Organize repo
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pics/barrel.png
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pics/eagle.png
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pics/pillar.png
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@ -1,132 +0,0 @@
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; Much of this is derived from https://lodev.org/cgtutor/raycasting.html
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(local pi math.pi)
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(love.graphics.setColor 1 1 1)
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(love.graphics.setNewFont 30)
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; Define map (0 is empty space, 1 is wall)
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(var map [[1 1 1 1 1 ]
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[2 0 0 0 4 ]
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[2 0 0 0 4 ]
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[2 0 0 0 4 ]
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[1 3 3 3 1 ]])
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; This sets the wall texture data
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(var walls [])
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(var wall-textures (love.filesystem.getDirectoryItems "textures/walls"))
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(each [_ v (ipairs wall-textures)]
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(local wall {})
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(tset wall :t (love.graphics.newImage (.. "textures/walls/" v)))
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(tset wall :w (love.graphics.getWidth (. wall :t)))
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(tset wall :h (love.graphics.getHeight (. wall :t)))
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(table.insert walls wall))
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; Map size
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(var map-height (length map))
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(var map-width (length (. map 1)))
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; Player position and direction
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; pos{x,y}: position vector of the player
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; dir{x,y}: direction vector of the player
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; pln{x,y}: camera plane of the player
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(var player {:posx 3 :posy 3
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:dirx -1 :diry 0
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:plnx 0 :plny 0.66})
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; Screen size
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(var screen-width 1920)
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(var screen-height 1080)
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(var texel-width 64)
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(var texel-height 64)
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; Function to handle player movement
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(fn move-player [move-speed]
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(let [new-x (+ player.posx (* (math.cos player.dir) move-speed))
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new-y (+ player.y (* (math.sin player.dir) move-speed))]
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; Check for collisions with walls
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(when (= (. map (math.floor new-y) (math.floor new-x)) 0)
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(set player.x new-x)
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(set player.y new-y))))
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; Function to handle player rotation
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(fn rotate-player [rot]
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(local (o-dx o-px) (values player.dirx player.plnx))
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(set player.dirx (- (* player.dirx (math.cos rot)) (* player.diry (math.sin rot))))
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(set player.plnx (- (* player.plnx (math.cos rot)) (* player.plny (math.sin rot))))
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(set player.diry (+ (* o-dx (math.sin rot)) (* player.diry (math.cos rot))))
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(set player.plny (+ (* o-px (math.sin rot)) (* player.plny (math.cos rot))))
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)
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; Draw function for rendering
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{:draw (fn love.draw []
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(love.graphics.clear)
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; For each vertical slice of the screen
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(for [i 0 (- screen-width 1)]
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; Setup a bunch of variables
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; Camera Space x-coordinate, kind of the ray position
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(local cam-x (- (/ (* 2 i) screen-width) 1))
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; Ray direction vector values
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(local (ray-dir-x ray-dir-y) (values (+ player.dirx (* player.plnx cam-x)) (+ player.diry (* player.plny cam-x))))
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; Current player position on the map grid
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(var (map-x map-y) (values (math.floor player.posx) (math.floor player.posy)))
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; Length of ray from first x/y to the next x/y
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(local (delta-dist-x delta-dist-y) (values
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(math.sqrt (+ 1 (/ (* ray-dir-y ray-dir-y) (* ray-dir-x ray-dir-x))))
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(math.sqrt (+ 1 (/ (* ray-dir-x ray-dir-x) (* ray-dir-y ray-dir-y))))))
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; Side hit (n/s or e/w)
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(var side nil)
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; Calculate step and distance from player to first x/y-side (as per Love graphics grid)
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(var (step-x side-dist-x) (if (< ray-dir-x 0)
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(values -1 (* (- player.posx map-x) delta-dist-x))
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(values 1 (* (- player.posx (+ map-x 1)) delta-dist-x))))
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(var (step-y side-dist-y) (if (< ray-dir-y 0)
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(values -1 (* (- player.posy map-y) delta-dist-y))
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(values 1 (* (- player.posy (+ map-y 1)) delta-dist-y))))
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; Shoot ze ray until it hits something
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(var wall-hit false)
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(while (not wall-hit)
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(if (< side-dist-x side-dist-y)
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(set (side-dist-x map-x side) (values (+ side-dist-x delta-dist-x) (+ map-x step-x) 0))
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(set (side-dist-y map-y side) (values (+ side-dist-y delta-dist-y) (+ map-y step-y) 1)))
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(set wall-hit (if (> (. map map-x map-y) 0) true false)))
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; Set the perpindicular length from the camera plane to the wall
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(var ray-length (if (= side 0) (- side-dist-x delta-dist-x) (- side-dist-y delta-dist-y)))
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; Determine pixel-column height
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(var line-height (math.floor (/ screen-height ray-length)))
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(var (draw-start draw-end) (values (+ (/ (* -1 line-height) 2) (/ screen-height 2)) (+ (/ line-height 2) (/ screen-height 2))))
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(if (< draw-start 0) (set draw-start 0))
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(if (>= draw-end screen-height) (set draw-end (- screen-height 1)))
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; Determine exactly where along the wall the ray hits
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(var wall-col (if (= side 0) (+ player.posy (* ray-length ray-dir-y)) (+ player.posx (* ray-length ray-dir-x))))
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(set wall-col (- wall-col (math.floor wall-col)))
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; Select the texture data based on the grid number
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(local wall-texture (. walls (. map map-x map-y)))
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; Calculate the part of the texture to paint, and then do so
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(var texture-x (math.floor (* wall-col (. wall-texture :w))))
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(if (and (= side 0) (> ray-dir-x 0)) (set texture-x (- (- (. wall-texture :w) texture-x) 1)))
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(if (and (= side 1) (< ray-dir-y 0)) (set texture-x (- (- (. wall-texture :w) texture-x) 1)))
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(love.graphics.setColor 1 1 1)
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(love.graphics.draw (. wall-texture :t)
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(love.graphics.newQuad texture-x 0 1 (. wall-texture :h) (. wall-texture :w) (. wall-texture :h))
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i draw-start 0 1 (/ line-height (. wall-texture :h)))
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; Draw simple lines
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; (love.graphics.line i draw-start i draw-end)
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(love.graphics.setColor 1 0 0)
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(love.graphics.print (.. "player-x: " player.posx ", player-y:" player.posy) 50 300)
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(love.graphics.print (.. "map-x: " map-x ", map-y:" map-y ", val:" (. map map-x map-y)) 50 330)
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(love.graphics.print (.. "side: " side ", ray-length:" ray-length) 50 370)
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(love.graphics.print (.. "step-x: " step-x ", step-y:" step-y) 50 400)
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)
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)
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:update (fn update [dt]
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(when (love.keyboard.isDown "j") (rotate-player 0.1))
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(when (love.keyboard.isDown "l") (rotate-player -0.1)))
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:keypressed (fn keypressed [key set-mode]
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(when (= key "j") (rotate-player 0.05))
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(when (= key "l") (rotate-player -0.05))
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(when (= key "i") (move-player 1))
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(when (= key "k") (move-player -1))
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(when (= key "x") (love.event.quit)))}
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61
ray-cast.fnl
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@ -1,61 +0,0 @@
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(local pi (math.pi))
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; Define map (0 is empty space, 1 is wall)
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(var map [[1 1 1 1 1]
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[1 0 0 0 1]
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[1 0 1 0 1]
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[1 0 0 0 1]
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[1 1 1 1 1]])
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; Map size
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(var map-width (length map))
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(var map-height (length (first map)))
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; Player position and direction
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(var player {:x 2.5 :y 2.5 :dir 0 :fov (/ pi 3)})
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; Screen size
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(var screen-width 640)
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(var screen-height 480)
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; Ray-casting function
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(fn cast-ray [ray-angle]
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(local dx (math.cos ray-angle))
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(local dy (math.sin ray-angle))
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(var distance 0)
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(while true
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(var ray-x (+ player.x (* dx distance)))
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(var ray-y (+ player.y (* dy distance)))
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; Check if ray hits a wall (1) on the map
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(when (or (>= (math.floor ray-x) map-width)
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(>= (math.floor ray-y) map-height)
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(<= ray-x 0)
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(<= ray-y 0)
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(= (nth (nth map (math.floor ray-y)) (math.floor ray-x)) 1))
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(return distance))
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; Increment distance
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(set distance (+ distance 0.01))))
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; Draw function for rendering
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(fn love.draw []
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(love.graphics.clear)
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; For each vertical slice of the screen
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(for [i 0 (- screen-width 1)]
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; Calculate angle of ray relative to player direction
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(local ray-angle (+ player.dir
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(- (* (/ i screen-width) player.fov) (/ player.fov 2))))
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; Cast the ray to find distance to the nearest wall
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(local distance (cast-ray ray-angle))
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; Calculate height of the wall slice
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(local wall-height (math.floor (/ screen-height distance)))
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; Draw the wall slice (centered vertically)
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(love.graphics.line i (/ (- screen-height wall-height) 2)
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i (/ (+ screen-height wall-height) 2))))
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57
reference/lodev/lodev_floor-casting-example.cpp
Normal file
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//FLOOR CASTING
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for(int y = 0; y < h; y++)
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{
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// rayDir for leftmost ray (x = 0) and rightmost ray (x = w)
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float rayDirX0 = dirX - planeX;
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float rayDirY0 = dirY - planeY;
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float rayDirX1 = dirX + planeX;
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float rayDirY1 = dirY + planeY;
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// Current y position compared to the center of the screen (the horizon)
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int p = y - screenHeight / 2;
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// Vertical position of the camera.
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float posZ = 0.5 * screenHeight;
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// Horizontal distance from the camera to the floor for the current row.
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// 0.5 is the z position exactly in the middle between floor and ceiling.
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float rowDistance = posZ / p;
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// calculate the real world step vector we have to add for each x (parallel to camera plane)
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// adding step by step avoids multiplications with a weight in the inner loop
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float floorStepX = rowDistance * (rayDirX1 - rayDirX0) / screenWidth;
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float floorStepY = rowDistance * (rayDirY1 - rayDirY0) / screenWidth;
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// real world coordinates of the leftmost column. This will be updated as we step to the right.
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float floorX = posX + rowDistance * rayDirX0;
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float floorY = posY + rowDistance * rayDirY0;
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for(int x = 0; x < screenWidth; ++x)
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{
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// the cell coord is simply got from the integer parts of floorX and floorY
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int cellX = (int)(floorX);
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int cellY = (int)(floorY);
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// get the texture coordinate from the fractional part
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int tx = (int)(texWidth * (floorX - cellX)) & (texWidth - 1);
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int ty = (int)(texHeight * (floorY - cellY)) & (texHeight - 1);
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floorX += floorStepX;
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floorY += floorStepY;
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// choose texture and draw the pixel
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int floorTexture = 3;
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int ceilingTexture = 6;
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Uint32 color;
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// floor
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color = texture[floorTexture][texWidth * ty + tx];
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color = (color >> 1) & 8355711; // make a bit darker
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buffer[y][x] = color;
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//ceiling (symmetrical, at screenHeight - y - 1 instead of y)
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color = texture[ceilingTexture][texWidth * ty + tx];
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color = (color >> 1) & 8355711; // make a bit darker
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buffer[screenHeight - y - 1][x] = color;
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}
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}
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Before Width: | Height: | Size: 3.3 KiB |
Before Width: | Height: | Size: 3.6 KiB |
Before Width: | Height: | Size: 4.2 KiB |
Before Width: | Height: | Size: 4.3 KiB |
Before Width: | Height: | Size: 3 KiB |
Before Width: | Height: | Size: 1.4 KiB |