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599d5295b7
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599d5295b7 | ||
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39a4bd035a |
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@ -16,10 +16,13 @@ set(NAMEOFGAME "Test3D")
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set(AUTHOR "Fcalva")
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set(SOURCES
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#sources de votre jeu
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src/main.c
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src/moteur.c
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src/map.c
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src/sprites.c
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#sources du moteur
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eng/moteur.c
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eng/map.c
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eng/sprites.c
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eng/game.c
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)
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set(ASSETS
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@ -32,6 +35,7 @@ fxconv_declare_assets(${ASSETS} WITH_METADATA)
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add_executable(Copy3DEngine ${SOURCES} ${ASSETS})
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target_compile_options(Copy3DEngine PRIVATE -Wall -Wextra -Ofast)
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target_include_directories(Copy3DEngine PRIVATE "include/C3D/")
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target_compile_definitions(Copy3DEngine PRIVATE NAMEOFGAME="${NAMEOFGAME}" AUTHOR="${AUTHOR}")
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target_link_libraries(Copy3DEngine Gint::Gint)
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target_link_libraries(Copy3DEngine LibProf::LibProf)
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@ -1,44 +0,0 @@
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# Configure with [fxsdk build-fx] or [fxsdk build-cg], which provide the
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# toolchain file and module path of the fxSDK
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cmake_minimum_required(VERSION 3.15)
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project(Copy3DEngine)
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include(GenerateG3A)
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include(Fxconv)
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find_package(Gint 2.9 REQUIRED)
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find_package(LibProf 2.1 REQUIRED)
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# le nom de votre jeu
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set(NAMEOFGAME "Amogus")
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# Nom de l'auteur -> votre nom/pseudo
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set(AUTHOR "Fcalva")
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set(SOURCES
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src/main.c
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src/moteur.c
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src/map.c
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)
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set(ASSETS
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assets-cg/textures/0.png
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assets-cg/textures/1.png
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assets-cg/textures/2.png
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assets-cg/textures/3.png
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assets-cg/textures/4.png
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assets-cg/textures/rick.png
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)
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fxconv_declare_assets(${ASSETS} WITH_METADATA)
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add_executable(Copy3DEngine ${SOURCES} ${ASSETS})
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target_compile_options(Copy3DEngine PRIVATE -Wall -Wextra -Ofast -fira-region=all -flto -fno-math-errno -funsafe-math-optimizations -fassociative-math -freciprocal-math)
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target_compile_definitions(Copy3DEngine PRIVATE NAMEOFGAME="${NAMEOFGAME}" AUTHOR="${AUTHOR}")
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target_link_libraries(Copy3DEngine Gint::Gint)
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target_link_libraries(Copy3DEngine LibProf::LibProf)
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target_link_options(Copy3DEngine PRIVATE -Wl,--print-memory-usage,-flto)
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if("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
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generate_g3a(TARGET Copy3DEngine OUTPUT "${NAMEOFGAME}.g3a"
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NAME "${NAMEOFGAME}" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
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endif()
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@ -1,5 +0,0 @@
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# Amogus
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### Mogus
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Sus
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@ -1,6 +0,0 @@
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zombard1.png:
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type: bopti-image
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name: zombard
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skybox0.png:
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type: bopti-image
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name: skybox_quarter
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Before Width: | Height: | Size: 24 KiB |
Before Width: | Height: | Size: 24 KiB |
Before Width: | Height: | Size: 9.7 KiB |
Before Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 10 KiB |
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@ -1,19 +0,0 @@
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0.png:
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type: bopti-image
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name: frame0
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1.png:
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type: bopti-image
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name: frame1
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2.png:
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type: bopti-image
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name: frame2
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3.png:
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type: bopti-image
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name: frame3
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4.png:
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type: bopti-image
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name: frame4
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rick.png:
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type: bopti-image
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name: rick
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Before Width: | Height: | Size: 9.6 KiB |
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@ -1,87 +0,0 @@
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//---
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// fixed: 16:16 fixed-point arithmetic
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//---
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//vient de https://gitea.planet-casio.com/Slyvtt/OutRun/src/branch/master/src
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//
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#pragma once
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#include <stdint.h>
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typedef int32_t fixed_t;
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/* Standard arithmetic. */
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static inline fixed_t fmul(fixed_t left, fixed_t right)
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{
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/* Generally optimized by the compiler to use dmuls.l and xtrct */
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int64_t p = (int64_t)left * (int64_t)right;
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return (int32_t)(p >> 16);
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}
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static inline fixed_t fdiv(fixed_t left, fixed_t right)
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{
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/* Pretty slow */
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int64_t d = (int64_t)left << 16;
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return d / right;
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}
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#define fix(x) ((int)((x) * 65536))
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static inline fixed_t fixdouble(double constant)
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{
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return (fixed_t)(constant * 65536);
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}
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static inline fixed_t fixfloat(float constant)
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{
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return (fixed_t)(constant * 65536);
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}
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static inline fixed_t fdec(fixed_t f)
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{
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return f & 0xffff;
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}
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static inline int ffloor(fixed_t f)
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{
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return f >> 16;
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}
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static inline int fceil(fixed_t f)
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{
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return (f + 0xffff) >> 16;
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}
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static inline int fround(fixed_t f)
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{
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return (f + 0x8000) >> 16;
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}
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static inline float f2float(fixed_t f)
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{
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return (float)f / 65536;
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}
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static inline double f2double(fixed_t f)
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{
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return (double)f / 65536;
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}
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static inline double f2int(fixed_t f)
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{
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return (int)f / 65536;
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}
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static inline fixed_t feasein(fixed_t x)
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{
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return fmul(x, x);
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}
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static inline fixed_t fease(fixed_t x)
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{
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if(x <= fix(0.5)) {
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return 2 * fmul(x, x);
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}
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else {
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x = fix(1) - x;
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return fix(1) - 2 * fmul(x, x);
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}
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}
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@ -1,166 +0,0 @@
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#include <stdlib.h>
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#include <math.h>
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#include <gint/display.h>
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#include <gint/keyboard.h>
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#include <gint/image.h>
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#include <libprof.h>
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#include "fixed.h"
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#include "moteur.h"
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#include "map.h"
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//====== Copy3DEngine =====
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// Git du moteur : https://gitea.planet-casio.com/Fcalva/Copy3DEngine
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// Git du jeu : [Rajoutez le vôtre ici]
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//
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// Page du jeu : [La vôtre ici]
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//
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// Voir README.md pour license précise, par Fcalva et est sous GPLv3
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//
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//
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#ifndef FXCG50
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#error Ce code est pour FXCG50/G90+E uniquement, enlevez ce message a vos riques et périls
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#endif
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//#define debug //pour afficher les infos de debug
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image_t *tex_index[TINDEX_S];
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extern char map_test[map_w][map_h];
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//Vos images ici
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extern image_t frame0;
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extern image_t frame1;
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extern image_t frame2;
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extern image_t frame3;
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extern image_t frame4;
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extern image_t rick;
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char exit_game = 0;
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char disp_frame_time = 0;
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char first_frame = 0;
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int frame_time_timer = 1;
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fixed_t posX;
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fixed_t posY;
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fixed_t dirX;
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fixed_t dirY;
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fixed_t planeX;
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fixed_t planeY;
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int frame_time = 1;
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void keys_get(){
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pollevent();
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move();
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if (keydown(KEY_F1) && frame_time_timer <= 0) {
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if (disp_frame_time == 0) {
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disp_frame_time = 1;
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frame_time_timer = 10;
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}
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else {
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disp_frame_time = 0;
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frame_time_timer = 10;
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}
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}
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frame_time_timer--;
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if (keydown(KEY_EXIT)) exit_game = 1;
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#ifdef debug
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if (keydown(KEY_TAN)) end_screen();
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#endif
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}
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void main_menu(){
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//dtext_opt(198, 100, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, NAMEOFGAME, -1);
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//dtext_opt(198, 120, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "De " AUTHOR, -1);
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dtext_opt(198, 150, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Appuyez sur une touche", -1);
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dupdate();
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getkey();
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}
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int main(){
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dclear(C_WHITE);
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//trucs de chargement
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load_map();
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image_t *frame_buffer = image_create_vram();
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extern image_t *tex_index[TINDEX_S];
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tex_index[1] = &frame0;
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tex_index[2] = &rick;
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//Vos textures générées procéduralement
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tex_index[0] = image_alloc(64, 64, IMAGE_RGB565);
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tex_index[3] = image_alloc(64, 64, IMAGE_RGB565);
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image_fill(tex_index[0], 0x4228);
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image_fill(tex_index[3], 0x9dbd);
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prof_init();
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int anim_timer = 0;
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while (!exit_game) {
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prof_t frame = prof_make();
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prof_enter(frame);
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drect(0, 0, 395, 112, 0x9dbd);
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drect(0,112, 395, 243, 0x4228);
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switch((anim_timer/62)%5){
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case 0: tex_index[1] = &frame0; break;
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case 1: tex_index[1] = &frame1; break;
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case 2: tex_index[1] = &frame2; break;
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case 3: tex_index[1] = &frame3; break;
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case 4: tex_index[1] = &frame4; break;
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}
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draw_walls(frame_buffer);
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if(first_frame == 1){
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main_menu();
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}
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keys_get();
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if (disp_frame_time == 1) dprint( 1, 10, C_BLACK, "Frame time : %d ms", frame_time);
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#ifdef debug
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dprint( 1, 20, C_BLACK, "planeX : %d", planeX);
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dprint( 1, 30, C_BLACK, "planeY : %d", planeY);
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dprint( 1, 40, C_BLACK, "dirX : %d", dirX);
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dprint( 1, 50, C_BLACK, "dirY : %d", dirY);
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dprint( 1, 60, C_BLACK, "posX : %d", posX);
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dprint( 1, 70, C_BLACK, "posY : %d", posY);
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#endif
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dupdate();
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prof_leave(frame);
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frame_time = (int)prof_time(frame)/1000;
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first_frame = 0;
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anim_timer += frame_time;
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}
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prof_quit();
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//Libérez vos textures générées procéduralement
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image_free(tex_index[0]);
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image_free(tex_index[3]);
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return 1;
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}
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@ -1,71 +0,0 @@
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// Voir README.md pour license précise, par Fcalva 1011-1011 et est sous GPLv1
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#include "map.h"
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#include "moteur.h"
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char map_test[map_w][map_h] = {
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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},
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{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},
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{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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{1,0,0,0,1,0,1,0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,0,1,0,0,0,1,1,0,1,1,0,0,0,0,1,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,1,0,1,1,1,0,0,1,0,1,0,1,1,0,1,0,0,0,1,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,1,0,1,0,1,0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,1,0,0,0,0,0,0,1,1,0,1,0,1,0,1,0,0,0,0,0,0,0,0,1,0,1,0,0,1,0,1,0,0,1,1,0,0,1,0,1,0,0,0,1,0,0,1,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,1,0,1,1,1,0,0,0,2,0,0,0,1,1,0,1,0,0,0,0,0,0,1,0,1,0,1,0,1,0,0,0,0,1,0,0,0,0,1,0,1,0,0,1,0,0,0,0,1,1,0,0,0,1,0,0,0,1,1,1,1,0,1,1,1,0,1,0,0,0,1,1,0,1,1,1,0,0,1,1,1,0,0,0,0,0,1,0,0,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
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{1,0,1,0,1,0,1,0,0,0,2,0,0,0,0,0,1,0,0,1,1,1,1,1,1,0,0,0,1,1,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,1,1,0,0,1,0,0,0,0,0,0,0,1,0,1,0,1,1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,1,0,1,0,1,0,0,2,0,2,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,0,0,1,0,1,1,0,1,1,1,0,1,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1,0,0,0,0,0,0,0,0,1,1,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
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{1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,1,1,0,0,1,1,0,1,1,1,0,1,0,0,0,0,0,0,0,1,0,0,1,0,1,0,0,0,1,0,1},
|
||||
{1,0,1,0,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,0,1,0,1,0,1,1,0,1,0,0,0,1,0,1,0,1,1,0,1,0,0,0,1,0,1,0,1,1,1,1,0,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,1,1,1,1,0,1},
|
||||
{1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,0,0,0,0,1,0,1,0,0,1,1,0,0,0,0,1,0,1,0,0,1,1,0,0,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,0,0,0,0,0,1,1,1,0,1,1,0,1,0,0,1,1,1,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,1,1,1,1,0,1,0,1,0,0,0,1,1,1,1,0,1,0,1,0,0,0,1,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,1,1,1,1,1,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,1},
|
||||
{1,0,1,1,0,1,1,1,1,0,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,1,1,0,1,0,0,0,0,0,0,0,1,1,1,0,1,0,0,0,0,1,1,1,1,0,1},
|
||||
{1,1,1,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,0,1,0,1,0,1,1,0,0,0,0,0,1,0,1,0,1,1,0,0,0,0,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1},
|
||||
{1,1,1,0,0,0,0,1,1,0,1,0,0,0,1,0,0,0,0,1,0,1,0,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,1,0,0,1,0,1,0,1,1,0,0,0,1,0,1,0,1,0,1,1,0,0,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0,1,0,1,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0,0,1,1},
|
||||
{1,0,0,0,0,1,0,1,0,1,0,1,0,1,0,0,1,0,0,1,0,0,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,1,0,1,0,0,0,0,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,1,0,0,0,1,1,0,1,1,1,0,0,0,0,0,1,1,0,1,0,0,1,1,1,1,0,0,0,0,1,0,0,1},
|
||||
{1,0,0,1,0,1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,1},
|
||||
{1,0,0,1,0,0,1,1,1,0,0,0,1,0,1,0,0,0,1,0,0,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,1,0,0,1,0,1,0,1,0,1,1,1,0,0,1,0,1,0,1,0,1,1,1,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,1,1,1,0,1,0,1,0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,1,1,0,0,1,0,0,0,1,0,1},
|
||||
{1,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,1,0,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,0,1,0,1,0,1,0,1,0,1,0,1,0,0,1,0,1,0,1,0,1,0,1,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0,1,0,1,0,0,0,0,1,1,0,0,1,0,1,0,1,1,0,0,1,0,0,0,0,1,1,0,1,0,1,0,0,0,1},
|
||||
{1,0,1,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,1,0,0,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,0,1,0,1,1,1,0,0,0,1,0,0,1,0,1,1,1,0,0,0,1,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,1,1,0,0,0,0,0,0,0,0,1,0,1,0,1,1,0,0,0,1,0,0,0,0,0,0,1,0,1,0,1},
|
||||
{1,0,0,1,0,0,1,0,0,1,0,1,0,0,1,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,1,0,0,0,0,1,0,0,0,0,0,0,0,1,1,0,1,0,1,1,1,1,0,1,0,1},
|
||||
{1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,0,1,0,1,0,1,0,1,0,0,0,1,0,0,1,0,1,0,1,0,0,0,1,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,0,0,0,0,0,1,0,1},
|
||||
{1,0,0,1,0,0,1,0,0,1,1,1,1,0,1,1,0,1,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,1,1,0,1,1,1,1,0,1,0,1,1,1,0,1,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0,0,0,1,0,1,0,0,1,0,1,1,1,1,1,1,1,0,0,0,0,1,1,1,0,0,0,1,0,1,1,1,1,1,1},
|
||||
{1,0,1,0,0,1,0,0,1,0,0,0,0,0,0,0,0,1,0,1,0,1,0,1,1,0,1,1,0,1,1,1,1,1,1,1,1,1,1,1,0,0,1,0,1,0,1,0,1,0,0,0,0,0,1,1,0,1,0,1,0,0,0,0,0,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,0,0,0,1,0,0,1,0,1,1,1,1,1,1,1,0,0,1,1,1,0,1,0,1,0,1,0,0,1,0,0,0,1},
|
||||
{1,0,0,1,0,0,0,0,1,0,1,1,0,1,1,1,0,1,0,1,1,1,0,1,1,0,1,1,0,1,1,0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,1,1,0,1,1,1,1,1,1,1,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,1},
|
||||
{1,1,0,0,1,0,0,0,1,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,1,0,0,0,0,1,0,0,1,0,1,1,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,1,0,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,1,0,1,0,1,0,0,0,1,0,1,1,0,1},
|
||||
{1,0,1,0,0,1,0,0,1,0,0,0,0,0,0,0,1,0,0,1,0,1,0,1,1,0,1,1,0,1,1,0,1,0,0,0,1,1,0,1,0,1,0,1,1,0,1,0,0,1,0,1,0,1,1,1,0,1,0,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0,0,0,0,1,0,0,1,1,0,1,1,1,1,1,1,1,0,0,0,1,1,1,0,1,0,0,1,0,0,0,1,0,0,1},
|
||||
{1,0,0,0,0,0,1,0,0,0,1,1,0,0,0,1,0,0,1,1,0,1,0,1,1,0,1,1,0,1,1,0,1,1,1,1,0,0,0,0,1,1,0,0,1,0,1,1,0,0,0,1,1,1,0,1,0,1,1,0,0,0,1,1,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,1,0,1,0,0,1,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,1,1},
|
||||
{1,0,0,1,1,0,0,0,1,0,1,0,0,1,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,1,0,0,1,0,0,0,0,0,1,1},
|
||||
{1,0,0,0,1,0,1,0,1,0,1,0,1,1,0,0,0,0,0,1,0,1,0,1,1,0,1,1,0,1,1,0,1,0,1,1,1,0,0,0,1,0,0,0,1,0,1,0,1,0,1,1,0,1,0,1,0,1,0,1,0,1,1,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,0,0,0,0,0,0,1,1,0,0,0,0,1,0,1,1,1,0,0,0,1,0,0,0,1,1,1,0,1,0,1,1},
|
||||
{1,0,1,0,0,0,0,0,1,0,1,0,1,0,0,1,1,1,0,0,0,0,0,1,1,0,1,1,0,1,1,0,1,0,0,1,0,0,0,1,1,1,1,0,1,0,1,0,0,0,1,0,0,1,0,1,0,1,0,0,0,1,0,0,1,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,0,0,1,0,0,1,0,0,0,0,0,1,1,0,1,1,0,0,0,1,0,0,0,0,0,0,1,1,0,0,0,0,1,0,0,1},
|
||||
{1,0,1,1,0,1,0,1,1,0,1,0,1,0,1,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,0,1,0,1,0,0,0,0,1,0,1,0,1,0,0,1,0,0,0,1,0,1,0,1,0,0,1,0,0,0,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,1,1,0,1,0,1,0,0,0,1,1,1,0,0,0,1,0,1,0,0,0,1,1,0,0,1,1,0,1,0,0,0,1,1,0,1,1,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0,1,0,0,1,0,0,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,1,0,1,0,0,0,0,0,0,1,0,0,1},
|
||||
{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}
|
||||
};
|
|
@ -1,12 +0,0 @@
|
|||
// 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 */
|
|
@ -1,325 +0,0 @@
|
|||
// 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);
|
||||
}
|
||||
}
|
|
@ -1,22 +0,0 @@
|
|||
// 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 */
|
48
eng/game.c
Normal file
|
@ -0,0 +1,48 @@
|
|||
#include <stdint.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#include <gint/display.h>
|
||||
#include <gint/keyboard.h>
|
||||
|
||||
#include "fixed.h"
|
||||
#include "map.h"
|
||||
#include "game.h"
|
||||
#include "utils.h"
|
||||
#include "moteur.h"
|
||||
#include "sprites.h"
|
||||
|
||||
int lhook_c = 0;
|
||||
RcLogicFunc *logic_hooks[HINDEX_S];
|
||||
|
||||
int add_logic_hook(RcLogicFunc *func){
|
||||
if(lhook_c >= HINDEX_S)
|
||||
return 1;
|
||||
logic_hooks[lhook_c++] = func;
|
||||
return 0;
|
||||
}
|
||||
|
||||
//TODO
|
||||
int remove_logic_hook(RcLogicFunc *func){
|
||||
|
||||
}
|
||||
|
||||
void clear_logic_hooks(){
|
||||
lhook_c = 0;
|
||||
}
|
||||
|
||||
//Time per tick, in µs
|
||||
#define LOGIC_TIME (int)((1.0/TPS) * 1000000)
|
||||
|
||||
void do_logic(RcGame *game, int delta){
|
||||
game->logic_time += delta;
|
||||
for(; game->logic_time > LOGIC_TIME; game->logic_time -= LOGIC_TIME){
|
||||
for(int i = 0; i < lhook_c; i++){
|
||||
//TODO : Be less dramatic
|
||||
if(logic_hooks[i](game)){
|
||||
game->flags.exit = 1;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -99,9 +99,6 @@ void load_map(){
|
|||
|
||||
}
|
||||
|
||||
#if asm_opti
|
||||
#else
|
||||
#endif
|
||||
//Fonction fournie par le grand Lephé :D
|
||||
inline int __attribute__((always_inline))
|
||||
get_pixel(bopti_image_t const *img, int u, int v)
|
||||
|
@ -234,14 +231,12 @@ void draw_walls(
|
|||
fixed_t deltaDistX;
|
||||
fixed_t deltaDistY;
|
||||
fixed_t perpWallDist;
|
||||
fixed_t texSize;
|
||||
int x;
|
||||
int i;
|
||||
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 side = 0; //was a NS or a EW wall hit?
|
||||
int lineHeight;
|
||||
int texX;
|
||||
int texSample;
|
||||
|
@ -249,7 +244,7 @@ void draw_walls(
|
|||
|
||||
dgray_getvram(&light,&dark);
|
||||
|
||||
int v_offset = 0;
|
||||
//int v_offset = 0;
|
||||
fixed_t h_offset = 0;
|
||||
|
||||
//struct image_linear_map temp;
|
|
@ -1,6 +1,10 @@
|
|||
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
|
||||
// See README.md for the exact licensing, by ...
|
||||
|
||||
#pragma once
|
||||
|
||||
//param. graphiques
|
||||
//===== Paramètres graphiques =====
|
||||
|
||||
#define screen_w 128
|
||||
#define screen_h 64
|
||||
#define viewport_w 128
|
||||
|
@ -11,10 +15,19 @@
|
|||
|
||||
#define TSIZE 32
|
||||
|
||||
//===== Paramètres de jeu =====
|
||||
|
||||
//Ticks par seconde
|
||||
#define TPS 30
|
||||
|
||||
//Tex index
|
||||
#define TINDEX_S 16
|
||||
//Sprite index
|
||||
#define SINDEX_S 64
|
||||
//Game logic hooks
|
||||
#define HINDEX_S 16
|
||||
|
||||
//===== Paramètres de debug =====
|
||||
|
||||
#define debug 1 //pour afficher les infos de debug
|
||||
|
48
include/C3D/game.h
Normal file
|
@ -0,0 +1,48 @@
|
|||
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
|
||||
// See README.md for the exact licensing, by ...
|
||||
|
||||
#ifndef game__h
|
||||
#define game__h
|
||||
|
||||
#include "utils.h"
|
||||
#include "map.h"
|
||||
|
||||
typedef struct {
|
||||
|
||||
V2d pos;
|
||||
V2d dir;
|
||||
V2d plane;
|
||||
|
||||
} RcActor;
|
||||
|
||||
typedef struct {
|
||||
|
||||
uint8_t exit;
|
||||
|
||||
} RcFlags;
|
||||
|
||||
typedef struct {
|
||||
|
||||
RcActor player;
|
||||
|
||||
int logic_time;
|
||||
|
||||
uint8_t *current_map;
|
||||
|
||||
RcFlags flags;
|
||||
|
||||
} RcGame;
|
||||
|
||||
typedef int (RcLogicFunc)(RcGame *);
|
||||
|
||||
//Returns non-zero on failure (likely max hook count was reached)
|
||||
int add_logic_hook(RcLogicFunc *func);
|
||||
|
||||
//Retruns non-zero on failure
|
||||
int remove_logic_hook(RcLogicFunc *func);
|
||||
|
||||
void clear_logic_hooks();
|
||||
|
||||
void do_logic(RcGame *game, int delta);
|
||||
|
||||
#endif
|
|
@ -1,4 +1,5 @@
|
|||
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
|
||||
// See README.md for the exact licensing, by ...
|
||||
|
||||
#include "fixed.h"
|
||||
#ifndef map__h
|
|
@ -1,4 +1,5 @@
|
|||
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
|
||||
// See README.md for the exact licensing, by ...
|
||||
|
||||
#ifndef moteur_h
|
||||
#define moteur_h
|
|
@ -1,4 +1,5 @@
|
|||
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
|
||||
// See README.md for the exact licensing, by ...
|
||||
|
||||
#ifndef sprites__h
|
||||
#define sprites__h
|
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@ -1,4 +1,5 @@
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// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
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// See README.md for the exact licensing, by ...
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#ifndef utils__h
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#define utils__h
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25
src/game.h
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@ -1,25 +0,0 @@
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// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
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#ifndef game__h
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#define game__h
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#include "utils.h"
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#include "map.h"
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typedef struct {
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V2d pos;
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V2d dir;
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V2d plane;
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} RcActor;
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typedef struct {
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RcActor player;
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uint8_t *current_map;
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} RcGame;
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#endif
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36
src/main.c
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@ -13,9 +13,7 @@
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#include "fixed.h"
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//#include "utils.h"
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#include "game.h"
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#include "gint/display-fx.h"
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#include "moteur.h"
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#include "map.h"
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#include "config.h"
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@ -41,7 +39,6 @@ extern bopti_image_t briques0;
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extern bopti_image_t buisson0;
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extern bopti_image_t sprite_tst;
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char exit_game = 0;
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char disp_frame_time = 0;
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char first_frame = 0;
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int frame_time_timer = 1;
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@ -52,7 +49,8 @@ RcGame game = {
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.dir = {fix(0), fix(1)},
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.plane = {fix(0.66), fix(0)}
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},
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.current_map = (void*)&map_test
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.current_map = (void*)&map_test,
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.flags = {0}
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};
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int frame_time = 1;
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@ -73,7 +71,7 @@ void keys_get(){
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}
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}
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frame_time_timer--;
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if (keydown(KEY_EXIT)) exit_game = 1;
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if (keydown(KEY_EXIT)) game.flags.exit = 1;
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#ifdef debug
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//if (keydown(KEY_TAN)) end_screen();
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@ -89,6 +87,21 @@ void main_menu(){
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getkey();
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}
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Sprite tsprite = {
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.pos = {200000, 300000},
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.tex = 4
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};
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int movdir = 1;
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int test_logic(RcGame *game){
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tsprite.pos.x += movdir*500;
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if(tsprite.pos.x > fix(4) || tsprite.pos.x < fix(2))
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movdir = -movdir;
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return 0;
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}
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int main(){
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dclear(C_WHITE);
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@ -113,22 +126,17 @@ int main(){
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dupdate();
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dclear(0);
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dprint(0,0,3,"%d",image_layer_count(sprite_tst.profile));
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dupdate();getkey();
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#if debug
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EngineTimers timers;
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//gdb_start_on_exception();
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#endif
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Sprite tsprite = {
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.pos = {200000, 300000},
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.tex = 4
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};
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add_sprite(&tsprite);
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while (!exit_game) {
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add_logic_hook((RcLogicFunc*)&test_logic);
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while (!game.flags.exit) {
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prof_t frame = prof_make();
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prof_enter(frame);
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@ -140,6 +148,8 @@ int main(){
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keys_get();
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do_logic(&game, frame_time*1000);
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draw_walls(
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#if debug
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&timers,
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