/** WIP raycasting demo for Pokitto. author: Miloslav "drummyfish" Ciz license: CC0 */ //#define RAYCAST_TINY #include #include "raycastlib.h" #include "Pokitto.h" #include class Level { public: int16_t getHeight(int16_t x, int16_t y) { if (x > 12 || y > 12) return max(x,y) - 10; if (y < 5 && y > 0) { return y > 2 ? x : -x; } return (x < 0 || y < 0 || x > 9 || y > 9) ? 4 : 0; } }; class Character { public: Camera mCamera; Character() { mCamera.position.x = UNITS_PER_SQUARE * 4; mCamera.position.y = UNITS_PER_SQUARE * 5; mCamera.direction = 0; mCamera.fovAngle = UNITS_PER_SQUARE / 4; mCamera.height = UNITS_PER_SQUARE / 2; mCamera.resolution.x = 36; mCamera.resolution.y = 88; } }; Pokitto::Core p; Character player; Level level; Unit heightFunc(int16_t x, int16_t y) { return level.getHeight(x,y) * UNITS_PER_SQUARE / 4; } bool dither(uint8_t intensity, uint32_t x, uint32_t y) { switch (intensity) { case 0: return false; break; case 1: return x % 2 == 0 && y % 2 == 0; break; case 2: return x % 2 == y % 2; break; case 3: return x % 2 != 0 || y % 2 != 0; break; default: return true; break; } } inline void pixelFunc(PixelInfo pixel) { uint8_t c = 3 + (pixel.isWall == 0 ? 12 : (pixel.hit.direction * 3)); uint8_t d = pixel.depth / (UNITS_PER_SQUARE * 3); if (d <= 2) c-= d; else c = 0; //c -= min(2,pixel.depth / UNITS_PER_SQUARE); uint8_t *buf = p.display.screenbuffer; buf += pixel.position.x * 3; buf += pixel.position.y * p.display.width; *buf++ = c; *buf++ = c; *buf = c; } unsigned short pal[256]; 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; c.maxHits = 8; c.maxSteps = 10; render(player.mCamera,heightFunc,pixelFunc,c); } int main() { 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.display.setFont(fontTiny); while (p.isRunning()) { if (p.update()) { draw(); const int16_t step = max(UNITS_PER_SQUARE / 10,1); const int16_t step2 = max(UNITS_PER_SQUARE / 50,1); Vector2D d = angleToDirection(player.mCamera.direction); d.x = (d.x * 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()) { player.mCamera.position.x += d.x; player.mCamera.position.y += d.y; } else if (p.downBtn()) { player.mCamera.position.x -= d.x; player.mCamera.position.y -= d.y; } if (p.rightBtn()) player.mCamera.direction += step2; else if (p.leftBtn()) player.mCamera.direction -= step2; if (p.aBtn()) player.mCamera.height += step; else if (p.bBtn()) player.mCamera.height -= step; player.mCamera.height = max(heightFunc(player.mCamera.position.x / UNITS_PER_SQUARE,player.mCamera.position.y / UNITS_PER_SQUARE) + UNITS_PER_SQUARE / 2,player.mCamera.height); } } return 0; }