Need the textures for the game. NOTOWNEDBYME.
BIN
pics/barrel.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
BIN
pics/bluestone.png
Normal file
After Width: | Height: | Size: 2.5 KiB |
BIN
pics/colorstone.png
Normal file
After Width: | Height: | Size: 3.3 KiB |
BIN
pics/eagle.png
Normal file
After Width: | Height: | Size: 3.4 KiB |
BIN
pics/greenlight.png
Normal file
After Width: | Height: | Size: 393 B |
BIN
pics/greystone.png
Normal file
After Width: | Height: | Size: 3.6 KiB |
BIN
pics/mossy.png
Normal file
After Width: | Height: | Size: 4.2 KiB |
BIN
pics/pillar.png
Normal file
After Width: | Height: | Size: 1.5 KiB |
BIN
pics/purplestone.png
Normal file
After Width: | Height: | Size: 4.3 KiB |
BIN
pics/redbrick.png
Normal file
After Width: | Height: | Size: 3 KiB |
BIN
pics/wood.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
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@ -57,8 +57,8 @@ double planeY = 0.66;
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#define gray_color(c) rgba_color(c, c, c, 255)
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#define gray_color(c) rgba_color(c, c, c, 255)
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std::vector<uint32_t> texture[8];
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std::vector<uint32_t> texture[8];
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#define texWidth 64
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#define texWidth 64 // must be power of two
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#define texHeight 64
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#define texHeight 64 // must be power of two
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#define pixcoord(X, Y) ((Y) * SCREEN_HEIGHT) + (X)
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#define pixcoord(X, Y) ((Y) * SCREEN_HEIGHT) + (X)
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@ -285,22 +285,14 @@ void ray_casting(sf::RenderWindow &window, Matrix& map) {
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}
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}
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void draw_ceiling_floor(sf::RenderWindow &window) {
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void draw_ceiling_floor(sf::RenderWindow &window) {
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draw_pixel_rect(window,
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{size_t(SCREEN_WIDTH / 2), size_t(SCREEN_HEIGHT / 2)},
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{size_t(SCREEN_WIDTH / 2), size_t(SCREEN_HEIGHT / 2)},
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gray_color(200));
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draw_pixel_rect(window,
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{size_t(SCREEN_WIDTH / 2), 0},
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{size_t(SCREEN_HEIGHT), size_t(SCREEN_HEIGHT / 2 + PITCH)},
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gray_color(100));
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}
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}
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void draw_everything(sf::RenderWindow &window) {
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void draw_everything(sf::RenderWindow &window) {
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clear(window);
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clear(window);
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draw_map(window, MAP);
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draw_map(window, MAP);
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draw_ceiling_floor(window);
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draw_ceiling_floor(window);
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ray_casting(window, MAP);
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//ray_casting(window, MAP);
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draw_pixel_buffer(window);
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draw_pixel_buffer(window);
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window.display();
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window.display();
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}
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}
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