Raycaster is smoother without changing much. Big debate is should left-right and forward-back at the same time cancel out motion or should they be exclusive since you can't do both.

master
Zed A. Shaw 3 days ago
parent bf77723f70
commit cf539296a5
  1. 47
      raycaster.cpp

@ -112,47 +112,50 @@ void ray_casting(sf::RenderWindow &window, Matrix& map) {
}
}
int main() {
sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "Raycaster");
window.setVerticalSyncEnabled(true);
while(window.isOpen()) {
sf::Event event;
draw_map(window, MAP);
void draw_ceiling_floor(sf::RenderWindow &window) {
draw_rect(window,
{480, SCREEN_HEIGHT /2},
{SCREEN_HEIGHT, SCREEN_HEIGHT /2},
{SCREEN_HEIGHT, SCREEN_HEIGHT},
100);
draw_rect(window,
{480, (SCREEN_HEIGHT * -1) / 2},
{SCREEN_HEIGHT, (SCREEN_HEIGHT * -1) / 2},
{SCREEN_HEIGHT, SCREEN_HEIGHT},
200);
}
void draw_everything(sf::RenderWindow &window) {
draw_map(window, MAP);
draw_ceiling_floor(window);
ray_casting(window, MAP);
window.display();
}
while(window.pollEvent(event)) {
int main() {
using KB = sf::Keyboard;
sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "Raycaster");
window.setVerticalSyncEnabled(true);
if(event.type == sf::Event::Closed) {
window.close();
} else if(event.type == sf::Event::KeyPressed) {
if(KB::isKeyPressed(KB::Left)) {
while(window.isOpen()) {
draw_everything(window);
if(KB::isKeyPressed(KB::A)) {
player_angle -= 0.1;
} else if(KB::isKeyPressed(KB::Right)) {
} else if(KB::isKeyPressed(KB::D)) {
player_angle += 0.1;
} else if(KB::isKeyPressed(KB::Up)) {
}
if(KB::isKeyPressed(KB::W)) {
player_x += -1 * std::sin(player_angle) * 5;
player_y += std::cos(player_angle) * 5;
} else if(KB::isKeyPressed(KB::Down)) {
} else if(KB::isKeyPressed(KB::S)) {
player_x -= -1 * std::sin(player_angle) * 5;
player_y -= std::cos(player_angle) * 5;
}
sf::Event event;
while(window.pollEvent(event)) {
if(event.type == sf::Event::Closed) {
window.close();
}
}
}

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