/** Raycasting demo 1 for Pokitto. This demo is a showoff of various features (movement, textures, sprites, fog, ...) , but has low FPS. Don't forget to compile with -O3! author: Miloslav "drummyfish" Ciz license: CC0 1.0 */ //#define COMPUTE_WALL_TEXCOORDS 0 // ^ this turns off textures #define SUBSAMPLE 1 #define RCL_COMPUTE_FLOOR_TEXCOORDS 1 // redefine some parameters #define FPS 255 #define GRAVITY_ACCELERATION (RCL_UNITS_PER_SQUARE * 3) #define PLAYER_JUMP_SPEED 700 #define RCL_CAMERA_COLL_HEIGHT_BELOW ((3 * RCL_UNITS_PER_SQUARE) / 2) #define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 5) //#define USE_DIST_APPROX 1 // ^ This turns on distance approximation, which is a bit uglier and faster. #define TEXTURE_W 32 #define TEXTURE_H 32 #include "general.hpp" #define LEVEL_X_RES 29 #define LEVEL_Y_RES 21 Player player; #define SPRITES 17 #define SPRITE_MAX_DISTANCE 5 * RCL_UNITS_PER_SQUARE Sprite sprites[SPRITES]; /// For each level square says the texture index. const unsigned char levelTexture[] = { // 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 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, 1, 1, 1, 1, 1, 1, 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 }; #define XX -15 /// For each level square says the floor height. const signed char levelFloor[] = { // 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 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,XX,XX,XX, 0, 0, 0,XX,XX,-8,36,32,36,-8,-8, 0, 0, 0, 0, 0, 0,24, // 12 8 40, 0,48,-8,-8,-8,-8,-8,XX,XX,XX, 0, 0, 0,XX,XX,-8,-8,-8,-8,-8,-8, 0, 0, 0, 0, 0, 0,24, // 13 7 40, 0,48, 0,-2,-2, 0,-8,XX,XX,XX, 0, 0, 0,XX,XX, 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 }; const unsigned char heightLevelColors[8] = {HUE(10),HUE(0) - 3,HUE(4),HUE(1)}; #undef XX #define XX 127 // helper to keep a big number two-characters, for formatting /// For each level square says the ceiling height. const signed char levelCeiling[] = { // 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 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 }; #undef XX const unsigned char texture1[] = { 32, 32 // width, height ,0x14,0x1a,0x1a,0x1a,0x19,0x07,0x07,0x04,0x04,0x08,0x07,0x06,0x05,0x04 ,0x05,0x54,0x61,0x19,0x1a,0x19,0x18,0x07,0x07,0x05,0x04,0x06,0x04,0x07 ,0x05,0x07,0x05,0x53,0x04,0x07,0x06,0x06,0x05,0x07,0x06,0x06,0x61,0x07 ,0x08,0x05,0x05,0x06,0x06,0x52,0x62,0x1a,0x06,0x06,0x07,0x06,0x06,0x44 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,0x00,0x00,0x00,0x00,0x00,0x00,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f }; const unsigned char spriteNPC[] = { 32, 32 // width, height ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f 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,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f }; const unsigned char spriteTree[] = { 32, 32 // width, height ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x3c,0x3c,0xc5,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x3c,0x3c ,0x3c,0xc5,0x8f,0x38,0xba,0xba,0xc5,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x43,0x3c,0x3c,0xc5,0xc5,0x43,0x3c,0xba,0xba,0x43,0x43,0x8f,0x43 ,0x43,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x3c,0x3c,0xba,0xc5,0x43,0x3c,0x3c,0xc5,0xc5,0x3c,0x3c,0xba,0xba ,0x43,0x43,0x43,0x43,0x43,0x43,0x43,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x3c,0x3c,0x3c,0xc5,0x43,0x3c,0x3c,0xba,0x3c ,0x3c,0x3c,0x43,0x43,0x43,0xc5,0xc5,0x43,0xc5,0xc5,0xc5,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x3c,0xba,0x3c,0x43,0xc5 ,0xba,0x3c,0xc5,0xc5,0xc5,0x3c,0xc5,0x43,0x43,0xc5,0xc5,0xc5,0xc5,0xc5 ,0x43,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x16,0x8f,0x8f,0xba,0x3c ,0xba,0xba,0xc5,0xc5,0x3c,0x3c,0x3c,0xba,0x3c,0x3c,0xc5,0x43,0x43,0x43 ,0xc5,0x43,0x43,0x43,0x43,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x16,0x73 ,0x8f,0x8f,0xba,0x3c,0x3c,0xba,0xba,0x3c,0x3c,0x3c,0x3c,0xba,0x3c,0x3c ,0x43,0x43,0x43,0x43,0x43,0x43,0x43,0xc5,0xc5,0xc5,0xc5,0x43,0x8f,0x8f ,0x8f,0x8f,0x1a,0x73,0x8f,0x8f,0xc5,0xba,0x3c,0xba,0xba,0x3c,0x3c,0x3c ,0xba,0xba,0x3c,0x3c,0x43,0x43,0xc5,0xc5,0x3c,0x43,0x43,0x43,0xc5,0xc5 ,0xc5,0x43,0x8f,0x8f,0x8f,0x8f,0x1a,0x73,0x8f,0x8f,0x43,0xc5,0xba,0xba ,0xba,0x3c,0x3c,0xba,0xba,0x3c,0x3c,0x43,0x43,0x43,0xc5,0xba,0xba,0xc5 ,0x43,0xc5,0xc5,0xc5,0x43,0x8f,0x8f,0x8f,0x8f,0x8f,0x16,0x73,0x8f,0x3c ,0x43,0x43,0xba,0xba,0xba,0xba,0xba,0xba,0xba,0xba,0xba,0x43,0x43,0x43 ,0xc5,0xba,0xba,0xc5,0x43,0x43,0x43,0x43,0x43,0x8f,0x8f,0x8f,0x8f,0x1a ,0x16,0x73,0x3c,0x3c,0x43,0xc5,0xba,0xba,0xba,0xba,0xba,0xba,0xba,0x3c ,0x3c,0x43,0x43,0xc5,0xc5,0xc5,0xba,0x43,0x43,0x43,0x43,0x43,0x43,0x8f ,0x8f,0x8f,0x1a,0x1a,0x16,0x73,0x3c,0x3c,0x3c,0xba,0xba,0x3c,0x3c,0xc5 ,0xc5,0xba,0x3c,0x3c,0x3c,0xba,0x43,0x43,0xc5,0xc5,0xba,0x43,0x43,0x43 ,0x43,0x43,0x43,0x43,0x8f,0x8f,0x1a,0x16,0x73,0x16,0x3c,0x3c,0xba,0xba ,0xba,0xba,0x3c,0x3c,0xc5,0xc5,0x3c,0x3c,0xba,0xba,0x43,0x43,0x43,0x43 ,0x43,0x43,0x43,0x43,0x43,0x43,0x43,0x43,0x73,0x1a,0x16,0x16,0x1a,0x16 ,0x8f,0x3c,0xc5,0xc5,0xba,0x3c,0x3c,0x3c,0xc5,0xc5,0xc5,0xba,0xba,0xba ,0x43,0x43,0x43,0x43,0x43,0x43,0xc5,0xc5,0xba,0xba,0x43,0x43,0x73,0x16 ,0x16,0x1a,0x1a,0x16,0x3c,0x3c,0x3c,0xc5,0xc5,0xba,0x3c,0x3c,0xc5,0xc5 ,0xc5,0xc5,0xc5,0xc5,0x43,0x43,0x43,0x43,0x43,0x43,0xc5,0xc5,0xc5,0xba ,0xba,0xba,0x43,0x73,0x73,0x73,0x73,0x1a,0x43,0x3c,0x3c,0xc5,0xc5,0xba ,0xba,0xba,0xc5,0xc5,0xc5,0xc5,0xba,0x3c,0xba,0xc5,0x43,0x43,0x43,0x43 ,0x43,0xc5,0xba,0xba,0xba,0xba,0xba,0x73,0x16,0x1a,0x1a,0x1a,0xc5,0x3c ,0x3c,0x3c,0xc5,0xba,0xba,0xc5,0xc5,0xc5,0xc5,0xc5,0xba,0xba,0x3c,0xc5 ,0x43,0x43,0x43,0x43,0x43,0x43,0xc5,0xba,0xba,0xba,0x73,0x73,0x16,0x16 ,0x16,0x73,0xc5,0x3c,0x3c,0xba,0xba,0xba,0xba,0xc5,0xc5,0xc5,0xc5,0xc5 ,0xba,0x3c,0x3c,0x43,0x43,0x43,0x43,0x43,0x43,0x43,0xc5,0xc5,0x43,0x43 ,0x73,0x73,0x73,0x73,0x73,0x73,0x8f,0xba,0xba,0xba,0xba,0xba,0x3c,0xc5 ,0xc5,0xc5,0xc5,0xba,0x3c,0xba,0x43,0x43,0x43,0x43,0xba,0xba,0x43,0xc5 ,0xc5,0xba,0x43,0x73,0x73,0x73,0x73,0x73,0x73,0x73,0x8f,0xba,0xc5,0xba ,0xba,0xba,0x3c,0x3c,0xba,0xba,0xc5,0x3c,0x3c,0x3c,0x43,0x43,0xc5,0xc5 ,0xba,0xc5,0xc5,0xc5,0xba,0xba,0xba,0x43,0x43,0x16,0x73,0x73,0x73,0x73 ,0x8f,0x8f,0x43,0xba,0xba,0xba,0xba,0x3c,0x3c,0xba,0xc5,0xba,0x3c,0x3c ,0xba,0x43,0x43,0xc5,0x3c,0x43,0xc5,0xc5,0xba,0xba,0xba,0x43,0x43,0x8f ,0x16,0x73,0x73,0x73,0x8f,0x8f,0xc5,0xba,0xba,0x3c,0x3c,0x3c,0x3c,0xba ,0xc5,0xc5,0xba,0xba,0xba,0x43,0x43,0x43,0xba,0x43,0x43,0xc5,0xc5,0xc5 ,0x43,0x43,0x8f,0x8f,0x8f,0x16,0x73,0x73,0x8f,0x8f,0xba,0x3c,0xba,0x3c ,0xba,0x3c,0x3c,0xc5,0x43,0x43,0x43,0x43,0xba,0x43,0x43,0x43,0xc5,0x43 ,0x43,0x43,0xc5,0x43,0x43,0x8f,0x8f,0x8f,0x8f,0x16,0x16,0x73,0x8f,0x8f ,0xba,0x3c,0x3c,0x3c,0x43,0x43,0x43,0x43,0xc5,0xc5,0x43,0x43,0x43,0x43 ,0xc5,0xc5,0xc5,0xc5,0x43,0x43,0x43,0x43,0x43,0x43,0x8f,0x8f,0x8f,0x8f ,0x16,0x73,0x8f,0x8f,0x43,0x43,0x3c,0x3c,0xba,0x43,0x43,0x43,0x43,0xc5 ,0xc5,0x43,0x43,0xc5,0xc5,0xc5,0xc5,0xc5,0x43,0x43,0x43,0x43,0x43,0x43 ,0x8f,0x8f,0x8f,0x8f,0x16,0x73,0x8f,0x8f,0x8f,0x43,0xba,0xba,0xba,0x43 ,0x43,0x43,0xc5,0xc5,0xc5,0x43,0xc5,0xc5,0xc5,0xc5,0x43,0x43,0x43,0x43 ,0x43,0x43,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x16,0x73,0x8f,0x8f,0x8f,0x8f ,0xba,0xba,0xba,0x43,0xc5,0x43,0x43,0x43,0x43,0xba,0xc5,0xc5,0xba,0xba ,0x43,0xc5,0x43,0x43,0x43,0x43,0x43,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x73 ,0x8f,0x8f,0x8f,0x8f,0x43,0xba,0xba,0x43,0xba,0xba,0x43,0xc5,0xba,0xba ,0xc5,0xc5,0xba,0xba,0xba,0xc5,0x43,0x43,0x43,0x43,0x43,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x43,0x43,0xc5,0xc5,0xba,0xba ,0x43,0xba,0xba,0xba,0xc5,0xc5,0xc5,0x43,0x43,0x43,0x43,0x43,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x43 ,0xc5,0x43,0xba,0xba,0x43,0x43,0xba,0xba,0x43,0x43,0x43,0x43,0x43,0x43 ,0x43,0x43,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0xba,0xba,0xc5,0xc5,0x43,0x37,0x37,0x43,0x43 ,0x43,0x43,0x43,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f }; const unsigned char spriteGrass[] = { 24, 24 // width, height ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0xc5,0x74,0x74,0x74,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0xc5,0x8f,0xc5,0x29,0x2b,0x2b ,0x2b,0x74,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0xc5,0x2b,0xc5,0x29,0x2b,0x2e,0x2e,0x2e,0x2b,0x74,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0xc5,0x2b ,0x2b,0xc5,0x29,0x2e,0x2e,0x2b,0x74,0x74,0x74,0x74,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0xc5,0x2b,0x2e,0xc5,0x29,0x29 ,0x29,0x74,0x03,0x74,0x74,0x74,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0xc5,0x2b,0x2e,0xc5,0x27,0x29,0xc5,0xc5,0x2b,0x2b ,0x74,0x74,0x74,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0xc5,0x2b,0x29,0xc5,0xc5,0xc5,0x27,0x2b,0x0f,0x1e,0x2e,0x2e,0x74,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0xc5,0x29,0x29,0xc5 ,0xc5,0x27,0x29,0x2e,0x1e,0x2b,0x2b,0x2b,0x2b,0x74,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0xc5,0xc5,0x2b,0x03,0xc5,0x29,0x29 ,0x29,0x27,0x27,0xc5,0x74,0x74,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x27,0xc5,0x2e,0x2b,0x03,0xc5,0xc5,0xc5,0xc5,0x74,0x74 ,0x74,0x74,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0xc5,0x29 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,0x2e,0x2e,0x2b,0x29,0x03,0x74,0x74,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0xc5,0x2e,0x1e,0x74,0x74,0x29,0x2b,0x2e,0x1e,0x2e ,0x29,0x03,0x74,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0xc5,0x2e,0x1e,0x74,0x8f,0xc5,0x29,0x2b,0x2e,0x2e,0x2e,0x29,0x03,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0xc5,0x2b,0x2e,0x74 ,0x8f,0x8f,0xc5,0xc5,0x2b,0x2b,0x2b,0x2b,0x74,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0xc5,0x2b,0x74,0x8f,0x8f,0x8f,0x8f ,0xc5,0x74,0x74,0x74,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0xc5,0x74,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f }; const unsigned char spriteBarrel[] = { 32, 32 // width, height ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f ,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f,0x8f 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(pokitto.frameCount % 64) + 32)) * (RCL_UNITS_PER_SQUARE / 8)); withinMapReturn(levelFloor[index] * (RCL_UNITS_PER_SQUARE / 8),0) } RCL_Unit ceilingHeightAt(int16_t x, int16_t y) { withinMapReturn(levelCeiling[index] * RCL_UNITS_PER_SQUARE / 8, 127 * RCL_UNITS_PER_SQUARE / 8) } #undef withinMapReturn inline int16_t distanceToIntensity(RCL_Unit distance) { return 8 - distance / (RCL_UNITS_PER_SQUARE / 2); } /** Function for drawing a single pixel (like fragment shader). Bottleneck => should be as fast as possible. */ inline void pixelFunc(RCL_PixelInfo *pixel) { int16_t intensity; if (pixel->position.y == MIDDLE_ROW) zBuffer[pixel->position.x] = pixel->depth; uint8_t color; intensity = distanceToIntensity(pixel->depth); if (pixel->isWall) { if ((pixel->hit.direction == 0 || pixel->hit.direction == 2)) intensity -= 2; #if RCL_COMPUTE_WALL_TEXCOORDS == 1 color = sampleImage(textures[pixel->hit.type],pixel->texCoords.x,pixel->texCoords.y); #else color = textures[pixel->hit.type][2]; #endif color = addIntensity(color,intensity); } else { color = pixel->isFloor ? heightLevelColors[(pixel->height / RCL_UNITS_PER_SQUARE) & 0b00000011] : 18; color = addIntensity(color,intensity); } putSubsampledPixel(pixel->position.x,pixel->position.y,color); } void draw() { RCL_renderComplex(player.mCamera,floorHeightAt,ceilingHeightAt,textureAt,defaultConstraints); RCL_Unit previousDepth; // draw sprites for (uint8_t i = 0; i < SPRITES; ++i) { // use Chebyshew distance instead Euclidean, it's faster if (RCL_absVal(sprites[i].mPosition.x - player.mCamera.position.x) > SPRITE_MAX_DISTANCE) continue; if (RCL_absVal(sprites[i].mPosition.y - player.mCamera.position.y) > SPRITE_MAX_DISTANCE) continue; RCL_PixelInfo pos = RCL_mapToScreen(sprites[i].mPosition,sprites[i].mHeight,player.mCamera); if (pos.depth > 0) { const unsigned char *image = sprites[i].mImage; if (image == spriteTorch1 && // animate torch (pokitto.frameCount >> 2) % 2 == 0) image = spriteTorch2; drawSpriteSquare(image,pos.position.x * SUBSAMPLE, pos.position.y, pos.depth, RCL_perspectiveScale(sprites[i].mPixelSize,pos.depth),distanceToIntensity(pos.depth)); } /* trick: sort the sprites by distance with bubble sort as we draw - the order will be correct in a few frames */ if (i != 0 && pos.depth > previousDepth) { Sprite tmp = sprites[i]; sprites[i] = sprites[i - 1]; sprites[i - 1] = tmp; } previousDepth = pos.depth; } // uncomment for debuggin camera /* pokitto.display.setColor(255); 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.height); pokitto.display.print(" "); pokitto.display.print(player.mCamera.direction); */ } bool runReleased = false; // helper for detecting switching between walk/run int main() { initGeneral(); defaultConstraints.maxHits = 8; defaultConstraints.maxSteps = 15; player.setPositionSquare(6,4); sprites[0] = Sprite(spriteStatue,10,5,1,100); sprites[1] = Sprite(spriteStatue,14,5,1,100); sprites[2] = Sprite(spriteNPC,15,19,1,200); sprites[3] = Sprite(spriteTree,8,2,1,300); sprites[3].mPosition.y -= RCL_UNITS_PER_SQUARE / 2; sprites[4] = Sprite(spriteTree,20,5,1,300); sprites[5] = Sprite(spriteTree,26,18,1,300); sprites[6] = Sprite(spriteTree,16,12,1,300); sprites[7] = Sprite(spriteGrass,27,16,0,100); sprites[8] = Sprite(spriteGrass,6,6,0,150); sprites[9] = Sprite(spriteGrass,8,5,0,120); sprites[10] = Sprite(spriteGrass,17,6,0,150); sprites[11] = Sprite(spriteBarrel,12,16,0,120); sprites[12] = Sprite(spriteBarrel,27,5,0,120); sprites[13] = Sprite(spriteTorch1,11,9,2,120); sprites[13].mPosition.y += RCL_UNITS_PER_SQUARE / 3; sprites[14] = Sprite(spriteTorch1,13,9,2,120); sprites[14].mPosition.y += RCL_UNITS_PER_SQUARE / 3; sprites[15] = Sprite(spriteTorch1,14,19,2,120); sprites[15].mPosition.y += RCL_UNITS_PER_SQUARE / 3; sprites[16] = Sprite(spriteTorch1,1,19,3,120); sprites[16].mPosition.y += RCL_UNITS_PER_SQUARE / 3; uint32_t previousTime = 0; uint32_t dt; int16_t moveDirection; int16_t shearDirection; int16_t rotationDirection; bool strafe; while (pokitto.isRunning()) { if (pokitto.update()) { draw(); moveDirection = 0; shearDirection = 0; rotationDirection = 0; strafe = false; uint32_t timeNow = pokitto.getTime(); dt = timeNow - previousTime; previousTime = timeNow; if (pokitto.cBtn()) { if (runReleased) { player.mRunning = !player.mRunning; runReleased = false; } } else runReleased = true; strafe = pokitto.aBtn(); if (pokitto.upBtn()) { if (!strafe) moveDirection = 1; else shearDirection = 1; } else if (pokitto.downBtn()) { if (!strafe) moveDirection = -1; else shearDirection = -1; } if (pokitto.rightBtn()) { if (!strafe) rotationDirection = 1; else moveDirection = 1; } else if (pokitto.leftBtn()) { if (!strafe) rotationDirection = -1; else moveDirection = -1; } player.update(moveDirection,strafe,rotationDirection,pokitto.bBtn(),shearDirection, floorHeightAt,ceilingHeightAt,true,dt); } } return 0; }