diff --git a/main.cpp b/main.cpp index 5507a82..7b553c1 100644 --- a/main.cpp +++ b/main.cpp @@ -7,7 +7,7 @@ #define DEG_TO_RAD M_PI/180.0f struct vec2 { float x, y; }; -struct wall { Uint16 v1, v2; vec2 normal; float u1, u2; }; +struct wall { Uint16 v1, v2; vec2 normal; float u1, u2; int portal; }; struct sector { std::vector walls; std::vector verts; @@ -25,10 +25,17 @@ std::vector sectors; int current_sector; vec2 position = { 128.0f, 192.0f }; -float speed = 200.0f; float height = 32.0f; float orientation = 90.0f; +float accel = 500.0f; +float speed = 0.0f; +float max_speed = 200.0f; + +float rspeed = 200.0f; + +float dt; + // Returns 1 if the lines intersect, otherwise 0. In addition, if the lines // intersect the intersection point may be stored in the floats i_x and i_y. const bool get_line_intersection(vec2 p0, vec2 p1, vec2 p2, vec2 p3, vec2 *i) @@ -109,35 +116,53 @@ void line(int x1, int y1, int x2, int y2, Uint8 color) void createMap() { current_sector = 0; - sector s; - s.verts.push_back({ 64.0f, 0.0f}); - s.verts.push_back({256.0f, 0.0f}); - s.verts.push_back({256.0f, 64.0f}); - s.verts.push_back({320.0f, 64.0f}); - s.verts.push_back({320.0f, 320.0f}); - s.verts.push_back({ 0.0f, 320.0f}); - s.verts.push_back({ 0.0f, 64.0f}); - s.verts.push_back({ 64.0f, 64.0f}); - - s.walls.push_back({0,1,{0,0},0.0f,0.0f}); - s.walls.push_back({1,2,{0,0},0.0f,0.0f}); - s.walls.push_back({2,3,{0,0},0.0f,0.0f}); - s.walls.push_back({3,4,{0,0},0.0f,0.0f}); - s.walls.push_back({4,5,{0,0},0.0f,0.0f}); - s.walls.push_back({5,6,{0,0},0.0f,0.0f}); - s.walls.push_back({6,7,{0,0},0.0f,0.0f}); - s.walls.push_back({7,0,{0,0},0.0f,0.0f}); - - for (auto &w : s.walls ) { - w.u2 = distance(s.verts[w.v1], s.verts[w.v2]) / 64.0f; - vec2 norm = { s.verts[w.v2].x - s.verts[w.v1].x, s.verts[w.v2].y - s.verts[w.v1].y}; - normalize(&norm); - const float tmp = norm.x; norm.x = -norm.y; norm.y = tmp; - w.normal = norm; + sector s; + s.verts.push_back({ 64.0f, 0.0f}); + s.verts.push_back({256.0f, 0.0f}); + s.verts.push_back({256.0f, 64.0f}); + s.verts.push_back({320.0f, 64.0f}); + s.verts.push_back({320.0f, 320.0f}); + s.verts.push_back({ 0.0f, 320.0f}); + s.verts.push_back({ 0.0f, 64.0f}); + s.verts.push_back({ 64.0f, 64.0f}); + + s.walls.push_back({0,1,{0,0},0.0f,0.0f,1}); + s.walls.push_back({1,2,{0,0},0.0f,0.0f,-1}); + s.walls.push_back({2,3,{0,0},0.0f,0.0f,-1}); + s.walls.push_back({3,4,{0,0},0.0f,0.0f,-1}); + s.walls.push_back({4,5,{0,0},0.0f,0.0f,-1}); + s.walls.push_back({5,6,{0,0},0.0f,0.0f,-1}); + s.walls.push_back({6,7,{0,0},0.0f,0.0f,-1}); + s.walls.push_back({7,0,{0,0},0.0f,0.0f,-1}); + sectors.push_back(s); } - sectors.push_back(s); + { + sector s; + s.verts.push_back({256.0f, 0.0f}); + s.verts.push_back({ 64.0f, 0.0f}); + s.verts.push_back({ 64.0f,-256.0f}); + s.verts.push_back({256.0f,-256.0f}); + + s.walls.push_back({0,1,{0,0},0.0f,0.0f,0}); + s.walls.push_back({1,2,{0,0},0.0f,0.0f,-1}); + s.walls.push_back({2,3,{0,0},0.0f,0.0f,-1}); + s.walls.push_back({3,0,{0,0},0.0f,0.0f,-1}); + sectors.push_back(s); + } + + for (auto &s : sectors ) + { + for (auto &w : s.walls ) + { + w.u2 = distance(s.verts[w.v1], s.verts[w.v2]) / 64.0f; + vec2 norm = { s.verts[w.v2].x - s.verts[w.v1].x, s.verts[w.v2].y - s.verts[w.v1].y}; + normalize(&norm); + const float tmp = norm.x; norm.x = -norm.y; norm.y = tmp; + w.normal = norm; + } + } } void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, vec2 infi) @@ -161,7 +186,8 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v } } } - if (w) { + if (w) + { putp(int(result.x/8),int(result.y/8),6); dist *= SDL_cosf(a_inc*DEG_TO_RAD); const vec2 AB = {s.verts[w->v2].x-s.verts[w->v1].x, s.verts[w->v2].y-s.verts[w->v1].y}; @@ -187,11 +213,17 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v putp(screen_column, y, gif[tx+ty*64]); } - // Pinta la pared - for (int i=0; i=end) break; - putp(screen_column, wall_start+i, gif[(int(v)%64)+int(cpix)*64]); - cpix += dpix; + if (w->portal == -1) + { + // Pinta la pared + for (int i=0; i=end) break; + putp(screen_column, wall_start+i, gif[(int(v)%64)+int(cpix)*64]); + cpix += dpix; + } + } else { + const int wall_end = SDL_min(wall_start+wall_height+1, 240); + drawColumn(sectors[w->portal], screen_column, wall_start, wall_end, a_inc, infi); } // Pinta el piso @@ -207,6 +239,48 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v } } +bool tryMove(float angle, float speed) +{ + bool moved = false; + sector &s = sectors[current_sector]; + + vec2 newpos = { position.x + SDL_cosf(angle*DEG_TO_RAD)*5, position.y }; + bool collision=false; + for (auto w : s.walls) { + if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL)) + { + if (w.portal != -1) { + newpos.x = position.x + SDL_cosf(angle*DEG_TO_RAD)*dt*speed; + if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL) ) + current_sector = w.portal; + } else { + collision=true; + } + break; + } + } + if (!collision) { moved = true; position.x += SDL_cosf(angle*DEG_TO_RAD)*dt*speed; } + + newpos = { position.x, position.y + SDL_sinf(angle*DEG_TO_RAD)*5 }; + collision=false; + for (auto w : s.walls) { + if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL)) + { + if (w.portal != -1) { + newpos.y = position.y + SDL_sinf(angle*DEG_TO_RAD)*dt*speed; + if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL) ) + current_sector = w.portal; + } else { + collision=true; + } + break; + } + } + if (!collision) { moved = true; position.y += SDL_sinf(angle*DEG_TO_RAD)*dt*speed; } + + return moved; +} + int main(int argc, char *argv[]) { SDL_Init(SDL_INIT_VIDEO); @@ -234,7 +308,6 @@ int main(int argc, char *argv[]) SDL_Event e; bool should_exit = false; Uint32 millis = SDL_GetTicks(); - float dt; int fps = 0; int fps_count = 0; @@ -251,30 +324,35 @@ int main(int argc, char *argv[]) if (e.type==SDL_EVENT_KEY_DOWN && e.key.scancode==SDL_SCANCODE_ESCAPE) { should_exit=true; break; } } - sector &s = sectors[current_sector]; - const bool *keys = SDL_GetKeyboardState(NULL); if (keys[SDL_SCANCODE_Q]) height += dt*speed; if (keys[SDL_SCANCODE_A]) height -= dt*speed; - if (keys[SDL_SCANCODE_RIGHT]) orientation += dt*speed; - if (keys[SDL_SCANCODE_LEFT]) orientation -= dt*speed; + if (keys[SDL_SCANCODE_RIGHT]) + { + orientation += dt*rspeed; + } + else if (keys[SDL_SCANCODE_LEFT]) + { + orientation -= dt*rspeed; + } + if (keys[SDL_SCANCODE_UP]) { - vec2 newpos = { position.x + SDL_cosf(orientation*DEG_TO_RAD)*5, position.y }; - bool collision=false; - for (auto w : s.walls) if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL)) { collision=true; break; } - if (!collision) position.x += SDL_cosf(orientation*DEG_TO_RAD)*dt*speed; - - newpos = { position.x, position.y + SDL_sinf(orientation*DEG_TO_RAD)*5 }; - collision=false; - for (auto w : s.walls) if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL)) { collision=true; break; } - if (!collision) position.y += SDL_sinf(orientation*DEG_TO_RAD)*dt*speed; + if (speed < max_speed) speed += dt*accel; } - if (keys[SDL_SCANCODE_DOWN]) + else if (keys[SDL_SCANCODE_DOWN]) { - position.x -= SDL_cosf(orientation*DEG_TO_RAD)*dt*speed; - position.y -= SDL_sinf(orientation*DEG_TO_RAD)*dt*speed; + if (speed > -max_speed) speed -= dt*accel; } + else + { + if (speed > 0.0f) { speed -= dt*accel; if (speed < 0.0f) speed = 0.0f; } + if (speed < 0.0f) { speed += dt*accel; if (speed > 0.0f) speed = 0.0f; } + } + if (speed != 0.0f) if (!tryMove(orientation, speed)) speed = 0.0f; + + + sector &s = sectors[current_sector]; // Clear screen SDL_memset4(screen, 0x00000000, (320*240)>>2); @@ -287,7 +365,7 @@ int main(int argc, char *argv[]) infi.x = position.x + SDL_cosf(angle*DEG_TO_RAD)*40000; infi.y = position.y + SDL_sinf(angle*DEG_TO_RAD)*40000; - drawColumn(s, screen_column, 10, 220, a_inc, infi); + drawColumn(s, screen_column, 0, 240, a_inc, infi); /* vec2 result, tmp_result; wall *w = nullptr; @@ -384,6 +462,7 @@ int main(int argc, char *argv[]) fps_time = SDL_GetTicks(); } debug::println("fps:", fps); + debug::println("sector:", current_sector); debug::render(sdl_renderer); SDL_RenderPresent(sdl_renderer);