#include #define SPEED 2 Line l; s16 angle = 0; const u8 map[10][10] = {{1,1,1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,0,0,1}, {1,1,1,1,0,0,1,1,1,1}, {1,0,0,1,0,0,1,0,0,1}, {1,0,0,0,0,0,1,0,0,1}, {1,0,0,1,0,0,1,1,0,1}, {1,1,1,1,0,0,1,0,0,1}, {1,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,1,0,0,1}, {1,1,1,1,1,1,1,1,1,1}}; int dist(int ax, int ay, int bx, int by){ return (ax-bx)*(ax-bx) + (ay-by)*(ay-by); } void castRay(s16 angle){ u16 r,mx,my,mp,dof; fix16 rx,ry,ra,xo,yo; s16 ind = (int)((float)angle/360.0f*1024.0f); fix16 dy = sinFix16(ind); fix16 dx = cosFix16(ind); fix16 tan = FIX16(1); if(dx != 0) tan = fix16Div(dy, dx); fix16 aTan = FIX16(0); if(tan != 0) aTan = fix16Div(FIX16(-1), tan); s16 tanInt = fix16ToInt(fix16Mul(aTan, FIX16(100))); dof = 0; fix16 distH = FIX16(500); fix16 hx = FIX16(l.pt1.x); fix16 hy = FIX16(l.pt1.y); if(angle == 0 || angle == 180){ rx = FIX16(l.pt1.x); ry = FIX16(l.pt1.y); dof = 8; }else { if(angle > 180) { ry = FIX16(l.pt1.y / 10 * 10)-FIX16(1); rx = fix16Mul(FIX16(l.pt1.y) - ry,aTan) + FIX16(l.pt1.x); yo = FIX16(-10); xo = fix16Mul(0-yo,aTan); } if(angle < 180) { ry = FIX16((l.pt1.y / 10 * 10)+10); rx = fix16Mul(FIX16(l.pt1.y) - ry,aTan) + FIX16(l.pt1.x); yo = FIX16(10); xo = fix16Mul(0-yo,aTan); } } while(dof<8){ mx = fix16ToInt(rx) / 10; my = fix16ToInt(ry) / 10; if(mx >=0 && my >= 0 && mx < 10 && my < 10 && map[my][mx] == 1){ dof = 8; hx = rx; hy = ry; distH = dist(l.pt1.x, l.pt1.y, fix16ToInt(rx), fix16ToInt(ry)); }else{ rx = rx + xo; ry = ry + yo; dof += 1; } } dof = 0; fix16 distV = FIX16(500); fix16 vx = FIX16(l.pt1.x); fix16 vy = FIX16(l.pt1.y); float nTan = 0-tan; if(angle > 90 && r < 270) { rx = FIX16(l.pt1.x / 10 * 10)-FIX16(1); ry = fix16Mul(FIX16(l.pt1.x) - rx,nTan) + FIX16(l.pt1.y); xo = FIX16(-10); yo = fix16Mul(0-xo,nTan); } if(angle < 90 || angle > 270) { rx = FIX16((l.pt1.x / 10 * 10)+10); ry = fix16Mul(FIX16(l.pt1.x) - rx,nTan) + FIX16(l.pt1.y); xo = FIX16(10); yo = fix16Mul(0-xo,nTan); } if(angle == 90 || angle == 270){ rx = FIX16(l.pt1.x); ry = FIX16(l.pt1.y); dof = 8; } while(dof<8){ mx = fix16ToInt(rx) / 10; my = fix16ToInt(ry) / 10; if(mx >=0 && my >= 0 && mx < 10 && my < 10 && map[my][mx] == 1){ dof = 8; vx = rx; vy = ry; distV = dist(l.pt1.x, l.pt1.y, fix16ToInt(rx), fix16ToInt(ry)); }else{ rx = rx + xo; ry = ry + yo; dof += 1; } } if(distV < distH){ l.pt2.x = fix16ToInt(vx); l.pt2.y = fix16ToInt(vy); }else { l.pt2.x = fix16ToInt(hx); l.pt2.y = fix16ToInt(hy); } char* str[5]; sprintf(str, "%d", distV); BMP_drawText(str, 20, 0); char* str2[5]; sprintf(str2, "%d", distH); BMP_drawText(str2, 20, 1); } void mapscan(){ u8 mapcolor = 12; mapcolor |= mapcolor << 4; int mapscale = 10; for(u8 x = 0; x < 10; x++){ for(u8 y = 0; y < 10; y++){ if(map[y][x] == 1){ Vect2D_s16 mapverts[4] = {{x*mapscale,y*mapscale},{(x+1)*mapscale,y*mapscale},{(x+1)*mapscale,(y+1)*mapscale},{x*mapscale,(y+1)*mapscale}}; BMP_drawPolygon(mapverts, 4, mapcolor); } } } } void render(){ //Clear the bitmap BMP_clear(); //Draw the line defined above (in the background, hidden) mapscan(); if(angle > 360) angle = 0; if(angle < 0) angle = 359; castRay(angle); BMP_drawLine(&l); //Flip the data to the screen - i.e. actually draw the complete image on screen BMP_flip(1); //Increment the destination y coordinate l.pt2.y = l.pt2.y + 2; //Reset the destination y coordinate if it hits 160 if (l.pt2.y == 160) { l.pt2.y = 0; } SYS_doVBlankProcess(); } void update(){ u16 joy = JOY_readJoypad(JOY_1); if(joy & BUTTON_LEFT) { //l.pt1.x -= SPEED; angle--; } if(joy & BUTTON_RIGHT) { //l.pt1.x += SPEED; angle++; } if(joy & BUTTON_UP) { l.pt1.y -= SPEED; } if(joy & BUTTON_DOWN) { l.pt1.y += SPEED; } } void initVDP(){ SYS_disableInts(); VDP_setPlaneSize(64,32,TRUE); SYS_enableInts(); } int main() { initVDP(); //Initialise the bitmap engine BMP_init(FALSE, BG_A, PAL0, FALSE); //Set the colour of the line. We are using pallete 0 for the bitmap, so we have 0->15. 15 is used for white text, so we set an unused pallet colour, 14 to blue - RGB 0000FF. u16 colour_blue = RGB24_TO_VDPCOLOR(0x0000ff); u16 colour_red = RGB24_TO_VDPCOLOR(0x756a4a); PAL_setColor(14, colour_blue); PAL_setColor(13, colour_red); PAL_setColor(12, RGB24_TO_VDPCOLOR(0x00ff00)); PAL_setColor(15, RGB24_TO_VDPCOLOR(0xff0000)); VDP_setBackgroundColor(13); //A line needs a source coordinate x,y and a destination coordinate x,y along with a pallete colour. l.pt1.x = 15; l.pt1.y = 15; l.pt2.x = 255; l.pt2.y = 0; l.col = 14; l.col |= l.col << 4; // if we do not left shift the colour, we get gaps in the line while(TRUE) { render(); update(); } return 0; }