This converts it to SFML 3.0 but the build only runs on Windows at the moment.
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cdbd83ded7
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105c974f1c
7 changed files with 62 additions and 630 deletions
34
main.cpp
34
main.cpp
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@ -24,10 +24,15 @@ Matrix MAP{
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{1,1,1,1,1,1,1,1,1}
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};
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int main() {
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using KB = sf::Keyboard;
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void draw_gui(sf::RenderWindow &window) {
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sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, 300});
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rect.setPosition({0,0});
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rect.setFillColor({100, 100, 100});
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window.draw(rect);
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}
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sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "Zed's Ray Caster Game Thing");
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int main() {
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sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Ray Caster Game Thing");
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//ZED this should set with a function
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float player_x = matrix::width(MAP) / 2;
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@ -40,30 +45,29 @@ int main() {
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double moveSpeed = 0.1;
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double rotSpeed = 0.1;
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const auto onClose = [&window](const sf::Event::Closed&)
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{
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window.close();
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};
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while(window.isOpen()) {
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rayview.render();
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// DRAW GUI
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draw_gui(window);
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window.display();
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if(KB::isKeyPressed(KB::W)) {
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::W)) {
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rayview.run(moveSpeed, 1);
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} else if(KB::isKeyPressed(KB::S)) {
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::S)) {
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rayview.run(moveSpeed, -1);
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}
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if(KB::isKeyPressed(KB::D)) {
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::D)) {
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rayview.rotate(rotSpeed, -1);
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} else if(KB::isKeyPressed(KB::A)) {
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} else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::A)) {
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rayview.rotate(rotSpeed, 1);
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}
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sf::Event event;
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while(window.pollEvent(event)) {
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if(event.type == sf::Event::Closed) {
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window.close();
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}
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}
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window.handleEvents(onClose);
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}
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return 0;
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