; Much of this is derived from https://lodev.org/cgtutor/raycasting.html (local pi math.pi) (love.graphics.setColor 1 1 1) (love.graphics.setNewFont 30) ; Define map (0 is empty space, 1 is wall) (var map [[1 1 1 1 1 ] [2 0 0 0 4 ] [2 0 0 0 4 ] [2 0 0 0 4 ] [1 3 3 3 1 ]]) ; This sets the wall texture data (var walls []) (var wall-textures (love.filesystem.getDirectoryItems "textures/walls")) (each [_ v (ipairs wall-textures)] (local wall {}) (tset wall :t (love.graphics.newImage (.. "textures/walls/" v))) (tset wall :w (love.graphics.getWidth (. wall :t))) (tset wall :h (love.graphics.getHeight (. wall :t))) (table.insert walls wall)) ; Map size (var map-height (length map)) (var map-width (length (. map 1))) ; Player position and direction ; pos{x,y}: position vector of the player ; dir{x,y}: direction vector of the player ; pln{x,y}: camera plane of the player (var player {:posx 3 :posy 3 :dirx -1 :diry 0 :plnx 0 :plny 0.66}) ; Screen size (var screen-width 1920) (var screen-height 1080) (var texel-width 64) (var texel-height 64) ; Function to handle player movement (fn move-player [move-speed] (let [new-x (+ player.posx (* (math.cos player.dir) move-speed)) new-y (+ player.y (* (math.sin player.dir) move-speed))] ; Check for collisions with walls (when (= (. map (math.floor new-y) (math.floor new-x)) 0) (set player.x new-x) (set player.y new-y)))) ; Function to handle player rotation (fn rotate-player [rot] (local (o-dx o-px) (values player.dirx player.plnx)) (set player.dirx (- (* player.dirx (math.cos rot)) (* player.diry (math.sin rot)))) (set player.plnx (- (* player.plnx (math.cos rot)) (* player.plny (math.sin rot)))) (set player.diry (+ (* o-dx (math.sin rot)) (* player.diry (math.cos rot)))) (set player.plny (+ (* o-px (math.sin rot)) (* player.plny (math.cos rot)))) ) ; Draw function for rendering {:draw (fn love.draw [] (love.graphics.clear) ; For each vertical slice of the screen (for [i 0 (- screen-width 1)] ; Setup a bunch of variables ; Camera Space x-coordinate, kind of the ray position (local cam-x (- (/ (* 2 i) screen-width) 1)) ; Ray direction vector values (local (ray-dir-x ray-dir-y) (values (+ player.dirx (* player.plnx cam-x)) (+ player.diry (* player.plny cam-x)))) ; Current player position on the map grid (var (map-x map-y) (values (math.floor player.posx) (math.floor player.posy))) ; Length of ray from first x/y to the next x/y (local (delta-dist-x delta-dist-y) (values (math.sqrt (+ 1 (/ (* ray-dir-y ray-dir-y) (* ray-dir-x ray-dir-x)))) (math.sqrt (+ 1 (/ (* ray-dir-x ray-dir-x) (* ray-dir-y ray-dir-y)))))) ; Side hit (n/s or e/w) (var side nil) ; Calculate step and distance from player to first x/y-side (as per Love graphics grid) (var (step-x side-dist-x) (if (< ray-dir-x 0) (values -1 (* (- player.posx map-x) delta-dist-x)) (values 1 (* (- player.posx (+ map-x 1)) delta-dist-x)))) (var (step-y side-dist-y) (if (< ray-dir-y 0) (values -1 (* (- player.posy map-y) delta-dist-y)) (values 1 (* (- player.posy (+ map-y 1)) delta-dist-y)))) ; Shoot ze ray until it hits something (var wall-hit false) (while (not wall-hit) (if (< side-dist-x side-dist-y) (set (side-dist-x map-x side) (values (+ side-dist-x delta-dist-x) (+ map-x step-x) 0)) (set (side-dist-y map-y side) (values (+ side-dist-y delta-dist-y) (+ map-y step-y) 1))) (set wall-hit (if (> (. map map-x map-y) 0) true false))) ; Set the perpindicular length from the camera plane to the wall (var ray-length (if (= side 0) (- side-dist-x delta-dist-x) (- side-dist-y delta-dist-y))) ; Determine pixel-column height (var line-height (math.floor (/ screen-height ray-length))) (var (draw-start draw-end) (values (+ (/ (* -1 line-height) 2) (/ screen-height 2)) (+ (/ line-height 2) (/ screen-height 2)))) (if (< draw-start 0) (set draw-start 0)) (if (>= draw-end screen-height) (set draw-end (- screen-height 1))) ; Determine exactly where along the wall the ray hits (var wall-col (if (= side 0) (+ player.posy (* ray-length ray-dir-y)) (+ player.posx (* ray-length ray-dir-x)))) (set wall-col (- wall-col (math.floor wall-col))) ; Select the texture data based on the grid number (local wall-texture (. walls (. map map-x map-y))) ; Calculate the part of the texture to paint, and then do so (var texture-x (math.floor (* wall-col (. wall-texture :w)))) (if (and (= side 0) (> ray-dir-x 0)) (set texture-x (- (- (. wall-texture :w) texture-x) 1))) (if (and (= side 1) (< ray-dir-y 0)) (set texture-x (- (- (. wall-texture :w) texture-x) 1))) (love.graphics.setColor 1 1 1) (love.graphics.draw (. wall-texture :t) (love.graphics.newQuad texture-x 0 1 (. wall-texture :h) (. wall-texture :w) (. wall-texture :h)) i draw-start 0 1 (/ line-height (. wall-texture :h))) ; Draw simple lines ; (love.graphics.line i draw-start i draw-end) (love.graphics.setColor 1 0 0) (love.graphics.print (.. "player-x: " player.posx ", player-y:" player.posy) 50 300) (love.graphics.print (.. "map-x: " map-x ", map-y:" map-y ", val:" (. map map-x map-y)) 50 330) (love.graphics.print (.. "side: " side ", ray-length:" ray-length) 50 370) (love.graphics.print (.. "step-x: " step-x ", step-y:" step-y) 50 400) ) ) :update (fn update [dt] (when (love.keyboard.isDown "j") (rotate-player 0.1)) (when (love.keyboard.isDown "l") (rotate-player -0.1))) :keypressed (fn keypressed [key set-mode] (when (= key "j") (rotate-player 0.05)) (when (= key "l") (rotate-player -0.05)) (when (= key "i") (move-player 1)) (when (= key "k") (move-player -1)) (when (= key "x") (love.event.quit)))}