Pokitto-Raycasting/demo1.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
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license: CC0 1.0
*/
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// redefine player's height
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#define CAMERA_COLL_HEIGHT_BELOW ((3 * UNITS_PER_SQUARE) / 2)
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#include "general.hpp"
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#define LEVEL_X_RES 29
#define LEVEL_Y_RES 21
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Player player;
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#define SPRITES 7
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#define SPRITE_MAX_DISTANCE 5 * UNITS_PER_SQUARE
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Sprite sprites[SPRITES];
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/// For each level square says the texture index.
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const unsigned char levelTexture[] =
{
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// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
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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, // 0 20
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, // 1 19
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, // 2 18
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, // 3 17
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, // 4 16
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, // 5 15
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, // 6 14
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, // 7 13
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, // 8 12
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, // 9 11
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, // 10 10
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, // 11 9
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, // 12 8
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, // 13 7
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, // 14 6
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, // 15 5
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, // 16 4
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, // 17 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, // 18 2
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, // 19 1
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 // 20 0
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};
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/// For each level square says the floor height.
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const signed char levelFloor[] =
{
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// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
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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, // 0 20
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, // 1 19
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, // 2 18
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, // 3 17
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, // 4 16
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, // 5 15
40,28,32,32,32,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 8,12,16,32,40, 0, 0, 0,24, // 6 14
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, // 7 13
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, // 8 12
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, // 9 11
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, // 10 10
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, // 11 9
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, // 12 8
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, // 13 7
40, 0,48, 0,-2,-2, 0,-8,-8,-8,-8, 0, 0, 0,-8,-8, 0, 0, 0, 0, 0, 0, 0, 0,24,24,10,24,24, // 14 6
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, // 15 5
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, // 16 4
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, // 17 3
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, // 18 2
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, // 19 1
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 // 20 0
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};
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#define XX 127 // helper to keep a big number two-characters, for formatting
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/// For each level square says the ceiling height.
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const signed char levelCeiling[] =
{
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// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
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40,40,40,40,40,40,40,XX,XX,XX,XX,36,40,40,40,40,40,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 0 20
40,50,50,50,45,40,20,XX,XX,XX,XX,36,40,30,30,30,XX,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 1 19
40,50,50,50,45,40,20,XX,XX,XX,XX,36,40,30,30,30,XX,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 2 18
40,50,50,50,45,40,48,XX,XX,XX,XX,36,24,24,24,24,24,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 3 17
40,50,48,48,48,48,47,XX,XX,XX,XX,36,36,36,36,36,36,36,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 4 16
40,50,48,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 5 15
40,50,48,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 6 14
40,50,48,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 7 13
40,50,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 8 12
40,40,16,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 9 11
40,30,16,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 10 10
40,25,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 11 9
40,20,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX, // 12 8
40,18,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,24,24,24,24, // 13 7
40,18,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,24,24,24,24, // 14 6
40,18,16,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 15 5
40,18,16,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 16 4
40,24,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 17 3
XX,24,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 18 2
XX,24,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,25,27,29,24, // 19 1
XX,24,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,XX,24,24,24,24,24,24 // 20 0
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};
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#undef XX
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const unsigned char texture1[] =
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{ 32, 32 // width, height
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,0x5a,0x11,0x51,0x51,0x5a,0x09,0x12,0x6d,0x5b,0x5b,0x12,0x11,0x12,0x09
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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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,0x07,0x07
};
const unsigned char sprite2[] =
{ 32, 32 // width, height
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,0x07,0x07
2018-09-03 15:48:50 +02:00
};
2018-09-09 23:40:02 +02:00
const unsigned char sprite3[] =
{ 32, 32 // width, height
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,0x28,0x28,0x7b,0x7b,0x58,0x58,0x7b,0x7b,0x28,0x28,0x08,0x08,0x08,0x08
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,0x28,0x28,0x08,0x09,0x09,0x09,0x09,0x65,0x08,0x7b,0x7b,0x58,0x58,0x28
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,0x7b,0x7b,0x58,0x28,0x28,0x58,0x58,0x58,0x58,0x58,0x28,0x28,0x7b,0x58
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,0x58,0x58,0x28,0x28,0x28,0x58,0x08,0x08,0x08,0x08,0x08,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x08,0x08,0x58,0x58,0x28,0x28
,0x08,0x28,0x28,0x28,0x58,0x58,0x58,0x08,0x08,0x08,0x08,0x08,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x08
,0x58,0x08,0x28,0x28,0x08,0x08,0x28,0x28,0x08,0x08,0x08,0x08,0x08,0x08
,0x08,0x08,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x28,0x28,0x58,0x58,0x08,0x18,0x18,0x08,0x08
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,0x07,0x07
};
2018-09-06 11:18:47 +02:00
const unsigned char *textures[] = {texture1, texture2, texture3, texture4};
2018-09-05 17:12:11 +02:00
2018-09-05 16:25:57 +02:00
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 == 6 && (y == 13 || y == 14)) // moving lift
return
((absVal(-1 * (pokitto.frameCount % 64) + 32)) * UNITS_PER_SQUARE) / 8;
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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;
2018-09-05 11:35:33 +02:00
2018-09-05 15:59:34 +02:00
return 0;
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}
2018-09-05 16:25:57 +02:00
Unit ceilingHeightAt(int16_t x, int16_t y)
2018-09-05 11:35:33 +02:00
{
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signed char v = 127;
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if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES)
v = levelCeiling[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x];
2018-09-05 11:35:33 +02:00
2018-09-05 15:59:34 +02:00
return (v * UNITS_PER_SQUARE) / 8;
2018-08-31 18:40:05 +02:00
}
2018-09-08 15:00:13 +02:00
/**
Function for drawing a single pixel (like fragment shader).
*/
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inline void pixelFunc(PixelInfo pixel)
2018-08-31 18:40:05 +02:00
{
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if (pixel.position.y == MIDDLE_ROW)
zBuffer[pixel.position.x] = pixel.depth;
2018-09-03 15:14:39 +02:00
uint8_t c;
2018-09-03 10:56:48 +02:00
2018-09-05 19:08:22 +02:00
Unit depth = pixel.depth - UNITS_PER_SQUARE * 3;
depth = depth > 0 ? depth : 1;
2018-09-03 10:56:48 +02:00
2018-09-03 15:14:39 +02:00
int intensity = 7 - (depth * 7) / (UNITS_PER_SQUARE * 5);
2018-09-03 14:22:52 +02:00
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;
2018-09-05 17:12:11 +02:00
c = sampleImage(textures[pixel.hit.type],pixel.hit.textureCoord,pixel.textureCoordY);
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c = addIntensity(c,intensity - 3);
}
else
2018-09-05 19:08:22 +02:00
c = pixel.isFloor ?
rgbToIndex(intensity/2,intensity,intensity/3) :
rgbToIndex(intensity,intensity/2,0);
2018-09-08 14:30:03 +02:00
uint8_t *buf = pokitto.display.screenbuffer;
2018-09-01 12:04:17 +02:00
2018-09-03 10:56:48 +02:00
buf += pixel.position.x * SUBSAMPLE;
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buf += pixel.position.y * SCREEN_WIDTH;
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for (uint8_t i = 0; i < SUBSAMPLE - 1; ++i)
*buf++ = c;
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*buf = c;
2018-08-31 18:40:05 +02:00
}
void draw()
{
RayConstraints c;
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c.maxHits = 8;
c.maxSteps = 10;
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c.computeTextureCoords = 1;
2018-08-31 18:40:05 +02:00
2018-09-08 07:09:46 +02:00
render(player.mCamera,floorHeightAt,ceilingHeightAt,textureAt,pixelFunc,c);
2018-09-03 15:48:50 +02:00
2018-09-04 16:08:14 +02:00
Unit previousDepth;
2018-09-06 08:54:03 +02:00
// draw sprites
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for (uint8_t i = 0; i < SPRITES; ++i)
{
2018-09-09 19:56:12 +02:00
// use Chebyshew distance instead Euclidean, it's faster
if (absVal(sprites[i].mPosition.x - player.mCamera.position.x) > SPRITE_MAX_DISTANCE)
continue;
if (absVal(sprites[i].mPosition.y - player.mCamera.position.y) > SPRITE_MAX_DISTANCE)
2018-09-06 09:40:40 +02:00
continue;
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PixelInfo pos = mapToScreen(sprites[i].mPosition,sprites[i].mHeight,player.mCamera);
if (pos.depth > 0)
2018-09-06 08:54:03 +02:00
drawSprite(sprites[i].mImage,pos.position.x * SUBSAMPLE,pos.position.y,
pos.depth,perspectiveScale(sprites[i].mPixelSize,pos.depth));
2018-09-04 16:08:14 +02:00
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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}
2018-09-08 14:30:03 +02:00
/*
pokitto.display.setColor(rgbToIndex(7,7,3));
pokitto.display.setCursor(1,1);
pokitto.display.print(player.mCamera.position.x);
pokitto.display.print(" ");
pokitto.display.print(player.mCamera.position.y);
pokitto.display.print(" ");
pokitto.display.print(player.mCamera.direction);
*/
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}
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bool runReleased = false;
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int main()
{
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initGeneral();
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player.setPositionSquare(4,5);
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sprites[0] = Sprite(sprite1,10,5,1,100);
sprites[1] = Sprite(sprite1,14,5,1,100);
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sprites[2] = Sprite(sprite2,15,19,1,200);
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sprites[3] = Sprite(sprite3,8,2,1,300);
sprites[3].mPosition.y -= UNITS_PER_SQUARE / 2;
sprites[4] = Sprite(sprite3,20,5,1,300);
sprites[5] = Sprite(sprite3,26,18,1,300);
sprites[6] = Sprite(sprite3,16,12,1,300);
2018-09-02 20:25:17 +02:00
2018-09-08 18:55:25 +02:00
uint32_t previousTime = 0;
uint32_t dt;
2018-09-08 15:53:11 +02:00
2018-09-10 18:23:53 +02:00
int16_t moveDirection;
int16_t shearDirection;
int16_t rotationDirection;
bool strafe;
2018-09-08 14:30:03 +02:00
while (pokitto.isRunning())
2018-08-31 18:40:05 +02:00
{
2018-09-08 14:30:03 +02:00
if (pokitto.update())
2018-08-31 18:40:05 +02:00
{
draw();
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moveDirection = 0;
shearDirection = 0;
rotationDirection = 0;
strafe = false;
2018-09-08 15:58:32 +02:00
uint32_t timeNow = pokitto.getTime();
dt = timeNow - previousTime;
previousTime = timeNow;
2018-09-09 16:39:08 +02:00
if (pokitto.cBtn())
{
if (runReleased)
{
player.mRunning = !player.mRunning;
runReleased = false;
}
}
else
runReleased = true;
2018-09-04 15:52:12 +02:00
2018-09-10 18:23:53 +02:00
strafe = pokitto.aBtn();
2018-09-08 14:30:03 +02:00
if (pokitto.upBtn())
2018-08-31 18:40:05 +02:00
{
2018-09-10 18:23:53 +02:00
if (!strafe)
moveDirection = 1;
2018-09-04 15:52:12 +02:00
else
2018-09-10 18:23:53 +02:00
shearDirection = 1;
2018-08-31 18:40:05 +02:00
}
2018-09-08 14:30:03 +02:00
else if (pokitto.downBtn())
2018-08-31 18:40:05 +02:00
{
2018-09-10 18:23:53 +02:00
if (!strafe)
moveDirection = -1;
2018-09-04 15:52:12 +02:00
else
2018-09-10 18:23:53 +02:00
shearDirection = -1;
2018-09-04 15:52:12 +02:00
}
2018-09-08 14:30:03 +02:00
if (pokitto.rightBtn())
2018-09-10 18:23:53 +02:00
{
if (!strafe)
rotationDirection = 1;
else
moveDirection = 1;
}
2018-09-08 14:30:03 +02:00
else if (pokitto.leftBtn())
2018-09-04 15:52:12 +02:00
{
2018-09-10 18:23:53 +02:00
if (!strafe)
rotationDirection = -1;
else
moveDirection = -1;
2018-09-04 15:52:12 +02:00
}
2018-09-08 07:45:54 +02:00
2018-09-10 18:23:53 +02:00
player.update(moveDirection,strafe,rotationDirection,pokitto.bBtn(),shearDirection,
floorHeightAt,ceilingHeightAt,true,dt);
2018-08-31 18:40:05 +02:00
}
}
return 0;
}