Ajout de AmogusGame en exemple
44
Examples/AmogusGame/CMakeLists.txt
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|
@ -0,0 +1,44 @@
|
||||||
|
# Configure with [fxsdk build-fx] or [fxsdk build-cg], which provide the
|
||||||
|
# toolchain file and module path of the fxSDK
|
||||||
|
|
||||||
|
cmake_minimum_required(VERSION 3.15)
|
||||||
|
project(Copy3DEngine)
|
||||||
|
|
||||||
|
include(GenerateG3A)
|
||||||
|
include(Fxconv)
|
||||||
|
find_package(Gint 2.9 REQUIRED)
|
||||||
|
find_package(LibProf 2.1 REQUIRED)
|
||||||
|
|
||||||
|
# le nom de votre jeu
|
||||||
|
set(NAMEOFGAME "Amogus")
|
||||||
|
# Nom de l'auteur -> votre nom/pseudo
|
||||||
|
set(AUTHOR "Fcalva")
|
||||||
|
|
||||||
|
set(SOURCES
|
||||||
|
src/main.c
|
||||||
|
src/moteur.c
|
||||||
|
src/map.c
|
||||||
|
)
|
||||||
|
|
||||||
|
set(ASSETS
|
||||||
|
assets-cg/textures/0.png
|
||||||
|
assets-cg/textures/1.png
|
||||||
|
assets-cg/textures/2.png
|
||||||
|
assets-cg/textures/3.png
|
||||||
|
assets-cg/textures/4.png
|
||||||
|
assets-cg/textures/rick.png
|
||||||
|
)
|
||||||
|
|
||||||
|
fxconv_declare_assets(${ASSETS} WITH_METADATA)
|
||||||
|
|
||||||
|
add_executable(Copy3DEngine ${SOURCES} ${ASSETS})
|
||||||
|
target_compile_options(Copy3DEngine PRIVATE -Wall -Wextra -Ofast -fira-region=all -flto -fno-math-errno -funsafe-math-optimizations -fassociative-math -freciprocal-math)
|
||||||
|
target_compile_definitions(Copy3DEngine PRIVATE NAMEOFGAME="${NAMEOFGAME}" AUTHOR="${AUTHOR}")
|
||||||
|
target_link_libraries(Copy3DEngine Gint::Gint)
|
||||||
|
target_link_libraries(Copy3DEngine LibProf::LibProf)
|
||||||
|
target_link_options(Copy3DEngine PRIVATE -Wl,--print-memory-usage,-flto)
|
||||||
|
|
||||||
|
if("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
|
||||||
|
generate_g3a(TARGET Copy3DEngine OUTPUT "${NAMEOFGAME}.g3a"
|
||||||
|
NAME "${NAMEOFGAME}" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
|
||||||
|
endif()
|
5
Examples/AmogusGame/README.md
Normal file
|
@ -0,0 +1,5 @@
|
||||||
|
# Amogus
|
||||||
|
|
||||||
|
### Mogus
|
||||||
|
|
||||||
|
Sus
|
6
Examples/AmogusGame/assets-cg/fxconv-metadata.txt
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|
@ -0,0 +1,6 @@
|
||||||
|
zombard1.png:
|
||||||
|
type: bopti-image
|
||||||
|
name: zombard
|
||||||
|
skybox0.png:
|
||||||
|
type: bopti-image
|
||||||
|
name: skybox_quarter
|
BIN
Examples/AmogusGame/assets-cg/icon-cg.xcf
Normal file
BIN
Examples/AmogusGame/assets-cg/icon-sel.png
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
Examples/AmogusGame/assets-cg/icon-uns.png
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
Examples/AmogusGame/assets-cg/textures/0.png
Normal file
After Width: | Height: | Size: 9.7 KiB |
BIN
Examples/AmogusGame/assets-cg/textures/1.png
Normal file
After Width: | Height: | Size: 10 KiB |
BIN
Examples/AmogusGame/assets-cg/textures/2.png
Normal file
After Width: | Height: | Size: 10 KiB |
BIN
Examples/AmogusGame/assets-cg/textures/3.png
Normal file
After Width: | Height: | Size: 10 KiB |
BIN
Examples/AmogusGame/assets-cg/textures/4.png
Normal file
After Width: | Height: | Size: 10 KiB |
19
Examples/AmogusGame/assets-cg/textures/fxconv-metadata.txt
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|
@ -0,0 +1,19 @@
|
||||||
|
0.png:
|
||||||
|
type: bopti-image
|
||||||
|
name: frame0
|
||||||
|
1.png:
|
||||||
|
type: bopti-image
|
||||||
|
name: frame1
|
||||||
|
2.png:
|
||||||
|
type: bopti-image
|
||||||
|
name: frame2
|
||||||
|
3.png:
|
||||||
|
type: bopti-image
|
||||||
|
name: frame3
|
||||||
|
4.png:
|
||||||
|
type: bopti-image
|
||||||
|
name: frame4
|
||||||
|
|
||||||
|
rick.png:
|
||||||
|
type: bopti-image
|
||||||
|
name: rick
|
BIN
Examples/AmogusGame/assets-cg/textures/rick.png
Normal file
After Width: | Height: | Size: 9.6 KiB |
87
Examples/AmogusGame/src/fixed.h
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|
@ -0,0 +1,87 @@
|
||||||
|
//---
|
||||||
|
// fixed: 16:16 fixed-point arithmetic
|
||||||
|
//---
|
||||||
|
//vient de https://gitea.planet-casio.com/Slyvtt/OutRun/src/branch/master/src
|
||||||
|
//
|
||||||
|
#pragma once
|
||||||
|
#include <stdint.h>
|
||||||
|
|
||||||
|
typedef int32_t fixed_t;
|
||||||
|
/* Standard arithmetic. */
|
||||||
|
|
||||||
|
static inline fixed_t fmul(fixed_t left, fixed_t right)
|
||||||
|
{
|
||||||
|
/* Generally optimized by the compiler to use dmuls.l and xtrct */
|
||||||
|
int64_t p = (int64_t)left * (int64_t)right;
|
||||||
|
return (int32_t)(p >> 16);
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline fixed_t fdiv(fixed_t left, fixed_t right)
|
||||||
|
{
|
||||||
|
/* Pretty slow */
|
||||||
|
int64_t d = (int64_t)left << 16;
|
||||||
|
return d / right;
|
||||||
|
}
|
||||||
|
|
||||||
|
#define fix(x) ((int)((x) * 65536))
|
||||||
|
|
||||||
|
static inline fixed_t fixdouble(double constant)
|
||||||
|
{
|
||||||
|
return (fixed_t)(constant * 65536);
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline fixed_t fixfloat(float constant)
|
||||||
|
{
|
||||||
|
return (fixed_t)(constant * 65536);
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline fixed_t fdec(fixed_t f)
|
||||||
|
{
|
||||||
|
return f & 0xffff;
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline int ffloor(fixed_t f)
|
||||||
|
{
|
||||||
|
return f >> 16;
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline int fceil(fixed_t f)
|
||||||
|
{
|
||||||
|
return (f + 0xffff) >> 16;
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline int fround(fixed_t f)
|
||||||
|
{
|
||||||
|
return (f + 0x8000) >> 16;
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline float f2float(fixed_t f)
|
||||||
|
{
|
||||||
|
return (float)f / 65536;
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline double f2double(fixed_t f)
|
||||||
|
{
|
||||||
|
return (double)f / 65536;
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline double f2int(fixed_t f)
|
||||||
|
{
|
||||||
|
return (int)f / 65536;
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline fixed_t feasein(fixed_t x)
|
||||||
|
{
|
||||||
|
return fmul(x, x);
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline fixed_t fease(fixed_t x)
|
||||||
|
{
|
||||||
|
if(x <= fix(0.5)) {
|
||||||
|
return 2 * fmul(x, x);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
x = fix(1) - x;
|
||||||
|
return fix(1) - 2 * fmul(x, x);
|
||||||
|
}
|
||||||
|
}
|
166
Examples/AmogusGame/src/main.c
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|
@ -0,0 +1,166 @@
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include <math.h>
|
||||||
|
|
||||||
|
#include <gint/display.h>
|
||||||
|
#include <gint/keyboard.h>
|
||||||
|
#include <gint/image.h>
|
||||||
|
#include <libprof.h>
|
||||||
|
|
||||||
|
#include "fixed.h"
|
||||||
|
|
||||||
|
#include "moteur.h"
|
||||||
|
#include "map.h"
|
||||||
|
|
||||||
|
//====== Copy3DEngine =====
|
||||||
|
// Git du moteur : https://gitea.planet-casio.com/Fcalva/Copy3DEngine
|
||||||
|
// Git du jeu : [Rajoutez le vôtre ici]
|
||||||
|
//
|
||||||
|
// Page du jeu : [La vôtre ici]
|
||||||
|
//
|
||||||
|
// Voir README.md pour license précise, par Fcalva et est sous GPLv3
|
||||||
|
//
|
||||||
|
//
|
||||||
|
|
||||||
|
#ifndef FXCG50
|
||||||
|
#error Ce code est pour FXCG50/G90+E uniquement, enlevez ce message a vos riques et périls
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//#define debug //pour afficher les infos de debug
|
||||||
|
|
||||||
|
image_t *tex_index[TINDEX_S];
|
||||||
|
|
||||||
|
extern char map_test[map_w][map_h];
|
||||||
|
|
||||||
|
//Vos images ici
|
||||||
|
|
||||||
|
extern image_t frame0;
|
||||||
|
extern image_t frame1;
|
||||||
|
extern image_t frame2;
|
||||||
|
extern image_t frame3;
|
||||||
|
extern image_t frame4;
|
||||||
|
|
||||||
|
extern image_t rick;
|
||||||
|
|
||||||
|
char exit_game = 0;
|
||||||
|
char disp_frame_time = 0;
|
||||||
|
char first_frame = 0;
|
||||||
|
int frame_time_timer = 1;
|
||||||
|
|
||||||
|
fixed_t posX;
|
||||||
|
fixed_t posY;
|
||||||
|
fixed_t dirX;
|
||||||
|
fixed_t dirY;
|
||||||
|
fixed_t planeX;
|
||||||
|
fixed_t planeY;
|
||||||
|
|
||||||
|
int frame_time = 1;
|
||||||
|
|
||||||
|
void keys_get(){
|
||||||
|
pollevent();
|
||||||
|
|
||||||
|
move();
|
||||||
|
|
||||||
|
if (keydown(KEY_F1) && frame_time_timer <= 0) {
|
||||||
|
if (disp_frame_time == 0) {
|
||||||
|
disp_frame_time = 1;
|
||||||
|
frame_time_timer = 10;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
disp_frame_time = 0;
|
||||||
|
frame_time_timer = 10;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
frame_time_timer--;
|
||||||
|
if (keydown(KEY_EXIT)) exit_game = 1;
|
||||||
|
|
||||||
|
#ifdef debug
|
||||||
|
if (keydown(KEY_TAN)) end_screen();
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
void main_menu(){
|
||||||
|
//dtext_opt(198, 100, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, NAMEOFGAME, -1);
|
||||||
|
//dtext_opt(198, 120, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "De " AUTHOR, -1);
|
||||||
|
dtext_opt(198, 150, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Appuyez sur une touche", -1);
|
||||||
|
|
||||||
|
dupdate();
|
||||||
|
getkey();
|
||||||
|
}
|
||||||
|
|
||||||
|
int main(){
|
||||||
|
dclear(C_WHITE);
|
||||||
|
|
||||||
|
//trucs de chargement
|
||||||
|
|
||||||
|
load_map();
|
||||||
|
|
||||||
|
image_t *frame_buffer = image_create_vram();
|
||||||
|
|
||||||
|
extern image_t *tex_index[TINDEX_S];
|
||||||
|
|
||||||
|
tex_index[1] = &frame0;
|
||||||
|
tex_index[2] = &rick;
|
||||||
|
|
||||||
|
//Vos textures générées procéduralement
|
||||||
|
|
||||||
|
tex_index[0] = image_alloc(64, 64, IMAGE_RGB565);
|
||||||
|
tex_index[3] = image_alloc(64, 64, IMAGE_RGB565);
|
||||||
|
|
||||||
|
image_fill(tex_index[0], 0x4228);
|
||||||
|
image_fill(tex_index[3], 0x9dbd);
|
||||||
|
|
||||||
|
prof_init();
|
||||||
|
|
||||||
|
int anim_timer = 0;
|
||||||
|
|
||||||
|
while (!exit_game) {
|
||||||
|
prof_t frame = prof_make();
|
||||||
|
prof_enter(frame);
|
||||||
|
|
||||||
|
drect(0, 0, 395, 112, 0x9dbd);
|
||||||
|
drect(0,112, 395, 243, 0x4228);
|
||||||
|
|
||||||
|
switch((anim_timer/62)%5){
|
||||||
|
case 0: tex_index[1] = &frame0; break;
|
||||||
|
case 1: tex_index[1] = &frame1; break;
|
||||||
|
case 2: tex_index[1] = &frame2; break;
|
||||||
|
case 3: tex_index[1] = &frame3; break;
|
||||||
|
case 4: tex_index[1] = &frame4; break;
|
||||||
|
}
|
||||||
|
|
||||||
|
draw_walls(frame_buffer);
|
||||||
|
|
||||||
|
if(first_frame == 1){
|
||||||
|
main_menu();
|
||||||
|
}
|
||||||
|
|
||||||
|
keys_get();
|
||||||
|
|
||||||
|
if (disp_frame_time == 1) dprint( 1, 10, C_BLACK, "Frame time : %d ms", frame_time);
|
||||||
|
|
||||||
|
#ifdef debug
|
||||||
|
dprint( 1, 20, C_BLACK, "planeX : %d", planeX);
|
||||||
|
dprint( 1, 30, C_BLACK, "planeY : %d", planeY);
|
||||||
|
dprint( 1, 40, C_BLACK, "dirX : %d", dirX);
|
||||||
|
dprint( 1, 50, C_BLACK, "dirY : %d", dirY);
|
||||||
|
dprint( 1, 60, C_BLACK, "posX : %d", posX);
|
||||||
|
dprint( 1, 70, C_BLACK, "posY : %d", posY);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
dupdate();
|
||||||
|
prof_leave(frame);
|
||||||
|
frame_time = (int)prof_time(frame)/1000;
|
||||||
|
first_frame = 0;
|
||||||
|
|
||||||
|
anim_timer += frame_time;
|
||||||
|
}
|
||||||
|
|
||||||
|
prof_quit();
|
||||||
|
|
||||||
|
//Libérez vos textures générées procéduralement
|
||||||
|
|
||||||
|
image_free(tex_index[0]);
|
||||||
|
image_free(tex_index[3]);
|
||||||
|
|
||||||
|
return 1;
|
||||||
|
}
|
71
Examples/AmogusGame/src/map.c
Normal file
|
@ -0,0 +1,71 @@
|
||||||
|
// Voir README.md pour license précise, par Fcalva 1011-1011 et est sous GPLv1
|
||||||
|
|
||||||
|
#include "map.h"
|
||||||
|
#include "moteur.h"
|
||||||
|
|
||||||
|
char map_test[map_w][map_h] = {
|
||||||
|
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
|
||||||
|
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,0,1,1,1,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||||
|
{1,0,1,0,1,0,0,1,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,0,0,1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,0,1,0,0,0,1,1,0,0,0,0,0,1,1,1,1,1,0,1,0,0,1,0,1,1,1,0,1,0,1,1,0,1,0,1,0,0,0,1,1,1,0,0,0,0,0,1,0,1,1,0,1,0,1,0,0,1,0,0,0,0,1,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||||
|
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||||||
|
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
|
||||||
|
};
|
12
Examples/AmogusGame/src/map.h
Normal file
|
@ -0,0 +1,12 @@
|
||||||
|
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
|
||||||
|
|
||||||
|
#include "fixed.h"
|
||||||
|
#ifndef map_test_M
|
||||||
|
#define map_test_M
|
||||||
|
|
||||||
|
//! Attention à avoir *exactement* la même taille entre ces valeurs et la carte dans map.c !
|
||||||
|
|
||||||
|
#define map_w 64
|
||||||
|
#define map_h 128
|
||||||
|
|
||||||
|
#endif /* map_test.h */
|
325
Examples/AmogusGame/src/moteur.c
Normal file
|
@ -0,0 +1,325 @@
|
||||||
|
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
|
||||||
|
|
||||||
|
#include <math.h>
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include <string.h>
|
||||||
|
#include <time.h>
|
||||||
|
|
||||||
|
#include <gint/display.h>
|
||||||
|
#include <gint/keyboard.h>
|
||||||
|
#include <libprof.h>
|
||||||
|
|
||||||
|
#include "fixed.h"
|
||||||
|
|
||||||
|
#include "moteur.h"
|
||||||
|
#include "map.h"
|
||||||
|
|
||||||
|
// moteur.c :
|
||||||
|
// ici se trouvent tout ce qui concerne les graphismes, mouvement et collisions
|
||||||
|
//
|
||||||
|
//
|
||||||
|
|
||||||
|
void move() {
|
||||||
|
extern int frame_time;
|
||||||
|
fixed_t moveSpeed = fmul(fix(frame_time), 0x148); //frame_time * fix(carrés/seconde/1000) là carrés/seconde = 5
|
||||||
|
fixed_t rotSpeed = fmul(fix(frame_time), 0x83); //frame_time * fix(radians/seconde/1000) là radians/seconde = 2
|
||||||
|
fixed_t c_rotSpeed = fix(cos(f2float(rotSpeed)));
|
||||||
|
fixed_t s_rotSpeed = fix(sin(f2float(rotSpeed)));
|
||||||
|
|
||||||
|
extern char map_test[map_w][map_h];
|
||||||
|
extern fixed_t planeX;
|
||||||
|
extern fixed_t planeY;
|
||||||
|
extern fixed_t dirX;
|
||||||
|
extern fixed_t dirY;
|
||||||
|
extern fixed_t posX;
|
||||||
|
extern fixed_t posY;
|
||||||
|
|
||||||
|
fixed_t oldDirX;
|
||||||
|
fixed_t oldPlaneX;
|
||||||
|
int xtemp1;
|
||||||
|
int ytemp1;
|
||||||
|
int xtemp2;
|
||||||
|
int ytemp2;
|
||||||
|
|
||||||
|
if (keydown(KEY_UP)) {
|
||||||
|
xtemp1 = f2int(posX + fmul(dirX, moveSpeed));
|
||||||
|
ytemp1 = f2int(posY);
|
||||||
|
xtemp2 = f2int(posX);
|
||||||
|
ytemp2 = f2int(posY + fmul(dirY, moveSpeed));
|
||||||
|
|
||||||
|
if(map_test[xtemp1][ytemp1] == 0) posX += fmul(dirX, moveSpeed);
|
||||||
|
if(map_test[xtemp2][ytemp2] == 0) posY += fmul(dirY, moveSpeed);
|
||||||
|
}
|
||||||
|
//move backwards if no wall behind you
|
||||||
|
if (keydown(KEY_DOWN)) {
|
||||||
|
xtemp1 = f2int(posX - fmul(dirX, moveSpeed));
|
||||||
|
ytemp1 = f2int(posY);
|
||||||
|
xtemp2 = f2int(posX);
|
||||||
|
ytemp2 = f2int(posY - fmul(dirY, moveSpeed));
|
||||||
|
|
||||||
|
if(map_test[xtemp1][ytemp1] == 0) posX -= fmul(dirX, moveSpeed);
|
||||||
|
if(map_test[xtemp2][ytemp2] == 0) posY -= fmul(dirY, moveSpeed);
|
||||||
|
}
|
||||||
|
//rotate to the rightdouble sin_rotspeed;
|
||||||
|
if (keydown(KEY_RIGHT)) {
|
||||||
|
//both camera direction and camera plane must be rotated
|
||||||
|
oldDirX = dirX;
|
||||||
|
dirX = (fmul(dirX, c_rotSpeed)+1) - (fmul(dirY, -s_rotSpeed)+1);
|
||||||
|
dirY = (fmul(oldDirX, -s_rotSpeed)+1) + (fmul(dirY, c_rotSpeed)+1);
|
||||||
|
oldPlaneX = planeX;
|
||||||
|
planeX = (fmul(planeX, c_rotSpeed)+1) - (fmul(planeY, -s_rotSpeed)+1);
|
||||||
|
planeY = (fmul(oldPlaneX, -s_rotSpeed)+1) + (fmul(planeY, c_rotSpeed)+1);
|
||||||
|
}
|
||||||
|
//rotate to the left
|
||||||
|
if (keydown(KEY_LEFT)) {
|
||||||
|
//both camera direction and camera plane must be rotated
|
||||||
|
oldDirX = dirX;
|
||||||
|
dirX = (fmul(dirX, c_rotSpeed)-1) - (fmul(dirY, s_rotSpeed)-1);
|
||||||
|
dirY = (fmul(oldDirX, s_rotSpeed)+1) + (fmul(dirY, c_rotSpeed)+1);
|
||||||
|
oldPlaneX = planeX;
|
||||||
|
planeX = (fmul(planeX, c_rotSpeed)-1) - (fmul(planeY, s_rotSpeed) - 1);
|
||||||
|
planeY = (fmul(oldPlaneX, s_rotSpeed)+1) + (fmul(planeY, c_rotSpeed) + 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (dirX > 0xFFFF) dirX = 0xFFFF;
|
||||||
|
if (dirY > 0xFFFF) dirY = 0xFFFF;
|
||||||
|
if (dirX < -0xFFFF) dirX = -0xFFFF;
|
||||||
|
if (dirY < -0xFFFF) dirY = -0xFFFF;
|
||||||
|
}
|
||||||
|
|
||||||
|
void spawn_gen(){
|
||||||
|
extern fixed_t posX;
|
||||||
|
extern fixed_t posY;
|
||||||
|
extern fixed_t dirX;
|
||||||
|
extern fixed_t dirY;
|
||||||
|
extern fixed_t planeX;
|
||||||
|
extern fixed_t planeY;
|
||||||
|
extern char map_test[map_w][map_h];
|
||||||
|
|
||||||
|
int seed, seed_x, seed_y;
|
||||||
|
int SeedSeed;
|
||||||
|
|
||||||
|
time_t timeN;
|
||||||
|
time(&timeN);
|
||||||
|
SeedSeed = timeN;
|
||||||
|
|
||||||
|
srand(SeedSeed);
|
||||||
|
|
||||||
|
while(1){
|
||||||
|
seed = rand() * 0.5 + rand() * 0.5;
|
||||||
|
seed_x = seed & 0b1111111;
|
||||||
|
seed_y = (seed >> 8) & 0b111111;
|
||||||
|
if (seed_x < map_w && seed_y < map_h && (seed_x < 111 && seed_y > 15)){
|
||||||
|
if(map_test[seed_x][seed_y] == 0){
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
fixed_t start_dirX, start_dirY;
|
||||||
|
|
||||||
|
int dirSeed = (seed >> 9) & 0b11 ;
|
||||||
|
switch(dirSeed){
|
||||||
|
case 0: {
|
||||||
|
start_dirX = 0x0;
|
||||||
|
start_dirY = 0xFFFF;
|
||||||
|
planeX = fix(0.66);
|
||||||
|
planeY = 0;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 1: {
|
||||||
|
start_dirX = 0xFFFF;
|
||||||
|
start_dirY = 0x0;
|
||||||
|
planeX = 0;
|
||||||
|
planeY = fix(-0.66);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 2: {
|
||||||
|
start_dirX = -0xFFFF;
|
||||||
|
start_dirY = 0x0;
|
||||||
|
planeX = 0;
|
||||||
|
planeY = fix(0.66);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 3: {
|
||||||
|
start_dirX = 0x0;
|
||||||
|
start_dirY = -0xFFFF;
|
||||||
|
planeX = fix(-0.66);
|
||||||
|
planeY = 0;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
default : {
|
||||||
|
start_dirX = 0xFFFF;
|
||||||
|
start_dirY = 0x0;
|
||||||
|
planeX = 0;
|
||||||
|
planeY = fix(-0.66);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
posX = fix(seed_x) + 0x7FFF;
|
||||||
|
posY = fix(seed_y) + 0x7FFF; //x and y start position
|
||||||
|
dirX = start_dirX;
|
||||||
|
dirY = start_dirY; //initial direction vector
|
||||||
|
}
|
||||||
|
|
||||||
|
void load_map(){
|
||||||
|
spawn_gen();
|
||||||
|
}
|
||||||
|
|
||||||
|
void draw_walls(image_t *frame_buffer){
|
||||||
|
extern fixed_t posX;
|
||||||
|
extern fixed_t posY;
|
||||||
|
extern fixed_t dirX;
|
||||||
|
extern fixed_t dirY;
|
||||||
|
extern fixed_t planeX;
|
||||||
|
extern fixed_t planeY;
|
||||||
|
extern image_t *tex_index[TINDEX_S];
|
||||||
|
extern char map_test[map_w][map_h];
|
||||||
|
|
||||||
|
fixed_t cameraX;
|
||||||
|
fixed_t rayDirX;
|
||||||
|
fixed_t rayDirY;
|
||||||
|
fixed_t sideDistX;//length of ray from current position to next x or y-side
|
||||||
|
fixed_t sideDistY;
|
||||||
|
fixed_t deltaDistX;
|
||||||
|
fixed_t deltaDistY;
|
||||||
|
fixed_t perpWallDist;
|
||||||
|
fixed_t texSize;
|
||||||
|
int x;
|
||||||
|
int mapX;
|
||||||
|
int mapY;
|
||||||
|
int stepX; //what direction to step in x or y-direction (either +1 or -1)
|
||||||
|
int stepY;
|
||||||
|
int side; //was a NS or a EW wall hit?
|
||||||
|
int lineHeight;
|
||||||
|
int texX;
|
||||||
|
int texSample;
|
||||||
|
int texSampleY;
|
||||||
|
|
||||||
|
int v_offset = 0; //(int)(sin(f2int(posX + posY)) * 5); //a raffiner un peu
|
||||||
|
fixed_t h_offset = 0; //fix(sin(f2int(posX - posY)) * 0.01);
|
||||||
|
|
||||||
|
struct image_linear_map temp;
|
||||||
|
|
||||||
|
for(x = 0; x < viewport_w; x++) {
|
||||||
|
|
||||||
|
//calculate ray position and direction
|
||||||
|
cameraX = fdiv(fix(x*2), fix(viewport_w)) - 0xFFFF + h_offset; //x-coordinate in camera space
|
||||||
|
|
||||||
|
rayDirX = dirX + fmul(planeX, cameraX);
|
||||||
|
rayDirY = dirY + fmul(planeY, cameraX);
|
||||||
|
|
||||||
|
|
||||||
|
//which box of the map we're in
|
||||||
|
mapX = f2int(posX);
|
||||||
|
mapY = f2int(posY);
|
||||||
|
|
||||||
|
// length of ray from one x or y-side to next x or y-side
|
||||||
|
// these are derived as:
|
||||||
|
// deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX))
|
||||||
|
// deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY))
|
||||||
|
// which can be simplified to abs(|rayDir| / rayDirX) and abs(|rayDir| / rayDirY)
|
||||||
|
// where |rayDir| is the length of the vector (rayDirX, rayDirY). Its length,
|
||||||
|
// unlike (dirX, dirY) is not 1, however this does not matter, only the
|
||||||
|
// ratio between deltaDistX and deltaDistY matters, due to the way the DDA
|
||||||
|
// stepping further below works. So the values can be computed as below.
|
||||||
|
// Division through zero is prevented, even though technically that's not
|
||||||
|
// needed in C++ with IEEE 754 floating point values.
|
||||||
|
// Fcalva : removed the 0 div prevention
|
||||||
|
|
||||||
|
deltaDistX = abs(fdiv(0xFFFF, rayDirX));
|
||||||
|
deltaDistY = abs(fdiv(0xFFFF, rayDirY));
|
||||||
|
|
||||||
|
//calculate step and initial sideDist
|
||||||
|
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 = 0;
|
||||||
|
sideDistY = 0;
|
||||||
|
}
|
||||||
|
else if (rayDirY < 0) {
|
||||||
|
stepY = -1;
|
||||||
|
sideDistY = fmul(posY - fix(mapY), deltaDistY);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
stepY = 1;
|
||||||
|
sideDistY = fmul( fix(mapY + 1) - posY, deltaDistY);
|
||||||
|
}
|
||||||
|
//perform DDA
|
||||||
|
while(true) {
|
||||||
|
//Check if the ray is out of range/bounds
|
||||||
|
if (sideDistX >= max_dist || sideDistY >= max_dist || mapX < 0 || mapY < 0 || mapX >= map_w || mapY >= map_h) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
//Otherwise check if ray has hit a wall
|
||||||
|
else if (map_test[mapX][mapY] > 0) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
//jump to next map square, either in x-direction, or in y-direction
|
||||||
|
if (sideDistX < sideDistY) {
|
||||||
|
sideDistX += deltaDistX;
|
||||||
|
mapX += stepX;
|
||||||
|
side = 0;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
sideDistY += deltaDistY;
|
||||||
|
mapY += stepY;
|
||||||
|
side = 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//Calculate distance projected on camera direction. This is the shortest distance from the point where the wall is
|
||||||
|
//hit to the camera plane. Euclidean to center camera point would give fisheye effect!
|
||||||
|
//This can be computed as (mapX - posX + (1 - stepX) / 2) / rayDirX for side == 0, or same formula with Y
|
||||||
|
//for size == 1, but can be simplified to the code below thanks to how sideDist and deltaDist are computed:
|
||||||
|
//because they were left scaled to |rayDir|. sideDist is the entire length of the ray above after the multiple
|
||||||
|
//steps, but we subtract deltaDist once because one step more into the wall was taken above.
|
||||||
|
|
||||||
|
if (side == 0) perpWallDist = (sideDistX - deltaDistX);
|
||||||
|
else perpWallDist = (sideDistY - deltaDistY);
|
||||||
|
|
||||||
|
//texturing calculations
|
||||||
|
//int texNum = test_map[mapX][mapY] - 1; //a voir plus tard
|
||||||
|
|
||||||
|
//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);
|
||||||
|
texX = 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 = fceil(fdiv(fix(viewport_h), texSize));
|
||||||
|
texSampleY = 32 - (int)texSample * 0.5;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
texSample = 64;
|
||||||
|
texSampleY = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
image_t texStripe;
|
||||||
|
|
||||||
|
texStripe = *image_sub(tex_index[map_test[mapX][mapY]], texX, texSampleY, 1, texSample);
|
||||||
|
|
||||||
|
image_scale(&texStripe, 0xFFFF, texSize, &temp);
|
||||||
|
image_linear(&texStripe, image_at(frame_buffer, x, (int)(viewport_h * 0.5 - lineHeight * 0.5) + v_offset), &temp);
|
||||||
|
}
|
||||||
|
}
|
22
Examples/AmogusGame/src/moteur.h
Normal file
|
@ -0,0 +1,22 @@
|
||||||
|
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
|
||||||
|
|
||||||
|
#ifndef moteur_h
|
||||||
|
#define moteur_h
|
||||||
|
|
||||||
|
#include <gint/image.h>
|
||||||
|
|
||||||
|
//param. graphiques
|
||||||
|
#define screen_w 396
|
||||||
|
#define screen_h 224
|
||||||
|
#define viewport_w 396
|
||||||
|
#define viewport_h 224
|
||||||
|
#define max_dist 0x1FFFFF //en tuiles << 16, actuellement 32
|
||||||
|
|
||||||
|
#define TINDEX_S 256
|
||||||
|
|
||||||
|
void load_map();
|
||||||
|
void end_screen();
|
||||||
|
void draw_walls(image_t *frame_buffer);
|
||||||
|
void move();
|
||||||
|
|
||||||
|
#endif /* moteur */
|
10
src/main.c
|
@ -12,7 +12,7 @@
|
||||||
#include "map.h"
|
#include "map.h"
|
||||||
|
|
||||||
//====== Copy3DEngine =====
|
//====== Copy3DEngine =====
|
||||||
// Git du moteur : TODO
|
// Git du moteur : https://gitea.planet-casio.com/Fcalva/Copy3DEngine
|
||||||
// Git du jeu : [Rajoutez le vôtre ici]
|
// Git du jeu : [Rajoutez le vôtre ici]
|
||||||
//
|
//
|
||||||
// Page du jeu : [La vôtre ici]
|
// Page du jeu : [La vôtre ici]
|
||||||
|
@ -74,8 +74,8 @@ void keys_get(){
|
||||||
}
|
}
|
||||||
|
|
||||||
void main_menu(){
|
void main_menu(){
|
||||||
dtext_opt(198, 100, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, NAMEOFGAME, -1);
|
//dtext_opt(198, 100, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, NAMEOFGAME, -1);
|
||||||
dtext_opt(198, 120, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "De Fcalva" /*AUTHOR*/, -1);
|
//dtext_opt(198, 120, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "De " AUTHOR, -1);
|
||||||
dtext_opt(198, 150, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Appuyez sur une touche", -1);
|
dtext_opt(198, 150, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Appuyez sur une touche", -1);
|
||||||
|
|
||||||
dupdate();
|
dupdate();
|
||||||
|
@ -117,13 +117,10 @@ int main(){
|
||||||
|
|
||||||
if(first_frame == 1){
|
if(first_frame == 1){
|
||||||
main_menu();
|
main_menu();
|
||||||
first_frame = 0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
keys_get();
|
keys_get();
|
||||||
|
|
||||||
logic();
|
|
||||||
|
|
||||||
if (disp_frame_time == 1) dprint( 1, 10, C_BLACK, "Frame time : %d ms", frame_time);
|
if (disp_frame_time == 1) dprint( 1, 10, C_BLACK, "Frame time : %d ms", frame_time);
|
||||||
|
|
||||||
#ifdef debug
|
#ifdef debug
|
||||||
|
@ -138,6 +135,7 @@ int main(){
|
||||||
dupdate();
|
dupdate();
|
||||||
prof_leave(frame);
|
prof_leave(frame);
|
||||||
frame_time = (int)prof_time(frame)/1000;
|
frame_time = (int)prof_time(frame)/1000;
|
||||||
|
first_frame = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
prof_quit();
|
prof_quit();
|
||||||
|
|
32
src/moteur.c
|
@ -87,34 +87,6 @@ void move() {
|
||||||
if (dirY < -0xFFFF) dirY = -0xFFFF;
|
if (dirY < -0xFFFF) dirY = -0xFFFF;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void end_screen(){
|
|
||||||
int a;
|
|
||||||
|
|
||||||
dtext_opt(198, 70, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Vous avez battu Maze3D !", -1);
|
|
||||||
dtext_opt(198, 90, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Optn - Rejouer", -1);
|
|
||||||
dtext_opt(198, 100, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Menu - Quitter", -1);
|
|
||||||
|
|
||||||
dupdate();
|
|
||||||
|
|
||||||
while(true){
|
|
||||||
a = getkey().key;
|
|
||||||
if (a == KEY_OPTN) {
|
|
||||||
load_map();
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void logic(){
|
|
||||||
extern fixed_t posX;
|
|
||||||
extern fixed_t posY;
|
|
||||||
|
|
||||||
if (ffloor(posX) == 15 && ffloor(posY) == 113) {
|
|
||||||
end_screen();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void spawn_gen(){
|
void spawn_gen(){
|
||||||
extern fixed_t posX;
|
extern fixed_t posX;
|
||||||
extern fixed_t posY;
|
extern fixed_t posY;
|
||||||
|
@ -190,11 +162,7 @@ void spawn_gen(){
|
||||||
dirY = start_dirY; //initial direction vector
|
dirY = start_dirY; //initial direction vector
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void load_map(){
|
void load_map(){
|
||||||
|
|
||||||
|
|
||||||
spawn_gen();
|
spawn_gen();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -16,7 +16,6 @@
|
||||||
|
|
||||||
void load_map();
|
void load_map();
|
||||||
void end_screen();
|
void end_screen();
|
||||||
void logic();
|
|
||||||
void draw_walls(image_t *frame_buffer);
|
void draw_walls(image_t *frame_buffer);
|
||||||
void move();
|
void move();
|
||||||
|
|
||||||
|
|