From bff84571daa9d4d4e3422dc1467519972d75aae4 Mon Sep 17 00:00:00 2001 From: attilavs2 Date: Thu, 20 Jul 2023 13:48:40 +0200 Subject: [PATCH] =?UTF-8?q?Enlev=C3=A9=20ce=20qui=20est=20inutile=20+=20am?= =?UTF-8?q?=C3=A9lioration=20de=20la=20propret=C3=A9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .gitignore | 14 ++ CMakeLists.txt | 1 - src/OldMoteur.c | 394 ------------------------------------------------ src/main.c | 31 +--- src/moteur.c | 284 +++------------------------------- src/moteur.h | 9 +- src/sprites.c | 74 --------- src/sprites.h | 4 - 8 files changed, 40 insertions(+), 771 deletions(-) create mode 100644 .gitignore delete mode 100644 src/OldMoteur.c delete mode 100644 src/sprites.c delete mode 100644 src/sprites.h diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..baadade --- /dev/null +++ b/.gitignore @@ -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 diff --git a/CMakeLists.txt b/CMakeLists.txt index 1de3d31..769b34e 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -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 diff --git a/src/OldMoteur.c b/src/OldMoteur.c deleted file mode 100644 index decbd8c..0000000 --- a/src/OldMoteur.c +++ /dev/null @@ -1,394 +0,0 @@ -#include -#include -#include - -#include -#include - -#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; - } - } -} diff --git a/src/main.c b/src/main.c index b7f0cd8..6cd79a3 100644 --- a/src/main.c +++ b/src/main.c @@ -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); diff --git a/src/moteur.c b/src/moteur.c index c01a28b..6e7e689 100644 --- a/src/moteur.c +++ b/src/moteur.c @@ -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�) -// -//================================================ -// au 03/06 : -// A faire là tout de suite : -// - Bien réparer correctement les murs -// - Sprites -// Plan : -// -Sol -// -Ennemis -// -Maps -// -Textures -// diff --git a/src/moteur.h b/src/moteur.h index be7b0ae..73187fd 100644 --- a/src/moteur.h +++ b/src/moteur.h @@ -3,8 +3,6 @@ #include -#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 */ \ No newline at end of file +#endif /* moteur */ diff --git a/src/sprites.c b/src/sprites.c deleted file mode 100644 index f1f5318..0000000 --- a/src/sprites.c +++ /dev/null @@ -1,74 +0,0 @@ -#include -#include - -#include -#include -#include - -#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); -}*/ \ No newline at end of file diff --git a/src/sprites.h b/src/sprites.h deleted file mode 100644 index 0f71f31..0000000 --- a/src/sprites.h +++ /dev/null @@ -1,4 +0,0 @@ -#ifndef sprites -#define sprites - -#endif /* sprites.h */ \ No newline at end of file