#include "raycaster.hpp" #include #include #include #include #include "constants.hpp" 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, SCREEN_HEIGHT}); 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 = matrix::width(MAP) / 2; float player_y = matrix::height(MAP) / 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(); }; while(window.isOpen()) { rayview.render(); draw_gui(window); window.display(); rayview.rotate(rotSpeed, -1); 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; }