Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/main.cpp

61 lines
1.3 KiB

#include "raycaster.hpp"
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}
};
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;
Raycaster rayview(window, MAP);
rayview.position_camera(player_x, player_y, TILE_SIZE);
double moveSpeed = 0.1;
double rotSpeed = 0.1;
while(window.isOpen()) {
rayview.render();
// DRAW GUI
window.display();
if(KB::isKeyPressed(KB::W)) {
rayview.move_forward(moveSpeed);
} else if(KB::isKeyPressed(KB::S)) {
rayview.move_backward(moveSpeed);
}
if(KB::isKeyPressed(KB::D)) {
rayview.rotate_right(rotSpeed);
} else if(KB::isKeyPressed(KB::A)) {
rayview.rotate_left(rotSpeed);
}
sf::Event event;
while(window.pollEvent(event)) {
if(event.type == sf::Event::Closed) {
window.close();
}
}
}
return 0;
}