raycasting almost working
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9ea6ce4023
commit
a8eb642e9b
40
src/main.c
40
src/main.c
@ -15,6 +15,7 @@
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#define TILE_FILLED 1
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#define MAP_WIDTH 10
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#define MAP_HEIGHT 10
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#define WALL_HEIGHT_SCALE FIX16(0.5)
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Line l;
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s16 angle = 0;
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@ -38,7 +39,7 @@ int dist(int ax, int ay, int bx, int by){
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return (ax-bx)*(ax-bx) + (ay-by)*(ay-by);
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}
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void castRay(s16 angle){
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void castRay(s16 angle, s16 column){
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if(angle >= 360) angle = angle - 360;
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if(angle < 0) angle = 360 + angle;
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u16 r,mx,my,mp,dof;
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@ -140,7 +141,9 @@ void castRay(s16 angle){
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dof += 1;
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}
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}
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fix16 shortestDist = distH;
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if(distV < distH){
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shortestDist = distV;
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l.pt2.x = fix16ToInt(vx);
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l.pt2.y = fix16ToInt(vy);
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}else {
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@ -148,7 +151,21 @@ void castRay(s16 angle){
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l.pt2.y = fix16ToInt(hy);
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}
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//Wall height calcs
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fix16 wallHeightFix16 = fix16Div(FIX16(SCREEN_HEIGHT), (shortestDist + FIX16(1)));
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wallHeightFix16 = fix16Mul(wallHeightFix16, WALL_HEIGHT_SCALE);
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int wallHeight = fix16ToInt(wallHeightFix16);
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int wallTop = (SCREEN_HEIGHT / 2) - (wallHeight / 2);
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int wallBottom = (SCREEN_HEIGHT / 2) + (wallHeight / 2);
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if (wallTop < 0) wallTop = 0;
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if (wallBottom >= SCREEN_HEIGHT) wallBottom = SCREEN_HEIGHT - 1;
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u16 tileTop = wallTop / TILE_HEIGHT;
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u16 tileBottom = wallBottom / TILE_HEIGHT;
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u16 tileHeight = tileBottom - tileTop + 1;
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for (int yTile = tileTop; yTile <= tileBottom; yTile++) {
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VDP_setTileMapXY(BG_B, TILE_ATTR_FULL(PAL1, 0, FALSE, FALSE, TILE_FILLED), column, yTile);
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}
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}
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@ -200,14 +217,23 @@ void drawMap() {
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void render() {
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clearScreenWithTile(TILE_EMPTY);
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drawMap();
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s16 castStart = angle - 20;
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if(angle >= 360) angle = angle - 360;
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if(angle < 0) angle = 360 + angle;
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for(int i = 0; i < 40; i++){
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castRay(castStart + i, i);
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}
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//drawMap();
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VDP_setTextPlane(BG_B);
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VDP_setTextPalette(2);
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VDP_showFPS(1);
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s16 castStart = angle - 20;
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for(int i = 0; i < 40; i++){
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castRay(castStart + i);
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}
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char debugCastText[20];
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sprintf(debugCastText, "Cast: %d", castStart);
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VDP_drawText(debugCastText, 20, 2);
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angle = angle + 1;
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SYS_doVBlankProcess();
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}
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