Fixed the camera off-tilt thing
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parent
12a5618779
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6beae9d591
1 changed files with 5 additions and 2 deletions
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@ -33,7 +33,7 @@
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; ### "Player" variables ###
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; ### "Player" variables ###
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(var (posx posy) (values 4.0 4.0)) ; Initial map position
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(var (posx posy) (values 4.0 4.0)) ; Initial map position
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(var (dirx diry) (values -1.0 0.0)) ; Initial direction vector
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(var (dirx diry) (values -1.0 0.0)) ; Initial direction vector
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(var (planex planey) (values 0 0.80)) ; Camera plane
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(var (planex planey) (values 0 0.66)) ; Camera plane
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{
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{
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:draw (fn love.draw []
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:draw (fn love.draw []
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@ -42,7 +42,7 @@
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; Originals, giving a fish-eye lens effect:
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; Originals, giving a fish-eye lens effect:
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; (var camerax (/ (* 2 i) (- screen-width 1)))
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; (var camerax (/ (* 2 i) (- screen-width 1)))
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; (var (ray-dir-x ray-dir-y) (values (+ dirx (* planex camerax)) (+ diry (* planey camerax))))
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; (var (ray-dir-x ray-dir-y) (values (+ dirx (* planex camerax)) (+ diry (* planey camerax))))
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(var camerax (/ (* 2 i) (- screen-width 1)))
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(var camerax (- (/ (* 2 i) (- screen-width 1)) 1.0))
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(var (ray-dir-x ray-dir-y) (values (+ dirx (* planex camerax)) (+ diry (* planey camerax))))
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(var (ray-dir-x ray-dir-y) (values (+ dirx (* planex camerax)) (+ diry (* planey camerax))))
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; Which map square we're in
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; Which map square we're in
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@ -55,6 +55,9 @@
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; (var (delta-dist-x delta-dist-y) (values
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; (var (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-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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; (math.sqrt (+ 1 (/ (* ray-dir-x ray-dir-x) (* ray-dir-y ray-dir-y))))))
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; (var (delta-dist-x delta-dist-y) (values
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; (math.sqrt (+ 1 (* (/ ray-dir-y ray-dir-x) (/ ray-dir-y ray-dir-x))))
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; (math.sqrt (+ 1 (* (/ ray-dir-x ray-dir-y) (/ ray-dir-x ray-dir-y))))))
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(var (delta-dist-x delta-dist-y) (values (math.abs (/ 1 ray-dir-x)) (math.abs (/ 1 ray-dir-y))))
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(var (delta-dist-x delta-dist-y) (values (math.abs (/ 1 ray-dir-x)) (math.abs (/ 1 ray-dir-y))))
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(var perp-wall-dist 0)
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(var perp-wall-dist 0)
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