114 lines
3.9 KiB
Fennel
114 lines
3.9 KiB
Fennel
(local overlay (require :overlay))
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(local state (require :state))
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(local mapper (require :mapper))
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(love.graphics.setNewFont 10)
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(local pi math.pi)
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(var map (mapper.generate 10 10))
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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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(var player (state.getPlayer))
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; Screen size
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(var (screen-width screen-height) (love.window.getMode))
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; (var screen-width 1280)
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; (var screen-height 720)
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(var texel-width 64)
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(var texel-height 64)
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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 rays [])
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(var (distance tex done hit-pos) (values 0 1 false {}))
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(while (not done)
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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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(set rays [ray-x ray-y])
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; Check if ray hits a wall (>= 1) on the map
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(if (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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(>= (. map (math.floor ray-y) (math.floor ray-x)) 1))
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(do
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(set done true)
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(set tex (. map (math.floor ray-y) (math.floor ray-x)))
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(set hit-pos {:x (- ray-x (math.floor ray-x)) :y (- ray-y (math.floor ray-y))}))
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; Increment distance
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(set distance (+ distance 0.01))))
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(values distance hit-pos tex rays))
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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.x (* (math.cos player.d) move-speed))
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new-y (+ player.y (* (math.sin player.d) 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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(state.modO -1) (state.setX new-x) (state.setY new-y))))
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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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(var (last-x last-y) (values 0 0))
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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.d (- (* (/ i screen-width) player.f) (/ player.f 2))))
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; Cast the ray to find distance to the nearest wall
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(local (distance hit-pos tex rays) (values (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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(local start-y (/ (- screen-height wall-height) 2))
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(local end-y (/ (+ screen-height wall-height) 2))
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; Draw a textured wall
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(local wall-texture (. walls tex))
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(var texture-x 0)
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(if (> (/ (- (. rays 1) last-x) (- (. rays 2) last-y)) (/ (- (. rays 2) last-y) (- (. rays 1) last-x)))
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(set texture-x (math.floor (* (. hit-pos :y) (. wall-texture :w))))
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(set texture-x (math.floor (* (. hit-pos :x) (. wall-texture :w)))))
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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 start-y 0 1 (/ wall-height (. wall-texture :h)))
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(when (= 0 (% i 200))
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(love.graphics.print (.. "r: " ray-angle) i 10)
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(love.graphics.print (.. "h-x: " (. rays 1)) i 20)
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(love.graphics.print (.. "h-y: " (. rays 2)) i 30)
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)
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(set (last-x last-y) (values (. rays 1) (. rays 2)))
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)
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(overlay.overlay)
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(set player (state.getPlayer))
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)
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:keypressed (fn keypressed [key set-mode]
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(when (= key "j") (state.setD (- player.d (/ pi 2))))
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(when (= key "l") (state.setD (+ player.d (/ pi 2))))
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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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