- Nou sector afegit al mapa de proba.
- Portals per a pasar entre sectors. - Dibuixat de sectors més allà dels portals. - Calculs de colisió concretats i afegida condició per a pasar de sector en sector al pasar un portal. - Moviment amb acceleració.
This commit is contained in:
185
main.cpp
185
main.cpp
@@ -7,7 +7,7 @@
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#define DEG_TO_RAD M_PI/180.0f
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#define DEG_TO_RAD M_PI/180.0f
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struct vec2 { float x, y; };
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struct vec2 { float x, y; };
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struct wall { Uint16 v1, v2; vec2 normal; float u1, u2; };
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struct wall { Uint16 v1, v2; vec2 normal; float u1, u2; int portal; };
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struct sector {
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struct sector {
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std::vector<wall> walls;
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std::vector<wall> walls;
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std::vector<vec2> verts;
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std::vector<vec2> verts;
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@@ -25,10 +25,17 @@ std::vector<sector> sectors;
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int current_sector;
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int current_sector;
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vec2 position = { 128.0f, 192.0f };
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vec2 position = { 128.0f, 192.0f };
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float speed = 200.0f;
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float height = 32.0f;
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float height = 32.0f;
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float orientation = 90.0f;
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float orientation = 90.0f;
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float accel = 500.0f;
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float speed = 0.0f;
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float max_speed = 200.0f;
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float rspeed = 200.0f;
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float dt;
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// Returns 1 if the lines intersect, otherwise 0. In addition, if the lines
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// Returns 1 if the lines intersect, otherwise 0. In addition, if the lines
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// intersect the intersection point may be stored in the floats i_x and i_y.
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// intersect the intersection point may be stored in the floats i_x and i_y.
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const bool get_line_intersection(vec2 p0, vec2 p1, vec2 p2, vec2 p3, vec2 *i)
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const bool get_line_intersection(vec2 p0, vec2 p1, vec2 p2, vec2 p3, vec2 *i)
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@@ -109,35 +116,53 @@ void line(int x1, int y1, int x2, int y2, Uint8 color)
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void createMap()
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void createMap()
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{
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{
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current_sector = 0;
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current_sector = 0;
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sector s;
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s.verts.push_back({ 64.0f, 0.0f});
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s.verts.push_back({256.0f, 0.0f});
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s.verts.push_back({256.0f, 64.0f});
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s.verts.push_back({320.0f, 64.0f});
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s.verts.push_back({320.0f, 320.0f});
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s.verts.push_back({ 0.0f, 320.0f});
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s.verts.push_back({ 0.0f, 64.0f});
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s.verts.push_back({ 64.0f, 64.0f});
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s.walls.push_back({0,1,{0,0},0.0f,0.0f});
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s.walls.push_back({1,2,{0,0},0.0f,0.0f});
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s.walls.push_back({2,3,{0,0},0.0f,0.0f});
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s.walls.push_back({3,4,{0,0},0.0f,0.0f});
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s.walls.push_back({4,5,{0,0},0.0f,0.0f});
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s.walls.push_back({5,6,{0,0},0.0f,0.0f});
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s.walls.push_back({6,7,{0,0},0.0f,0.0f});
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s.walls.push_back({7,0,{0,0},0.0f,0.0f});
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for (auto &w : s.walls )
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{
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{
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w.u2 = distance(s.verts[w.v1], s.verts[w.v2]) / 64.0f;
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sector s;
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vec2 norm = { s.verts[w.v2].x - s.verts[w.v1].x, s.verts[w.v2].y - s.verts[w.v1].y};
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s.verts.push_back({ 64.0f, 0.0f});
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normalize(&norm);
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s.verts.push_back({256.0f, 0.0f});
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const float tmp = norm.x; norm.x = -norm.y; norm.y = tmp;
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s.verts.push_back({256.0f, 64.0f});
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w.normal = norm;
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s.verts.push_back({320.0f, 64.0f});
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}
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s.verts.push_back({320.0f, 320.0f});
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sectors.push_back(s);
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s.verts.push_back({ 0.0f, 320.0f});
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s.verts.push_back({ 0.0f, 64.0f});
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s.verts.push_back({ 64.0f, 64.0f});
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s.walls.push_back({0,1,{0,0},0.0f,0.0f,1});
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s.walls.push_back({1,2,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({2,3,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({3,4,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({4,5,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({5,6,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({6,7,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({7,0,{0,0},0.0f,0.0f,-1});
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sectors.push_back(s);
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}
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{
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sector s;
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s.verts.push_back({256.0f, 0.0f});
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s.verts.push_back({ 64.0f, 0.0f});
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s.verts.push_back({ 64.0f,-256.0f});
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s.verts.push_back({256.0f,-256.0f});
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s.walls.push_back({0,1,{0,0},0.0f,0.0f,0});
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s.walls.push_back({1,2,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({2,3,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({3,0,{0,0},0.0f,0.0f,-1});
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sectors.push_back(s);
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}
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for (auto &s : sectors )
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{
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for (auto &w : s.walls )
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{
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w.u2 = distance(s.verts[w.v1], s.verts[w.v2]) / 64.0f;
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vec2 norm = { s.verts[w.v2].x - s.verts[w.v1].x, s.verts[w.v2].y - s.verts[w.v1].y};
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normalize(&norm);
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const float tmp = norm.x; norm.x = -norm.y; norm.y = tmp;
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w.normal = norm;
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}
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}
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}
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}
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void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, vec2 infi)
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void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, vec2 infi)
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@@ -161,7 +186,8 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
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}
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}
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}
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}
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}
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}
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if (w) {
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if (w)
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{
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putp(int(result.x/8),int(result.y/8),6);
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putp(int(result.x/8),int(result.y/8),6);
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dist *= SDL_cosf(a_inc*DEG_TO_RAD);
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dist *= SDL_cosf(a_inc*DEG_TO_RAD);
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const vec2 AB = {s.verts[w->v2].x-s.verts[w->v1].x, s.verts[w->v2].y-s.verts[w->v1].y};
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const vec2 AB = {s.verts[w->v2].x-s.verts[w->v1].x, s.verts[w->v2].y-s.verts[w->v1].y};
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@@ -187,11 +213,17 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
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putp(screen_column, y, gif[tx+ty*64]);
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putp(screen_column, y, gif[tx+ty*64]);
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}
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}
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// Pinta la pared
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if (w->portal == -1)
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for (int i=0; i<wall_height; ++i) {
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{
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if (wall_start+i>=end) break;
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// Pinta la pared
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putp(screen_column, wall_start+i, gif[(int(v)%64)+int(cpix)*64]);
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for (int i=0; i<wall_height; ++i) {
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cpix += dpix;
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if (wall_start+i>=end) break;
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putp(screen_column, wall_start+i, gif[(int(v)%64)+int(cpix)*64]);
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cpix += dpix;
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}
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} else {
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const int wall_end = SDL_min(wall_start+wall_height+1, 240);
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drawColumn(sectors[w->portal], screen_column, wall_start, wall_end, a_inc, infi);
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}
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}
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// Pinta el piso
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// Pinta el piso
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@@ -207,6 +239,48 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
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}
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}
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}
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}
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bool tryMove(float angle, float speed)
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{
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bool moved = false;
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sector &s = sectors[current_sector];
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vec2 newpos = { position.x + SDL_cosf(angle*DEG_TO_RAD)*5, position.y };
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bool collision=false;
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for (auto w : s.walls) {
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if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL))
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{
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if (w.portal != -1) {
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newpos.x = position.x + SDL_cosf(angle*DEG_TO_RAD)*dt*speed;
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if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL) )
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current_sector = w.portal;
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} else {
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collision=true;
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}
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break;
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}
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}
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if (!collision) { moved = true; position.x += SDL_cosf(angle*DEG_TO_RAD)*dt*speed; }
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newpos = { position.x, position.y + SDL_sinf(angle*DEG_TO_RAD)*5 };
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collision=false;
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for (auto w : s.walls) {
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if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL))
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{
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if (w.portal != -1) {
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newpos.y = position.y + SDL_sinf(angle*DEG_TO_RAD)*dt*speed;
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if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL) )
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current_sector = w.portal;
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} else {
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collision=true;
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}
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break;
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}
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}
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if (!collision) { moved = true; position.y += SDL_sinf(angle*DEG_TO_RAD)*dt*speed; }
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return moved;
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}
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int main(int argc, char *argv[])
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int main(int argc, char *argv[])
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{
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{
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SDL_Init(SDL_INIT_VIDEO);
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SDL_Init(SDL_INIT_VIDEO);
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@@ -234,7 +308,6 @@ int main(int argc, char *argv[])
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SDL_Event e;
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SDL_Event e;
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bool should_exit = false;
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bool should_exit = false;
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Uint32 millis = SDL_GetTicks();
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Uint32 millis = SDL_GetTicks();
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float dt;
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int fps = 0;
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int fps = 0;
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int fps_count = 0;
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int fps_count = 0;
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@@ -251,30 +324,35 @@ int main(int argc, char *argv[])
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if (e.type==SDL_EVENT_KEY_DOWN && e.key.scancode==SDL_SCANCODE_ESCAPE) { should_exit=true; break; }
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if (e.type==SDL_EVENT_KEY_DOWN && e.key.scancode==SDL_SCANCODE_ESCAPE) { should_exit=true; break; }
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}
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}
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sector &s = sectors[current_sector];
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const bool *keys = SDL_GetKeyboardState(NULL);
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const bool *keys = SDL_GetKeyboardState(NULL);
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if (keys[SDL_SCANCODE_Q]) height += dt*speed;
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if (keys[SDL_SCANCODE_Q]) height += dt*speed;
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if (keys[SDL_SCANCODE_A]) height -= dt*speed;
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if (keys[SDL_SCANCODE_A]) height -= dt*speed;
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if (keys[SDL_SCANCODE_RIGHT]) orientation += dt*speed;
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if (keys[SDL_SCANCODE_RIGHT])
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if (keys[SDL_SCANCODE_LEFT]) orientation -= dt*speed;
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{
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orientation += dt*rspeed;
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}
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else if (keys[SDL_SCANCODE_LEFT])
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{
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orientation -= dt*rspeed;
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}
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if (keys[SDL_SCANCODE_UP])
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if (keys[SDL_SCANCODE_UP])
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{
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{
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vec2 newpos = { position.x + SDL_cosf(orientation*DEG_TO_RAD)*5, position.y };
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if (speed < max_speed) speed += dt*accel;
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bool collision=false;
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for (auto w : s.walls) if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL)) { collision=true; break; }
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if (!collision) position.x += SDL_cosf(orientation*DEG_TO_RAD)*dt*speed;
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newpos = { position.x, position.y + SDL_sinf(orientation*DEG_TO_RAD)*5 };
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collision=false;
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for (auto w : s.walls) if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL)) { collision=true; break; }
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if (!collision) position.y += SDL_sinf(orientation*DEG_TO_RAD)*dt*speed;
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}
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}
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if (keys[SDL_SCANCODE_DOWN])
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else if (keys[SDL_SCANCODE_DOWN])
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{
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{
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position.x -= SDL_cosf(orientation*DEG_TO_RAD)*dt*speed;
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if (speed > -max_speed) speed -= dt*accel;
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position.y -= SDL_sinf(orientation*DEG_TO_RAD)*dt*speed;
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}
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}
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else
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{
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if (speed > 0.0f) { speed -= dt*accel; if (speed < 0.0f) speed = 0.0f; }
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if (speed < 0.0f) { speed += dt*accel; if (speed > 0.0f) speed = 0.0f; }
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}
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if (speed != 0.0f) if (!tryMove(orientation, speed)) speed = 0.0f;
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sector &s = sectors[current_sector];
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// Clear screen
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// Clear screen
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SDL_memset4(screen, 0x00000000, (320*240)>>2);
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SDL_memset4(screen, 0x00000000, (320*240)>>2);
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@@ -287,7 +365,7 @@ int main(int argc, char *argv[])
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infi.x = position.x + SDL_cosf(angle*DEG_TO_RAD)*40000;
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infi.x = position.x + SDL_cosf(angle*DEG_TO_RAD)*40000;
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infi.y = position.y + SDL_sinf(angle*DEG_TO_RAD)*40000;
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infi.y = position.y + SDL_sinf(angle*DEG_TO_RAD)*40000;
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drawColumn(s, screen_column, 10, 220, a_inc, infi);
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drawColumn(s, screen_column, 0, 240, a_inc, infi);
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/*
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/*
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vec2 result, tmp_result;
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vec2 result, tmp_result;
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wall *w = nullptr;
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wall *w = nullptr;
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@@ -384,6 +462,7 @@ int main(int argc, char *argv[])
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fps_time = SDL_GetTicks();
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fps_time = SDL_GetTicks();
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}
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}
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debug::println("fps:", fps);
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debug::println("fps:", fps);
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debug::println("sector:", current_sector);
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debug::render(sdl_renderer);
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debug::render(sdl_renderer);
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SDL_RenderPresent(sdl_renderer);
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SDL_RenderPresent(sdl_renderer);
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Reference in New Issue
Block a user