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