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