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

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1.7 KiB

#include "raycaster.hpp"
#include <iostream>
#include <chrono>
#include <numeric>
#include <functional>
#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;
}