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

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#pragma once
#include <fmt/core.h>
#include <SFML/Graphics.hpp>
#include <SFML/Graphics/Image.hpp>
#include <numbers>
#include <algorithm>
#include <cmath>
#include "matrix.hpp"
#include <cstdlib>
#include <array>
#include "dbc.hpp"
#include "pixel.hpp"
#include <memory>
using Matrix = amt::Matrix<int>;
struct Sprite {
double x;
double y;
int texture;
// ZED: this should be a separate transform parameter
double elevation=0;
int uDiv=1;
int vDiv=1;
};
using RGBA = uint32_t;
struct TexturePack {
int NUM_SPRITES=1;
int NUM_TEXTURES=11;
int TEXTURE_WIDTH=256; // must be power of two
int TEXTURE_HEIGHT=256; // must be power of two
std::vector<amt::PixelBuf> images;
std::vector<Sprite> SPRITE{{4.0, 3.55, 8}};
const int floor = 3;
const int ceiling = 6;
void load_textures();
amt::PixelBuf load_image(const char *filename);
Sprite &get_sprite(size_t sprite_num);
amt::PixelBuf& get(size_t num);
};
struct Raycaster {
int PITCH=0;
TexturePack textures;
double posX = 0;
double posY = 0;
// initial direction vector
double dirX = -1;
double dirY = 0;
// the 2d raycaster version of camera plane
double planeX = 0;
double planeY = 0.66;
sf::Texture view_texture;
sf::Sprite view_sprite;
//ZED: USE smart pointer for this
int $width;
int $height;
amt::PixelBuf pixels;
sf::RenderWindow& $window;
Matrix& $map;
std::vector<int> spriteOrder;
std::vector<double> spriteDistance;
std::vector<double> ZBuffer; // width
Raycaster(sf::RenderWindow& window, Matrix &map, int width, int height);
void draw_pixel_buffer();
void clear();
void cast_rays();
void draw_ceiling_floor();
void sprite_casting();
void sort_sprites(std::vector<int>& order, std::vector<double>& dist, int amount);
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);
inline size_t pixcoord(int x, int y) {
return ((y) * $width) + (x);
}
};