Enlevé ce qui est inutile + amélioration de la propreté

This commit is contained in:
attilavs2 2023-07-20 13:48:40 +02:00
parent f071c91b9c
commit bff84571da
8 changed files with 40 additions and 771 deletions

14
.gitignore vendored Normal file
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@ -0,0 +1,14 @@
# Build files
/build-fx
/build-cg
/build-cg-push
/*.g1a
/*.g3a
# Python bytecode
__pycache__/
# Common IDE files
*.sublime-project
*.sublime-workspace
.vscode

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@ -12,7 +12,6 @@ find_package(LibProf 2.1 REQUIRED)
set(SOURCES
src/main.c
src/moteur.c
src/sprites.c
src/map_test.c
)
# Shared assets, fx-9860G-only assets and fx-CG-50-only assets

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@ -1,394 +0,0 @@
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <gint/display.h>
#include <gint/keyboard.h>
#include "moteur.h"
#include "sprites.h"
#include "map_test.h"
int angle_60;
int angle_30;
int angle_15;
int angle_90;
int angle_180;
int angle_270;
int angle_360;
int angle_5;
int angle_10;
int angle_45;
int cos_table[ang_360p];
int sin_table[ang_360p];
int tan_table[ang_360p];
int acos_table[ang_360p];
int asin_table[ang_360p];
int atan_table[ang_360p];
float tab_mur_x[ang_360p];
float tab_mur_y[ang_360p];
int distors_table[ang_360p];
angle_60 = viewport_w;
angle_30 = floor(viewport_w * 0.5);
angle_15 = floor(viewport_w * 0.25);
angle_90 = floor(viewport_w * 1.5);
angle_180 = floor(viewport_w * 3);
angle_270 = floor(viewport_w * 4.5);
angle_360 = floor(viewport_w * 6);
angle_5 = floor(viewport_w / 12);
angle_10 = floor(viewport_w / 6);
angle_45 = floor(viewport_w * 0.75);
unsigned short table_couleur[235] = {
0x10a2,0x18a3,0x18a3,0x18c3,0x18c3,0x18c3,0x18c3,
0x18e3,0x18e3,0x20e4,0x20e4,0x2104,0x2104,0x2104,
0x2104,0x2124,0x2124,0x2124,0x2925,0x2945,0x2945,
0x2945,0x2945,0x2965,0x2965,0x2965,0x3166,0x3186,
0x3186,0x3186,0x3186,0x31a6,0x31a6,0x31a6,0x39a7,
0x39c7,0x39c7,0x39c7,0x39c7,0x39e7,0x39e7,0x39e7,
0x41e8,0x4208,0x4208,0x4208,0x4208,0x4228,0x4228,
0x4228,0x4a29,0x4a49,0x4a49,0x4a49,0x4a49,0x4a69,
0x4a69,0x4a69,0x4a69,0x528a,0x528a,0x528a,0x528a,
0x52aa,0x52aa,0x52aa,0x52aa,0x5aab,0x5acb,0x5acb,
0x5acb,0x5acb,0x5aeb,0x5aeb,0x5aeb,0x62ec,0x630c,
0x630c,0x630c,0x630c,0x632c,0x632c,0x632c,0x6b2d,
0x6b4d,0x6b4d,0x6b4d,0x6b4d,0x6b6d,0x6b6d,0x6b6d,
0x6b6d,0x738e,0x738e,0x738e,0x738e,0x73ae,0x73ae,
0x73ae,0x73ae,0x7bcf,0x7bcf,0x7bcf,0x7bcf,0x7bef,
0x7bef,0x7bef,0x7bef,0x8410,0x8410,0x8410,0x8410,
0x8430,0x8430,0x8430,0x8430,0x8c51,0x8c51,0x8c51,
0x8c51,0x8c71,0x8c71,0x8c71,0x8c71,0x9492,0x9492,
0x9492,0x9492,0x94b2,0x94b2,0x94b2,0x94b2,0x94d2,
0x9cd3,0x9cd3,0x9cd3,0x9cf3,0x9cf3,0x9cf3,0x9cf3,
0x9d13,0xa514,0xa514,0xa514,0xa534,0xa534,0xa534,
0xa534,0xa554,0xad55,0xad55,0xad55,0xad55,0xad75,
0xad75,0xad75,0xad75,0xb596,0xb596,0xb596,0xb596,
0xb5b6,0xb5b6,0xb5b6,0xb5b6,0xb5d6,0xbdd7,0xbdd7,
0xbdd7,0xbdf7,0xbdf7,0xbdf7,0xbdf7,0xbe17,0xc618,
0xc618,0xc618,0xc638,0xc638,0xc638,0xc638,0xc658,
0xce59,0xce59,0xce59,0xce79,0xce79,0xce79,0xce79,
0xce99,0xd69a,0xd69a,0xd69a,0xd6ba,0xd6ba,0xd6ba,
0xd6ba,0xd6da,0xdedb,0xdedb,0xdedb,0xdefb,0xdefb,
0xdefb,0xdefb,0xdf1b,0xdf1b,0xe71c,0xe71c,0xe73c,
0xe73c,0xe73c,0xe73c,0xe75c,0xe75c,0xef5d,0xef5d,
0xef7d,0xef7d,0xef7d,0xef7d,0xef9d,0xef9d,0xf79e,
0xf79e,0xf7be,0xf7be,0xf7be,0xf7be,0xf7de,0xf7de,
0xffdf,0xffdf,0xffff,0xffff
};
float deg_to_rad(float angle_deg) {
return((angle_deg * pi) / 180);
}
void compute_table() {
extern int angle_30;//il y en a des inutilisés
extern int angle_15;
extern int angle_90;
extern int angle_180;
extern int angle_270;
extern int angle_360;
extern int angle_5;
extern int angle_10;
extern int angle_45;
extern int cos_table[ang_360p];
extern int sin_table[ang_360p];
extern int tan_table[ang_360p];
extern int acos_table[ang_360p];
extern int asin_table[ang_360p];
extern int atan_table[ang_360p];
extern float tab_mur_x[ang_360p];
extern float tab_mur_y[ang_360p];
extern int distors_table[ang_360p];
int i = 0;
float rad_i = 0;
while (i != angle_360) {
rad_i = deg_to_rad(i / viewport_w);
cos_table[i] = floor( 64 * cos(rad_i));
sin_table[i] = floor( 64 * sin(rad_i));
tan_table[i] = floor( 64 * tan(rad_i));
acos_table[i] = floor( 64 * acos(rad_i));
asin_table[i] = floor( 64 * asin(rad_i));
atan_table[i] = floor( 64 * atan(rad_i));
if (i >= 90 && i < angle_270) {
tab_mur_x[i] = tile_size / tan(rad_i);
if (tab_mur_x[i] > 0) {
tab_mur_x[i] = -tab_mur_x[i];
}
}
else {
tab_mur_x[i] = tile_size / tan(rad_i);
if (tab_mur_x[i] < 0) {
tab_mur_x[i] = -tab_mur_x[i];
}
}
if (i >= 0 && i < angle_180) {
tab_mur_y[i] = tile_size / tan(rad_i);
if (tab_mur_y[i] < 0) {
tab_mur_y[i] = -tab_mur_y[i];
}
}
else {
tab_mur_y[i] = tile_size / tan(rad_i);
if (tab_mur_y[i] > 0) {
tab_mur_y[i] = -tab_mur_y[i];
}
}
i++;
}
for (i = -30; i <= angle_30;) {
distors_table[i + angle_30] = floor(128*(1 / cos(deg_to_rad(i))));
i++;
}
}
void load_map(int){
}
void draw_background(int){
}
void draw_walls(){
int vertical_grid = 0;
int horizontal_grid = 0;
int dist_to_n_v_grid = 0; //distance to next vertical grid
int dist_to_n_h_grid = 0;
int x_intersect = 0;
int y_intersect = 0;
float dist_to_n_x_intersect = 0;
float dist_to_n_y_intersect = 0;
int x_raypos = 0;
int y_raypos = 0;
int dist_to_v_hit = 0;
int dist_to_h_hit = 0;
int castarc = 0;
int castcolumn = 0;
int wall_haut = 0;
int wall_bas = 0;
int half_viewport_h = viewport_h * 0.5; //Va y avoir besoin quand je vais
//réduire par deux la résolution horizontale du bouzin
int rgh_xdist = 1;
int rgh_ydist = 1;
int couleur = 0;
char wall_type = 1; //type de mur touché par le raycast
int wall_dist = 0;
int proj_wall_h = 0;
double wall_temp = 0;
extern int angle_30;//il y en a peut être des inutilisés, a voir
extern int angle_15;
extern int angle_90;
extern int angle_180;
extern int angle_270;
extern int angle_360;
extern int angle_5;
extern int angle_10;
extern int angle_45;
extern int cos_table[ang_360p];
extern int sin_table[ang_360p];
extern int tan_table[ang_360p];
extern int acos_table[ang_360p];
extern int asin_table[ang_360p];
extern int atan_table[ang_360p];
extern float tab_mur_x[ang_360p];
extern float tab_mur_y[ang_360p];
extern int distors_table[ang_360p];
extern int player_x;
extern int player_y;
extern int player_dir;
extern char map_test[map_w][map_h];
//Note : les dupdate() et dprint() en masse sont pour le debug
castarc = player_dir - angle_30;
if (castarc < 0) {
castarc += angle_360;
}
if (castarc >= angle_360) {
castarc -= angle_360;
}
for ( castcolumn = 0; castcolumn < viewport_w;) {
dprint( 1, 1, C_BLACK, "castcolumn : %d", castcolumn);
dprint( 1, 10, C_BLACK, "castarc : %d", castarc);
if (castarc > 0 && castarc < angle_180) {
horizontal_grid = floor(player_y / tile_size) * tile_size + tile_size;
dist_to_n_h_grid = tile_size;
x_intersect = floor((atan_table[castarc] * (horizontal_grid - player_y)) >> 6) + player_x;
dprint( 1, 20, C_BLACK, "x_intersect : %d", x_intersect);
}
else {
horizontal_grid = floor(player_y / tile_size) * tile_size;
dist_to_n_h_grid = -tile_size;
x_intersect = floor((atan_table[castarc] * (horizontal_grid - player_y)) >> 6) + player_x;
horizontal_grid--;
dprint( 1, 20, C_BLACK, "x_intersect : %d", x_intersect);
}
if (castarc == 0 || castarc == angle_180) {
dist_to_h_hit = max_dist;
dprint( 1, 100, C_BLACK, "x_0/180");
}
else {
dist_to_n_x_intersect = tab_mur_x[castarc];
while (true) {
x_raypos = floor(x_intersect / tile_size);
y_raypos = floor(horizontal_grid / tile_size);
//rgh_xdist = abs(x_raypos - (tile_size * player_x));
//rgh_ydist = abs(y_raypos- (tile_size * player_y));
//Gros truc bien long pour vérifier que le rayon est pas trop loin
//Note : Si je remplace le <= par < avec les raypos, ça plante :/
if (x_raypos >= map_w || y_raypos >= map_h || x_raypos <= 0 || y_raypos <= 0
|| rgh_xdist > max_dist || rgh_ydist > max_dist) {
dist_to_h_hit = max_dist;
dprint( 200, 1, C_BLACK, "H : Max_dist");
break;
}
else if (map_test[x_raypos][y_raypos] == 0) {
x_intersect += dist_to_n_x_intersect;
horizontal_grid += dist_to_n_h_grid;
}
else {
dist_to_h_hit = floor(((x_intersect - player_x) * acos_table[castarc]) >> 6);
wall_type = map_test[x_raypos][y_raypos];
dprint( 200, 10, C_BLACK, "H : Hit");
dprint( 200, 20, C_BLACK, "x_intersect : %d", x_intersect);
dprint( 200, 30, C_BLACK, "horizontal_grid : %d", horizontal_grid);
dprint( 200, 40, C_BLACK, "wall_type : %d", wall_type);
break;
}
}
dprint( 1, 30, C_BLACK, "dist_to_h_hit : %d", dist_to_h_hit);
}
if (castarc < angle_90 || castarc > angle_270) {
vertical_grid = tile_size + floor(player_x / tile_size) * tile_size;
dist_to_n_v_grid = tile_size;
y_intersect = floor((tan_table[castarc] * (vertical_grid - player_x)) >> 6 ) + player_y;
dprint( 1, 40, C_BLACK, "y_intersect : %d", y_intersect);
}
else {
vertical_grid = floor(player_x / tile_size * tile_size);
dist_to_n_v_grid = -tile_size;
y_intersect = floor((tan_table[castarc] * (vertical_grid - player_x)) >> 6 ) + player_y;
vertical_grid--;
dprint( 1, 40, C_BLACK, "y_intersect : %d", y_intersect);
}
if (castarc == angle_90 || castarc == angle_270) {
dist_to_v_hit = max_dist;
dprint( 1, 80, C_BLACK, "y_90/270");
}
else {
dist_to_n_y_intersect = tab_mur_y[castarc];
while (true) {
x_raypos = floor(vertical_grid / tile_size);
y_raypos = floor(y_intersect / tile_size);
//rgh_xdist = abs(x_raypos - (tile_size * player_x));
//rgh_ydist = abs(y_raypos - (tile_size * player_y));
if (x_raypos >= map_w || y_raypos >= map_h || x_raypos <= 0 || y_raypos <= 0
|| rgh_xdist > max_dist || rgh_ydist > max_dist) {
dist_to_h_hit = max_dist;
dprint( 200, 50, C_BLACK, "V : Max_dist");
break;
}
else if (map_test[x_raypos][y_raypos] == 0) {
y_intersect += dist_to_n_y_intersect;
horizontal_grid += dist_to_n_h_grid;
}
else {
dist_to_v_hit = floor(((x_intersect - player_x) * acos_table[castarc]) >> 6);
wall_type = map_test[x_raypos][y_raypos];
dprint( 200, 60, C_BLACK, "V : Hit");
dprint( 200, 70, C_BLACK, "y_intersect : %d", y_intersect);
dprint( 200, 80, C_BLACK, "horizontal_grid : %d", horizontal_grid);
dprint( 200, 90, C_BLACK, "wall_type : %d", wall_type);
break;
}
}
dprint( 1, 50, C_BLACK, "dist_to_v_hit : %d", dist_to_v_hit);
}
if (dist_to_h_hit <= dist_to_v_hit) {
wall_dist = dist_to_h_hit;
}
else {
wall_dist = dist_to_v_hit;
}
wall_temp = floor(wall_dist / distors_table[castcolumn]);
wall_dist = wall_temp;
wall_dist = wall_dist >> 7;
dprint( 1, 60, C_BLACK, "wall_dist : %d", wall_dist);
if (wall_dist >= max_dist){
wall_dist = max_dist; //devrait pas y en avoir besoin mais bon
}
if (wall_dist == 0){
wall_dist += 1;
}
proj_wall_h = floor((tile_size * player_pj_pl_dist / wall_dist)*0.5);
if (proj_wall_h >= half_viewport_h){
proj_wall_h = half_viewport_h;
}
wall_bas = half_viewport_h - proj_wall_h;
wall_haut = half_viewport_h + proj_wall_h;
if (wall_haut < 0) {
wall_haut = 0;
}
if (wall_bas >= viewport_h) {
wall_bas = viewport_h - 1;
}
wall_bas = (wall_bas - wall_haut) + 1;
/*
if (floor(wall_dist) < max_dist) {
couleur = floor(255 - (wall_dist / max_dist) * 255)-20;
if (couleur <= 0) {
couleur = 0;
}
if (couleur > 235) {
couleur = 235;
}
/*
switch (wall_type) {
case 1: {
drect(castcolumn, wall_haut, castcolumn, wall_bas, wall_color);
break;
}
case 2: {
drect(castcolumn, wall_haut, castcolumn, wall_bas, 0xFAFA);
break;
}
}
*/ /*
drect( castcolumn, wall_haut, castcolumn, wall_bas, 0xAAAA); //nrmlnt : table_couleur[couleur]
}
else {
drect( castcolumn, wall_haut, castcolumn, wall_bas, 0x5ACB);
}
*/
dupdate();
getkey();
dclear(C_WHITE);
castarc++;
castcolumn++;
if (castarc >= angle_360) {
castarc -= angle_360;
}
}
}

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@ -17,11 +17,12 @@
#include "moteur.h"
#include "map_test.h"
#include "sprites.h"
//====== Maze3D V0.2 =====
// Git du moteur : https://github.com/attilavs2/Raycaster_prealpha
// Git du jeu : [a venir]
// Git du jeu : https://gitea.planet-casio.com/Fcalva/Maze3D
//
// Page du jeu : https://www.planet-casio.com/Fr/programmes/programme4355-1-maze3d-fcalva-jeux-reflexion.html
//
// Tout le code de cette version est en GPL3
// Game design : Fcalva (aka. fklv, Fcalva#6860, attilavs2)
@ -29,13 +30,6 @@
// "Art" : Fcalva
//
//
// TODO :
// -Écran de fin :
// *-Affichage du temps mis
// -Graphismes de fin
// -Finir le labyrinthe
// *-Compteur de temps
//
//
#ifndef FXCG50
@ -70,7 +64,6 @@ fixed_t planeX;
fixed_t planeY;
int frame_time = 0;
int a;
void keys_get(){
move();
@ -112,22 +105,6 @@ void main_menu(){
getkey();
}
void end_screen(){
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;
}
}
}
int main(){
dclear(C_WHITE);
@ -176,7 +153,7 @@ int main(){
keys_get();
logic(&frame_buffer, &D_tex);
logic();
if (disp_frame_time == 1) dprint( 1, 10, C_BLACK, "Frame time : %d ms", frame_time);

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@ -9,7 +9,6 @@
#include "fixed.h"
#include "moteur.h"
#include "sprites.h"
#include "map_test.h"
// moteur.c :
@ -87,42 +86,26 @@ void move() {
if (dirY < -0xFFFF) dirY = -0xFFFF;
}
void draw_background(int background_id, image_t *skybox, image_t *skyboxSlice0, image_t *skyboxSlice1, image_t *frame_buffer){ //a revoir
extern fixed_t dirX;
switch (background_id){
default: {
break;
}
case 0: {
break;
}
case 1: {
int slice0_X = ffloor((dirX + 0xFFFF) * 450);
image_clear(skyboxSlice0);
image_clear(skyboxSlice1);
skyboxSlice0 = image_sub(skybox, slice0_X, 0, viewport_w, (int)(viewport_h * 0.5));
image_copy(skyboxSlice0, frame_buffer, true);
/*
if (slice0_X + viewport_h > 899){
int slice1_X = 899 - slice0_X + viewport_w;
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);
skyboxSlice0 = image_sub(skybox, slice0_X, 0, viewport_w - slice1_X, (int)(viewport_h * 0.5));
skyboxSlice1 = image_sub(skybox, 0, 0, slice1_X, (int)(viewport_h * 0.5));
dupdate();
image_copy(skyboxSlice1, image_at(frame_buffer, 0, 0), true);
image_copy(skyboxSlice0, image_at(frame_buffer, -(slice1_X - viewport_w), 0), true);
}
else {
}*/
break;
}
}
while(true){
a = getkey().key;
if (a == KEY_OPTN) {
load_map();
break;
}
}
}
void logic(image_t *frame_buffer, image_t *D_tex){
void logic(){
extern fixed_t posX;
extern fixed_t posY;
@ -131,12 +114,6 @@ void logic(image_t *frame_buffer, image_t *D_tex){
}
}
void load_map(){
dtext( 1, 1, C_BLACK, "Chargement...");
dupdate();
spawn_gen();
}
void spawn_gen(){
extern fixed_t posX;
extern fixed_t posY;
@ -212,51 +189,10 @@ void spawn_gen(){
dirY = start_dirY; //initial direction vector
}
void draw_f(image_t *floor_tex, image_t *frame_buffer){ //a refaire
extern fixed_t posX;
extern fixed_t posY;
extern fixed_t dirX;
extern fixed_t dirY;
extern fixed_t planeX;
extern fixed_t planeY;
int x;
int y;
for (y = 0; y < viewport_h; y++){
fixed_t rayDirX0 = dirX - planeX;
fixed_t rayDirY0 = dirY - planeY;
fixed_t rayDirX1 = dirX + planeX;
fixed_t rayDirY1 = dirY + planeY;
int p = y - (int) (viewport_h * 0.5);
fixed_t posZ = fmul(fix(0.5), fix(viewport_h));
fixed_t rowDist = fdiv(posZ, fix(p));
fixed_t floorStepX = fdiv(fmul(rowDist, (rayDirX1 - rayDirX0)), viewport_w);
fixed_t floorStepY = fdiv(fmul(rowDist, (rayDirY1 - rayDirY0)), viewport_w);
fixed_t floorX = posX + fmul(rowDist, rayDirX0);
fixed_t floorY = posY + fmul(rowDist, rayDirY0);
for (x = 0; x < viewport_w; ++x){
int cellX = f2int(floorX);
int cellY = f2int(floorY);
int tx = (int)ffloor(64 * (floorX - cellX)) & 63;
int ty = (int)ffloor(64 * (floorX - cellX)) & 63;
floorX += floorStepX;
floorY += floorStepY;
unsigned short color = image_get_pixel(floor_tex, tx, ty);
//color = (color >> 1) & 0b0111111101111111;
image_set_pixel(frame_buffer, x, viewport_h - y - 1, color);
}
}
void load_map(){
dtext( 1, 1, C_BLACK, "Chargement...");
dupdate();
spawn_gen();
}
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){
@ -426,185 +362,3 @@ void draw_walls(image_t *tex_1, image_t *tex_2, image_t *tex_3, image_t *tex_4,
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
//

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@ -3,8 +3,6 @@
#include <gint/image.h>
#define pi 3.1415
//param. graphiques
#define screen_w 396
#define screen_h 224
@ -12,11 +10,10 @@
#define viewport_h 224
#define max_dist 0x1FFFFF //en tuiles << 16, actuellement 32
void draw_background(int, image_t*, image_t*, image_t*, image_t*);
void load_map();
void logic(image_t*, image_t*);
void draw_f(image_t*, image_t*);
void end_screen();
void logic();
void draw_walls(image_t*, image_t*, image_t*, image_t*, image_t*, image_t*);
void move();
#endif /* moteur */
#endif /* moteur */

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@ -1,74 +0,0 @@
#include <stdlib.h>
#include <math.h>
#include <gint/display.h>
#include <gint/keyboard.h>
#include <gint/image.h>
#include "fixed.h"
#include "map_test.h"
#include "sprites.h"
#include "moteur.h"
// 2 maps de sprites : Les sprites de la map (tonneaux, torches, cadavres...) qui vont être dans
// map_test.c dans le futur proche et dans les données tiled plus tard
// Et les sprites de PNJs, donc d'ennemis et amicaux si jamais il y en a, qui vont être
// répertoriés dans un tableau de structs, leur place dans le tableau étant leur ID
// le mob_index sert a garder une position plus facile a vérifier des mobs, le nombre dans la matrice
// étant leur ID
//
char mob_index[map_w][map_h] = {
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, //13;10
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}
}; //les pnjs (ennemis)
void draw_sprites() {
// 1 - lister les sprites en render distance
// 2 - vérifier la distance/si c'est derrière un mur
// 3 - trier par distance
// 4 - passage a la moulinette de la perspective de la taille
// 5 - vérifier les recouvrement éventuels
// 6 - dessiner en commençant par derrière
}
/*
void test_sprite(fixed_t scale){
extern bopti_image_t zombard;
struct image_linear_map temp_lin_map;
int zombard_2 = image_create(52, 81, IMAGE_RGB565A);
image_scale(&zombard, scale, scale, &temp_lin_map);
zombard_2 = image_linear_alloc(&zombard, &temp_lin_map);
dimage(100, 100, &zombard_2);
}*/

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@ -1,4 +0,0 @@
#ifndef sprites
#define sprites
#endif /* sprites.h */