Brought in some of amit's code to study and try out. amt/ has it.
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amt/main.cpp
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amt/main.cpp
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#include "amt/raycaster.hpp"
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#define RAY_VIEW_WIDTH 960
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#define RAY_VIEW_HEIGHT 720
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#define RAY_VIEW_X (1280 - RAY_VIEW_WIDTH)
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#define RAY_VIEW_Y 0
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static const int SCREEN_HEIGHT=720;
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static const int SCREEN_WIDTH=1280;
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using Matrix = amt::Matrix<int>;
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Matrix MAP{
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{8,8,8,8,8,8,8,8,8},
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{8,0,2,0,0,0,0,0,8},
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{8,0,7,0,0,5,6,0,8},
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{8,0,0,0,0,0,0,0,8},
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{8,8,0,0,0,0,0,8,8},
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{8,0,0,1,3,4,0,0,8},
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{8,0,0,0,0,0,8,8,8},
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{8,0,0,0,0,0,0,0,8},
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{8,8,8,8,8,8,8,8,8}
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};
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int main() {
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using KB = sf::Keyboard;
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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 = MAP.cols() / 2;
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float player_y = MAP.rows() / 2;
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Raycaster rayview(window, MAP, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT);
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rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
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rayview.position_camera(player_x, player_y);
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double moveSpeed = 0.1;
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double rotSpeed = 0.1;
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while(window.isOpen()) {
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rayview.render();
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// DRAW GUI
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window.display();
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if(KB::isKeyPressed(KB::W)) {
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rayview.run(moveSpeed, 1);
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} else if(KB::isKeyPressed(KB::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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rayview.rotate(rotSpeed, -1);
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} else if(KB::isKeyPressed(KB::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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}
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return 0;
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}
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