Mostly working junk camera that can do turnbased lerp smooth motion.
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cbf0955786
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3 changed files with 119 additions and 67 deletions
157
main.cpp
157
main.cpp
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@ -7,6 +7,7 @@
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#include "stats.hpp"
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#include "levelmanager.hpp"
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#include "components.hpp"
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#include <numbers>
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using namespace components;
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@ -38,6 +39,100 @@ void draw_weapon(sf::RenderWindow &window, sf::Sprite &weapon, float rotation) {
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window.draw(weapon);
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}
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enum MoveState {
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MOVE,
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ROTATE,
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STRAFE,
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IDLE
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};
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struct CameraLOL {
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double t = 0.0;
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double moveSpeed = 0.1;
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double rotSpeed = 0.1;
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double targetX = 0.0;
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double targetY = 0.0;
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int targetDir = 0;
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double targetDirX = 0.0;
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double targetDirY = 0.0;
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double targetPlaneX = 0.0;
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double targetPlaneY = 0.0;
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void plan_run(Raycaster &rayview, int dir) {
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t = 0.0;
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targetX = rayview.$posX + int(rayview.$dirX * 1.5 * dir);
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targetY = rayview.$posY + int(rayview.$dirY * 1.5 * dir);
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targetDir = dir;
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}
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bool lerp_run(Raycaster &rayview) {
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t += moveSpeed;
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rayview.$posX = std::lerp(rayview.$posX, targetX, t);
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rayview.$posY = std::lerp(rayview.$posY, targetY, t);
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return t >= 1.0;
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}
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void plan_rotate(Raycaster &rayview, int dir) {
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t = 0.0;
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double angle_dir = std::numbers::pi * 0.5 * dir;
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targetDirX = rayview.$dirX * cos(angle_dir) - rayview.$dirY * sin(angle_dir);
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targetDirY = rayview.$dirX * sin(angle_dir) + rayview.$dirY * cos(angle_dir);
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targetPlaneX = rayview.$planeX * cos(angle_dir) - rayview.$planeY * sin(angle_dir);
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targetPlaneY = rayview.$planeX * sin(angle_dir) + rayview.$planeY * cos(angle_dir);
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targetDir = dir;
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}
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bool lerp_rotate(Raycaster &rayview) {
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t += rotSpeed;
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rayview.$dirX = std::lerp(rayview.$dirX, targetDirX, t);
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rayview.$dirY = std::lerp(rayview.$dirY, targetDirY, t);
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rayview.$planeX = std::lerp(rayview.$planeX, targetPlaneX, t);
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rayview.$planeY = std::lerp(rayview.$planeY, targetPlaneY, t);
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return t > 1.0;
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}
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};
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inline void handle_window_events(sf::RenderWindow &window, Raycaster &rayview,
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MoveState &state, CameraLOL &camera)
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{
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while(const auto event = window.pollEvent()) {
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if(event->is<sf::Event::Closed>()) {
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window.close();
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}
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if(const auto* key = event->getIf<sf::Event::KeyPressed>()) {
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if(key->scancode == sf::Keyboard::Scan::W) {
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camera.plan_run(rayview, 1);
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state = MOVE;
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} else if(key->scancode == sf::Keyboard::Scan::S) {
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camera.plan_run(rayview, -1);
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state = MOVE;
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}
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if(key->scancode == sf::Keyboard::Scan::D) {
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camera.plan_rotate(rayview, -1);
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state = ROTATE;
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} else if(key->scancode == sf::Keyboard::Scan::A) {
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camera.plan_rotate(rayview, 1);
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state = ROTATE;
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}
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}
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::P)) {
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if(rayview.$active_shader == nullptr) {
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rayview.$active_shader = &rayview.$paused;
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} else {
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rayview.$active_shader = nullptr;
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}
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}
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}
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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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@ -56,21 +151,18 @@ int main() {
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auto map = generate_map(textures, cur_level, player);
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Point evil_eye_pos{player.x+1, player.y+1};
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Point evil_eye_1, evil_eye_2;
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dbc::check(cur_level.map->place_entity(1, evil_eye_1), "failed to place enemy 1");
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dbc::check(cur_level.map->place_entity(2, evil_eye_2), "failed to place enemy 2");
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Raycaster rayview(window, textures, 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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rayview.init_shaders();
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DinkyECS::Entity evil_ent = rayview.position_sprite(evil_eye_pos, "evil_eye");
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double moveSpeed = 0.1;
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double rotSpeed = 0.1;
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rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
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rayview.position_camera(player.x + 0.5, player.y + 0.5);
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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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rayview.position_sprite(evil_eye_1, "evil_eye");
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rayview.position_sprite(evil_eye_2, "evil_eye");
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float rotation = -30.0f;
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Stats stats;
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@ -78,8 +170,8 @@ int main() {
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window.setVerticalSyncEnabled(VSYNC);
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window.setFramerateLimit(FRAME_LIMIT);
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double new_x = evil_eye_pos.x+0.1;
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double new_y = evil_eye_pos.y+0.1;
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MoveState state = IDLE;
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CameraLOL camera;
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while(window.isOpen()) {
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auto start = std::chrono::high_resolution_clock::now();
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@ -93,45 +185,32 @@ int main() {
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draw_weapon(window, *weapon_sprite_ptr, rotation);
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window.display();
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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(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::S)) {
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rayview.run(moveSpeed, -1);
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}
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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(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::A)) {
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rayview.rotate(rotSpeed, 1);
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if(state == IDLE) {
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handle_window_events(window, rayview, state, camera);
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} else if(state == MOVE) {
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if(camera.lerp_run(rayview)) {
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state = IDLE;
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}
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} else if(state == ROTATE) {
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if(camera.lerp_rotate(rayview)) {
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state = IDLE;
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}
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} else if(state == STRAFE) {
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state = IDLE;
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} else {
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dbc::sentinel("invalid move state.");
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::R)) {
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stats.reset();
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::P)) {
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if(rayview.$active_shader == nullptr) {
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rayview.$active_shader = &rayview.$paused;
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} else {
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rayview.$active_shader = nullptr;
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}
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}
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if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
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new_x += 0.1;
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new_y += 0.1;
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rayview.$collision.move(evil_eye_pos, {size_t(new_x), size_t(new_y)}, evil_ent);
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evil_eye_pos = {size_t(new_x), size_t(new_y)};
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rayview.$sprites[evil_ent].x = new_x;
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rayview.$sprites[evil_ent].y = new_y;
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rayview.$anim.play(false);
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rotation = -30.0f;
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} else {
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rotation = -10.0f;
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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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