define vDiv 1
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#define vMove 0.0
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const int RAY_VIEW_WIDTH=1280;
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const int RAY_VIEW_HEIGHT=720;
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const int RAY_VIEW_X=0;
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const int RAY_VIEW_Y=0;
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const int SCREEN_HEIGHT=RAY_VIEW_HEIGHT;
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const int SCREEN_WIDTH=1280;
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Matrix MAP{
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{8,8,8,8,8,8,8,8,8},
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{8,0,2,0,0,0,0,0,8},
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{8,0,7,0,0,5,6,0,8},
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{8,0,0,0,0,0,0,0,8},
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{8,8,0,0,0,0,0,8,8},
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{8,0,0,1,3,4,0,0,8},
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{8,0,0,0,0,0,8,8,8},
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{8,0,0,0,0,0,0,0,8},
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{8,8,8,8,8,8,8,8,8}
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};
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const int MAP_SIZE=matrix::width(MAP);
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const int TILE_SIZE=RAY_VIEW_HEIGHT / MAP_SIZE;
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int PITCH=0;
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// I chose fixed textures for this instead
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const int floorTexture = 3;
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const int ceilingTexture = 6;
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float player_x = RAY_VIEW_HEIGHT / 2;
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float player_y = RAY_VIEW_HEIGHT / 2;
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// x and y start position
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double posX = player_x / TILE_SIZE;
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double posY = player_y / TILE_SIZE;
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// initial direction vector
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double dirX = -1;
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double dirY = 0;
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// the 2d raycaster version of camera plane
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double planeX = 0;
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double planeY = 0.66;
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#define rgba_color(r,g,b,a) (r<<(0*8))|(g<<(1*8))|(b<<(2*8))|(a<<(3*8))
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#define gray_color(c) rgba_color(c, c, c, 255)
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Sprite SPRITE[numSprites] = {
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{3.0, 4.5, 8},
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{3.4, 1.95, 9},
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{7.34, 5.5, 10}
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};
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double ZBuffer[RAY_VIEW_WIDTH];
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int spriteOrder[numSprites];
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double spriteDistance[numSprites];
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std::vector<uint32_t> texture[numTextures];
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#define pixcoord(X, Y) ((Y) * RAY_VIEW_WIDTH) + (X)
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uint32_t pixels[RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT] = {0};
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sf::Texture view_texture;
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sf::Sprite view_sprite;
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void sortSprites(int *order, double *dist, int amount);
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void loadImage(std::vector<uint32_t>& texture, const char *filename) {
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sf::Image img;
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bool good = img.loadFromFile(filename);
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dbc::check(good, format("failed to load {}", filename));
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uint32_t *pixbuf = (uint32_t *)img.getPixelsPtr();
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std::copy_n(pixbuf, texture.size(), texture.begin());
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}
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void load_textures() {
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for(int i = 0; i < numTextures; i++) {
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texture[i].resize(texWidth * texHeight);
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}
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loadImage(texture[0], "pics/eagle.png");
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loadImage(texture[1], "pics/redbrick.png");
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loadImage(texture[2], "pics/purplestone.png");
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loadImage(texture[3], "pics/greystone.png");
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loadImage(texture[4], "pics/bluestone.png");
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loadImage(texture[5], "pics/mossy.png");
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loadImage(texture[6], "pics/wood.png");
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loadImage(texture[7], "pics/colorstone.png");
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loadImage(texture[8], "pics/barrel.png");
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loadImage(texture[9], "pics/pillar.png");
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loadImage(texture[10], "pics/greenlight.png");
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}
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void draw_sfml_rect(sf::RenderWindow &window, sf::Vector2f pos, sf::Vector2f size, uint8_t color) {
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sf::RectangleShape rect(size);
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rect.setFillColor({color, color, color});
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rect.setPosition(pos);
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window.draw(rect);
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}
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void draw_pixel_buffer(sf::RenderWindow &window) {
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view_texture.update((uint8_t *)pixels, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT, 0, 0);
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// BUG: can I do this once and just update it?
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window.draw(view_sprite);
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}
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void draw_map_rect(sf::RenderWindow &window, int x, int y, uint32_t color) {
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draw_sfml_rect(window,
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{float(x * TILE_SIZE), float(y * TILE_SIZE)},
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{float(TILE_SIZE-1), float(TILE_SIZE-1)},
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color);
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}
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void draw_map(sf::RenderWindow &window, Matrix &map) {
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uint32_t light_grey = gray_color(191);
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uint32_t dark_grey = gray_color(65);
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for(size_t y = 0; y < matrix::height(map); y++) {
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for(size_t x = 0; x < matrix::width(map); x++) {
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draw_map_rect(window, x, y, map[y][x] == 0 ? dark_grey : light_grey);
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}
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}
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}
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void draw_line(sf::RenderWindow &window, Point start, Point end, uint32_t color) {
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int x = int(start.x);
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int y = int(start.y);
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int x1 = int(end.x);
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int y1 = int(end.y);
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int dx = std::abs(x1 - x);
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int sx = x < x1 ? 1 : -1;
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int dy = std::abs(y1 - y) * -1;
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int sy = y < y1 ? 1 : -1;
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int error = dx + dy;
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while(x != x1 || y != y1) {
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int e2 = 2 * error;
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if(e2 >= dy) {
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error = error + dy;
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x = x + sx;
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}
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if(e2 <= dx) {
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error = error + dx;
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y = y + sy;
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}
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pixels[pixcoord(x,y)] = color;
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}
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}
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void clear(sf::RenderWindow &window) {
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std::fill_n(pixels, RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT, 0);
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window.clear();
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}
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void draw_map_blocks(sf::RenderWindow &window, int col, int row) {
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draw_map_rect(window, col, row, rgba_color(100, 20, 20, 255));
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}
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void ray_casting(sf::RenderWindow &window, Matrix& map) {
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int w = RAY_VIEW_WIDTH;
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int h = RAY_VIEW_HEIGHT;
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// WALL CASTING
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for(int x = 0; x < w; x++) {
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// calculate ray position and direction
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double cameraX = 2 * x / double(w) - 1; // x-coord in camera space
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double rayDirX = dirX + planeX * cameraX;
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double rayDirY = dirY + planeY * cameraX;
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// which box of the map we're in
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int mapX = int(posX);
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int mapY = int(posY);
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// length of ray from current pos to next x or y-side
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double sideDistX;
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double sideDistY;
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// length of ray from one x or y-side to next x or y-side
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double deltaDistX = std::abs(1.0 / rayDirX);
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double deltaDistY = std::abs(1.0 / rayDirY);
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double perpWallDist;
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int stepX = 0;
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int stepY = 0;
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int hit = 0;
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int side = 0;
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// calculate step and initial sideDist
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if(rayDirX < 0) {
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stepX = -1;
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sideDistX = (posX - mapX) * deltaDistX;
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} else {
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stepX = 1;
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sideDistX = (mapX + 1.0 - posX) * deltaDistX;
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}
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if(rayDirY < 0) {
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stepY = -1;
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sideDistY = (posY - mapY) * deltaDistY;
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} else {
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stepY = 1;
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sideDistY = (mapY + 1.0 - posY) * deltaDistY;
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}
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// perform DDA
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while(hit == 0) {
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if(sideDistX < sideDistY) {
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sideDistX += deltaDistX;
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mapX += stepX;
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side = 0;
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} else {
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sideDistY += deltaDistY;
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mapY += stepY;
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side = 1;
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}
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if(map[mapY][mapX] > 0) hit = 1;
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}
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if(side == 0) {
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perpWallDist = (sideDistX - deltaDistX);
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} else {
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perpWallDist = (sideDistY - deltaDistY);
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}
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// draw_map_blocks(window, mapX, mapY);
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int lineHeight = int(h / perpWallDist);
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int drawStart = -lineHeight / 2 + h / 2 + PITCH;
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if(drawStart < 0) drawStart = 0;
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int drawEnd = lineHeight / 2 + h / 2 + PITCH;
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if(drawEnd >= h) drawEnd = h - 1;
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int texNum = MAP[mapY][mapX] - 1;
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// calculate value of wallX
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double wallX; // where exactly the wall was hit
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if(side == 0) {
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wallX = posY + perpWallDist * rayDirY;
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} else {
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wallX = posX + perpWallDist * rayDirX;
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}
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wallX -= floor((wallX));
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// x coorindate on the texture
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int texX = int(wallX * double(texWidth));
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if(side == 0 && rayDirX > 0) texX = texWidth - texX - 1;
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if(side == 1 && rayDirY < 0) texX = texWidth - texX - 1;
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// LODE: an integer-only bresenham or DDA like algorithm could make the texture coordinate stepping faster
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// How much to increase the texture coordinate per screen pixel
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double step = 1.0 * texHeight / lineHeight;
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// Starting texture coordinate
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double texPos = (drawStart - PITCH - h / 2 + lineHeight / 2) * step;
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for(int y = drawStart; y < drawEnd; y++) {
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int texY = (int)texPos & (texHeight - 1);
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texPos += step;
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uint32_t color = texture[texNum][texHeight * texY + texX];
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pixels[pixcoord(x, y)] = color;
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}
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// SET THE ZBUFFER FOR THE SPRITE CASTING
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ZBuffer[x] = perpWallDist;
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}
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// SPRITE CASTING
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// sort sprites from far to close
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for(int i = 0; i < numSprites; i++) {
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spriteOrder[i] = i;
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// this is just the distance calculation
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spriteDistance[i] = ((posX - SPRITE[i].x) *
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(posX - SPRITE[i].x) +
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(posY - SPRITE[i].y) *
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(posY - SPRITE[i].y));
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}
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sortSprites(spriteOrder, spriteDistance, numSprites);
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// after sorting the sprites, do the projection
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for(int i = 0; i < numSprites; i++) {
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int sprite_index = spriteOrder[i];
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double spriteX = SPRITE[sprite_index].x - posX;
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double spriteY = SPRITE[sprite_index].y - posY;
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int sprite_texture_number = SPRITE[sprite_index].texture;
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auto sprite_texture = texture[sprite_texture_number];
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//transform sprite with the inverse camera matrix
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// [ planeX dirX ] -1 [ dirY -dirX ]
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// [ ] = 1/(planeX*dirY-dirX*planeY) * [ ]
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// [ planeY dirY ] [ -planeY planeX ]
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double invDet = 1.0 / (planeX * dirY - dirX * planeY); // required for correct matrix multiplication
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double transformX = invDet * (dirY * spriteX - dirX * spriteY);
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//this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
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double transformY = invDet * (-planeY * spriteX + planeX * spriteY);
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int spriteScreenX = int((w / 2) * (1 + transformX / transformY));
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int vMoveScreen = int(vMove / transformY);
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// calculate the height of the sprite on screen
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//using "transformY" instead of the real distance prevents fisheye
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int spriteHeight = abs(int(h / transformY)) / vDiv;
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//calculate lowest and highest pixel to fill in current stripe
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int drawStartY = -spriteHeight / 2 + h / 2 + vMoveScreen;
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if(drawStartY < 0) drawStartY = 0;
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int drawEndY = spriteHeight / 2 + h / 2 + vMoveScreen;
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if(drawEndY >= h) drawEndY = h - 1;
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// calculate width the the sprite
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// same as height of sprite, given that it's square
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int spriteWidth = abs(int(h / transformY)) / uDiv;
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int drawStartX = -spriteWidth / 2 + spriteScreenX;
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if(drawStartX < 0) drawStartX = 0;
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int drawEndX = spriteWidth / 2 + spriteScreenX;
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if(drawEndX > w) drawEndX = w;
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//loop through every vertical stripe of the sprite on screen
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for(int stripe = drawStartX; stripe < drawEndX; stripe++) {
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int texX = int(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * texWidth / spriteWidth) / 256;
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// the conditions in the if are:
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// 1) it's in front of the camera plane so you don't see things behind you
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// 2) ZBuffer, with perpendicular distance
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if(transformY > 0 && transformY < ZBuffer[stripe]) {
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for(int y = drawStartY; y < drawEndY; y++) {
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//256 and 128 factors to avoid floats
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int d = (y - vMoveScreen) * 256 - h * 128 + spriteHeight * 128;
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int texY = ((d * texHeight) / spriteHeight) / 256;
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//get current color from the texture
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uint32_t color = sprite_texture[texWidth * texY + texX];
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// poor person's transparency, get current color from the texture
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if((color & 0x00FFFFFF) != 0) {
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pixels[pixcoord(stripe, y)] = color;
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}
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}
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}
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}
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}
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}
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void draw_ceiling_floor(sf::RenderWindow &window) {
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int screenHeight = RAY_VIEW_HEIGHT;
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int screenWidth = RAY_VIEW_WIDTH;
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for(int y = screenHeight / 2 + 1; y < screenHeight; ++y) {
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// rayDir for leftmost ray (x=0) and rightmost (x = w)
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float rayDirX0 = dirX - planeX;
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float rayDirY0 = dirY - planeY;
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float rayDirX1 = dirX + planeX;
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float rayDirY1 = dirY + planeY;
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// current y position compared to the horizon
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int p = y - screenHeight / 2;
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// vertical position of the camera
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// 0.5 will the camera at the center horizon. For a
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// different value you need a separate loop for ceiling
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// and floor since they're no longer symmetrical.
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float posZ = 0.5 * screenHeight;
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// horizontal distance from the camera to the floor for the current row
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// 0.5 is the z position exactly in the middle between floor and ceiling
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// See NOTE in Lode's code for more.
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float rowDistance = posZ / p;
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|
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// calculate the real world step vector we have to add for each x (parallel to camera plane)
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|
// adding step by step avoids multiplications with a wight in the inner loop
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|
float floorStepX = rowDistance * (rayDirX1 - rayDirX0) / screenWidth;
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|
float floorStepY = rowDistance * (rayDirY1 - rayDirY0) / screenWidth;
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// real world coordinates of the leftmost column.
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|
// This will be updated as we step to the right
|
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|
|
float floorX = posX + rowDistance * rayDirX0;
|
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|
|
float floorY = posY + rowDistance * rayDirY0;
|
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|
|
|
|
|
|
for(int x = 0; x < screenWidth; ++x) {
|
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|
|
// the cell coord is simply taken from the int parts of
|
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|
|
// floorX and floorY.
|
|
|
|
int cellX = int(floorX);
|
|
|
|
int cellY = int(floorY);
|
|
|
|
|
|
|
|
// get the texture coordinat from the fractional part
|
|
|
|
int tx = int(texWidth * (floorX - cellX)) & (texWidth - 1);
|
|
|
|
int ty = int(texWidth * (floorY - cellY)) & (texHeight - 1);
|
|
|
|
|
|
|
|
floorX += floorStepX;
|
|
|
|
floorY += floorStepY;
|
|
|
|
|
|
|
|
// now get the pixel from the texture
|
|
|
|
uint32_t color;
|
|
|
|
// this uses the previous ty/tx fractional parts of
|
|
|
|
// floorX cellX to find the texture x/y. How?
|
|
|
|
|
|
|
|
// FLOOR
|
|
|
|
color = texture[floorTexture][texWidth * ty + tx];
|
|
|
|
pixels[pixcoord(x, y)] = color;
|
|
|
|
|
|
|
|
// CEILING
|
|
|
|
color = texture[ceilingTexture][texWidth * ty + tx];
|
|
|
|
pixels[pixcoord(x, screenHeight - y - 1)] = color;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void draw_everything(sf::RenderWindow &window) {
|
|
|
|
clear(window);
|
|
|
|
// draw_map(window, MAP);
|
|
|
|
draw_ceiling_floor(window);
|
|
|
|
ray_casting(window, MAP);
|
|
|
|
draw_pixel_buffer(window);
|
|
|
|
window.display();
|
|
|
|
}
|
|
|
|
|
|
|
|
bool empty_space(int new_x, int new_y) {
|
|
|
|
dbc::check((size_t)new_x < matrix::width(MAP),
|
|
|
|
format("x={} too wide={}", new_x, matrix::width(MAP)));
|
|
|
|
dbc::check((size_t)new_y < matrix::height(MAP),
|
|
|
|
format("y={} too high={}", new_y, matrix::height(MAP)));
|
|
|
|
|
|
|
|
return MAP[new_y][new_x] == 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int main() {
|
|
|
|
using KB = sf::Keyboard;
|
|
|
|
sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "SFMLCaster");
|
|
|
|
|
|
|
|
window.setVerticalSyncEnabled(true);
|
|
|
|
view_texture.create(RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
|
|
|
|
view_sprite.setTexture(view_texture);
|
|
|
|
view_sprite.setPosition(RAY_VIEW_X, 0);
|
|
|
|
|
|
|
|
load_textures();
|
|
|
|
|
|
|
|
double moveSpeed = 0.1;
|
|
|
|
double rotSpeed = 0.1;
|
|
|
|
|
|
|
|
while(window.isOpen()) {
|
|
|
|
draw_everything(window);
|
|
|
|
|
|
|
|
if(KB::isKeyPressed(KB::X)) {
|
|
|
|
println("player position: {},{}",
|
|
|
|
posX, posY);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(KB::isKeyPressed(KB::W)) {
|
|
|
|
if(empty_space(int(posX + dirX * moveSpeed), int(posY))) posX += dirX * moveSpeed;
|
|
|
|
if(empty_space(int(posX), int(posY + dirY * moveSpeed))) posY += dirY * moveSpeed;
|
|
|
|
} else if(KB::isKeyPressed(KB::S)) {
|
|
|
|
if(empty_space(int(posX - dirX * moveSpeed), int(posY))) posX -= dirX * moveSpeed;
|
|
|
|
if(empty_space(int(posX), int(posY - dirY * moveSpeed))) posY -= dirY * moveSpeed;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(KB::isKeyPressed(KB::D)) {
|
|
|
|
double oldDirX = dirX;
|
|
|
|
dirX = dirX * cos(-rotSpeed) - dirY * sin(-rotSpeed);
|
|
|
|
dirY = oldDirX * sin(-rotSpeed) + dirY * cos(-rotSpeed);
|
|
|
|
|
|
|
|
double oldPlaneX = planeX;
|
|
|
|
planeX = planeX * cos(-rotSpeed) - planeY * sin(-rotSpeed);
|
|
|
|
planeY = oldPlaneX * sin(-rotSpeed) + planeY * cos(-rotSpeed);
|
|
|
|
} else if(KB::isKeyPressed(KB::A)) {
|
|
|
|
double oldDirX = dirX;
|
|
|
|
dirX = dirX * cos(rotSpeed) - dirY * sin(rotSpeed);
|
|
|
|
dirY = oldDirX * sin(rotSpeed) + dirY * cos(rotSpeed);
|
|
|
|
|
|
|
|
double oldPlaneX = planeX;
|
|
|
|
planeX = planeX * cos(rotSpeed) - planeY * sin(rotSpeed);
|
|
|
|
planeY = oldPlaneX * sin(rotSpeed) + planeY * cos(rotSpeed);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(KB::isKeyPressed(KB::E)) {
|
|
|
|
println("PITCH DISABLED");
|
|
|
|
// PITCH = std::clamp(PITCH + 10, -60, 240);
|
|
|
|
} else if(KB::isKeyPressed(KB::Q)) {
|
|
|
|
println("PITCH DISABLED");
|
|
|
|
// PITCH = std::clamp(PITCH - 10, -60, 240);
|
|
|
|
}
|
|
|
|
|
|
|
|
sf::Event event;
|
|
|
|
while(window.pollEvent(event)) {
|
|
|
|
if(event.type == sf::Event::Closed) {
|
|
|
|
window.close();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void sortSprites(int* order, double* dist, int amount)
|
|
|
|
{
|
|
|
|
std::vector<std::pair<double, int>> sprites(amount);
|
|
|
|
|
|
|
|
for(int i = 0; i < amount; i++) {
|
|
|
|
sprites[i].first = dist[i];
|
|
|
|
sprites[i].second = order[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
std::sort(sprites.begin(), sprites.end());
|
|
|
|
|
|
|
|
// restore in reverse order
|
|
|
|
for(int i = 0; i < amount; i++) {
|
|
|
|
dist[i] = sprites[amount - i - 1].first;
|
|
|
|
order[i] = sprites[amount - i - 1].second;
|
|
|
|
}
|
|
|
|
}
|