Fixed the map view on the left so it shows the correct visible squares.
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parent
ec332a3e2d
commit
bf77723f70
1 changed files with 24 additions and 18 deletions
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@ -69,23 +69,12 @@ void draw_line(sf::RenderWindow &window, sf::Vector2f start, sf::Vector2f end) {
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window.draw(line, 2, sf::Lines);
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}
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void ray_casting(sf::RenderWindow &window, Matrix& map) {
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float start_angle = player_angle - HALF_FOV;
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for(int ray = 0; ray < CASTED_RAYS; ray++, start_angle += STEP_ANGLE)
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{
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for(int depth = 1; depth < MAX_DEPTH; depth++) {
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float target_x = player_x - std::sin(start_angle) * depth;
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float target_y = player_y + std::cos(start_angle) * depth;
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int col = int(target_x / TILE_SIZE);
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int row = int(target_y / TILE_SIZE);
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if(map[row][col] == 1) {
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draw_map_rect(window, col & TILE_SIZE, row * TILE_SIZE, 100);
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draw_line(window, {player_x, player_y}, {target_x, target_y});
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void draw_map_rays(sf::RenderWindow &window, int col, int row, sf::Vector2f target) {
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draw_map_rect(window, col, row, 100);
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draw_line(window, {player_x, player_y}, target);
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}
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void draw_3d_view(sf::RenderWindow &window, int depth, float start_angle, int ray) {
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uint8_t color = 255 / (1 + depth * depth * 0.0001);
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float fixed_depth = depth * std::cos(player_angle - start_angle);
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@ -100,6 +89,23 @@ void ray_casting(sf::RenderWindow &window, Matrix& map) {
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{SCREEN_HEIGHT + ray * SCALE, (SCREEN_HEIGHT / 2) - wall_height / 2},
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{SCALE, wall_height},
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color);
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}
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void ray_casting(sf::RenderWindow &window, Matrix& map) {
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float start_angle = player_angle - HALF_FOV;
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for(int ray = 0; ray < CASTED_RAYS; ray++, start_angle += STEP_ANGLE)
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{
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for(int depth = 1; depth < MAX_DEPTH; depth++) {
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float target_x = player_x - std::sin(start_angle) * depth;
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float target_y = player_y + std::cos(start_angle) * depth;
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int col = int(target_x / TILE_SIZE);
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int row = int(target_y / TILE_SIZE);
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if(map[row][col] == 1) {
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draw_map_rays(window, col, row, {target_x, target_y});
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draw_3d_view(window, depth, start_angle, ray);
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break;
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}
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}
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