Mostly working junk camera that can do turnbased lerp smooth motion.

master
Zed A. Shaw 1 month ago
parent cbf0955786
commit 976822ceb6
  1. 157
      main.cpp
  2. 26
      raycaster.cpp
  3. 3
      raycaster.hpp

@ -7,6 +7,7 @@
#include "stats.hpp"
#include "levelmanager.hpp"
#include "components.hpp"
#include <numbers>
using namespace components;
@ -38,6 +39,100 @@ void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) {
window.draw(weapon);
}
enum MoveState {
MOVE,
ROTATE,
STRAFE,
IDLE
};
struct CameraLOL {
double t = 0.0;
double moveSpeed = 0.1;
double rotSpeed = 0.1;
double targetX = 0.0;
double targetY = 0.0;
int targetDir = 0;
double targetDirX = 0.0;
double targetDirY = 0.0;
double targetPlaneX = 0.0;
double targetPlaneY = 0.0;
void plan_run(Raycaster &rayview, int dir) {
t = 0.0;
targetX = rayview.$posX + int(rayview.$dirX * 1.5 * dir);
targetY = rayview.$posY + int(rayview.$dirY * 1.5 * dir);
targetDir = dir;
}
bool lerp_run(Raycaster &rayview) {
t += moveSpeed;
rayview.$posX = std::lerp(rayview.$posX, targetX, t);
rayview.$posY = std::lerp(rayview.$posY, targetY, t);
return t >= 1.0;
}
void plan_rotate(Raycaster &rayview, int dir) {
t = 0.0;
double angle_dir = std::numbers::pi * 0.5 * dir;
targetDirX = rayview.$dirX * cos(angle_dir) - rayview.$dirY * sin(angle_dir);
targetDirY = rayview.$dirX * sin(angle_dir) + rayview.$dirY * cos(angle_dir);
targetPlaneX = rayview.$planeX * cos(angle_dir) - rayview.$planeY * sin(angle_dir);
targetPlaneY = rayview.$planeX * sin(angle_dir) + rayview.$planeY * cos(angle_dir);
targetDir = dir;
}
bool lerp_rotate(Raycaster &rayview) {
t += rotSpeed;
rayview.$dirX = std::lerp(rayview.$dirX, targetDirX, t);
rayview.$dirY = std::lerp(rayview.$dirY, targetDirY, t);
rayview.$planeX = std::lerp(rayview.$planeX, targetPlaneX, t);
rayview.$planeY = std::lerp(rayview.$planeY, targetPlaneY, t);
return t > 1.0;
}
};
inline void handle_window_events(sf::RenderWindow &window, Raycaster &rayview,
MoveState &state, CameraLOL &camera)
{
while(const auto event = window.pollEvent()) {
if(event->is<sf::Event::Closed>()) {
window.close();
}
if(const auto* key = event->getIf<sf::Event::KeyPressed>()) {
if(key->scancode == sf::Keyboard::Scan::W) {
camera.plan_run(rayview, 1);
state = MOVE;
} else if(key->scancode == sf::Keyboard::Scan::S) {
camera.plan_run(rayview, -1);
state = MOVE;
}
if(key->scancode == sf::Keyboard::Scan::D) {
camera.plan_rotate(rayview, -1);
state = ROTATE;
} else if(key->scancode == sf::Keyboard::Scan::A) {
camera.plan_rotate(rayview, 1);
state = ROTATE;
}
}
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::P)) {
if(rayview.$active_shader == nullptr) {
rayview.$active_shader = &rayview.$paused;
} else {
rayview.$active_shader = nullptr;
}
}
}
int main() {
sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Ray Caster Game Thing");
@ -56,21 +151,18 @@ int main() {
auto map = generate_map(textures, cur_level, player);
Point evil_eye_pos{player.x+1, player.y+1};
Point evil_eye_1, evil_eye_2;
dbc::check(cur_level.map->place_entity(1, evil_eye_1), "failed to place enemy 1");
dbc::check(cur_level.map->place_entity(2, evil_eye_2), "failed to place enemy 2");
Raycaster rayview(window, textures, map, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
rayview.position_camera(player.x, player.y);
rayview.init_shaders();
DinkyECS::Entity evil_ent = rayview.position_sprite(evil_eye_pos, "evil_eye");
double moveSpeed = 0.1;
double rotSpeed = 0.1;
rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
rayview.position_camera(player.x + 0.5, player.y + 0.5);
const auto onClose = [&window](const sf::Event::Closed&)
{
window.close();
};
rayview.position_sprite(evil_eye_1, "evil_eye");
rayview.position_sprite(evil_eye_2, "evil_eye");
float rotation = -30.0f;
Stats stats;
@ -78,8 +170,8 @@ int main() {
window.setVerticalSyncEnabled(VSYNC);
window.setFramerateLimit(FRAME_LIMIT);
double new_x = evil_eye_pos.x+0.1;
double new_y = evil_eye_pos.y+0.1;
MoveState state = IDLE;
CameraLOL camera;
while(window.isOpen()) {
auto start = std::chrono::high_resolution_clock::now();
@ -93,45 +185,32 @@ int main() {
draw_weapon(window, *weapon_sprite_ptr, rotation);
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);
if(state == IDLE) {
handle_window_events(window, rayview, state, camera);
} else if(state == MOVE) {
if(camera.lerp_run(rayview)) {
state = IDLE;
}
} else if(state == ROTATE) {
if(camera.lerp_rotate(rayview)) {
state = IDLE;
}
} else if(state == STRAFE) {
state = IDLE;
} else {
dbc::sentinel("invalid move state.");
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::R)) {
stats.reset();
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::P)) {
if(rayview.$active_shader == nullptr) {
rayview.$active_shader = &rayview.$paused;
} else {
rayview.$active_shader = nullptr;
}
}
if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
new_x += 0.1;
new_y += 0.1;
rayview.$collision.move(evil_eye_pos, {size_t(new_x), size_t(new_y)}, evil_ent);
evil_eye_pos = {size_t(new_x), size_t(new_y)};
rayview.$sprites[evil_ent].x = new_x;
rayview.$sprites[evil_ent].y = new_y;
rayview.$anim.play(false);
rotation = -30.0f;
} else {
rotation = -10.0f;
}
window.handleEvents(onClose);
}
return 0;

@ -345,33 +345,9 @@ bool Raycaster::empty_space(int new_x, int new_y) {
return $map[new_y][new_x] == 0;
}
void Raycaster::run(double speed, int dir) {
double speed_and_dir = speed * dir;
if(empty_space(int($posX + $dirX * speed_and_dir), int($posY))) {
$posX += $dirX * speed_and_dir;
}
if(empty_space(int($posX), int($posY + $dirY * speed_and_dir))) {
$posY += $dirY * speed_and_dir;
}
}
void Raycaster::rotate(double speed, int dir) {
double speed_and_dir = speed * dir;
double oldDirX = $dirX;
$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(speed_and_dir) - $planeY * sin(speed_and_dir);
$planeY = oldPlaneX * sin(speed_and_dir) + $planeY * cos(speed_and_dir);
}
DinkyECS::Entity Raycaster::position_sprite(Point pos, string name) {
auto sprite_txt = $textures.sprite_textures[name];
$sprites.emplace_back(pos.x, pos.y, sprite_txt);
$sprites.emplace_back(pos.x + 0.5, pos.y + 0.5, sprite_txt);
DinkyECS::Entity ent = $sprites.size() - 1;
$collision.insert({pos.x, pos.y}, ent);
return ent;

@ -60,9 +60,6 @@ struct Raycaster {
void render();
bool empty_space(int new_x, int new_y);
void run(double speed, int dir);
void rotate(double speed, int dir);
void position_camera(float player_x, float player_y);
void set_position(int x, int y);

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