More cleanup, mostly removing variables and simplifying the math.

master
Zed A. Shaw 2 months ago
parent 113df851af
commit 033d5cdfec
  1. 39
      main.cpp
  2. 43
      raycaster.cpp
  3. 8
      raycaster.hpp

@ -3,30 +3,30 @@
static const int SCREEN_HEIGHT=720;
static const int SCREEN_WIDTH=1280;
Matrix MAP{{8,8,8,8,8,8,8,8,8},
{8,0,2,0,0,0,0,0,8},
{8,0,7,0,0,5,6,0,8},
{8,0,0,0,0,0,0,0,8},
{8,8,0,0,0,0,0,8,8},
{8,0,0,1,3,4,0,0,8},
{8,0,0,0,0,0,8,8,8},
{8,0,0,0,0,0,0,0,8},
{8,8,8,8,8,8,8,8,8}
};
Matrix MAP{
{8,8,8,8,8,8,8,8,8},
{8,0,2,0,0,0,0,0,8},
{8,0,7,0,0,5,6,0,8},
{8,0,0,0,0,0,0,0,8},
{8,8,0,0,0,0,0,8,8},
{8,0,0,1,3,4,0,0,8},
{8,0,0,0,0,0,8,8,8},
{8,0,0,0,0,0,0,0,8},
{8,8,8,8,8,8,8,8,8}
};
int main() {
using KB = sf::Keyboard;
sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "Zed's Ray Caster Game Thing");
int TILE_SIZE = RAY_VIEW_HEIGHT / matrix::width(MAP);
//ZED this should set with a function
float player_x = RAY_VIEW_HEIGHT / 2;
float player_y = RAY_VIEW_HEIGHT / 2;
float player_x = matrix::width(MAP) / 2;
float player_y = matrix::height(MAP) / 2;
Raycaster rayview(window, MAP);
rayview.position_camera(player_x, player_y, TILE_SIZE);
rayview.position_camera(player_x, player_y);
double moveSpeed = 0.1;
double rotSpeed = 0.1;
@ -37,15 +37,15 @@ int main() {
window.display();
if(KB::isKeyPressed(KB::W)) {
rayview.move_forward(moveSpeed);
rayview.run(moveSpeed, 1);
} else if(KB::isKeyPressed(KB::S)) {
rayview.move_backward(moveSpeed);
rayview.run(moveSpeed, -1);
}
if(KB::isKeyPressed(KB::D)) {
rayview.rotate_right(rotSpeed);
rayview.rotate(rotSpeed, -1);
} else if(KB::isKeyPressed(KB::A)) {
rayview.rotate_left(rotSpeed);
rayview.rotate(rotSpeed, 1);
}
sf::Event event;
@ -54,7 +54,6 @@ int main() {
window.close();
}
}
}
return 0;

@ -41,6 +41,7 @@ void TexturePack::load_image(std::vector<uint32_t>& texture, const char *filenam
sf::Image img;
bool good = img.loadFromFile(filename);
dbc::check(good, format("failed to load {}", filename));
uint32_t *pixbuf = (uint32_t *)img.getPixelsPtr();
std::copy_n(pixbuf, texture.size(), texture.begin());
}
@ -63,10 +64,10 @@ Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map) :
textures.load_textures();
}
void Raycaster::position_camera(float player_x, float player_y, int tile_size) {
void Raycaster::position_camera(float player_x, float player_y) {
// x and y start position
posX = player_x / tile_size;
posY = player_y / tile_size;
posX = player_x;
posY = player_y;
}
void Raycaster::draw_pixel_buffer() {
@ -370,32 +371,24 @@ void Raycaster::sort_sprites(int* order, double* dist, int amount)
}
}
void Raycaster::move_forward(double moveSpeed) {
if(empty_space(int(posX + dirX * moveSpeed), int(posY))) posX += dirX * moveSpeed;
if(empty_space(int(posX), int(posY + dirY * moveSpeed))) posY += dirY * moveSpeed;
}
void Raycaster::move_backward(double moveSpeed) {
if(empty_space(int(posX - dirX * moveSpeed), int(posY))) posX -= dirX * moveSpeed;
if(empty_space(int(posX), int(posY - dirY * moveSpeed))) posY -= dirY * moveSpeed;
}
void Raycaster::rotate_right(double rotSpeed) {
double oldDirX = dirX;
dirX = dirX * cos(-rotSpeed) - dirY * sin(-rotSpeed);
dirY = oldDirX * sin(-rotSpeed) + dirY * cos(-rotSpeed);
void Raycaster::run(double speed, int dir) {
double speed_and_dir = speed * dir;
if(empty_space(int(posX + dirX * speed_and_dir), int(posY))) {
posX += dirX * speed_and_dir;
}
double oldPlaneX = planeX;
planeX = planeX * cos(-rotSpeed) - planeY * sin(-rotSpeed);
planeY = oldPlaneX * sin(-rotSpeed) + planeY * cos(-rotSpeed);
if(empty_space(int(posX), int(posY + dirY * speed_and_dir))) {
posY += dirY * speed_and_dir;
}
}
void Raycaster::rotate_left(double rotSpeed) {
void Raycaster::rotate(double speed, int dir) {
double speed_and_dir = speed * dir;
double oldDirX = dirX;
dirX = dirX * cos(rotSpeed) - dirY * sin(rotSpeed);
dirY = oldDirX * sin(rotSpeed) + dirY * cos(rotSpeed);
dirX = dirX * cos(speed_and_dir) - dirY * sin(speed_and_dir);
dirY = oldDirX * sin(speed_and_dir) + dirY * cos(speed_and_dir);
double oldPlaneX = planeX;
planeX = planeX * cos(rotSpeed) - planeY * sin(rotSpeed);
planeY = oldPlaneX * sin(rotSpeed) + planeY * cos(rotSpeed);
planeX = planeX * cos(speed_and_dir) - planeY * sin(speed_and_dir);
planeY = oldPlaneX * sin(speed_and_dir) + planeY * cos(speed_and_dir);
}

@ -86,9 +86,7 @@ struct Raycaster {
void sort_sprites(int* order, double* dist, int amount);
// ZED these can be one or two functions
void move_forward(double moveSpeed);
void move_backward(double moveSpeed);
void rotate_right(double rotSpeed);
void rotate_left(double rotSpeed);
void position_camera(float player_x, float player_y, int tile_size);
void run(double speed, int dir);
void rotate(double speed, int dir);
void position_camera(float player_x, float player_y);
};

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