#include #include "raycastlib.h" #include #include #define LEVEL_W 20 #define LEVEL_H 15 #define SCREEN_W 80 #define SCREEN_H 40 char pixels[SCREEN_W * SCREEN_H]; Camera camera; const int8_t level[LEVEL_W * LEVEL_H] = { /* 11 13 15 17 19 0 1 2 3 4 5 6 7 8 9 10 12 14 16 18 */ 0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0, // 0 0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0, // 1 0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,0,0, // 2 1,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0, // 3 0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,0,0,1,0,0, // 4 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0, // 5 1,1,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0, // 6 0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0, // 7 0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,1,1,1,1, // 8 0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0, // 9 0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,1, // 10 0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,1,1,0,0,1, // 11 0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0, // 12 0,0,0,0,0,1,0,0,0,1,1,1,0,0,1,0,0,0,0,0, // 13 0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,0,0 // 14 }; Unit heightAt(int16_t x, int16_t y) { int32_t index = y * LEVEL_W + x; if (index < 0 || (index >= LEVEL_W * LEVEL_H)) return UNITS_PER_SQUARE * 2; return level[y * LEVEL_W + x] * UNITS_PER_SQUARE * 2; } void pixelFunc(PixelInfo *p) { char c = ' '; if (p->isWall) { switch (p->hit.direction) { case 0: c = 'X'; break; case 1: c = '#'; break; case 2: c = 'o'; break; case 3: default: c = '.'; break; } } pixels[p->position.y * SCREEN_W + p->position.x] = c; } void draw() { for (int i = 0; i < 10; ++i) printf("\n"); RayConstraints c; initRayConstraints(&c); c.maxHits = 1; c.maxSteps = 40; c.computeTextureCoords = 0; //renderSimple(camera,heightAt,0,pixelFunc,0,c); render(camera,heightAt,0,0,pixelFunc,c); for (int j = 0; j < SCREEN_H; ++j) { for (int i = 0; i < SCREEN_W; ++i) printf("%c",pixels[j * SCREEN_W + i]); printf("\n"); } } int dx = 1; int dy = 0; int dr = 1; int frame = 0; int main() { initCamera(&camera); camera.position.x = 2 * UNITS_PER_SQUARE; camera.position.y = 2 * UNITS_PER_SQUARE; camera.direction = 0; camera.resolution.x = SCREEN_W; camera.resolution.y = SCREEN_H; for (int i = 0; i < 10000; ++i) { draw(); int squareX = divRoundDown(camera.position.x,UNITS_PER_SQUARE); int squareY = divRoundDown(camera.position.y,UNITS_PER_SQUARE); if (rand() % 100 == 0) { dx = 1 - rand() % 3; dy = 1 - rand() % 3; dr = 1 - rand() % 3; } while (heightAt(squareX + dx,squareY + dy) > 0) { dx = 1 - rand() % 3; dy = 1 - rand() % 3; dr = 1 - rand() % 3; } camera.position.x += dx * 200; camera.position.y += dy * 200; camera.direction += dr * 10; camera.height = UNITS_PER_SQUARE + sinInt(frame * 16) / 2; usleep(100000); frame++; } return 0; }