Way better in the structure but still a lot of work to do. However, just by moving variables to better locations, taking things out of loops that don't need to be recalulated, etc. this is already 50% of the CPU/GPU usage as the previous version.

This commit is contained in:
Zed A. Shaw 2025-01-15 15:32:54 -05:00
parent e379bcd5ec
commit 113df851af
3 changed files with 115 additions and 106 deletions

View file

@ -3,19 +3,38 @@
static const int SCREEN_HEIGHT=720;
static const int SCREEN_WIDTH=1280;
Matrix MAP{{8,8,8,8,8,8,8,8,8},
{8,0,2,0,0,0,0,0,8},
{8,0,7,0,0,5,6,0,8},
{8,0,0,0,0,0,0,0,8},
{8,8,0,0,0,0,0,8,8},
{8,0,0,1,3,4,0,0,8},
{8,0,0,0,0,0,8,8,8},
{8,0,0,0,0,0,0,0,8},
{8,8,8,8,8,8,8,8,8}
};
int main() {
using KB = sf::Keyboard;
sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "Zed's Ray Caster Game Thing");
Raycaster rayview(window);
int TILE_SIZE = RAY_VIEW_HEIGHT / matrix::width(MAP);
using KB = sf::Keyboard;
rayview.load_textures();
//ZED this should set with a function
float player_x = RAY_VIEW_HEIGHT / 2;
float player_y = RAY_VIEW_HEIGHT / 2;
Raycaster rayview(window, MAP);
rayview.position_camera(player_x, player_y, TILE_SIZE);
double moveSpeed = 0.1;
double rotSpeed = 0.1;
while(window.isOpen()) {
rayview.render();
// DRAW GUI
window.display();
if(KB::isKeyPressed(KB::W)) {
rayview.move_forward(moveSpeed);