Use mode13 and ramps

This commit is contained in:
Miloslav Číž 2018-09-02 19:43:54 +02:00
parent 56431d0f57
commit 0766b115e4

115
game.cpp
View file

@ -5,6 +5,8 @@
license: CC0 license: CC0
*/ */
//#define RAYCAST_TINY
#include <stdio.h> #include <stdio.h>
#include "raycastlib.h" #include "raycastlib.h"
#include "Pokitto.h" #include "Pokitto.h"
@ -18,10 +20,12 @@ public:
if (x > 12 || y > 12) if (x > 12 || y > 12)
return max(x,y) - 10; return max(x,y) - 10;
if (x < 5 && x > 2 && y < 5 && y > 2) if (y < 5 && y > 0)
return 1; {
return y > 2 ? x : -x;
}
return (x < 0 || y < 0 || x > 9 || y > 9) ? 1 : 0; return (x < 0 || y < 0 || x > 9 || y > 9) ? 4 : 0;
} }
}; };
@ -32,11 +36,11 @@ public:
Character() Character()
{ {
mCamera.position.x = 400; mCamera.position.x = UNITS_PER_SQUARE * 4;
mCamera.position.y = 6811; mCamera.position.y = UNITS_PER_SQUARE * 5;
mCamera.direction = 660; mCamera.direction = 0;
mCamera.fovAngle = UNITS_PER_SQUARE / 4; mCamera.fovAngle = UNITS_PER_SQUARE / 4;
mCamera.height = 0; mCamera.height = UNITS_PER_SQUARE / 2;
mCamera.resolution.x = 36; mCamera.resolution.x = 36;
mCamera.resolution.y = 88; mCamera.resolution.y = 88;
} }
@ -48,7 +52,7 @@ Level level;
Unit heightFunc(int16_t x, int16_t y) Unit heightFunc(int16_t x, int16_t y)
{ {
return level.getHeight(x,y) * UNITS_PER_SQUARE; return level.getHeight(x,y) * UNITS_PER_SQUARE / 4;
} }
bool dither(uint8_t intensity, uint32_t x, uint32_t y) bool dither(uint8_t intensity, uint32_t x, uint32_t y)
@ -63,34 +67,45 @@ bool dither(uint8_t intensity, uint32_t x, uint32_t y)
} }
} }
void pixelFunc(PixelInfo pixel) inline void pixelFunc(PixelInfo pixel)
{ {
uint8_t c = pixel.isWall ? pixel.hit.direction + 4 : 3; uint8_t c = 3 + (pixel.isWall == 0 ? 12 : (pixel.hit.direction * 3));
uint16_t x = pixel.position.x * 3; uint8_t d = pixel.depth / (UNITS_PER_SQUARE * 3);
uint16_t y = pixel.position.y;
uint8_t d = pixel.depth / (UNITS_PER_SQUARE * 2); if (d <= 2)
c-= d;
else
c = 0;
p.display.color = dither(d,x,y) ? 0 : c; //c -= min(2,pixel.depth / UNITS_PER_SQUARE);
p.display.drawPixel(x,pixel.position.y);
x++; uint8_t *buf = p.display.screenbuffer;
p.display.color = dither(d,x,y) ? 0 : c; buf += pixel.position.x * 3;
p.display.drawPixel(x,pixel.position.y); buf += pixel.position.y * p.display.width;
*buf++ = c;
x++; *buf++ = c;
*buf = c;
p.display.color = dither(d,x,y) ? 0 : c;
p.display.drawPixel(x,pixel.position.y);
} }
unsigned short pal[256];
void draw() void draw()
{ {
/*
uint8_t a = 0;
for (uint8_t j = 0; j < 88; ++j)
for (uint8_t i = 0; i < 110; ++i)
{
p.display.drawPixel(i,j,a);
++a;
}
return;
*/
RayConstraints c; RayConstraints c;
c.maxHits = 3; c.maxHits = 8;
c.maxSteps = 10; c.maxSteps = 10;
render(player.mCamera,heightFunc,pixelFunc,c); render(player.mCamera,heightFunc,pixelFunc,c);
@ -99,6 +114,40 @@ void draw()
int main() int main()
{ {
p.begin(); p.begin();
int a,s,r,g,b;
for(a=0; a<=63; a++){
s = 0; r = a; g = 63-a; b = 0; pal[a+s] = p.display.RGBto565(r*4,g*4,b*4);
s = 64; r = 63-a; g = 0; b = a; pal[a+s] = p.display.RGBto565(r*4,g*4,b*4);
s = 128; r = 0; g = 0; b = 63-a; pal[a+s] = p.display.RGBto565(r*4,g*4,b*4);
s = 192; r = 0; g = a; b = 0; pal[a+s] = p.display.RGBto565(r*4,g*4,b*4);
}
/*
for (int i = 0; i < 16; ++i)
pal[i] = p.display.RGBto565(i*16,i*16,i*16);
*/
pal[0] = p.display.RGBto565(0,0,0);
pal[1] = p.display.RGBto565(64,0,0);
pal[2] = p.display.RGBto565(128,0,0);
pal[3] = p.display.RGBto565(192,0,0);
pal[4] = p.display.RGBto565(0,64,0);
pal[5] = p.display.RGBto565(0,128,0);
pal[6] = p.display.RGBto565(0,192,0);
pal[7] = p.display.RGBto565(0,0,64);
pal[8] = p.display.RGBto565(0,0,128);
pal[9] = p.display.RGBto565(0,0,192);
pal[10] = p.display.RGBto565(64,64,0);
pal[11] = p.display.RGBto565(128,128,0);
pal[12] = p.display.RGBto565(192,192,0);
pal[13] = p.display.RGBto565(64,64,64);
pal[14] = p.display.RGBto565(128,128,128);
pal[15] = p.display.RGBto565(192,192,192);
p.display.load565Palette(&pal[0]); // load a palette the same way as any other palette in any other screen mode
p.setFrameRate(30); p.setFrameRate(30);
p.display.setFont(fontTiny); p.display.setFont(fontTiny);
@ -109,14 +158,20 @@ int main()
{ {
draw(); draw();
const int16_t step = 50; const int16_t step = max(UNITS_PER_SQUARE / 10,1);
const int16_t step2 = 10; const int16_t step2 = max(UNITS_PER_SQUARE / 50,1);
Vector2D d = angleToDirection(player.mCamera.direction); Vector2D d = angleToDirection(player.mCamera.direction);
d.x = (d.x * step) / UNITS_PER_SQUARE; d.x = (d.x * step) / UNITS_PER_SQUARE;
d.y = (d.y * step) / UNITS_PER_SQUARE; d.y = (d.y * step) / UNITS_PER_SQUARE;
if (d.x == 0 && d.y == 0)
{
d.x = d.x > 0 ? step : -step;
d.y = d.y > 0 ? step : -step;
}
if (p.upBtn()) if (p.upBtn())
{ {
player.mCamera.position.x += d.x; player.mCamera.position.x += d.x;
@ -133,13 +188,13 @@ int main()
else if (p.leftBtn()) else if (p.leftBtn())
player.mCamera.direction -= step2; player.mCamera.direction -= step2;
if (p.bBtn()) if (p.aBtn())
player.mCamera.height += step; player.mCamera.height += step;
else if (p.cBtn()) else if (p.bBtn())
player.mCamera.height -= step; player.mCamera.height -= step;
player.mCamera.position.x = clamp(player.mCamera.position.x,UNITS_PER_SQUARE / 2,10 * UNITS_PER_SQUARE - UNITS_PER_SQUARE / 2); player.mCamera.height =
player.mCamera.position.y = clamp(player.mCamera.position.y,UNITS_PER_SQUARE / 2,10 * UNITS_PER_SQUARE - UNITS_PER_SQUARE / 2); max(heightFunc(player.mCamera.position.x / UNITS_PER_SQUARE,player.mCamera.position.y / UNITS_PER_SQUARE) + UNITS_PER_SQUARE / 2,player.mCamera.height);
} }
} }