Pokitto-Raycasting/game.cpp

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/**
WIP raycasting demo for Pokitto.
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Don't forget to compile with -O3!
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author: Miloslav "drummyfish" Ciz
license: CC0
*/
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//#define RAYCAST_TINY
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#include <stdio.h>
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#define VERTICAL_FOV UNITS_PER_SQUARE // for raycastlib
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#include "raycastlib.h"
#include "Pokitto.h"
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#define SUBSAMPLE 2
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#define SCREEN_WIDTH 110
#define SCREEN_HEIGHT 88
#define SUBSAMPLED_WIDTH (SCREEN_WIDTH / SUBSAMPLE)
#define SUBSAMPLED_HEIGHT (SCREEN_HEIGHT / SUBSAMPLE)
#define MIDDLE_ROW (SCREEN_HEIGHT / 2)
#define MIDDLE_COLUMN (SCREEN_WIDTH / 2)
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#define SPRITES 3
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#define SPRITE_MAX_DISTANCE 5 * UNITS_PER_SQUARE
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Pokitto::Core p;
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Unit zBuffer[SUBSAMPLED_WIDTH];
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#define LEVEL_X_RES 29
#define LEVEL_Y_RES 21
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const unsigned char levelTexture[] =
{
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1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 3, 0, 3, 3, 2, 2, 2, 2,
1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 1, 1, 2,
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1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2,
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1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 1, 1, 2,
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1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2,
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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, 3, 1, 1, 1, 2,
1, 0, 1, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,
1, 0, 1, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 2,
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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, 2,
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1, 1, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,
1, 1, 1, 1, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,
1, 1, 1, 1, 0, 0, 3, 3, 3, 3, 0, 0, 0, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,
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1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3,
1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3
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};
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const signed char levelFloor[] =
{
40,40,40,40,40,40,40,40,48,40,48,40,40,40,40,40,40,48,40,48,40,48,40,48,48,24,24,26,28,
40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,40, 2, 2, 2,40,32,32,32,32,32,32,32,48, 2, 2, 2,26,
40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,40, 2, 2, 2,40, 0, 0, 0, 0, 0,32,32,40, 2, 2, 2,26,
40,16,12, 8, 4, 0,48, 0, 0, 0, 0, 0,24, 2,24, 8,24, 0, 0, 9, 9, 0,28,32,48, 2, 2, 2,24,
40,20,48,48,48,48,48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 9, 0,24,32,40, 0, 0, 0,24,
40,24,48,40,40,40,40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,20,32,48, 0, 0, 0,24,
40,28,32,32,32,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 8,16,32,40, 0, 0, 0,24,
40,32,32,32,32,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,32,32,32,32,32,32,48, 0, 0, 0,24,
40, 0,48,40,40,40,40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,32,-3,-8,-8,-5,-2, 0, 0, 0, 0,24,
40, 0, 3,-8,-8,-8,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,32,-3,-8,-8, 0, 0, 0, 0, 0, 0,24,
40, 0, 6,-8,-8,-8,32, 0, 0, 0,48,48, 0,48,48, 0, 0,36,32,36,-8,-8, 0, 0, 0, 0, 0, 0,24,
40, 0,48,-8,-8,-8,32,32,32,32,40, 1, 0, 1,40,32,32,32,32,32,-8,-8, 0, 0, 0, 0, 0, 0,24,
40, 0,48,-8,-8,-8,-8,-8,-8,-8,-8, 0, 0, 0,-8,-8,-8,36,32,36,-8,-8, 0, 0, 0, 0, 0, 0,24,
40, 0,48,-8,-8,-8,-8,-8,-8,-8,-8, 0, 0, 0,-8,-8,-8,-8,-8,-8,-8,-8, 0, 0, 0, 0, 0, 0,24,
40, 0,48, 0,-2,-2, 0,-8,-8,-8,-8, 0, 0, 0,-8,-8, 0, 0, 0, 0, 0, 0, 0, 0,24,24,15,24,24,
40, 0, 0, 0,-2,-2, 0, 0, 0, 0, 8, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0,24, 0, 0, 0,24,
40, 0, 0, 0,-2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,24, 0, 0, 0,24,
40,24,48,-2,-2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,24,
0,24,48,48,-2,-2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,24,
0,24,48,48,48,-2,-2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,24, 0, 0, 0,24,
0,24,24,24,32,32,32,27,24,27,30,34,36,38,36,34,36,34,34,32,32,33,37,39,24,24,24,24,24
};
const signed char levelCeiling[] =
{
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40,40,40,40,40,40,40,99,99,99,99,36,40,40,40,40,40,36,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,20,99,99,99,99,36,40,99,99,99,99,36,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,20,99,99,99,99,36,40,99,99,99,99,36,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,48,99,99,99,99,36,24,24,24,24,24,36,99,99,99,99,99,99,99,99,99,99,99,
40,99,48,48,48,48,47,99,99,99,99,36,36,36,36,36,36,36,99,99,99,99,99,99,99,99,99,99,99,
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40,99,48,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
40,99,48,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
40,99,48,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,24,24,24,24,
40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,24,24,24,24,
40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,25,27,29,24,
40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,25,27,29,24,
40,24,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,25,27,29,24,
99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,25,27,29,24,
99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,25,27,29,24,
99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,24,24,24,24
};
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const unsigned char texture1[] =
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{ 32, 32 // width, height
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2018-09-03 14:22:52 +02:00
};
2018-09-05 17:12:11 +02:00
const unsigned char texture2[] =
2018-09-03 15:14:39 +02:00
{ 32, 32 // width, height
2018-09-05 06:33:11 +02:00
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2018-09-03 15:14:39 +02:00
};
2018-09-05 17:12:11 +02:00
const unsigned char texture3[] =
{ 32, 32 // width, height
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,0x56,0x54
};
2018-09-06 11:18:47 +02:00
const unsigned char texture4[] =
{ 32, 32 // width, height
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};
2018-09-06 08:54:03 +02:00
const unsigned char sprite1[] =
2018-09-03 15:48:50 +02:00
{ 32, 32 // width, height
2018-09-06 08:54:03 +02:00
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,0x64,0x00,0x09,0x52,0x52,0x52,0x09,0x09,0x52,0x09,0x52,0x52,0x52,0x52
,0x52,0x00,0x00,0x07,0x00,0x09,0x00,0x52,0x09,0x52,0x00,0x52,0x52,0x52
,0x52,0x00,0x07,0x07,0x00,0x64,0x00,0x09,0x09,0x09,0x09,0x09,0x09,0x09
,0x09,0x09,0x09,0x00,0x00,0x00,0x07,0x07,0x07,0x00,0x09,0x64,0x52,0x52
,0x00,0x64,0x09,0x52,0x52,0x00,0x07,0x07,0x07,0x00,0x64,0x64,0x00,0x09
,0x09,0x52,0x09,0x09,0x09,0x09,0x52,0x00,0x00,0x07,0x07,0x07,0x07,0x07
,0x00,0x52,0x52,0x52,0x00,0x52,0x09,0x52,0x52,0x00,0x07,0x07,0x07,0x07
,0x00,0x00,0x64,0x64,0x09,0x09,0x09,0x52,0x09,0x52,0x09,0x00,0x00,0x00
,0x00,0x07,0x07,0x07,0x07,0x00,0x00,0x00,0x00,0x64,0x52,0x52,0x52,0x00
,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0x00,0x64,0x64,0x09,0x09,0x52,0x09
,0x52,0x09,0x00,0x00,0x00,0x00,0x07,0x07,0x07,0x07,0x00,0x00,0x09,0x52
,0x52,0x52,0x52,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0x00
,0x64,0x64,0x64,0x09,0x09,0x09,0x09,0x09,0x00,0x00,0x00,0x00,0x07,0x07
,0x07,0x07,0x00,0x00,0x00,0x00,0x00,0x00,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x00,0x00,0x00,0x64,0x64,0x64,0x64,0x64,0x64,0x64
,0x64,0x64,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0x00,0x00
,0x00,0x00,0x00,0x00,0x00,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07
};
const unsigned char sprite2[] =
{ 32, 32 // width, height
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,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
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,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
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,0xbf,0x00,0x07,0x07,0x07,0x07,0x07,0x00,0x00,0x00,0x27,0x00,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x00,0xbf,0x5b,0x5b,0x00,0x00,0x00,0x00,0x00,0x00,0x27,0x27,0x27
,0x0c,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x00,0x52,0x6d,0x5b,0x09,0x0c,0x0c,0x0c,0x27,0x27
,0x27,0x0c,0x0a,0x0a,0x0a,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x00,0x07,0x00,0x5b,0x09,0x09,0x09,0x0a,0x0a
,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0b,0x0b,0x0a,0x00,0x07,0x07,0x00,0x00
,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0x3f,0x00,0x5b,0x09,0x5b
,0x09,0x00,0x02,0x01,0x01,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x00
,0x00,0x07,0x00,0x3e,0xb6,0x00,0x07,0x00,0x07,0x07,0x07,0x00,0x15,0x15
,0x3d,0x09,0x09,0x09,0x00,0x01,0x01,0x0a,0x0a,0x0a,0x0a,0x0a,0x0a,0x01
,0x01,0x01,0x01,0x52,0x52,0x00,0x07,0x00,0x3e,0x6d,0x00,0xb6,0x00,0x07
,0x00,0x0c,0x0c,0x15,0x15,0x3d,0x00,0x00,0x0a,0x0a,0x00,0x00,0x00,0x01
,0x01,0x01,0x01,0x01,0x01,0x01,0x52,0x6d,0x52,0x00,0x07,0x07,0x00,0x3d
,0x5b,0x6d,0x00,0x00,0x27,0x27,0x0c,0x0c,0x15,0x3f,0x00,0x01,0x00,0x00
,0x09,0x00,0x52,0x00,0x09,0x00,0x00,0x00,0x01,0x01,0x09,0xb6,0x09,0x00
,0x07,0x07,0x07,0x00,0x3d,0x09,0x00,0x0a,0x0c,0x15,0x27,0x09,0x09,0x09
,0x09,0x00,0x3f,0x00,0x52,0x09,0x64,0x00,0x3d,0x3d,0x3f,0x64,0x64,0x09
,0xb6,0x6d,0x09,0x00,0x07,0x07,0x00,0xbf,0x6d,0x00,0x5b,0x52,0x0a,0x09
,0x09,0x09,0x5b,0x6d,0x09,0x5b,0x3d,0x00,0x64,0x00,0x64,0x09,0x00,0x1d
,0x3f,0x5b,0x52,0x52,0x09,0x52,0x00,0x00,0x07,0x00,0xb6,0xff,0x3e,0x00
,0x3e,0x3e,0x3d,0x09,0x5b,0x6d,0xbf,0xb6,0x52,0x3e,0x1d,0x3d,0x00,0x64
,0x00,0x52,0x00,0x00,0x09,0x52,0x52,0x12,0x09,0x00,0x00,0x00,0x00,0x3d
,0x3d,0x3d,0x00,0x00,0x00,0x00,0x09,0x09,0x09,0x6d,0x6d,0x52,0x52,0x3e
,0x1d,0x3d,0x00,0x64,0x00,0x52,0x00,0x02,0x00,0x00,0x09,0x00,0x00,0x01
,0x00,0x00,0x07,0x00,0x52,0x5b,0x3d,0x00,0x3d,0x3f,0x3f,0x09,0x5b,0x52
,0x5b,0x6d,0x52,0x3d,0x1d,0x3f,0x00,0x64,0x00,0x52,0x00,0x01,0x01,0x01
,0x01,0x0a,0x0a,0x0a,0x00,0x00,0x07,0x07,0x00,0x52,0x5b,0x00,0x52,0x52
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,0x64,0x00,0x52,0x09,0x00,0x3d,0x3f,0x5b,0x00,0x00,0x01,0x01,0x00,0x07
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,0x15,0x15,0x15,0x3d,0x52,0x52,0x0a,0x52,0xbf,0x6d,0x00,0x00,0x00,0x3f
,0x52,0x12,0x12,0x09,0x64,0xb6,0x52,0x00,0x00,0x3f,0x5b,0x00,0x07,0x00
,0x07,0x00,0x00,0x0c,0x27,0x15,0x15,0x3e,0x00,0x09,0x52,0xbf,0x6d,0x5b
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,0x09,0x00,0x00,0x0a,0x0a,0x0a,0x0a,0x0a,0x01,0x01,0x01,0x00,0x00,0x09
,0x09,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00
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,0x01,0x01,0x01,0x0a,0x00,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x00,0x00,0x00,0x00,0x00,0x00,0x15,0x27,0x27,0x27
,0x27,0x15,0x15,0x0a,0x0a,0x0a,0x0a,0x0a,0x00,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x00,0x00,0x00,0x00,0x00,0x00,0x15,0x15,0x15,0x15,0x15,0x15,0x00,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x00,0x00,0x00,0x00
,0x00,0x00,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07
2018-09-03 15:48:50 +02:00
};
2018-09-06 11:18:47 +02:00
const unsigned char *textures[] = {texture1, texture2, texture3, texture4};
2018-09-05 17:12:11 +02:00
2018-09-03 15:48:50 +02:00
inline uint8_t sampleImage(const unsigned char *image, Unit x, Unit y)
2018-09-03 14:22:52 +02:00
{
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// TODO: optimize
x = wrap(x,UNITS_PER_SQUARE);
2018-09-06 08:54:03 +02:00
y = wrap(y,UNITS_PER_SQUARE);
2018-09-04 15:52:12 +02:00
int32_t index =
2018-09-05 06:33:11 +02:00
image[1] * ((image[1] * x) / UNITS_PER_SQUARE) + (image[0] * y) /
2018-09-04 15:52:12 +02:00
UNITS_PER_SQUARE;
2018-09-03 14:22:52 +02:00
return image[2 + index];
}
2018-09-03 10:56:48 +02:00
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unsigned char translaprentColor;
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void drawSprite(const unsigned char *sprite, int16_t x, int16_t y, Unit depth, int16_t size)
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{
// TODO: optimize
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x -= size / 2;
y -= size / 2;
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Unit step = UNITS_PER_SQUARE / size;
uint8_t c;
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int16_t jTo = size - max(0,y + size - 88);
int16_t iTo = size - max(0,x + size - 110);
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for (Unit i = max(-1 * x,0); i < iTo; ++i)
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{
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int16_t xPos = x + i;
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if (zBuffer[xPos / SUBSAMPLE] <= depth)
continue;
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for (Unit j = max(-1 * y,0); j < jTo; ++j)
{
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c = sampleImage(sprite,(i * UNITS_PER_SQUARE) / size,(j * UNITS_PER_SQUARE) / size);
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if (c != translaprentColor)
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p.display.drawPixel(xPos,y + j,c);
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}
}
}
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// r: 3 bits, g: 3 bits, b: 2 bits
inline uint8_t rgbToIndex(uint8_t r, uint8_t g, uint8_t b)
{
return (r & 0b00000111) | ((g & 0b00000111) << 3) | ((b & 0b00000011) << 6);
}
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inline uint8_t addIntensity(uint8_t color, int intensity)
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{
uint8_t r = color & 0b00000111;
uint8_t g = (color & 0b00111000) >> 3;
uint8_t b = (color & 0b11000000) >> 6;
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if (intensity >= 0)
{
r += intensity;
r = r > 7 ? 7 : r;
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g += intensity;
g = g > 7 ? 7 : g;
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b += intensity / 2;
b = b > 3 ? 3 : b;
}
else
{
intensity *= -1;
r = (intensity > r) ? 0 : r - intensity;
g = (intensity > g) ? 0 : g - intensity;
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intensity /= 2;
b = intensity > b ? 0 : b - intensity;
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}
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return rgbToIndex(r,g,b);
}
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class Sprite
{
public:
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const unsigned char *mImage;
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Vector2D mPosition;
Unit mHeight;
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Unit mPixelSize;
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};
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class Character
{
public:
Camera mCamera;
Character()
{
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mCamera.position.x = 7807;//UNITS_PER_SQUARE * 1;
mCamera.position.y = 18489;//UNITS_PER_SQUARE * 5;
mCamera.direction = -3550;//200;
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mCamera.fovAngle = UNITS_PER_SQUARE / 4;
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mCamera.height = UNITS_PER_SQUARE * 3;
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mCamera.resolution.x = 110 / SUBSAMPLE;
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mCamera.resolution.y = 88;
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mCamera.collisionRadius = UNITS_PER_SQUARE / 4;
mCamera.collisionHeightBelow = UNITS_PER_SQUARE;
mCamera.collisionHeightAbove = UNITS_PER_SQUARE / 3;
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mCamera.collisionStepHeight = UNITS_PER_SQUARE / 2;
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}
};
Character player;
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Sprite sprites[SPRITES];
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Unit textureAt(int16_t x, int16_t y)
{
if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES)
return levelTexture[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x];
return 0;
}
Unit floorHeightAt(int16_t x, int16_t y)
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{
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if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES)
return (levelFloor[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x] * UNITS_PER_SQUARE) / 8;
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return 0;
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}
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Unit ceilingHeightAt(int16_t x, int16_t y)
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{
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signed char v = 99;
if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES)
v = levelCeiling[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x];
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return (v * UNITS_PER_SQUARE) / 8;
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}
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inline void pixelFunc(PixelInfo pixel)
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{
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if (pixel.position.y == MIDDLE_ROW)
zBuffer[pixel.position.x] = pixel.depth;
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uint8_t c;
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Unit depth = pixel.depth - UNITS_PER_SQUARE * 3;
depth = depth > 0 ? depth : 1;
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int intensity = 7 - (depth * 7) / (UNITS_PER_SQUARE * 5);
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if (intensity < 0)
intensity = 0;
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if (pixel.isWall)
{
if ((pixel.hit.direction == 0 || pixel.hit.direction == 2))
intensity -= 2;
if (intensity < 0)
intensity = 0;
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c = sampleImage(textures[pixel.hit.type],pixel.hit.textureCoord,pixel.textureCoordY);
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c = addIntensity(c,intensity - 3);
}
else
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c = pixel.isFloor ?
rgbToIndex(intensity/2,intensity,intensity/3) :
rgbToIndex(intensity,intensity/2,0);
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uint8_t *buf = p.display.screenbuffer;
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buf += pixel.position.x * SUBSAMPLE;
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buf += pixel.position.y * p.display.width;
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for (uint8_t i = 0; i < SUBSAMPLE - 1; ++i)
*buf++ = c;
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*buf = c;
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}
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unsigned short pal[256];
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Unit shear = 0;
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void draw()
{
RayConstraints c;
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c.maxHits = 8;
c.maxSteps = 10;
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c.computeTextureCoords = 1;
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render(player.mCamera,floorHeightAt,ceilingHeightAt,textureAt,pixelFunc,c,shear);
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Unit previousDepth;
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// draw sprites
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for (uint8_t i = 0; i < SPRITES; ++i)
{
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if (dist(sprites[i].mPosition,player.mCamera.position) > SPRITE_MAX_DISTANCE)
continue;
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PixelInfo pos = mapToScreen(sprites[i].mPosition,sprites[i].mHeight,player.mCamera);
if (pos.depth > 0)
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drawSprite(sprites[i].mImage,pos.position.x * SUBSAMPLE,pos.position.y,
pos.depth,perspectiveScale(sprites[i].mPixelSize,pos.depth));
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if (i != 0 && pos.depth > previousDepth)
{
Sprite tmp = sprites[i];
sprites[i] = sprites[i - 1];
sprites[i - 1] = tmp;
}
previousDepth = pos.depth;
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}
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p.display.setColor(rgbToIndex(7,7,3));
p.display.setCursor(1,1);
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p.display.print(player.mCamera.position.x);
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p.display.print(" ");
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p.display.print(player.mCamera.position.y);
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p.display.print(" ");
p.display.print(player.mCamera.direction);
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}
int main()
{
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translaprentColor = rgbToIndex(7,0,0);
#define placeSprite(S,I,X,Y,Z,P)\
sprites[I].mImage = S;\
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sprites[I].mPosition.x = X * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;\
sprites[I].mPosition.y = Y * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;\
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sprites[I].mHeight = Z * UNITS_PER_SQUARE + UNITS_PER_SQUARE / 2;\
sprites[I].mPixelSize = P;
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placeSprite(sprite1,0,10,5,1,100)
placeSprite(sprite1,1,14,5,1,100)
placeSprite(sprite2,2,15,19,1,200)
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#undef placeSprite
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p.begin();
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for (uint8_t r = 0; r < 8; ++r)
for (uint8_t g = 0; g < 8; ++g)
for (uint8_t b = 0; b < 4; ++b)
pal[rgbToIndex(r,g,b)] = p.display.RGBto565(36 * r, 36 * g, 85 * b);
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p.display.load565Palette(&pal[0]); // load a palette the same way as any other palette in any other screen mode
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p.display.persistence = 1;
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p.setFrameRate(60);
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p.display.setFont(fontTiny);
while (p.isRunning())
{
if (p.update())
{
draw();
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int16_t step = max(1,UNITS_PER_SQUARE / (p.bBtn() ? 7 : 15));
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const int16_t step2 = max(UNITS_PER_SQUARE / 40,1);
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Vector2D d = angleToDirection(player.mCamera.direction);
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Vector2D moveOffset;
Unit heightOffset = -100;
moveOffset.x = 0;
moveOffset.y = 0;
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d.x = (d.x * step) / UNITS_PER_SQUARE;
d.y = (d.y * step) / UNITS_PER_SQUARE;
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if (d.x == 0 && d.y == 0)
{
d.x = d.x > 0 ? step : -step;
d.y = d.y > 0 ? step : -step;
}
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bool strafe = p.aBtn();
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bool lookUpDown = p.cBtn();
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if (p.upBtn())
{
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if (strafe)
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heightOffset = step;
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else if (lookUpDown)
shear = min(shear + 100, 2 * UNITS_PER_SQUARE);
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else
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moveOffset = d;
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}
else if (p.downBtn())
{
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if (strafe)
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heightOffset = -step;
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else if (lookUpDown)
shear = max(shear - 100, -2 * UNITS_PER_SQUARE);
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else
{
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moveOffset.x = -1 * d.x;
moveOffset.y = -1 * d.y;
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}
}
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if (!lookUpDown)
shear = shear / 2;
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int addition = 0;
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if (p.rightBtn())
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addition = 1;
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else if (p.leftBtn())
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addition = -1;
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if (strafe)
{
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d = angleToDirection(player.mCamera.direction + UNITS_PER_SQUARE / 4);
d.x = (d.x * step * addition) / UNITS_PER_SQUARE;
d.y = (d.y * step * addition) / UNITS_PER_SQUARE;
moveOffset = d;
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}
else
player.mCamera.direction += addition * step2;
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moveCameraWithCollision(&player.mCamera,moveOffset,heightOffset,
floorHeightAt, ceilingHeightAt);
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}
}
return 0;
}