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https://git.planet-casio.com/Fcalva/Copy3DEngine.git
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611 lines
18 KiB
C
611 lines
18 KiB
C
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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#include <gint/display.h>
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#include <gint/keyboard.h>
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#include "fixed.h"
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#include "moteur.h"
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#include "sprites.h"
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#include "map_test.h"
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// moteur.c :
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// ici se trouvent tout ce qui concerne les graphismes, mouvement et collisions
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//
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//
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void move() {
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extern int frame_time;
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fixed_t moveSpeed = fmul(fix(frame_time), 0x148); //frame_time * fix(carrés/seconde/1000) là carrés/seconde = 5
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fixed_t rotSpeed = fmul(fix(frame_time), 0x83); //frame_time * fix(radians/seconde/1000) là radians/seconde = 2
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fixed_t c_rotSpeed = fix(cos(f2float(rotSpeed)));
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fixed_t s_rotSpeed = fix(sin(f2float(rotSpeed)));
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extern char map_test[map_w][map_h];
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extern fixed_t planeX;
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extern fixed_t planeY;
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extern fixed_t dirX;
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extern fixed_t dirY;
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extern fixed_t posX;
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extern fixed_t posY;
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fixed_t oldDirX;
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fixed_t oldPlaneX;
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int xtemp1;
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int ytemp1;
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int xtemp2;
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int ytemp2;
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pollevent();
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if (keydown(KEY_UP)) {
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xtemp1 = f2int(posX + fmul(dirX, moveSpeed));
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ytemp1 = f2int(posY);
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xtemp2 = f2int(posX);
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ytemp2 = f2int(posY + fmul(dirY, moveSpeed));
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if(map_test[xtemp1][ytemp1] == 0) posX += fmul(dirX, moveSpeed);
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if(map_test[xtemp2][ytemp2] == 0) posY += fmul(dirY, moveSpeed);
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}
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//move backwards if no wall behind you
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if (keydown(KEY_DOWN)) {
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xtemp1 = f2int(posX - fmul(dirX, moveSpeed));
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ytemp1 = f2int(posY);
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xtemp2 = f2int(posX);
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ytemp2 = f2int(posY - fmul(dirY, moveSpeed));
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if(map_test[xtemp1][ytemp1] == 0) posX -= fmul(dirX, moveSpeed);
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if(map_test[xtemp2][ytemp2] == 0) posY -= fmul(dirY, moveSpeed);
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}
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//rotate to the rightdouble sin_rotspeed;
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if (keydown(KEY_RIGHT)) {
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//both camera direction and camera plane must be rotated
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oldDirX = dirX;
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dirX = (fmul(dirX, c_rotSpeed)+1) - (fmul(dirY, -s_rotSpeed)+1);
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dirY = (fmul(oldDirX, -s_rotSpeed)+1) + (fmul(dirY, c_rotSpeed)+1);
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oldPlaneX = planeX;
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planeX = (fmul(planeX, c_rotSpeed)+1) - (fmul(planeY, -s_rotSpeed)+1);
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planeY = (fmul(oldPlaneX, -s_rotSpeed)+1) + (fmul(planeY, c_rotSpeed)+1);
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}
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//rotate to the left
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if (keydown(KEY_LEFT)) {
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//both camera direction and camera plane must be rotated
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oldDirX = dirX;
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dirX = (fmul(dirX, c_rotSpeed)-1) - (fmul(dirY, s_rotSpeed)-1);
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dirY = (fmul(oldDirX, s_rotSpeed)+1) + (fmul(dirY, c_rotSpeed)+1);
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oldPlaneX = planeX;
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planeX = (fmul(planeX, c_rotSpeed)-1) - (fmul(planeY, s_rotSpeed) - 1);
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planeY = (fmul(oldPlaneX, s_rotSpeed)+1) + (fmul(planeY, c_rotSpeed) + 1);
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}
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if (dirX > 0xFFFF) dirX = 0xFFFF;
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if (dirY > 0xFFFF) dirY = 0xFFFF;
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if (dirX < -0xFFFF) dirX = -0xFFFF;
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if (dirY < -0xFFFF) dirY = -0xFFFF;
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}
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void draw_background(int background_id, image_t *skybox, image_t *skyboxSlice0, image_t *skyboxSlice1, image_t *frame_buffer){ //a revoir
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extern fixed_t dirX;
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switch (background_id){
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default: {
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break;
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}
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case 0: {
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break;
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}
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case 1: {
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int slice0_X = ffloor((dirX + 0xFFFF) * 450);
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image_clear(skyboxSlice0);
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image_clear(skyboxSlice1);
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skyboxSlice0 = image_sub(skybox, slice0_X, 0, viewport_w, (int)(viewport_h * 0.5));
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image_copy(skyboxSlice0, frame_buffer, true);
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/*
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if (slice0_X + viewport_h > 899){
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int slice1_X = 899 - slice0_X + viewport_w;
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skyboxSlice0 = image_sub(skybox, slice0_X, 0, viewport_w - slice1_X, (int)(viewport_h * 0.5));
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skyboxSlice1 = image_sub(skybox, 0, 0, slice1_X, (int)(viewport_h * 0.5));
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image_copy(skyboxSlice1, image_at(frame_buffer, 0, 0), true);
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image_copy(skyboxSlice0, image_at(frame_buffer, -(slice1_X - viewport_w), 0), true);
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}
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else {
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}*/
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break;
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}
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}
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}
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void logic(image_t *frame_buffer, image_t *D_tex){
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extern fixed_t posX;
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extern fixed_t posY;
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if (ffloor(posX) == 15 && ffloor(posY) == 113) {
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end_screen();
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}
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}
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void load_map(){
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dtext( 1, 1, C_BLACK, "Chargement...");
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dupdate();
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spawn_gen();
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}
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void spawn_gen(){
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extern fixed_t posX;
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extern fixed_t posY;
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extern fixed_t dirX;
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extern fixed_t dirY;
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extern fixed_t planeX;
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extern fixed_t planeY;
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extern char map_test[map_w][map_h];
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int seed, seed_x, seed_y;
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int SeedSeed;
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time_t timeN;
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time(&timeN);
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SeedSeed = timeN;
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srand(SeedSeed);
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while(true){
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seed = rand() * 0.5 + rand() * 0.5;
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seed_x = seed & 0b00000000000000000000000001111111;
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seed_y = (seed >> 8) & 0b00000000000000000000000000111111;
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if (seed_x < map_w && seed_y < map_h && (seed_x < 111 && seed_y > 15)){
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if(map_test[seed_x][seed_y] == 0){
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break;
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}
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}
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}
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fixed_t start_dirX, start_dirY;
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int dirSeed = (seed >> 9) & 0b00000000000000000000000000000011 ;
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switch(dirSeed){
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case 0: {
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start_dirX = 0x0;
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start_dirY = 0xFFFF;
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planeX = fix(0.66);
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planeY = 0;
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break;
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}
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case 1: {
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start_dirX = 0xFFFF;
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start_dirY = 0x0;
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planeX = 0;
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planeY = fix(-0.66);
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break;
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}
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case 2: {
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start_dirX = -0xFFFF;
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start_dirY = 0x0;
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planeX = 0;
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planeY = fix(0.66);
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break;
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}
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case 3: {
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start_dirX = 0x0;
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start_dirY = -0xFFFF;
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planeX = fix(-0.66);
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planeY = 0;
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break;
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}
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default : {
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start_dirX = 0xFFFF;
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start_dirY = 0x0;
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planeX = 0;
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planeY = fix(-0.66);
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break;
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}
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}
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posX = fix(seed_x) + 0x7FFF;
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posY = fix(seed_y) + 0x7FFF; //x and y start position
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dirX = start_dirX;
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dirY = start_dirY; //initial direction vector
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}
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void draw_f(image_t *floor_tex, image_t *frame_buffer){ //a refaire
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extern fixed_t posX;
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extern fixed_t posY;
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extern fixed_t dirX;
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extern fixed_t dirY;
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extern fixed_t planeX;
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extern fixed_t planeY;
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int x;
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int y;
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for (y = 0; y < viewport_h; y++){
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fixed_t rayDirX0 = dirX - planeX;
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fixed_t rayDirY0 = dirY - planeY;
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fixed_t rayDirX1 = dirX + planeX;
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fixed_t rayDirY1 = dirY + planeY;
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int p = y - (int) (viewport_h * 0.5);
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fixed_t posZ = fmul(fix(0.5), fix(viewport_h));
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fixed_t rowDist = fdiv(posZ, fix(p));
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fixed_t floorStepX = fdiv(fmul(rowDist, (rayDirX1 - rayDirX0)), viewport_w);
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fixed_t floorStepY = fdiv(fmul(rowDist, (rayDirY1 - rayDirY0)), viewport_w);
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fixed_t floorX = posX + fmul(rowDist, rayDirX0);
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fixed_t floorY = posY + fmul(rowDist, rayDirY0);
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for (x = 0; x < viewport_w; ++x){
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int cellX = f2int(floorX);
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int cellY = f2int(floorY);
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int tx = (int)ffloor(64 * (floorX - cellX)) & 63;
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int ty = (int)ffloor(64 * (floorX - cellX)) & 63;
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floorX += floorStepX;
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floorY += floorStepY;
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unsigned short color = image_get_pixel(floor_tex, tx, ty);
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//color = (color >> 1) & 0b0111111101111111;
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image_set_pixel(frame_buffer, x, viewport_h - y - 1, color);
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}
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}
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}
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void draw_walls(image_t *tex_1, image_t *tex_2, image_t *tex_3, image_t *tex_4, image_t *D_tex, image_t *frame_buffer){
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extern fixed_t posX;
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extern fixed_t posY;
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extern fixed_t dirX;
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extern fixed_t dirY;
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extern fixed_t planeX;
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extern fixed_t planeY;
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extern char map_test[map_w][map_h];
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unsigned short color;
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fixed_t cameraX;
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fixed_t rayDirX;
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fixed_t rayDirY;
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fixed_t sideDistX;//length of ray from current position to next x or y-side
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fixed_t sideDistY;
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fixed_t deltaDistX;
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fixed_t deltaDistY;
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fixed_t perpWallDist;
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fixed_t texSize;
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int x;
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int mapX;
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int mapY;
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int stepX; //what direction to step in x or y-direction (either +1 or -1)
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int stepY;
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int hit = 0; //was there a wall hit?
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int side; //was a NS or a EW wall hit?
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int lineHeight;
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int texX;
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int texSample;
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int texSampleY;
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int v_offset = 0; //(int)(sin(f2int(posX + posY)) * 5); //a raffiner un peu
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fixed_t h_offset = 0; //fix(sin(f2int(posX - posY)) * 0.01);
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struct image_linear_map temp;
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for(x = 0; x < viewport_w; x++) {
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//calculate ray position and direction
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cameraX = fdiv(fix(x*2), fix(viewport_w)) - 0xFFFF + h_offset; //x-coordinate in camera space
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rayDirX = dirX + fmul(planeX, cameraX);
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rayDirY = dirY + fmul(planeY, cameraX);
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//which box of the map we're in
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mapX = f2int(posX);
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mapY = f2int(posY);
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// length of ray from one x or y-side to next x or y-side
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// these are derived as:
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// deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX))
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// deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY))
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// which can be simplified to abs(|rayDir| / rayDirX) and abs(|rayDir| / rayDirY)
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// where |rayDir| is the length of the vector (rayDirX, rayDirY). Its length,
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// unlike (dirX, dirY) is not 1, however this does not matter, only the
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// ratio between deltaDistX and deltaDistY matters, due to the way the DDA
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// stepping further below works. So the values can be computed as below.
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// Division through zero is prevented, even though technically that's not
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// needed in C++ with IEEE 754 floating point values.
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// Fcalva : removed the 0 div prevention
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deltaDistX = abs(fdiv(0xFFFF, rayDirX));
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deltaDistY = abs(fdiv(0xFFFF, rayDirY));
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//calculate step and initial sideDist
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if (rayDirX <= 0) {
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stepX = -1; //true
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sideDistX = fmul(posX - fix(mapX), deltaDistX);
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}
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else {
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stepX = 1;
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sideDistX = fmul( fix(mapX + 1) - posX, deltaDistX);
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}
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if (rayDirY <= 0) {
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stepY = -1; //true
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sideDistY = fmul(posY - fix(mapY), deltaDistY);
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}
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else {
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stepY = 1;
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sideDistY = fmul( fix(mapY + 1) - posY, deltaDistY);
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}
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//perform DDA
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while(true) {
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//Check if the ray is out of range/bounds
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if (sideDistX >= max_dist || sideDistY >= max_dist || mapX < 0 || mapY < 0 || mapX >= map_w || mapY >= map_h) {
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hit = 0;
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break;
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}
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//Otherwise check if ray has hit a wall
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else if (map_test[mapX][mapY] != 0) {
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hit = 1;
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break;
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}
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//jump to next map square, either in x-direction, or in y-direction
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if (sideDistX < sideDistY) {
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sideDistX += deltaDistX;
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mapX += stepX;
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side = 0;
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}
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else {
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sideDistY += deltaDistY;
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mapY += stepY;
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side = 1;
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}
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}
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//Calculate distance projected on camera direction. This is the shortest distance from the point where the wall is
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//hit to the camera plane. Euclidean to center camera point would give fisheye effect!
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//This can be computed as (mapX - posX + (1 - stepX) / 2) / rayDirX for side == 0, or same formula with Y
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//for size == 1, but can be simplified to the code below thanks to how sideDist and deltaDist are computed:
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//because they were left scaled to |rayDir|. sideDist is the entire length of the ray above after the multiple
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//steps, but we subtract deltaDist once because one step more into the wall was taken above.
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if (side == 0) perpWallDist = (sideDistX - deltaDistX);
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else perpWallDist = (sideDistY - deltaDistY);
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//texturing calculations
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//int texNum = test_map[mapX][mapY] - 1; //a voir plus tard
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|||
|
|
|||
|
//calculate value of wallX
|
|||
|
fixed_t wallX; //where exactly the wall was hit
|
|||
|
if (side == 0) wallX = posY + fmul(perpWallDist, rayDirY);
|
|||
|
else wallX = posX + fmul(perpWallDist, rayDirX);
|
|||
|
wallX -= fix(floor(f2int(wallX)));
|
|||
|
|
|||
|
//x coordinate on the texture
|
|||
|
texX = fmul(wallX, 64);
|
|||
|
while(texX >= 64 || texX < 0){
|
|||
|
if(texX >= 64) texX -= 64;
|
|||
|
if(texX < 0) texX += 64;
|
|||
|
}
|
|||
|
if(side == 0 && rayDirX > 0) texX = 64 - texX - 1;
|
|||
|
if(side == 1 && rayDirY < 0) texX = 64 - texX - 1;
|
|||
|
|
|||
|
lineHeight = f2int(fdiv(fix(viewport_h), perpWallDist)); //Taille en px de la ligne
|
|||
|
if (lineHeight < 1) lineHeight = 1;
|
|||
|
if (lineHeight > viewport_h) lineHeight = viewport_h - 1;
|
|||
|
|
|||
|
fixed_t texSize = fix(lineHeight) / 64; //taille proportionelle de la ligne a la tex
|
|||
|
if (texSize < 0x400) texSize = 0x400; //0x400 = 1/64 * 2^16
|
|||
|
if (texSize > 0x3D000) { //0x3D000 = 3.8125 * 2^16, 3.8125 = viewport_h/64
|
|||
|
texSample = ffloor(fdiv(fix(viewport_h), texSize));
|
|||
|
texSampleY = 32 - (int)texSample * 0.5;
|
|||
|
}
|
|||
|
else {
|
|||
|
texSample = 64;
|
|||
|
texSampleY = 0;
|
|||
|
}
|
|||
|
|
|||
|
image_t texStripe;
|
|||
|
image_clear(&texStripe);
|
|||
|
|
|||
|
switch(map_test[mapX][mapY]){
|
|||
|
case 1 : texStripe = *image_sub(tex_1, texX, texSampleY, 1, texSample); break;
|
|||
|
case 2 : texStripe = *image_sub(tex_2, texX, texSampleY, 1, texSample); break;
|
|||
|
case 3 : texStripe = *image_sub(tex_3, texX, texSampleY, 1, texSample); break;
|
|||
|
case 4 : texStripe = *image_sub(tex_4, texX, texSampleY, 1, texSample); break;
|
|||
|
default : texStripe = *image_sub(D_tex, texX, texSampleY, 1, texSample); break;
|
|||
|
}
|
|||
|
|
|||
|
image_scale(&texStripe, 0xFFFF, texSize, &temp);
|
|||
|
temp.src_stride = 1;
|
|||
|
temp.dst_stride = 1;
|
|||
|
image_linear(&texStripe, image_at(frame_buffer, x, (int)(viewport_h * 0.5 - lineHeight * 0.5) + v_offset), &temp);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
//Function using the same raycast logic returning distance (and without the same comments)
|
|||
|
//Returns -1 if it didn't hit anything, -2 if incorrect type input
|
|||
|
// ! a tester !
|
|||
|
|
|||
|
fixed_t raycast(fixed_t posX, fixed_t posY, fixed_t rayDirX, fixed_t rayDirY, fixed_t dist, char type){
|
|||
|
extern char map_test[map_w][map_h];
|
|||
|
extern char mob_index[map_w][map_h];
|
|||
|
|
|||
|
fixed_t sideDistX;
|
|||
|
fixed_t sideDistY;
|
|||
|
fixed_t deltaDistX;
|
|||
|
fixed_t deltaDistY;
|
|||
|
fixed_t wallDist;
|
|||
|
|
|||
|
char side;
|
|||
|
|
|||
|
int mapX;
|
|||
|
int mapY;
|
|||
|
int stepX;
|
|||
|
|
|||
|
int stepY;
|
|||
|
int hit = 0;
|
|||
|
|
|||
|
mapX = f2int(posX);
|
|||
|
mapY = f2int(posY);
|
|||
|
|
|||
|
deltaDistX = abs(fdiv(0xFFFF, rayDirX));
|
|||
|
deltaDistY = abs(fdiv(0xFFFF, rayDirY));
|
|||
|
|
|||
|
if (rayDirX <= 0) {
|
|||
|
stepX = -1;
|
|||
|
sideDistX = fmul(posX - fix(mapX), deltaDistX);
|
|||
|
}
|
|||
|
else {
|
|||
|
stepX = 1;
|
|||
|
sideDistX = fmul( fix(mapX + 1) - posX, deltaDistX);
|
|||
|
}
|
|||
|
|
|||
|
if (rayDirY <= 0) {
|
|||
|
stepY = -1;
|
|||
|
sideDistY = fmul(posY - fix(mapY), deltaDistY);
|
|||
|
}
|
|||
|
else {
|
|||
|
stepY = 1;
|
|||
|
sideDistY = fmul( fix(mapY + 1) - posY, deltaDistY);
|
|||
|
}
|
|||
|
//perform DDA
|
|||
|
switch(type){
|
|||
|
//Walls and mobs raycast
|
|||
|
case 0 : {
|
|||
|
while(true) {
|
|||
|
//Check if the ray is out of range/bounds
|
|||
|
if (sideDistX >= dist || sideDistY >= dist || mapX < 0 || mapY < 0) {
|
|||
|
hit = 0;
|
|||
|
break;
|
|||
|
}
|
|||
|
//Otherwise check if ray has hit a wall/mob
|
|||
|
else if (map_test[mapX][mapY] != 0 || mob_index[mapX][mapY] != 0) {
|
|||
|
hit = 1;
|
|||
|
break;
|
|||
|
}
|
|||
|
if (sideDistX < sideDistY) {
|
|||
|
sideDistX += deltaDistX;
|
|||
|
mapX += stepX;
|
|||
|
side = 0;
|
|||
|
}
|
|||
|
else {
|
|||
|
sideDistY += deltaDistY;
|
|||
|
mapY += stepY;
|
|||
|
side = 1;
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
break;
|
|||
|
}
|
|||
|
//Mobs only
|
|||
|
case 1 : {
|
|||
|
while(true) {
|
|||
|
//Check if the ray is out of range/bounds
|
|||
|
if (sideDistX >= dist || sideDistY >= dist || mapX < 0 || mapY < 0) {
|
|||
|
hit = 0;
|
|||
|
break;
|
|||
|
}
|
|||
|
//Otherwise check if ray has hit a wall/mob
|
|||
|
else if (map_test[mapX][mapY] != 0) {
|
|||
|
hit = 1;
|
|||
|
break;
|
|||
|
}
|
|||
|
if (sideDistX < sideDistY) {
|
|||
|
sideDistX += deltaDistX;
|
|||
|
mapX += stepX;
|
|||
|
side = 0;
|
|||
|
}
|
|||
|
else {
|
|||
|
sideDistY += deltaDistY;
|
|||
|
mapY += stepY;
|
|||
|
side = 1;
|
|||
|
}
|
|||
|
}
|
|||
|
break;
|
|||
|
}
|
|||
|
//Walls only
|
|||
|
case 2 : {
|
|||
|
while(true) {
|
|||
|
//Check if the ray is out of range/bounds
|
|||
|
if (sideDistX >= dist || sideDistY >= dist || mapX < 0 || mapY < 0) {
|
|||
|
hit = 0;
|
|||
|
break;
|
|||
|
}
|
|||
|
//Otherwise check if ray has hit a wall/mob
|
|||
|
else if (mob_index[mapX][mapY] != 0) {
|
|||
|
hit = 1;
|
|||
|
break;
|
|||
|
}
|
|||
|
if (sideDistX < sideDistY) {
|
|||
|
sideDistX += deltaDistX;
|
|||
|
mapX += stepX;
|
|||
|
side = 0;
|
|||
|
}
|
|||
|
else {
|
|||
|
sideDistY += deltaDistY;
|
|||
|
mapY += stepY;
|
|||
|
side = 1;
|
|||
|
}
|
|||
|
}
|
|||
|
break;
|
|||
|
}
|
|||
|
default : {
|
|||
|
return -2;
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (hit == 0) wallDist = -1;
|
|||
|
else if (side == 0) wallDist = (sideDistX - deltaDistX);
|
|||
|
else wallDist = (sideDistY - deltaDistY);
|
|||
|
|
|||
|
return wallDist;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
// Je garde le bout en dessous pour des raisons (date d'avant la V 0.1.1)
|
|||
|
//Problèmes :
|
|||
|
//-L'affichage est très mauvais, a revoir
|
|||
|
//-Le mouvement de la caméra ne marche pas
|
|||
|
//
|
|||
|
//A rajouter d'ici le 27 :
|
|||
|
//-Que ça marche (logique)
|
|||
|
// -collisions
|
|||
|
// -Sol
|
|||
|
// -Gestion de plusieurs maps
|
|||
|
// -Interaction (Portes/boutons)
|
|||
|
// -Textures
|
|||
|
// -Sprites
|
|||
|
// -PNJs ( a voir selon le théme)
|
|||
|
// -Extérieur/intérieur (très probablement mais a voir selon le thème)
|
|||
|
//La suite dépend surtout de ce qui aura été fait et du thème
|
|||
|
//Avec le thème, maintenant il faudrait :
|
|||
|
//-collisions
|
|||
|
// -sol
|
|||
|
// -Des bouts de map reliés entre eux
|
|||
|
// -Sprites (ennemis + ambiance dans un second temps)
|
|||
|
// -map générées aléatoirement
|
|||
|
// -textures
|
|||
|
// -Gameplay
|
|||
|
// -PNJs
|
|||
|
// -Sans de undertale (me demandez pas pourquoi, c'est un mec sur discord qui a propos<6F>)
|
|||
|
//
|
|||
|
//================================================
|
|||
|
// au 03/06 :
|
|||
|
// A faire là tout de suite :
|
|||
|
// - Bien réparer correctement les murs
|
|||
|
// - Sprites
|
|||
|
// Plan :
|
|||
|
// -Sol
|
|||
|
// -Ennemis
|
|||
|
// -Maps
|
|||
|
// -Textures
|
|||
|
//
|