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24
.gitignore
vendored
Normal file
|
@ -0,0 +1,24 @@
|
|||
# Build folders
|
||||
/build
|
||||
/build-fx
|
||||
/build-cg
|
||||
/build-cg-push
|
||||
#build files
|
||||
*/converted.c
|
||||
|
||||
#builds
|
||||
#fx-cg
|
||||
*.g3a
|
||||
#Linux
|
||||
*.amd64
|
||||
#Windows
|
||||
*.exe
|
||||
|
||||
# Python bytecode
|
||||
__pycache__/
|
||||
|
||||
# Common IDE files
|
||||
*.kate-swp
|
||||
*.sublime-project
|
||||
*.sublime-workspace
|
||||
.vscode
|
|
@ -1,46 +1,80 @@
|
|||
#Fcalva 14/02/2024
|
||||
# Configure with [fxsdk build-fx] or [fxsdk build-cg], which provide the
|
||||
# toolchain file and module path of the fxSDK
|
||||
|
||||
cmake_minimum_required(VERSION 3.15)
|
||||
project(Raycaster)
|
||||
project(RaycasterGame LANGUAGES C ASM)
|
||||
|
||||
#FX-CG50 build
|
||||
if("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
|
||||
|
||||
include(GenerateG1A)
|
||||
include(GenerateG3A)
|
||||
include(Fxconv)
|
||||
find_package(Gint 2.9 REQUIRED)
|
||||
find_package(LibProf 2.1 REQUIRED)
|
||||
include(GenerateG3A)
|
||||
find_package(Gint 2.10 REQUIRED)
|
||||
find_package(LibProf 2.4 REQUIRED)
|
||||
|
||||
else() #SDL2 build
|
||||
|
||||
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/")
|
||||
|
||||
find_package(SDL2 REQUIRED CONFIG REQUIRED COMPONENTS SDL2)
|
||||
find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2main)
|
||||
|
||||
find_package(SDL2_image REQUIRED)
|
||||
find_package(SDL2TTF REQUIRED)
|
||||
|
||||
endif()
|
||||
|
||||
set(SOURCES
|
||||
src/main.c
|
||||
src/moteur.c
|
||||
src/player.c
|
||||
src/sprites.c
|
||||
src/map_test.c
|
||||
# ...
|
||||
src/map.c
|
||||
src/utils.c
|
||||
src/inputs.c
|
||||
src/ui.c
|
||||
src/sdl_image.c
|
||||
maps/convert/converted.c
|
||||
)
|
||||
# Shared assets, fx-9860G-only assets and fx-CG-50-only assets
|
||||
|
||||
set(ASSETS
|
||||
# ...
|
||||
)
|
||||
set(ASSETS_fx
|
||||
#assets-fx/example.png
|
||||
# ...
|
||||
)
|
||||
set(ASSETS_cg
|
||||
#assets-cg/example.png
|
||||
# ...
|
||||
#assets-cg/map/0.json
|
||||
|
||||
assets-cg/textures/briques0.png
|
||||
assets-cg/textures/buisson1.png
|
||||
assets-cg/textures/herbe0.png
|
||||
assets-cg/sprites/zombard1.png
|
||||
#assets-cg/skybox0.png
|
||||
)
|
||||
if("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
|
||||
|
||||
fxconv_declare_assets(${ASSETS} ${ASSETS_fx} ${ASSETS_cg} WITH_METADATA)
|
||||
|
||||
add_executable(myaddin ${SOURCES} ${ASSETS} ${ASSETS_${FXSDK_PLATFORM}})
|
||||
target_compile_options(myaddin PRIVATE -Wall -Wextra -Os)
|
||||
target_link_libraries(myaddin Gint::Gint )
|
||||
target_link_libraries(myaddin LibProf::LibProf)
|
||||
set(CFLAGS -Wall -Wextra -Ofast -pipe -flto)
|
||||
|
||||
add_executable(RaycasterGame ${SOURCES} ${ASSETS} ${ASSETS_${FXSDK_PLATFORM}})
|
||||
|
||||
target_link_libraries(RaycasterGame LibProf::LibProf)
|
||||
|
||||
else()
|
||||
|
||||
set(CFLAGS -Wall -Wextra -Og -g -pipe)
|
||||
|
||||
add_executable(RaycasterGame ${SOURCES})
|
||||
|
||||
target_link_libraries(RaycasterGame ${SDL2_LIBRARIES} ${SDL2_IMAGE_LIBRARIES} ${SDL2TTF_INCLUDE_DIRS} -lm -lSDL2_ttf)
|
||||
|
||||
target_compile_definitions(RaycasterGame PRIVATE SDL2)
|
||||
|
||||
if("${FXSDK_PLATFORM_LONG}" STREQUAL fx9860G)
|
||||
generate_g1a(TARGET myaddin OUTPUT "Raycaster.g1a"
|
||||
NAME "MyAddin" ICON assets-fx/icon.png)
|
||||
elseif("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
|
||||
generate_g3a(TARGET myaddin OUTPUT "Raycaster.g3a"
|
||||
NAME "Raycaster" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
|
||||
endif()
|
||||
|
||||
target_compile_options(RaycasterGame PRIVATE ${CFLAGS})
|
||||
|
||||
target_link_options(RaycasterGame PRIVATE -Wl,--print-memory-usage)
|
||||
|
||||
if("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
|
||||
generate_g3a(TARGET RaycasterGame OUTPUT "RaycasterGame.g3a"
|
||||
NAME "RcGame" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
|
||||
|
||||
endif()
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
Contribution : Pour le moment, il n'y a pas grand chose a modifier (bien que beaucoup a ajouter), et je ne vois pas trop qui contribuerait
|
||||
, mais on sait jamais.
|
||||
Je prends tout ce qui est bugfix ect... et amélioration au code sans changer trop d'autres choses. Pour tout ce qui est gameplay, ça
|
||||
Je prends tout ce qui est bugfix ect... et amélioration au code sans changer trop d'autres choses. Pour tout ce qui est gameplay, ça
|
||||
dépend vraiment, même si je veux garder la main dessus, si il y a des bonnes choses (subjectivement ici) je vais probablement prendre.
|
||||
|
|
78
README.md
|
@ -1,31 +1,53 @@
|
|||
# Raycaster_prealpha
|
||||
Raycaster écrit en C pour G90+E/FX-CG50
|
||||
Pour le moment il n'y a rien d'autre que le rendu, mais c'est mieux que le rien du tout d'un mois
|
||||
Touches : F6 pour quitter (bien loin des autres mais facile a appuyer)
|
||||
Dans le futur proche le dpad pour se déplacer
|
||||
Tout le code bien écrit vient de https://lodev.org/cgtutor/raycasting.html , grand merci
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Archive :
|
||||
# Raycaster_G90
|
||||
Raycaster texturé écrit en C pour G90+E/FX-CG50 avec gint et PC (Linux) avec SDL2
|
||||
Touches :
|
||||
- PC :
|
||||
- Echap pour quitter
|
||||
- Zqsd pour se déplacer
|
||||
- F pour intéragir
|
||||
- G90+E/FC-CGxx :
|
||||
- F6 pour quitter
|
||||
- Dpad pour se déplacer
|
||||
- Shift pour intéragir
|
||||
## Build
|
||||
- Dépendances :
|
||||
- Pour Linux (Port non finalisé) :
|
||||
- les lib `sdl2`, `sdl2-image` et `sdl2-tty` de dev
|
||||
- `cmake`
|
||||
- `build-essential` sur dérivés de Debian,
|
||||
- `base-devel` sur Arch et dérivés
|
||||
- Pour G90+E/FX-CGxx :
|
||||
- Le [fxsdk](https://gitea.planet-casio.com/Lephenixnoir/fxsdk)
|
||||
- [Gint](https://gitea.planet-casio.com/Lephenixnoir/gint)
|
||||
- [libprof](https://gitea.planet-casio.com/Lephenixnoir/libprof)
|
||||
- `python3` pour convertir les maps
|
||||
- `libncursesdev` si vous voulez utiliser l'éditeur
|
||||
|
||||
Tout mon code est en C; le C++ indiqué vient des bibliothèques je crois
|
||||
|
||||
Utilise Gint + fxsdk pour G90+E/FX-CG50
|
||||
- Instructions pour G90+E/FC-CGxx :
|
||||
- Clonez ce repo une fois dans le dossier de votre choix avec
|
||||
`git clone https://gitea.planet-casio.com/Fcalva/Raycaster_G90`
|
||||
- Entrez dans le dossier avec
|
||||
`cd Raycaster_G90`
|
||||
- Et finalement utilisez le script pour build :
|
||||
`sh build.sh cg`
|
||||
Et vous devrez avoir un .g3a tout frais dans le dossier.
|
||||
- Instructions pour Linux :
|
||||
Le build n'est pas encore officielement supporté et n'est pas complété. Voyez ces instructions comme pour le futur ou pour les devs voulant aider.
|
||||
|
||||
04/06 :
|
||||
J'arrrête de mettre a jour "build-cg" vu que ça divise par 3 le temps de mise a jour
|
||||
et ça n'a pas d'utilité
|
||||
- Installez les dépendances
|
||||
Ce qui pour Debian, Ubuntu et dérivés ressemblerait à
|
||||
`sudo apt install git libsdl2-dev libsdl2-image-dev libsdl-ttf2.0-dev build-essential cmake`
|
||||
et pour Arch et dérivés (Pour SDL_image et SDL_TTF, allez voir dans leurs pages respectives)
|
||||
`sudo pacman -S git sdl2 cmake base-devel`
|
||||
- Clonez le repo dans le dossier de votre choix avec
|
||||
`git clone https://gitea.planet-casio.com/Fcalva/Raycaster_G90`
|
||||
- Allez dans le dossier
|
||||
`cd Raycaster_G90`
|
||||
- Et finalement, utilisez le script pour build
|
||||
`sh build.sh linux`
|
||||
|
||||
08/06 :
|
||||
J'ai finalement supprimé /build-cg ce quoi effectivement représentait le C++. C'était également la majorité du code présent en fait :'(
|
||||
## Licenses
|
||||
Tout le code original est sous license GPLv3, la base de move(), de draw_walls() et de raycast() provient directement de Lode Vandevenne et sont sous leur propre license.
|
||||
Celle des assets (le contenu de /assets-cg) est a préciser donc n'en réutilisez pas.
|
||||
|
||||
Toute la base du raycaster vient de https://lodev.org/cgtutor/raycasting.html , grand merci
|
||||
|
|
BIN
Raycaster.g3a
BIN
RaycasterGame.g3a
Normal file
BIN
assets-cg/StarmapTruetype.ttf
Normal file
BIN
assets-cg/demo_player.png
Normal file
After Width: | Height: | Size: 105 B |
|
@ -1,3 +1,6 @@
|
|||
*.png:
|
||||
zombard1.png:
|
||||
type: bopti-image
|
||||
name_regex: (.*)\.png img_\1
|
||||
name: zombard
|
||||
skybox0.png:
|
||||
type: bopti-image
|
||||
name: skybox_quarter
|
||||
|
|
Before Width: | Height: | Size: 3.5 KiB After Width: | Height: | Size: 24 KiB |
Before Width: | Height: | Size: 1.7 KiB After Width: | Height: | Size: 24 KiB |
597
assets-cg/map/0.json
Normal file
|
@ -0,0 +1,597 @@
|
|||
{ "compressionlevel":-1,
|
||||
"height":128,
|
||||
"infinite":false,
|
||||
"layers":[
|
||||
{
|
||||
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536
assets-cg/map/0.tmx
Normal file
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<?xml version="1.0" encoding="UTF-8"?>
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<tileset firstgid="1" source="ShooterGameWalls.tsx"/>
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<tileset firstgid="4" source="ShooterGameSprites.tsx"/>
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9
assets-cg/map/Prop.tx
Normal file
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<object name="0" type="Prop" gid="2" width="52" height="81">
|
||||
<properties>
|
||||
<property name="N" type="int" value="0"/>
|
||||
</properties>
|
||||
</object>
|
||||
</template>
|
12
assets-cg/map/ShooterGame.tiled-project
Normal file
|
@ -0,0 +1,12 @@
|
|||
{
|
||||
"automappingRulesFile": "",
|
||||
"commands": [
|
||||
],
|
||||
"compatibilityVersion": 1100,
|
||||
"extensionsPath": "extensions",
|
||||
"folders": [
|
||||
"."
|
||||
],
|
||||
"propertyTypes": [
|
||||
]
|
||||
}
|
7
assets-cg/map/ShooterGameSprites.tsx
Normal file
|
@ -0,0 +1,7 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.10" tiledversion="1.10.1" name="Sprites" tilewidth="52" tileheight="81" tilecount="1" columns="0">
|
||||
<grid orientation="orthogonal" width="1" height="1"/>
|
||||
<tile id="1">
|
||||
<image width="52" height="81" source="../sprites/zombard1.png"/>
|
||||
</tile>
|
||||
</tileset>
|
10
assets-cg/map/ShooterGameWalls.tsx
Normal file
|
@ -0,0 +1,10 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.10" tiledversion="1.10.2" name="ShooterGame Tileset0" tilewidth="64" tileheight="64" tilecount="2" columns="0">
|
||||
<grid orientation="orthogonal" width="1" height="1"/>
|
||||
<tile id="1">
|
||||
<image width="64" height="64" source="../textures/buisson1.png"/>
|
||||
</tile>
|
||||
<tile id="2">
|
||||
<image width="64" height="64" source="../textures/briques0.png"/>
|
||||
</tile>
|
||||
</tileset>
|
68
assets-cg/map/converters.py
Normal file
|
@ -0,0 +1,68 @@
|
|||
from random import randint
|
||||
import fxconv
|
||||
import json
|
||||
import pathlib
|
||||
import csv
|
||||
|
||||
def convert(input, output, params, target):
|
||||
if params["custom-type"] == "map":
|
||||
convert_map(input, output, params, target)
|
||||
return 0
|
||||
else:
|
||||
return 1
|
||||
|
||||
def fix(x):
|
||||
return int(x*2**16)
|
||||
|
||||
def pix2pos(x):
|
||||
return fix(x/64)
|
||||
|
||||
def convert_map(input, output, params, target):
|
||||
print("Converting map", params["name"])
|
||||
|
||||
data = json.load(open(input, "r"))
|
||||
|
||||
#Extract from the json the width, height
|
||||
#w, h = data["width"], data["height"]
|
||||
|
||||
structMap = fxconv.Structure()
|
||||
|
||||
#structMap += fxconv.u32(w)
|
||||
#structMap += fxconv.u32(h)
|
||||
structMap += fxconv.u32(fix(4)) #startpos_x - a implémenter dans Tiled
|
||||
structMap += fxconv.u32(fix(4)) #startpos_y
|
||||
structMap += fxconv.u32(fix(4)) #startdir_x
|
||||
structMap += fxconv.u32(fix(0)) #startdir_y
|
||||
structMap += fxconv.u32(fix(0)) #startplane_x
|
||||
structMap += fxconv.u32(fix(0.66)) #startplane_y
|
||||
|
||||
data_f = data["layers"][0]["data"] #Floor data
|
||||
data_w = data["layers"][1]["data"] #Wall data layer 0
|
||||
data_w += data["layers"][2]["data"] #Wall data 1
|
||||
data_w += data["layers"][3]["data"] #Wall data 2
|
||||
|
||||
data_s = data["layers"][4]["objects"] #sprite data
|
||||
|
||||
|
||||
for i in range(1, 128**2):
|
||||
structMap += fxconv.u8(data_f[i])
|
||||
|
||||
for i in range(0, 128**2*3):
|
||||
#Opt for empty spaces/outdoors, if the whole vert. stack == 0 it will be skipped
|
||||
if i<128*128 and data_w[i+128*128]==0 and data_w[i+128*128*2]==0 :
|
||||
structMap += fxconv.u8(255)
|
||||
else :
|
||||
structMap += fxconv.u8(data_w[i])
|
||||
|
||||
i = 0
|
||||
#for i in data_s and i < 256:
|
||||
# stemp = fxconv.Structure()
|
||||
# #stemp += fxconv.u32(pix2pos(data_s[i]["x"])) #l'adressage est mauvais
|
||||
# #stemp += fxconv.u32(pix2pos(data_s[i]["y"]))
|
||||
# stemp += fxconv.u32(fix(10))
|
||||
# stemp += fxconv.u32(fix(10))
|
||||
# stemp += fxconv.u8(0) #temp
|
||||
# structMap += stemp
|
||||
|
||||
#generate !
|
||||
fxconv.elf(structMap, output, "_" + params["name"], **target)
|
3
assets-cg/map/fxconv-metadata.txt
Normal file
|
@ -0,0 +1,3 @@
|
|||
*.json:
|
||||
custom-type: map
|
||||
name_regex: (.*)\.json ShooterLevel\1
|
BIN
assets-cg/skybox0.png
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
assets-cg/sprites/Zombie0.png
Normal file
After Width: | Height: | Size: 17 KiB |
3
assets-cg/sprites/fxconv-metadata.txt
Normal file
|
@ -0,0 +1,3 @@
|
|||
zombard1.png:
|
||||
type: bopti-image
|
||||
name: zombard
|
BIN
assets-cg/sprites/zombard1.png
Normal file
After Width: | Height: | Size: 17 KiB |
BIN
assets-cg/textures/briques0.png
Normal file
After Width: | Height: | Size: 8.2 KiB |
BIN
assets-cg/textures/buisson0.png
Normal file
After Width: | Height: | Size: 33 KiB |
BIN
assets-cg/textures/buisson1.png
Normal file
After Width: | Height: | Size: 31 KiB |
11
assets-cg/textures/fxconv-metadata.txt
Normal file
|
@ -0,0 +1,11 @@
|
|||
briques0.png:
|
||||
type: bopti-image
|
||||
name: briques0
|
||||
|
||||
buisson1.png:
|
||||
type: bopti-image
|
||||
name: buisson0
|
||||
|
||||
herbe0.png:
|
||||
type: bopti-image
|
||||
name: herbe0
|
BIN
assets-cg/textures/herbe0.png
Normal file
After Width: | Height: | Size: 27 KiB |
BIN
assets-cg/zombard1.png
Normal file
After Width: | Height: | Size: 17 KiB |
Before Width: | Height: | Size: 3.5 KiB |
|
@ -1,3 +0,0 @@
|
|||
example.png:
|
||||
type: bopti-image
|
||||
name: img_example
|
Before Width: | Height: | Size: 7.3 KiB |
|
@ -1,3 +0,0 @@
|
|||
[ZoneTransfer]
|
||||
ZoneId=3
|
||||
HostUrl=about:internet
|
|
@ -1,25 +0,0 @@
|
|||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
|
||||
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" version="1.1" width="32" height="32" viewBox="0 0 32 32" xml:space="preserve">
|
||||
<desc>Created with Fabric.js 5.3.0</desc>
|
||||
<defs>
|
||||
</defs>
|
||||
<g transform="matrix(1 0 0 1 0.2388059701 31.7877280265)" id="lBPRYResHxSWLszILmGzw" >
|
||||
<path style="stroke: rgb(0,0,0); stroke-width: 1; stroke-dasharray: none; stroke-linecap: butt; stroke-dashoffset: 0; stroke-linejoin: miter; stroke-miterlimit: 4; fill: rgb(255,255,255); fill-opacity: 0; fill-rule: nonzero; opacity: 1;" vector-effect="non-scaling-stroke" transform=" translate(0, 0)" d="M 0 0" stroke-linecap="round" />
|
||||
</g>
|
||||
<g transform="matrix(1 0 0 1 16 22.447761194)" id="o68Ar0UU8aJS3nk5Vh46e" >
|
||||
<path style="stroke: rgb(0,0,0); stroke-width: 1; stroke-dasharray: none; stroke-linecap: butt; stroke-dashoffset: 0; stroke-linejoin: miter; stroke-miterlimit: 4; fill: rgb(255,255,255); fill-opacity: 0; fill-rule: nonzero; opacity: 1;" vector-effect="non-scaling-stroke" transform=" translate(0, 0)" d="M -13.69154 6.84577 L -6.31509 7.90713 L 0.6898900000000001 8.22554 L 2.74736 8.0385 L 10.6136 7.323390000000001 L 13.69154 -4.88225 L 11.99336 -8.22553 L 8.17246 -6.7926899999999995 L 2.1757799999999996 3.02489 L 3.9270199999999997 5.6252200000000006" stroke-linecap="round" />
|
||||
</g>
|
||||
<g transform="matrix(1 0 0 1 18.3880597015 29.4527363184)" id="MkWTQm1eTmO2VH7wgugnG" >
|
||||
<path style="stroke: rgb(0,0,0); stroke-width: 1; stroke-dasharray: none; stroke-linecap: butt; stroke-dashoffset: 0; stroke-linejoin: miter; stroke-miterlimit: 4; fill: rgb(255,255,255); fill-opacity: 0; fill-rule: nonzero; opacity: 1;" vector-effect="non-scaling-stroke" transform=" translate(0, 0)" d="M 1.53897 -1.3267 L -1.53897 1.3267" stroke-linecap="round" />
|
||||
</g>
|
||||
<g transform="matrix(1 0 0 1 12.6567164179 22.0497512438)" id="iXgW3dYDO7G_bJFtnaVx6" >
|
||||
<path style="stroke: rgb(0,0,0); stroke-width: 1; stroke-dasharray: none; stroke-linecap: butt; stroke-dashoffset: 0; stroke-linejoin: miter; stroke-miterlimit: 4; fill: rgb(255,255,255); fill-opacity: 0; fill-rule: nonzero; opacity: 1;" vector-effect="non-scaling-stroke" transform=" translate(0, 0)" d="M -10.02985 6.97844 L -8.119399999999999 1.61857 L -4.616909999999999 -2.3084599999999997 L 1.1144300000000014 -6.0497499999999995 L 3.6923700000000013 -5.06799 L 1.1144300000000014 -1.5655000000000001 L 7.270320000000002 -6.97844 L 10.029860000000001 -6.0497499999999995 L 9.49918 -3.4759499999999997" stroke-linecap="round" />
|
||||
</g>
|
||||
<g transform="matrix(1 0 0 1 8.4378109453 24.5174129353)" id="kxNyqEdL38Ql9g9P9TR6o" >
|
||||
<path style="stroke: rgb(0,0,0); stroke-width: 1; stroke-dasharray: none; stroke-linecap: butt; stroke-dashoffset: 0; stroke-linejoin: miter; stroke-miterlimit: 4; fill: rgb(255,255,255); fill-opacity: 0; fill-rule: nonzero; opacity: 1;" vector-effect="non-scaling-stroke" transform=" translate(0, 0)" d="M 5.59867 -4.40464 L -0.55722 -2.0696499999999998 L -5.59868 4.40465" stroke-linecap="round" />
|
||||
</g>
|
||||
<g transform="matrix(1 0 0 1 12.6301824212 27.4361525705)" id="a0QIINvBlIMukBYwwoF9W" >
|
||||
<path style="stroke: rgb(0,0,0); stroke-width: 1; stroke-dasharray: none; stroke-linecap: butt; stroke-dashoffset: 0; stroke-linejoin: miter; stroke-miterlimit: 4; fill: rgb(255,255,255); fill-opacity: 0; fill-rule: nonzero; opacity: 1;" vector-effect="non-scaling-stroke" transform=" translate(0, 0)" d="M 5.49254 -2.54726 L 0.3980100000000002 -2.0165800000000003 L -5.49254 2.54727" stroke-linecap="round" />
|
||||
</g>
|
||||
</svg>
|
Before Width: | Height: | Size: 3.6 KiB |
27
build.sh
Normal file
|
@ -0,0 +1,27 @@
|
|||
#Fcalva 21/02/2024
|
||||
#Script to do the build for you.
|
||||
#Is now meant to be used since it runs the converter script
|
||||
rm "./maps/convert/converted.c"
|
||||
python3 "./maps/convert/convert.py" script
|
||||
|
||||
if test $1 = "linux"; then
|
||||
mkdir "./build-linux"
|
||||
cd "./build-linux"
|
||||
cmake ..
|
||||
make
|
||||
mv "./RaycasterGame" "../RaycasterGame.amd64";
|
||||
elif test $1 = "cg"; then
|
||||
fxsdk build-cg;
|
||||
elif test $1 = "win"; then
|
||||
#todo
|
||||
echo "not done yet !";
|
||||
elif test $1 = "ems"; then
|
||||
mkdir "./build-ems"
|
||||
cd "./build-ems"
|
||||
cmake ..
|
||||
emmake make
|
||||
emcc -O0 RaycasterGame.o -o RaycasterGame.js;
|
||||
elif test $1 = "clean"; then
|
||||
rm -rf "./build-cg" "./build-linux" "./build-ems"
|
||||
rm "./maps/convert/converted.c"
|
||||
fi
|
163
cmake/FindSDL2TTF.cmake
Normal file
|
@ -0,0 +1,163 @@
|
|||
# Locate SDL2 library
|
||||
# This module defines
|
||||
# SDL2_LIBRARY, the name of the library to link against
|
||||
# SDL2_FOUND, if false, do not try to link to SDL2
|
||||
# SDL2_INCLUDE_DIR, where to find SDL.h
|
||||
#
|
||||
# This module responds to the the flag:
|
||||
# SDL2_BUILDING_LIBRARY
|
||||
# If this is defined, then no SDL2main will be linked in because
|
||||
# only applications need main().
|
||||
# Otherwise, it is assumed you are building an application and this
|
||||
# module will attempt to locate and set the the proper link flags
|
||||
# as part of the returned SDL2_LIBRARY variable.
|
||||
#
|
||||
# Don't forget to include SDLmain.h and SDLmain.m your project for the
|
||||
# OS X framework based version. (Other versions link to -lSDL2main which
|
||||
# this module will try to find on your behalf.) Also for OS X, this
|
||||
# module will automatically add the -framework Cocoa on your behalf.
|
||||
#
|
||||
#
|
||||
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
|
||||
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
|
||||
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
|
||||
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
|
||||
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
|
||||
# as appropriate. These values are used to generate the final SDL2_LIBRARY
|
||||
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
|
||||
#
|
||||
#
|
||||
# $SDL2DIR is an environment variable that would
|
||||
# correspond to the ./configure --prefix=$SDL2DIR
|
||||
# used in building SDL2.
|
||||
# l.e.galup 9-20-02
|
||||
#
|
||||
# Modified by Eric Wing.
|
||||
# Added code to assist with automated building by using environmental variables
|
||||
# and providing a more controlled/consistent search behavior.
|
||||
# Added new modifications to recognize OS X frameworks and
|
||||
# additional Unix paths (FreeBSD, etc).
|
||||
# Also corrected the header search path to follow "proper" SDL guidelines.
|
||||
# Added a search for SDL2main which is needed by some platforms.
|
||||
# Added a search for threads which is needed by some platforms.
|
||||
# Added needed compile switches for MinGW.
|
||||
#
|
||||
# On OSX, this will prefer the Framework version (if found) over others.
|
||||
# People will have to manually change the cache values of
|
||||
# SDL2_LIBRARY to override this selection or set the CMake environment
|
||||
# CMAKE_INCLUDE_PATH to modify the search paths.
|
||||
#
|
||||
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
|
||||
# This needed to change because "proper" SDL convention
|
||||
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
|
||||
# reasons because not all systems place things in SDL2/ (see FreeBSD).
|
||||
|
||||
#=============================================================================
|
||||
# Copyright 2003-2009 Kitware, Inc.
|
||||
#
|
||||
# Distributed under the OSI-approved BSD License (the "License");
|
||||
# see accompanying file Copyright.txt for details.
|
||||
#
|
||||
# This software is distributed WITHOUT ANY WARRANTY; without even the
|
||||
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
# See the License for more information.
|
||||
#=============================================================================
|
||||
# (To distribute this file outside of CMake, substitute the full
|
||||
# License text for the above reference.)
|
||||
|
||||
SET(SDL2TTF_SEARCH_PATHS
|
||||
~/Library/Frameworks
|
||||
/Library/Frameworks
|
||||
/usr/local
|
||||
/usr
|
||||
/sw # Fink
|
||||
/opt/local # DarwinPorts
|
||||
/opt/csw # Blastwave
|
||||
/opt
|
||||
)
|
||||
|
||||
FIND_PATH(SDL2TTF_INCLUDE_DIR SDL_ttf.h
|
||||
HINTS
|
||||
$ENV{SDL2TTFDIR}
|
||||
PATH_SUFFIXES include/SDL2 include
|
||||
PATHS ${SDL2TTF_SEARCH_PATHS}
|
||||
)
|
||||
|
||||
FIND_LIBRARY(SDL2TTF_LIBRARY_TEMP
|
||||
NAMES SDL2_ttf
|
||||
HINTS
|
||||
$ENV{SDL2TTFDIR}
|
||||
PATH_SUFFIXES lib64 lib
|
||||
PATHS ${SDL2TTF_SEARCH_PATHS}
|
||||
)
|
||||
|
||||
IF(NOT SDL2TTF_BUILDING_LIBRARY)
|
||||
IF(NOT ${SDL2TTF_INCLUDE_DIR} MATCHES ".framework")
|
||||
# Non-OS X framework versions expect you to also dynamically link to
|
||||
# SDL2TTFmain. This is mainly for Windows and OS X. Other (Unix) platforms
|
||||
# seem to provide SDL2TTFmain for compatibility even though they don't
|
||||
# necessarily need it.
|
||||
FIND_LIBRARY(SDL2TTFMAIN_LIBRARY
|
||||
NAMES SDL2_ttf
|
||||
HINTS
|
||||
$ENV{SDL2TTFDIR}
|
||||
PATH_SUFFIXES lib64 lib
|
||||
PATHS ${SDL2TTF_SEARCH_PATHS}
|
||||
)
|
||||
ENDIF(NOT ${SDL2TTF_INCLUDE_DIR} MATCHES ".framework")
|
||||
ENDIF(NOT SDL2TTF_BUILDING_LIBRARY)
|
||||
|
||||
# SDL2TTF may require threads on your system.
|
||||
# The Apple build may not need an explicit flag because one of the
|
||||
# frameworks may already provide it.
|
||||
# But for non-OSX systems, I will use the CMake Threads package.
|
||||
IF(NOT APPLE)
|
||||
FIND_PACKAGE(Threads)
|
||||
ENDIF(NOT APPLE)
|
||||
|
||||
# MinGW needs an additional library, mwindows
|
||||
# It's total link flags should look like -lmingw32 -lSDL2TTFmain -lSDL2TTF -lmwindows
|
||||
# (Actually on second look, I think it only needs one of the m* libraries.)
|
||||
IF(MINGW)
|
||||
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
|
||||
ENDIF(MINGW)
|
||||
|
||||
IF(SDL2TTF_LIBRARY_TEMP)
|
||||
# For SDL2TTFmain
|
||||
IF(NOT SDL2TTF_BUILDING_LIBRARY)
|
||||
IF(SDL2TTFMAIN_LIBRARY)
|
||||
SET(SDL2TTF_LIBRARY_TEMP ${SDL2TTFMAIN_LIBRARY} ${SDL2TTF_LIBRARY_TEMP})
|
||||
ENDIF(SDL2TTFMAIN_LIBRARY)
|
||||
ENDIF(NOT SDL2TTF_BUILDING_LIBRARY)
|
||||
|
||||
# For OS X, SDL2TTF uses Cocoa as a backend so it must link to Cocoa.
|
||||
# CMake doesn't display the -framework Cocoa string in the UI even
|
||||
# though it actually is there if I modify a pre-used variable.
|
||||
# I think it has something to do with the CACHE STRING.
|
||||
# So I use a temporary variable until the end so I can set the
|
||||
# "real" variable in one-shot.
|
||||
IF(APPLE)
|
||||
SET(SDL2TTF_LIBRARY_TEMP ${SDL2TTF_LIBRARY_TEMP} "-framework Cocoa")
|
||||
ENDIF(APPLE)
|
||||
|
||||
# For threads, as mentioned Apple doesn't need this.
|
||||
# In fact, there seems to be a problem if I used the Threads package
|
||||
# and try using this line, so I'm just skipping it entirely for OS X.
|
||||
IF(NOT APPLE)
|
||||
SET(SDL2TTF_LIBRARY_TEMP ${SDL2TTF_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
|
||||
ENDIF(NOT APPLE)
|
||||
|
||||
# For MinGW library
|
||||
IF(MINGW)
|
||||
SET(SDL2TTF_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2TTF_LIBRARY_TEMP})
|
||||
ENDIF(MINGW)
|
||||
|
||||
# Set the final string here so the GUI reflects the final state.
|
||||
SET(SDL2TTF_LIBRARY ${SDL2TTF_LIBRARY_TEMP} CACHE STRING "Where the SDL2TTF Library can be found")
|
||||
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
|
||||
SET(SDL2TTF_LIBRARY_TEMP "${SDL2TTF_LIBRARY_TEMP}" CACHE INTERNAL "")
|
||||
ENDIF(SDL2TTF_LIBRARY_TEMP)
|
||||
|
||||
INCLUDE(FindPackageHandleStandardArgs)
|
||||
|
||||
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2TTF REQUIRED_VARS SDL2TTF_LIBRARY SDL2TTF_INCLUDE_DIR)
|
100
cmake/FindSDL2_image.cmake
Normal file
|
@ -0,0 +1,100 @@
|
|||
# Distributed under the OSI-approved BSD 3-Clause License. See accompanying
|
||||
# file Copyright.txt or https://cmake.org/licensing for details.
|
||||
|
||||
#.rst:
|
||||
# FindSDL2_image
|
||||
# -------------
|
||||
#
|
||||
# Locate SDL2_image library
|
||||
#
|
||||
# This module defines:
|
||||
#
|
||||
# ::
|
||||
#
|
||||
# SDL2_IMAGE_LIBRARIES, the name of the library to link against
|
||||
# SDL2_IMAGE_INCLUDE_DIRS, where to find the headers
|
||||
# SDL2_IMAGE_FOUND, if false, do not try to link against
|
||||
# SDL2_IMAGE_VERSION_STRING - human-readable string containing the
|
||||
# version of SDL2_image
|
||||
#
|
||||
#
|
||||
#
|
||||
# For backward compatibility the following variables are also set:
|
||||
#
|
||||
# ::
|
||||
#
|
||||
# SDL2IMAGE_LIBRARY (same value as SDL2_IMAGE_LIBRARIES)
|
||||
# SDL2IMAGE_INCLUDE_DIR (same value as SDL2_IMAGE_INCLUDE_DIRS)
|
||||
# SDL2IMAGE_FOUND (same value as SDL2_IMAGE_FOUND)
|
||||
#
|
||||
#
|
||||
#
|
||||
# $SDLDIR is an environment variable that would correspond to the
|
||||
# ./configure --prefix=$SDLDIR used in building SDL.
|
||||
#
|
||||
# Created by Eric Wing. This was influenced by the FindSDL.cmake
|
||||
# module, but with modifications to recognize OS X frameworks and
|
||||
# additional Unix paths (FreeBSD, etc).
|
||||
|
||||
if(NOT SDL2_IMAGE_INCLUDE_DIR AND SDL2IMAGE_INCLUDE_DIR)
|
||||
set(SDL2_IMAGE_INCLUDE_DIR ${SDL2IMAGE_INCLUDE_DIR} CACHE PATH "directory cache entry initialized from old variable name")
|
||||
endif()
|
||||
find_path(SDL2_IMAGE_INCLUDE_DIR SDL_image.h
|
||||
HINTS
|
||||
ENV SDL2IMAGEDIR
|
||||
ENV SDL2DIR
|
||||
${SDL2_DIR}
|
||||
PATH_SUFFIXES SDL2
|
||||
# path suffixes to search inside ENV{SDL2DIR}
|
||||
include/SDL2 include
|
||||
)
|
||||
|
||||
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
|
||||
set(VC_LIB_PATH_SUFFIX lib/x64)
|
||||
else()
|
||||
set(VC_LIB_PATH_SUFFIX lib/x86)
|
||||
endif()
|
||||
|
||||
if(NOT SDL2_IMAGE_LIBRARY AND SDL2IMAGE_LIBRARY)
|
||||
set(SDL2_IMAGE_LIBRARY ${SDL2IMAGE_LIBRARY} CACHE FILEPATH "file cache entry initialized from old variable name")
|
||||
endif()
|
||||
find_library(SDL2_IMAGE_LIBRARY
|
||||
NAMES SDL2_image
|
||||
HINTS
|
||||
ENV SDL2IMAGEDIR
|
||||
ENV SDL2DIR
|
||||
${SDL2_DIR}
|
||||
PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
|
||||
)
|
||||
|
||||
if(SDL2_IMAGE_INCLUDE_DIR AND EXISTS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h")
|
||||
file(STRINGS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h" SDL2_IMAGE_VERSION_MAJOR_LINE REGEX "^#define[ \t]+SDL2_IMAGE_MAJOR_VERSION[ \t]+[0-9]+$")
|
||||
file(STRINGS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h" SDL2_IMAGE_VERSION_MINOR_LINE REGEX "^#define[ \t]+SDL2_IMAGE_MINOR_VERSION[ \t]+[0-9]+$")
|
||||
file(STRINGS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h" SDL2_IMAGE_VERSION_PATCH_LINE REGEX "^#define[ \t]+SDL2_IMAGE_PATCHLEVEL[ \t]+[0-9]+$")
|
||||
string(REGEX REPLACE "^#define[ \t]+SDL2_IMAGE_MAJOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_IMAGE_VERSION_MAJOR "${SDL2_IMAGE_VERSION_MAJOR_LINE}")
|
||||
string(REGEX REPLACE "^#define[ \t]+SDL2_IMAGE_MINOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_IMAGE_VERSION_MINOR "${SDL2_IMAGE_VERSION_MINOR_LINE}")
|
||||
string(REGEX REPLACE "^#define[ \t]+SDL2_IMAGE_PATCHLEVEL[ \t]+([0-9]+)$" "\\1" SDL2_IMAGE_VERSION_PATCH "${SDL2_IMAGE_VERSION_PATCH_LINE}")
|
||||
set(SDL2_IMAGE_VERSION_STRING ${SDL2_IMAGE_VERSION_MAJOR}.${SDL2_IMAGE_VERSION_MINOR}.${SDL2_IMAGE_VERSION_PATCH})
|
||||
unset(SDL2_IMAGE_VERSION_MAJOR_LINE)
|
||||
unset(SDL2_IMAGE_VERSION_MINOR_LINE)
|
||||
unset(SDL2_IMAGE_VERSION_PATCH_LINE)
|
||||
unset(SDL2_IMAGE_VERSION_MAJOR)
|
||||
unset(SDL2_IMAGE_VERSION_MINOR)
|
||||
unset(SDL2_IMAGE_VERSION_PATCH)
|
||||
endif()
|
||||
|
||||
set(SDL2_IMAGE_LIBRARIES ${SDL2_IMAGE_LIBRARY})
|
||||
set(SDL2_IMAGE_INCLUDE_DIRS ${SDL2_IMAGE_INCLUDE_DIR})
|
||||
|
||||
include(FindPackageHandleStandardArgs)
|
||||
|
||||
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2_image
|
||||
REQUIRED_VARS SDL2_IMAGE_LIBRARIES SDL2_IMAGE_INCLUDE_DIRS
|
||||
VERSION_VAR SDL2_IMAGE_VERSION_STRING)
|
||||
|
||||
# for backward compatibility
|
||||
set(SDL2IMAGE_LIBRARY ${SDL2_IMAGE_LIBRARIES})
|
||||
set(SDL2IMAGE_INCLUDE_DIR ${SDL2_IMAGE_INCLUDE_DIRS})
|
||||
set(SDL2IMAGE_FOUND ${SDL2_IMAGE_FOUND})
|
||||
|
||||
mark_as_advanced(SDL2_IMAGE_LIBRARY SDL2_IMAGE_INCLUDE_DIR)
|
53
cmake/SDL2_ttfConfig.cmake
Normal file
|
@ -0,0 +1,53 @@
|
|||
# sdl2_ttf cmake project-config input for CMakeLists.txt script
|
||||
|
||||
include(FeatureSummary)
|
||||
set_package_properties(SDL2_ttf PROPERTIES
|
||||
URL "https://www.libsdl.org/projects/SDL_ttf/"
|
||||
DESCRIPTION "Support for TrueType (.ttf) font files with Simple Directmedia Layer"
|
||||
)
|
||||
|
||||
set(SDL2_ttf_FOUND ON)
|
||||
|
||||
set(SDL2TTF_VENDORED @SDL2TTF_VENDORED@)
|
||||
|
||||
set(SDL2TTF_HARFBUZZ @SDL2TTF_HARFBUZZ@)
|
||||
set(SDL2TTF_FREETYPE @SDL2TTF_FREETYPE@)
|
||||
|
||||
set(SDL2TTF_SDL2_REQUIRED_VERSION @SDL_REQUIRED_VERSION@)
|
||||
|
||||
include(CMakeFindDependencyMacro)
|
||||
|
||||
if (EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2_ttf-shared-targets.cmake")
|
||||
include("${CMAKE_CURRENT_LIST_DIR}/SDL2_ttf-shared-targets.cmake")
|
||||
endif()
|
||||
|
||||
if (EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2_ttf-static-targets.cmake")
|
||||
if(SDL2TTF_VENDORED)
|
||||
include(CheckLanguage)
|
||||
check_language(CXX)
|
||||
if(NOT CMAKE_CXX_COMPILER AND NOT _sdl2ttf_nowarning)
|
||||
message(WARNING "CXX language not enabled. Linking to SDL2_ttf::SDL2_ttf-static might fail.")
|
||||
endif()
|
||||
endif()
|
||||
include("${CMAKE_CURRENT_LIST_DIR}/SDL2_ttf-static-targets.cmake")
|
||||
endif()
|
||||
|
||||
|
||||
if(NOT SDL2TTF_VENDORED)
|
||||
set(_sdl_cmake_module_path "${CMAKE_MODULE_PATH}")
|
||||
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}")
|
||||
|
||||
if(TARGET SDL2_ttf::SDL2_ttf-static)
|
||||
if(SDL2TTF_FREETYPE)
|
||||
find_dependency(Freetype)
|
||||
endif()
|
||||
|
||||
if(SDL2TTF_HARFBUZZ)
|
||||
list(APPEND harfbuzz_ROOT "${CMAKE_CURRENT_LIST_DIR}")
|
||||
find_dependency(harfbuzz)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
set(CMAKE_MODULE_PATH "${_sdl_cmake_module_path}")
|
||||
unset(_sdl_cmake_module_path)
|
||||
endif()
|
5
docs/map_format.txt
Normal file
|
@ -0,0 +1,5 @@
|
|||
The map format is defined as follows :
|
||||
- The name of the map is it's file name, suffixed with ".rcmap"
|
||||
- It is a .json file with the elements as in types.h, the sprites being converted to an array, and the values already
|
||||
in 16:16 fixed point
|
||||
- The data is disposed in a one dimensional array with, in order : lines (width), times columns (height), times depth
|
12
docs/tiles.txt
Normal file
|
@ -0,0 +1,12 @@
|
|||
"Floor" tiles :
|
||||
0 : Default tex. if the sky is disabled, sky if it is active
|
||||
1 : Grass
|
||||
|
||||
"Wall" tiles :
|
||||
0 : Air
|
||||
1 : Buisson - Bush
|
||||
2 : Briques - Bricks
|
||||
3 : -
|
||||
4 : XOR blanc - white XOR
|
||||
255 : Opti spécial pour quand z[0;2] == 0
|
||||
Special opt. for when z[0;2] == 0
|
1
editor/map.rcmap
Normal file
|
@ -0,0 +1 @@
|
|||
{"w": 16, "h": 16, "d": 2, "startpos_x": 196608, "startpos_y": 196608, "startpos_z": 0, "startdir_x": 0, "startdir_y": 65536, "startplane_x": 43253, "startplane_y": 0, "floor": [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], "wall": [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], "sprite_count": 0, "sprites": []}
|
167
editor/raycastedit.py
Normal file
|
@ -0,0 +1,167 @@
|
|||
import os
|
||||
import sys
|
||||
import json
|
||||
import time
|
||||
import curses
|
||||
|
||||
def fix(x):
|
||||
return int(x*65536)
|
||||
|
||||
class WindowDat:
|
||||
s = 0
|
||||
def __init__(self):
|
||||
self.s = curses.initscr()
|
||||
curses.noecho()
|
||||
curses.cbreak()
|
||||
self.s.keypad(True)
|
||||
#little trick that allows us to not worry about closing
|
||||
def __del__(self):
|
||||
curses.nocbreak()
|
||||
self.s.keypad(False)
|
||||
curses.echo()
|
||||
curses.endwin()
|
||||
|
||||
class RaycastMap:
|
||||
w = 0
|
||||
h = 0
|
||||
d = 0
|
||||
#provide usable start values to avoid headscratching
|
||||
startpos_x = 196608
|
||||
startpos_y = 196608
|
||||
startpos_z = 0
|
||||
startdir_x = 0
|
||||
startdir_y = 65536
|
||||
startplane_x = 43253
|
||||
startplane_y = 0
|
||||
floor = []
|
||||
wall = []
|
||||
sprite_count = 0
|
||||
sprites = []
|
||||
|
||||
def toscreen(self, layer):
|
||||
#if layer < -1 or layer > self.d :
|
||||
# return ""
|
||||
#if layer == -1:
|
||||
# for i in range(0, self.w*self.h):
|
||||
# string += str(self.floor[i])
|
||||
#else:
|
||||
for i in range(layer*self.w*self.h, (layer+1)*self.w*self.h):
|
||||
string += str(self.wall[i])
|
||||
|
||||
return string
|
||||
|
||||
def parseout(self):
|
||||
out = json.JSONEncoder().encode({\
|
||||
"w":self.w,\
|
||||
"h":self.h,\
|
||||
"d":self.d,\
|
||||
"startpos_x":self.startpos_x,\
|
||||
"startpos_y":self.startpos_y,\
|
||||
"startpos_z":self.startpos_z,\
|
||||
"startdir_x":self.startdir_x,\
|
||||
"startdir_y":self.startdir_y,\
|
||||
"startplane_x":self.startplane_x,\
|
||||
"startplane_y":self.startplane_y,\
|
||||
"floor":self.floor,\
|
||||
"wall":self.wall,\
|
||||
"sprite_count":self.sprite_count,\
|
||||
"sprites":self.sprites\
|
||||
})
|
||||
|
||||
return out
|
||||
|
||||
def __init__(self, w, h, d):
|
||||
self.w = w
|
||||
self.h = h
|
||||
self.d = d
|
||||
for i in range(0, w*h):
|
||||
self.floor.append(0)
|
||||
for i in range(0, w*h*d):
|
||||
self.wall.append(0)
|
||||
|
||||
def helppage():
|
||||
print("usage : python3 raycastedit.py [options] [file]")
|
||||
print("If [file] exists and is in .rcmap format, il will be edited")
|
||||
print("Otherwise, the editor will attempt to create [file]")
|
||||
print("Options :")
|
||||
print("-h : display this page")
|
||||
print("-n W H D : Create a new empty map in [file], if it doesn't exist")
|
||||
print(" already, of width W, height H and depth D")
|
||||
|
||||
def seehelppls():
|
||||
print('See usage with "--help or "-h"')
|
||||
|
||||
if len(sys.argv) < 2:
|
||||
print("No file provided !")
|
||||
seehelppls()
|
||||
os._exit(1)
|
||||
|
||||
def parsin(string):
|
||||
data = json.load(string)
|
||||
nmap = RaycastMap(0, 0, 0)
|
||||
nmap.w = data["w"]
|
||||
nmap.h = data["h"]
|
||||
nmap.d = data["d"]
|
||||
nmap.startpos_x = data["startpos_x"]
|
||||
nmap.startpos_y = data["startpos_y"]
|
||||
nmap.startpos_z = data["startpos_z"]
|
||||
nmap.startdir_x = data["startdir_x"]
|
||||
nmap.startdir_y = data["startdir_y"]
|
||||
nmap.startplane_x = data["startplane_x"]
|
||||
nmap.startplane_y = data["startplane_y"]
|
||||
|
||||
return nmap
|
||||
|
||||
def parsefile(filename):
|
||||
nmap = parsin(open(filename, "r"))
|
||||
return nmap
|
||||
|
||||
def gen_ne(filename, w, h, d):
|
||||
try:
|
||||
nfile = open(filename, mode="x+t", buffering=1, encoding="utf-8", newline="\n")
|
||||
except:
|
||||
print("Error creating file !")
|
||||
return 1
|
||||
nmap = RaycastMap(w, h ,d)
|
||||
nfile.write(nmap.parseout())
|
||||
nfile.write("\n")
|
||||
|
||||
if len(sys.argv) > 2:
|
||||
for i in range(1, len(sys.argv)-1):
|
||||
option_set = -1
|
||||
if sys.argv[i] == "-h":
|
||||
helppage()
|
||||
os._exit(0)
|
||||
if sys.argv[i] == "-n":
|
||||
i+=3
|
||||
try:
|
||||
filename = sys.argv[-1]
|
||||
w = int(sys.argv[i-2])
|
||||
h = int(sys.argv[i-1])
|
||||
d = int(sys.argv[i])
|
||||
except:
|
||||
print("Invalid use of option -n !")
|
||||
seehelppls()
|
||||
os._exit(1)
|
||||
gen_ne(filename, w, h, d)
|
||||
os._exit(0)
|
||||
if option_set == -1:
|
||||
print('Invalid option "'+sys.argv[i]+'" !')
|
||||
seehelppls()
|
||||
os._exit(1)
|
||||
|
||||
openmap = parsefile(sys.argv[-1])
|
||||
|
||||
def main():
|
||||
scr = WindowDat()
|
||||
|
||||
while True:
|
||||
scr.s.clear()
|
||||
|
||||
scr.s.addstr(0, 0, openmap.toscreen(0))
|
||||
|
||||
scr.s.refresh()
|
||||
|
||||
time.sleep(0.01666)
|
||||
|
||||
main()
|
106
maps/convert/convert.py
Normal file
|
@ -0,0 +1,106 @@
|
|||
#Fcalva 17/02/2023
|
||||
|
||||
import os
|
||||
import os.path
|
||||
import sys
|
||||
import json
|
||||
|
||||
def conv_log(msg):
|
||||
print("convert.py : "+msg)
|
||||
|
||||
conv_log("Converting maps to C object...")
|
||||
|
||||
try:
|
||||
if sys.argv[1] == "script":
|
||||
converted_path = "./maps/convert/converted.c"
|
||||
maps_path = "./maps/"
|
||||
except:
|
||||
converted_path = "./converted.c"
|
||||
maps_path = "../"
|
||||
|
||||
try:
|
||||
convert = open(converted_path, mode="x+t", buffering=1, encoding="utf-8", newline="\n")
|
||||
convert.write('#include "../../src/fixed.h"\n')
|
||||
convert.write('#include "../../src/types.h"\n')
|
||||
except:
|
||||
conv_log("converted.c wasn't deleted !")
|
||||
|
||||
folder = os.listdir(path=maps_path)
|
||||
|
||||
for i in range(0, len(folder)):
|
||||
extention = folder[i].split(".")
|
||||
extention = extention[-1]
|
||||
if extention == "rcmap":
|
||||
continue
|
||||
else:
|
||||
folder.pop(i)
|
||||
|
||||
for map in folder:
|
||||
conv_log("Coverting map "+map)
|
||||
data = json.load(open(maps_path+map, "r"))
|
||||
mapname = map.split(".")[0]
|
||||
w = data["w"]
|
||||
h = data["h"]
|
||||
d = data["d"]
|
||||
scount = data["sprite_count"]
|
||||
|
||||
convert.write("uint8_t "+mapname+"_floor[]={")
|
||||
for i in range(0, w*h-1):
|
||||
convert.write(str(data["floor"][i])+",")
|
||||
convert.write(str(data["floor"][w*h-1]))
|
||||
convert.write("};\n")
|
||||
|
||||
convert.write("uint8_t "+mapname+"_wall[]={")
|
||||
for i in range(0, w*h*d-1):
|
||||
c = data["wall"][i]
|
||||
if i < w*h:
|
||||
for j in range(0, d):
|
||||
if data["wall"][i+w*h*j] != 0:
|
||||
c=data["wall"][i]
|
||||
break
|
||||
c=255
|
||||
convert.write(str(c)+",")
|
||||
convert.write(str(data["wall"][w*h*d-1]))
|
||||
convert.write("};\n")
|
||||
|
||||
convert.write("Sprite "+mapname+"_sprites[]={")
|
||||
for i in range(0, scount-1):
|
||||
sprite = data["sprites"][i]
|
||||
convert.write("{")
|
||||
convert.write(str(sprite[0])+",")
|
||||
convert.write(str(sprite[1])+",")
|
||||
convert.write(str(sprite[2])+",")
|
||||
convert.write(str(sprite[3]))
|
||||
convert.write("},")
|
||||
try:
|
||||
sprite = data["sprites"][scount-1]
|
||||
convert.write("{")
|
||||
convert.write(str(sprite[0])+",")
|
||||
convert.write(str(sprite[1])+",")
|
||||
convert.write(str(sprite[2])+",")
|
||||
convert.write(str(sprite[3]))
|
||||
convert.write("}};\n")
|
||||
except:
|
||||
convert.write("};\n")
|
||||
|
||||
convert.write("ShooterMap "+mapname+"={")
|
||||
convert.write(str(w)+",")
|
||||
convert.write(str(h)+",")
|
||||
convert.write(str(d)+",")
|
||||
convert.write(str(data["startpos_x"])+",")
|
||||
convert.write(str(data["startpos_y"])+",")
|
||||
convert.write(str(data["startpos_z"])+",")
|
||||
convert.write(str(data["startdir_x"])+",")
|
||||
convert.write(str(data["startdir_y"])+",")
|
||||
convert.write(str(data["startplane_x"])+",")
|
||||
convert.write(str(data["startplane_y"])+",")
|
||||
|
||||
convert.write("&"+mapname+"_floor,")
|
||||
|
||||
convert.write("&"+mapname+"_wall,")
|
||||
|
||||
convert.write(str(scount)+",")
|
||||
|
||||
convert.write("&"+mapname+"_sprites")
|
||||
|
||||
convert.write("};\n")
|
141
maps/map0.rcmap
Normal file
|
@ -0,0 +1,141 @@
|
|||
{ "w":32,
|
||||
"h":32,
|
||||
"d": 3,
|
||||
"startpos_x":196608,
|
||||
"startpos_y":196608,
|
||||
"startpos_z":0,
|
||||
"startdir_x":0,
|
||||
"startdir_y":65536,
|
||||
"startplane_x":43253,
|
||||
"startplane_y":0,
|
||||
"floor":[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
|
||||
"wall":[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,2,0,0,0,2,0,0,2,0,0,0,0,0,2,2,0,2,2,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,2,0,0,0,2,0,0,2,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,2,0,0,0,2,2,2,2,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,2,0,0,0,2,0,0,0,0,0,0,0,0,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,2,2,2,2,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,2,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,2,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,2,0,0,0,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,2,0,0,0,2,0,0,2,0,0,0,0,0,0,2,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,2,0,0,0,2,2,2,2,0,0,0,0,0,0,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,2,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,2,2,2,2,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,2,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,2,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
||||
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
|
||||
"sprite_count":0,
|
||||
"sprites":[]
|
||||
}
|
394
src/OldMoteur.c
|
@ -1,394 +0,0 @@
|
|||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#include <gint/display.h>
|
||||
#include <gint/keyboard.h>
|
||||
|
||||
#include "moteur.h"
|
||||
#include "sprites.h"
|
||||
#include "map_test.h"
|
||||
|
||||
int angle_60;
|
||||
int angle_30;
|
||||
int angle_15;
|
||||
int angle_90;
|
||||
int angle_180;
|
||||
int angle_270;
|
||||
int angle_360;
|
||||
int angle_5;
|
||||
int angle_10;
|
||||
int angle_45;
|
||||
|
||||
int cos_table[ang_360p];
|
||||
int sin_table[ang_360p];
|
||||
int tan_table[ang_360p];
|
||||
int acos_table[ang_360p];
|
||||
int asin_table[ang_360p];
|
||||
int atan_table[ang_360p];
|
||||
float tab_mur_x[ang_360p];
|
||||
float tab_mur_y[ang_360p];
|
||||
int distors_table[ang_360p];
|
||||
|
||||
angle_60 = viewport_w;
|
||||
angle_30 = floor(viewport_w * 0.5);
|
||||
angle_15 = floor(viewport_w * 0.25);
|
||||
angle_90 = floor(viewport_w * 1.5);
|
||||
angle_180 = floor(viewport_w * 3);
|
||||
angle_270 = floor(viewport_w * 4.5);
|
||||
angle_360 = floor(viewport_w * 6);
|
||||
angle_5 = floor(viewport_w / 12);
|
||||
angle_10 = floor(viewport_w / 6);
|
||||
angle_45 = floor(viewport_w * 0.75);
|
||||
|
||||
unsigned short table_couleur[235] = {
|
||||
0x10a2,0x18a3,0x18a3,0x18c3,0x18c3,0x18c3,0x18c3,
|
||||
0x18e3,0x18e3,0x20e4,0x20e4,0x2104,0x2104,0x2104,
|
||||
0x2104,0x2124,0x2124,0x2124,0x2925,0x2945,0x2945,
|
||||
0x2945,0x2945,0x2965,0x2965,0x2965,0x3166,0x3186,
|
||||
0x3186,0x3186,0x3186,0x31a6,0x31a6,0x31a6,0x39a7,
|
||||
0x39c7,0x39c7,0x39c7,0x39c7,0x39e7,0x39e7,0x39e7,
|
||||
0x41e8,0x4208,0x4208,0x4208,0x4208,0x4228,0x4228,
|
||||
0x4228,0x4a29,0x4a49,0x4a49,0x4a49,0x4a49,0x4a69,
|
||||
0x4a69,0x4a69,0x4a69,0x528a,0x528a,0x528a,0x528a,
|
||||
0x52aa,0x52aa,0x52aa,0x52aa,0x5aab,0x5acb,0x5acb,
|
||||
0x5acb,0x5acb,0x5aeb,0x5aeb,0x5aeb,0x62ec,0x630c,
|
||||
0x630c,0x630c,0x630c,0x632c,0x632c,0x632c,0x6b2d,
|
||||
0x6b4d,0x6b4d,0x6b4d,0x6b4d,0x6b6d,0x6b6d,0x6b6d,
|
||||
0x6b6d,0x738e,0x738e,0x738e,0x738e,0x73ae,0x73ae,
|
||||
0x73ae,0x73ae,0x7bcf,0x7bcf,0x7bcf,0x7bcf,0x7bef,
|
||||
0x7bef,0x7bef,0x7bef,0x8410,0x8410,0x8410,0x8410,
|
||||
0x8430,0x8430,0x8430,0x8430,0x8c51,0x8c51,0x8c51,
|
||||
0x8c51,0x8c71,0x8c71,0x8c71,0x8c71,0x9492,0x9492,
|
||||
0x9492,0x9492,0x94b2,0x94b2,0x94b2,0x94b2,0x94d2,
|
||||
0x9cd3,0x9cd3,0x9cd3,0x9cf3,0x9cf3,0x9cf3,0x9cf3,
|
||||
0x9d13,0xa514,0xa514,0xa514,0xa534,0xa534,0xa534,
|
||||
0xa534,0xa554,0xad55,0xad55,0xad55,0xad55,0xad75,
|
||||
0xad75,0xad75,0xad75,0xb596,0xb596,0xb596,0xb596,
|
||||
0xb5b6,0xb5b6,0xb5b6,0xb5b6,0xb5d6,0xbdd7,0xbdd7,
|
||||
0xbdd7,0xbdf7,0xbdf7,0xbdf7,0xbdf7,0xbe17,0xc618,
|
||||
0xc618,0xc618,0xc638,0xc638,0xc638,0xc638,0xc658,
|
||||
0xce59,0xce59,0xce59,0xce79,0xce79,0xce79,0xce79,
|
||||
0xce99,0xd69a,0xd69a,0xd69a,0xd6ba,0xd6ba,0xd6ba,
|
||||
0xd6ba,0xd6da,0xdedb,0xdedb,0xdedb,0xdefb,0xdefb,
|
||||
0xdefb,0xdefb,0xdf1b,0xdf1b,0xe71c,0xe71c,0xe73c,
|
||||
0xe73c,0xe73c,0xe73c,0xe75c,0xe75c,0xef5d,0xef5d,
|
||||
0xef7d,0xef7d,0xef7d,0xef7d,0xef9d,0xef9d,0xf79e,
|
||||
0xf79e,0xf7be,0xf7be,0xf7be,0xf7be,0xf7de,0xf7de,
|
||||
0xffdf,0xffdf,0xffff,0xffff
|
||||
};
|
||||
|
||||
float deg_to_rad(float angle_deg) {
|
||||
return((angle_deg * pi) / 180);
|
||||
}
|
||||
|
||||
void compute_table() {
|
||||
extern int angle_30;//il y en a des inutilisés
|
||||
extern int angle_15;
|
||||
extern int angle_90;
|
||||
extern int angle_180;
|
||||
extern int angle_270;
|
||||
extern int angle_360;
|
||||
extern int angle_5;
|
||||
extern int angle_10;
|
||||
extern int angle_45;
|
||||
extern int cos_table[ang_360p];
|
||||
extern int sin_table[ang_360p];
|
||||
extern int tan_table[ang_360p];
|
||||
extern int acos_table[ang_360p];
|
||||
extern int asin_table[ang_360p];
|
||||
extern int atan_table[ang_360p];
|
||||
extern float tab_mur_x[ang_360p];
|
||||
extern float tab_mur_y[ang_360p];
|
||||
extern int distors_table[ang_360p];
|
||||
int i = 0;
|
||||
float rad_i = 0;
|
||||
while (i != angle_360) {
|
||||
rad_i = deg_to_rad(i / viewport_w);
|
||||
cos_table[i] = floor( 64 * cos(rad_i));
|
||||
sin_table[i] = floor( 64 * sin(rad_i));
|
||||
tan_table[i] = floor( 64 * tan(rad_i));
|
||||
acos_table[i] = floor( 64 * acos(rad_i));
|
||||
asin_table[i] = floor( 64 * asin(rad_i));
|
||||
atan_table[i] = floor( 64 * atan(rad_i));
|
||||
if (i >= 90 && i < angle_270) {
|
||||
tab_mur_x[i] = tile_size / tan(rad_i);
|
||||
if (tab_mur_x[i] > 0) {
|
||||
tab_mur_x[i] = -tab_mur_x[i];
|
||||
}
|
||||
}
|
||||
else {
|
||||
tab_mur_x[i] = tile_size / tan(rad_i);
|
||||
if (tab_mur_x[i] < 0) {
|
||||
tab_mur_x[i] = -tab_mur_x[i];
|
||||
}
|
||||
}
|
||||
if (i >= 0 && i < angle_180) {
|
||||
tab_mur_y[i] = tile_size / tan(rad_i);
|
||||
if (tab_mur_y[i] < 0) {
|
||||
tab_mur_y[i] = -tab_mur_y[i];
|
||||
}
|
||||
}
|
||||
else {
|
||||
tab_mur_y[i] = tile_size / tan(rad_i);
|
||||
if (tab_mur_y[i] > 0) {
|
||||
tab_mur_y[i] = -tab_mur_y[i];
|
||||
}
|
||||
}
|
||||
i++;
|
||||
}
|
||||
for (i = -30; i <= angle_30;) {
|
||||
distors_table[i + angle_30] = floor(128*(1 / cos(deg_to_rad(i))));
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
void load_map(int){
|
||||
|
||||
}
|
||||
|
||||
void draw_background(int){
|
||||
|
||||
}
|
||||
|
||||
|
||||
void draw_walls(){
|
||||
int vertical_grid = 0;
|
||||
int horizontal_grid = 0;
|
||||
int dist_to_n_v_grid = 0; //distance to next vertical grid
|
||||
int dist_to_n_h_grid = 0;
|
||||
int x_intersect = 0;
|
||||
int y_intersect = 0;
|
||||
float dist_to_n_x_intersect = 0;
|
||||
float dist_to_n_y_intersect = 0;
|
||||
int x_raypos = 0;
|
||||
int y_raypos = 0;
|
||||
int dist_to_v_hit = 0;
|
||||
int dist_to_h_hit = 0;
|
||||
int castarc = 0;
|
||||
int castcolumn = 0;
|
||||
int wall_haut = 0;
|
||||
int wall_bas = 0;
|
||||
int half_viewport_h = viewport_h * 0.5; //Va y avoir besoin quand je vais
|
||||
//réduire par deux la résolution horizontale du bouzin
|
||||
int rgh_xdist = 1;
|
||||
int rgh_ydist = 1;
|
||||
int couleur = 0;
|
||||
char wall_type = 1; //type de mur touché par le raycast
|
||||
int wall_dist = 0;
|
||||
int proj_wall_h = 0;
|
||||
double wall_temp = 0;
|
||||
extern int angle_30;//il y en a peut être des inutilisés, a voir
|
||||
extern int angle_15;
|
||||
extern int angle_90;
|
||||
extern int angle_180;
|
||||
extern int angle_270;
|
||||
extern int angle_360;
|
||||
extern int angle_5;
|
||||
extern int angle_10;
|
||||
extern int angle_45;
|
||||
extern int cos_table[ang_360p];
|
||||
extern int sin_table[ang_360p];
|
||||
extern int tan_table[ang_360p];
|
||||
extern int acos_table[ang_360p];
|
||||
extern int asin_table[ang_360p];
|
||||
extern int atan_table[ang_360p];
|
||||
extern float tab_mur_x[ang_360p];
|
||||
extern float tab_mur_y[ang_360p];
|
||||
extern int distors_table[ang_360p];
|
||||
extern int player_x;
|
||||
extern int player_y;
|
||||
extern int player_dir;
|
||||
extern char map_test[map_w][map_h];
|
||||
//Note : les dupdate() et dprint() en masse sont pour le debug
|
||||
|
||||
castarc = player_dir - angle_30;
|
||||
if (castarc < 0) {
|
||||
castarc += angle_360;
|
||||
}
|
||||
if (castarc >= angle_360) {
|
||||
castarc -= angle_360;
|
||||
}
|
||||
|
||||
for ( castcolumn = 0; castcolumn < viewport_w;) {
|
||||
|
||||
dprint( 1, 1, C_BLACK, "castcolumn : %d", castcolumn);
|
||||
dprint( 1, 10, C_BLACK, "castarc : %d", castarc);
|
||||
|
||||
if (castarc > 0 && castarc < angle_180) {
|
||||
horizontal_grid = floor(player_y / tile_size) * tile_size + tile_size;
|
||||
dist_to_n_h_grid = tile_size;
|
||||
x_intersect = floor((atan_table[castarc] * (horizontal_grid - player_y)) >> 6) + player_x;
|
||||
|
||||
dprint( 1, 20, C_BLACK, "x_intersect : %d", x_intersect);
|
||||
}
|
||||
else {
|
||||
horizontal_grid = floor(player_y / tile_size) * tile_size;
|
||||
dist_to_n_h_grid = -tile_size;
|
||||
x_intersect = floor((atan_table[castarc] * (horizontal_grid - player_y)) >> 6) + player_x;
|
||||
horizontal_grid--;
|
||||
|
||||
dprint( 1, 20, C_BLACK, "x_intersect : %d", x_intersect);
|
||||
}
|
||||
|
||||
if (castarc == 0 || castarc == angle_180) {
|
||||
dist_to_h_hit = max_dist;
|
||||
dprint( 1, 100, C_BLACK, "x_0/180");
|
||||
}
|
||||
else {
|
||||
dist_to_n_x_intersect = tab_mur_x[castarc];
|
||||
while (true) {
|
||||
x_raypos = floor(x_intersect / tile_size);
|
||||
y_raypos = floor(horizontal_grid / tile_size);
|
||||
//rgh_xdist = abs(x_raypos - (tile_size * player_x));
|
||||
//rgh_ydist = abs(y_raypos- (tile_size * player_y));
|
||||
//Gros truc bien long pour vérifier que le rayon est pas trop loin
|
||||
//Note : Si je remplace le <= par < avec les raypos, ça plante :/
|
||||
if (x_raypos >= map_w || y_raypos >= map_h || x_raypos <= 0 || y_raypos <= 0
|
||||
|| rgh_xdist > max_dist || rgh_ydist > max_dist) {
|
||||
dist_to_h_hit = max_dist;
|
||||
|
||||
dprint( 200, 1, C_BLACK, "H : Max_dist");
|
||||
break;
|
||||
}
|
||||
else if (map_test[x_raypos][y_raypos] == 0) {
|
||||
x_intersect += dist_to_n_x_intersect;
|
||||
horizontal_grid += dist_to_n_h_grid;
|
||||
}
|
||||
else {
|
||||
dist_to_h_hit = floor(((x_intersect - player_x) * acos_table[castarc]) >> 6);
|
||||
wall_type = map_test[x_raypos][y_raypos];
|
||||
|
||||
dprint( 200, 10, C_BLACK, "H : Hit");
|
||||
dprint( 200, 20, C_BLACK, "x_intersect : %d", x_intersect);
|
||||
dprint( 200, 30, C_BLACK, "horizontal_grid : %d", horizontal_grid);
|
||||
dprint( 200, 40, C_BLACK, "wall_type : %d", wall_type);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
dprint( 1, 30, C_BLACK, "dist_to_h_hit : %d", dist_to_h_hit);
|
||||
}
|
||||
|
||||
if (castarc < angle_90 || castarc > angle_270) {
|
||||
vertical_grid = tile_size + floor(player_x / tile_size) * tile_size;
|
||||
dist_to_n_v_grid = tile_size;
|
||||
y_intersect = floor((tan_table[castarc] * (vertical_grid - player_x)) >> 6 ) + player_y;
|
||||
|
||||
dprint( 1, 40, C_BLACK, "y_intersect : %d", y_intersect);
|
||||
}
|
||||
else {
|
||||
vertical_grid = floor(player_x / tile_size * tile_size);
|
||||
dist_to_n_v_grid = -tile_size;
|
||||
y_intersect = floor((tan_table[castarc] * (vertical_grid - player_x)) >> 6 ) + player_y;
|
||||
vertical_grid--;
|
||||
|
||||
dprint( 1, 40, C_BLACK, "y_intersect : %d", y_intersect);
|
||||
}
|
||||
|
||||
if (castarc == angle_90 || castarc == angle_270) {
|
||||
dist_to_v_hit = max_dist;
|
||||
dprint( 1, 80, C_BLACK, "y_90/270");
|
||||
}
|
||||
else {
|
||||
dist_to_n_y_intersect = tab_mur_y[castarc];
|
||||
while (true) {
|
||||
x_raypos = floor(vertical_grid / tile_size);
|
||||
y_raypos = floor(y_intersect / tile_size);
|
||||
//rgh_xdist = abs(x_raypos - (tile_size * player_x));
|
||||
//rgh_ydist = abs(y_raypos - (tile_size * player_y));
|
||||
if (x_raypos >= map_w || y_raypos >= map_h || x_raypos <= 0 || y_raypos <= 0
|
||||
|| rgh_xdist > max_dist || rgh_ydist > max_dist) {
|
||||
dist_to_h_hit = max_dist;
|
||||
|
||||
dprint( 200, 50, C_BLACK, "V : Max_dist");
|
||||
break;
|
||||
}
|
||||
else if (map_test[x_raypos][y_raypos] == 0) {
|
||||
y_intersect += dist_to_n_y_intersect;
|
||||
horizontal_grid += dist_to_n_h_grid;
|
||||
}
|
||||
else {
|
||||
dist_to_v_hit = floor(((x_intersect - player_x) * acos_table[castarc]) >> 6);
|
||||
wall_type = map_test[x_raypos][y_raypos];
|
||||
|
||||
dprint( 200, 60, C_BLACK, "V : Hit");
|
||||
dprint( 200, 70, C_BLACK, "y_intersect : %d", y_intersect);
|
||||
dprint( 200, 80, C_BLACK, "horizontal_grid : %d", horizontal_grid);
|
||||
dprint( 200, 90, C_BLACK, "wall_type : %d", wall_type);
|
||||
break;
|
||||
}
|
||||
}
|
||||
dprint( 1, 50, C_BLACK, "dist_to_v_hit : %d", dist_to_v_hit);
|
||||
}
|
||||
if (dist_to_h_hit <= dist_to_v_hit) {
|
||||
wall_dist = dist_to_h_hit;
|
||||
}
|
||||
else {
|
||||
wall_dist = dist_to_v_hit;
|
||||
}
|
||||
wall_temp = floor(wall_dist / distors_table[castcolumn]);
|
||||
wall_dist = wall_temp;
|
||||
wall_dist = wall_dist >> 7;
|
||||
dprint( 1, 60, C_BLACK, "wall_dist : %d", wall_dist);
|
||||
|
||||
if (wall_dist >= max_dist){
|
||||
wall_dist = max_dist; //devrait pas y en avoir besoin mais bon
|
||||
}
|
||||
if (wall_dist == 0){
|
||||
wall_dist += 1;
|
||||
}
|
||||
|
||||
proj_wall_h = floor((tile_size * player_pj_pl_dist / wall_dist)*0.5);
|
||||
if (proj_wall_h >= half_viewport_h){
|
||||
proj_wall_h = half_viewport_h;
|
||||
}
|
||||
wall_bas = half_viewport_h - proj_wall_h;
|
||||
wall_haut = half_viewport_h + proj_wall_h;
|
||||
if (wall_haut < 0) {
|
||||
wall_haut = 0;
|
||||
}
|
||||
if (wall_bas >= viewport_h) {
|
||||
wall_bas = viewport_h - 1;
|
||||
}
|
||||
|
||||
wall_bas = (wall_bas - wall_haut) + 1;
|
||||
/*
|
||||
if (floor(wall_dist) < max_dist) {
|
||||
couleur = floor(255 - (wall_dist / max_dist) * 255)-20;
|
||||
if (couleur <= 0) {
|
||||
couleur = 0;
|
||||
}
|
||||
if (couleur > 235) {
|
||||
couleur = 235;
|
||||
}
|
||||
/*
|
||||
switch (wall_type) {
|
||||
case 1: {
|
||||
drect(castcolumn, wall_haut, castcolumn, wall_bas, wall_color);
|
||||
break;
|
||||
}
|
||||
case 2: {
|
||||
drect(castcolumn, wall_haut, castcolumn, wall_bas, 0xFAFA);
|
||||
break;
|
||||
}
|
||||
}
|
||||
*/ /*
|
||||
drect( castcolumn, wall_haut, castcolumn, wall_bas, 0xAAAA); //nrmlnt : table_couleur[couleur]
|
||||
}
|
||||
else {
|
||||
drect( castcolumn, wall_haut, castcolumn, wall_bas, 0x5ACB);
|
||||
}
|
||||
*/
|
||||
dupdate();
|
||||
getkey();
|
||||
dclear(C_WHITE);
|
||||
|
||||
castarc++;
|
||||
castcolumn++;
|
||||
if (castarc >= angle_360) {
|
||||
castarc -= angle_360;
|
||||
}
|
||||
}
|
||||
}
|
50
src/config.h
Normal file
|
@ -0,0 +1,50 @@
|
|||
//Fcalva 17/02/2024
|
||||
|
||||
#ifndef config__h
|
||||
#define config__h
|
||||
|
||||
#define debug //pour afficher les infos de debug
|
||||
|
||||
#ifdef FXCG50
|
||||
//#define USB //Pour la capture USB
|
||||
|
||||
#define C_PINK 0xFAFA
|
||||
#define C_DGRAY 0x7bcf
|
||||
#define C_BSKY 0x9dbd
|
||||
|
||||
#endif
|
||||
|
||||
//A caser autrepart
|
||||
|
||||
#define player_height 0x7FFF
|
||||
|
||||
#define TPS 20
|
||||
|
||||
#define tick_time (int)((1.0/(float)TPS) * 1000.0)
|
||||
|
||||
//param. graphiques
|
||||
|
||||
//int, qui règle l'upscale de la fenêtre SDL
|
||||
//int, defining the upscaling of the SDL window
|
||||
#define upscale 1
|
||||
|
||||
#define screen_w 396
|
||||
#define screen_h 224
|
||||
#define viewport_w 396
|
||||
#define viewport_h 224
|
||||
#define max_dist fix(18) //en tuiles
|
||||
|
||||
#define max_sprite_dist fix(20) //en tuiles << 16, 20
|
||||
#define max_sprite_search 24
|
||||
#define max_sprite_display 16
|
||||
|
||||
//Constantes du moteur, pas touche si vous êtes pas sûrs sûrs
|
||||
|
||||
#define fpi 0x3243F //pi en fixed_t
|
||||
|
||||
#define G 0x9CCCC //Gravity, m/s/s
|
||||
|
||||
#define tindex_size 256
|
||||
#define tsize 64
|
||||
|
||||
#endif
|
86
src/fixed.h
Normal file
|
@ -0,0 +1,86 @@
|
|||
// ---
|
||||
// fixed: 16:16 fixed-point arithmetic
|
||||
// ---
|
||||
//
|
||||
// Fcalva : vient de https://gitea.planet-casio.com/Slyvtt/OutRun
|
||||
// Fcalva 14/02/2024
|
||||
#pragma once
|
||||
#include <stdint.h>
|
||||
|
||||
typedef int32_t fixed_t;
|
||||
/* Standard arithmetic. */
|
||||
|
||||
#define fix(x) ((int)((x) * 65536))
|
||||
|
||||
//GCC complained when in inline functions
|
||||
#define ffloor(f) ((int)(f) >> 16)
|
||||
|
||||
static inline fixed_t fmul(fixed_t left, fixed_t right)
|
||||
{
|
||||
/* Generally optimized by the compiler to use dmuls.l and xtrct */
|
||||
int64_t p = (int64_t)left * (int64_t)right;
|
||||
return (int32_t)(p >> 16);
|
||||
}
|
||||
|
||||
static inline fixed_t fdec(fixed_t f)
|
||||
{
|
||||
return f & 0xffff;
|
||||
}
|
||||
|
||||
static inline int fceil(fixed_t f)
|
||||
{
|
||||
return (f + 0xffff) >> 16;
|
||||
}
|
||||
|
||||
static inline int fround(fixed_t f)
|
||||
{
|
||||
return (f + 0x8000) >> 16;
|
||||
}
|
||||
|
||||
static inline fixed_t feasein(fixed_t x)
|
||||
{
|
||||
return fmul(x, x);
|
||||
}
|
||||
|
||||
static inline fixed_t fease(fixed_t x)
|
||||
{
|
||||
if(x <= fix(0.5)) {
|
||||
return 2 * fmul(x, x);
|
||||
}
|
||||
else {
|
||||
x = fix(1) - x;
|
||||
return fix(1) - 2 * fmul(x, x);
|
||||
}
|
||||
}
|
||||
|
||||
static inline fixed_t fdiv(fixed_t left, fixed_t right)
|
||||
{
|
||||
/* Pretty slow */
|
||||
int64_t d = (int64_t)left << 16;
|
||||
return d / right;
|
||||
}
|
||||
|
||||
static inline fixed_t fixdouble(double constant)
|
||||
{
|
||||
return (fixed_t)(constant * 65536);
|
||||
}
|
||||
|
||||
static inline fixed_t fixfloat(float constant)
|
||||
{
|
||||
return (fixed_t)(constant * 65536);
|
||||
}
|
||||
|
||||
static inline float f2float(fixed_t f)
|
||||
{
|
||||
return (float)f / 65536;
|
||||
}
|
||||
|
||||
static inline double f2double(fixed_t f)
|
||||
{
|
||||
return (double)f / 65536;
|
||||
}
|
||||
|
||||
static inline double f2int(fixed_t f)
|
||||
{
|
||||
return (int)f / 65536;
|
||||
}
|
54
src/includes.h
Normal file
|
@ -0,0 +1,54 @@
|
|||
//Fcalva 14/02/2024
|
||||
// Tout les #include extérieurs au projet
|
||||
|
||||
#ifndef includes__h
|
||||
#define includes__h
|
||||
|
||||
#include "config.h"
|
||||
|
||||
#include "fixed.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stddef.h>
|
||||
#include <stdint.h>
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include <math.h>
|
||||
#include <time.h>
|
||||
|
||||
//SDL2 is defined by CMake
|
||||
|
||||
#ifdef FXCG50
|
||||
|
||||
#ifdef debug
|
||||
#include <gint/kmalloc.h>
|
||||
#endif
|
||||
|
||||
#include <gint/display.h>
|
||||
#include <gint/keyboard.h>
|
||||
#include <gint/image.h>
|
||||
#include <libprof.h>
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef SDL2
|
||||
|
||||
#include <unistd.h>
|
||||
|
||||
#include <SDL.h>
|
||||
#include <SDL_image.h>
|
||||
//#include <SDL_ttf.h>
|
||||
#include "/usr/local/include/SDL2/SDL_ttf.h" //Bodge as SDL_ttf isn't recognised on my system
|
||||
|
||||
#include "sdl_image.h"
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USB
|
||||
|
||||
#include <gint/usb.h>
|
||||
#include <gint/usb-ff-bulk.h>
|
||||
|
||||
#endif
|
||||
|
||||
#endif //includes__h
|
162
src/inputs.c
Normal file
|
@ -0,0 +1,162 @@
|
|||
//Fcalva 14/02/2024
|
||||
|
||||
#include "includes.h"
|
||||
|
||||
#include "inputs.h"
|
||||
#include "utils.h"
|
||||
#include "types.h"
|
||||
#include "moteur.h"
|
||||
|
||||
#ifdef FXCG50
|
||||
|
||||
//The actual keys behind the RCKEY_ ones
|
||||
uint8_t keymap[] = {0, KEY_UP, KEY_DOWN, KEY_LEFT, KEY_RIGHT, KEY_ALPHA,
|
||||
KEY_SHIFT, KEY_F6, KEY_F1, KEY_TAN};
|
||||
|
||||
inline void rc_pollevent() {
|
||||
pollevent();
|
||||
}
|
||||
|
||||
inline uint8_t rc_keydown(enum keys key) {
|
||||
switch(key){
|
||||
case -1:{return 1;} //Temp
|
||||
case 0: {return 0;}
|
||||
default:{return keydown(keymap[key]);}
|
||||
}
|
||||
return 255;
|
||||
}
|
||||
//To reimplement
|
||||
uint8_t rc_getkey(enum keys key) {
|
||||
dupdate();
|
||||
|
||||
return 255;
|
||||
}
|
||||
|
||||
void keys_get(Game *game){
|
||||
Player *player = game->player;
|
||||
ShooterMap *shooterLevel = game->shooterLevel;
|
||||
|
||||
extern char screenshot;
|
||||
extern char record;
|
||||
extern char capture_timer;
|
||||
extern char frame_time_timer;
|
||||
extern char disp_frame_time;
|
||||
extern char exit_game;
|
||||
|
||||
pollevent();
|
||||
|
||||
uint8_t keydowns = rc_keydown(RCKEY_UP) | rc_keydown(RCKEY_DOWN) << 1 | rc_keydown(RCKEY_LEFT) << 2
|
||||
| rc_keydown(RCKEY_RIGHT) << 3 | rc_keydown(RCKEY_JUMP) << 4;
|
||||
|
||||
move(game, keydowns);
|
||||
|
||||
if(rc_keydown(RCKEY_FPS) && frame_time_timer <= 0) {
|
||||
if(disp_frame_time == 0) {
|
||||
disp_frame_time = 1;
|
||||
frame_time_timer = 10;
|
||||
}
|
||||
}
|
||||
frame_time_timer--;
|
||||
if(rc_keydown(RCKEY_EXIT)) exit_game = 1;
|
||||
|
||||
#ifdef debug
|
||||
if(rc_keydown(RCKEY_DEBUG)) {}//end_screen();
|
||||
#endif
|
||||
|
||||
#ifdef USB
|
||||
screenshot = 0;
|
||||
if(rc_keydown(RCKEY_DEBUG) && keydown(RCKEY_ACTION) && capture_timer <= 0) {
|
||||
if(screenshot == 0) screenshot = 1;
|
||||
capture_timer = 10;
|
||||
}
|
||||
capture_timer--;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
#ifdef SDL2
|
||||
/*=============================================================================
|
||||
*================= SDL2 ====================
|
||||
*=============================================================================
|
||||
*/
|
||||
|
||||
//This SDL2 part is very unfinished
|
||||
|
||||
//The actual keys behind the RCKEY_ ones
|
||||
// W = move fowards
|
||||
// S = move backwards
|
||||
// Q = turn left
|
||||
// D = turn right
|
||||
// Space = jump
|
||||
// F = interact
|
||||
// Esc = exit
|
||||
// F1 = FPS counter
|
||||
// G = Debug
|
||||
|
||||
uint8_t keymap[] = {0, SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_Q, SDL_SCANCODE_D,
|
||||
SDL_SCANCODE_SPACE, SDL_SCANCODE_F, SDL_SCANCODE_ESCAPE,
|
||||
SDL_SCANCODE_F1, SDL_SCANCODE_G};
|
||||
|
||||
SDL_Event sdl_event;
|
||||
|
||||
void rc_pollevent(){
|
||||
extern SDL_Event sdl_event;
|
||||
|
||||
SDL_PumpEvents();
|
||||
}
|
||||
//All the following is to redo
|
||||
uint8_t rc_keydown(enum keys key){
|
||||
|
||||
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
uint8_t rc_getkey(enum keys key) {
|
||||
dupdate();
|
||||
|
||||
}
|
||||
|
||||
void keys_get(Game *game){
|
||||
Player *player = game->player;
|
||||
ShooterMap *shooterLevel = game->shooterLevel;
|
||||
|
||||
extern char screenshot;
|
||||
extern char record;
|
||||
extern char capture_timer;
|
||||
extern char frame_time_timer;
|
||||
extern char disp_frame_time;
|
||||
extern char exit_game;
|
||||
|
||||
|
||||
uint8_t keydowns = rc_keydown(RCKEY_UP) || rc_keydown(RCKEY_DOWN) << 1 || rc_keydown(RCKEY_LEFT) << 2
|
||||
|| rc_keydown(RCKEY_RIGHT) << 3 | rc_keydown(RCKEY_JUMP) << 4;
|
||||
|
||||
move(game, keydowns);
|
||||
|
||||
if(rc_keydown(RCKEY_FPS) && frame_time_timer <= 0) {
|
||||
if(disp_frame_time == 0) {
|
||||
disp_frame_time = 1;
|
||||
frame_time_timer = 10;
|
||||
}
|
||||
}
|
||||
frame_time_timer--;
|
||||
if(rc_keydown(RCKEY_EXIT)) exit_game = 1;
|
||||
|
||||
#ifdef debug
|
||||
if(rc_keydown(RCKEY_DEBUG)) {}//end_screen();
|
||||
#endif
|
||||
|
||||
#ifdef USB
|
||||
screenshot = 0;
|
||||
if(rc_keydown(RCKEY_DEBUG) && keydown(RCKEY_ACTION) && capture_timer <= 0) {
|
||||
if(screenshot == 0) screenshot = 1;
|
||||
capture_timer = 10;
|
||||
}
|
||||
capture_timer--;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
28
src/inputs.h
Normal file
|
@ -0,0 +1,28 @@
|
|||
//Fcalva 14/02/2024
|
||||
|
||||
#include "includes.h"
|
||||
|
||||
#include "types.h"
|
||||
|
||||
#define rc_key_n 10
|
||||
|
||||
enum keys {
|
||||
|
||||
RCKEY_ANY = -1,
|
||||
RCKEY_NONE = 0,
|
||||
RCKEY_UP = 1,
|
||||
RCKEY_DOWN = 2,
|
||||
RCKEY_LEFT = 3,
|
||||
RCKEY_RIGHT = 4,
|
||||
RCKEY_JUMP = 5,
|
||||
RCKEY_ACTION = 6,
|
||||
RCKEY_EXIT = 7,
|
||||
RCKEY_FPS = 8,
|
||||
RCKEY_DEBUG = 9
|
||||
|
||||
};
|
||||
|
||||
uint8_t rc_keydown(enum keys key);
|
||||
void rc_pollevent();
|
||||
|
||||
void keys_get(Game *game);
|
229
src/main.c
|
@ -1,109 +1,164 @@
|
|||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
//Fcalva 14/02/2024
|
||||
|
||||
#include <gint/display.h>
|
||||
#include <gint/keyboard.h>
|
||||
//#include <libprof.h>
|
||||
#ifdef FX9860G
|
||||
#error "Ce code n'est pas pour FX, enlevez ce message a vos riques et périls"
|
||||
#endif
|
||||
|
||||
#include "includes.h"
|
||||
|
||||
#include "sprites.h"
|
||||
#include "map.h"
|
||||
#include "moteur.h"
|
||||
#include "map_test.h"
|
||||
//#include "sprites.h"
|
||||
#include "player.h"
|
||||
#include "utils.h"
|
||||
#include "types.h"
|
||||
#include "inputs.h"
|
||||
#include "ui.h"
|
||||
|
||||
//====== Raycaster (faut trouver un nom) =====
|
||||
// Tout le code non-foireux vient de https://lodev.org/cgtutor/raycasting.html
|
||||
// Grands remerciments !
|
||||
// Github : https://github.com/attilavs2/Raycaster_prealpha
|
||||
// Tout le code de cette version est en GPL3
|
||||
//====== ShooterGeam V 0.6 =====
|
||||
// Git du moteur : https://gitea.planet-casio.com/Fcalva/Raycaster_G90
|
||||
//
|
||||
// Game design : Fcalva (aka. fklv, Fcalva#6860, attilavs2)
|
||||
// Programmation : Fcalva
|
||||
// Art : Fcalva
|
||||
//
|
||||
//
|
||||
// Personnes créditées à travers le code
|
||||
// "Art" : Fcalva
|
||||
//
|
||||
// Remerciments à : SlyVTT pour l'aide et ses bouts de code
|
||||
// Lephenixnoir pour Gint et l'aide
|
||||
// Pour le moment le nouveau moteur de rendu 3lvl ne marche pas
|
||||
// TODO :
|
||||
// - réparer l'affichage
|
||||
// - sprites
|
||||
// - gameplay
|
||||
// - Nouveau mouvement |~| (Cassé mais marchait)
|
||||
// - 3 Level |~| (Textures sont cassées)
|
||||
// - Sprites ! |~|
|
||||
// - SDL (voir sdl_image.h) |~| (entrées a faire)
|
||||
//
|
||||
|
||||
#ifdef FXCG50
|
||||
extern image_t briques0;
|
||||
extern image_t buisson0;
|
||||
#endif
|
||||
|
||||
int player_x;
|
||||
int player_y;
|
||||
Player player1;
|
||||
|
||||
extern char map_test[map_w][map_h];
|
||||
char exit_game = 0;
|
||||
char disp_frame_time = 0;
|
||||
char first_frame = 1;
|
||||
char frame_time_timer = 1;
|
||||
char capture_timer = 1;
|
||||
|
||||
float posX;
|
||||
float posY;
|
||||
float dirX;
|
||||
float dirY;
|
||||
float planeX;
|
||||
float planeY;
|
||||
float moveSpeed;
|
||||
float rotSpeed;
|
||||
float oldDirX;
|
||||
float oldPlaneX;
|
||||
int xtemp1;
|
||||
int xtemp2;
|
||||
int ytemp1;
|
||||
int ytemp2;
|
||||
|
||||
int frame_time;
|
||||
int old_frame_time;
|
||||
int frame_n = 0;
|
||||
|
||||
//prof_init();
|
||||
int frame_time = 0;
|
||||
int raycast_time = 0;
|
||||
int draw_time = 0;
|
||||
|
||||
int main(){
|
||||
dclear(C_WHITE);
|
||||
dtext( 1, 1, C_BLACK, "Chargement...");
|
||||
dupdate();
|
||||
posX = startpos_x;
|
||||
posY = startpos_y; //x and y start position
|
||||
dirX = start_dirX;
|
||||
dirY = start_dirY; //initial direction vector
|
||||
planeX = 0;
|
||||
planeY = 0.66; //the 2d raycaster version of camera plane
|
||||
//prof_t frame = prof_make();
|
||||
//autres trucs de chargement
|
||||
|
||||
dclear(C_WHITE);
|
||||
dtext(100, 100, C_BLACK, "Raycaster Fcalva v 0.1.2");
|
||||
dtext( 97, 120, C_BLACK, "Edition plus paraplegique");
|
||||
dtext(105, 150, C_BLACK, "Appuyez sur une touche");
|
||||
#ifdef SDL2
|
||||
sdl_image_init();
|
||||
image_t briques0 = sdl_tex_load("assets-cg/textures/briques0.png");
|
||||
image_t buisson0 = sdl_tex_load("assets-cg/textures/buisson1.png");
|
||||
|
||||
#endif
|
||||
|
||||
dclear(C_WHITE);
|
||||
dprint( 0, 0, C_BLACK, "Chargement...");
|
||||
dupdate();
|
||||
dclear(C_WHITE); //getkey();
|
||||
|
||||
//trucs de chargement
|
||||
|
||||
image_t *vram = image_create_vram();
|
||||
image_t *sky_tex = image_alloc(64, 64, IMAGE_RGB565);
|
||||
image_t *D_tex = image_alloc(64, 64, IMAGE_RGB565);
|
||||
|
||||
image_fill(D_tex, C_DGRAY);
|
||||
image_fill(sky_tex, C_BSKY);
|
||||
|
||||
extern image_t *tex_index[tindex_size];
|
||||
tex_index[0] = D_tex;
|
||||
tex_index[1] = &buisson0;
|
||||
tex_index[2] = &briques0;
|
||||
tex_index[3] = sky_tex;
|
||||
|
||||
prof_init();
|
||||
|
||||
Game game;
|
||||
Player player;
|
||||
game.player = &player;
|
||||
load_map(&game, 0);
|
||||
|
||||
player.pos.x = fix(3);
|
||||
player.pos.y = fix(3);
|
||||
player.pos.z = fix(0);
|
||||
player.velocity.x = 0;
|
||||
player.velocity.y = 0;
|
||||
player.velocity.z = 0;
|
||||
player.dir.x = 0xFFFF;
|
||||
player.dir.y = 0x0;
|
||||
player.plane.x = 0x0;
|
||||
player.plane.y = fix(-0.66F);
|
||||
player.speed_mult = 0xFFFF;
|
||||
|
||||
|
||||
dupdate();
|
||||
getkey();
|
||||
|
||||
while (true) {
|
||||
/* marche pas, je vais bosser sur des trucs plus importants
|
||||
prof_leave(frame);
|
||||
old_frame_time = frame_time;
|
||||
frame_time = prof_time(frame);
|
||||
frame_time -= old_frame_time;
|
||||
prof_enter(frame);
|
||||
*/
|
||||
while (exit_game == 0) {
|
||||
prof_t frame = prof_make();
|
||||
prof_enter(frame);
|
||||
|
||||
dclear(C_BLACK);
|
||||
dclear(C_WHITE);
|
||||
|
||||
draw_background(1);
|
||||
//draw_sprites(&zombard, &ShooterLevel0, &player1);
|
||||
|
||||
draw_walls();
|
||||
|
||||
move();
|
||||
draw_walls(&game, vram);
|
||||
|
||||
pollevent();
|
||||
if (keydown(KEY_F6)) {
|
||||
prof_quit();
|
||||
return 1;
|
||||
}
|
||||
/*
|
||||
dprint( 1, 1, C_BLACK, "frame : %d", frame_n); frame_n++;
|
||||
dprint( 1, 10, C_BLACK, "posX : %d", floor(posX));
|
||||
dprint( 1, 20, C_BLACK, "posY : %d", floor(posY));
|
||||
dprint( 1, 30, C_BLACK, "dirX : %d", floor(dirX));
|
||||
dprint( 1, 40, C_BLACK, "dirY : %d", floor(dirY));
|
||||
*/
|
||||
//dprint( 1, 50, C_BLACK, "frame time : %d", frame_time);
|
||||
//if(first_frame == 1) main_menu();
|
||||
|
||||
dupdate();
|
||||
}
|
||||
}
|
||||
keys_get(&game);
|
||||
|
||||
do_logic(&game);
|
||||
|
||||
if (disp_frame_time == 1) dprint( 1, 1, C_BLACK, "Fps : %d", (int)(1.0/((float)frame_time/1000.0)));
|
||||
|
||||
#ifdef debug
|
||||
|
||||
dprint( 1, 10,C_BLACK, "Raycast time : %d ms", raycast_time);
|
||||
dprint( 1, 20,C_BLACK, "Draw time : %d ms", draw_time);
|
||||
dprint( 1, 30, C_BLACK, "planeX : %d", player.plane.x);
|
||||
dprint( 1, 40, C_BLACK, "planeY : %d", player.plane.y);
|
||||
dprint( 1, 50, C_BLACK, "dirX : %d", player.dir.x);
|
||||
dprint( 1, 60, C_BLACK, "dirY : %d", player.dir.y);
|
||||
dprint( 1, 70, C_BLACK, "posX : %d", player.pos.x);
|
||||
dprint( 1, 80, C_BLACK, "posY : %d", player.pos.y);
|
||||
dprint( 1, 90, C_BLACK, "posZ : %d", player.pos.z);
|
||||
#ifdef FXCG50
|
||||
dprint( 1, 130, C_BLACK, "RAM usage : %d",
|
||||
kmalloc_get_gint_stats(kmalloc_get_arena("_uram"))->used_memory);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
dupdate();
|
||||
|
||||
// exit_game = 0;
|
||||
|
||||
prof_leave(frame);
|
||||
frame_time = (int)prof_time(frame)/1000;
|
||||
}
|
||||
|
||||
prof_quit();
|
||||
|
||||
|
||||
#ifdef USB
|
||||
usb_close();
|
||||
#endif
|
||||
|
||||
image_free(vram);
|
||||
image_free(&briques0);
|
||||
image_free(&buisson0);
|
||||
image_free(sky_tex);
|
||||
image_free(D_tex);
|
||||
|
||||
#ifdef SDL2
|
||||
sdl_image_quit();
|
||||
#endif
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
|
18
src/map.c
Normal file
|
@ -0,0 +1,18 @@
|
|||
//Fcalva 17/02/2024
|
||||
|
||||
#include "includes.h"
|
||||
|
||||
#include "types.h"
|
||||
|
||||
void load_map(Game *game, int map_id){
|
||||
extern ShooterMap map0;
|
||||
|
||||
dprint( 1, 1, C_BLACK, "Chargement...");
|
||||
dupdate();
|
||||
|
||||
switch(map_id){
|
||||
case 0:{game->shooterLevel = &map0; break;}
|
||||
default:{game->shooterLevel = &map0; break;}
|
||||
}
|
||||
}
|
||||
|
12
src/map.h
Normal file
|
@ -0,0 +1,12 @@
|
|||
//Fcalva 14/02/2024
|
||||
|
||||
#include "includes.h"
|
||||
|
||||
#include "types.h"
|
||||
|
||||
#ifndef map__h
|
||||
#define map__h
|
||||
|
||||
void load_map(Game *game, int map_id);
|
||||
|
||||
#endif /* map__h */
|
|
@ -1,29 +0,0 @@
|
|||
#include "map_test.h"
|
||||
#include "moteur.h"
|
||||
|
||||
char map_test[map_w][map_h] = {
|
||||
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,2,2,2,2,2,0,0,0,0,3,0,3,0,3,0,0,0,1},
|
||||
{1,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,2,0,0,0,2,0,0,0,0,3,0,0,0,3,0,0,0,1},
|
||||
{1,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,2,2,0,2,2,0,0,0,0,3,0,3,0,3,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,4,0,4,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,4,0,0,0,0,5,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,4,0,4,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,4,0,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
||||
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
|
||||
};
|
|
@ -1,11 +0,0 @@
|
|||
#ifndef map_test_M
|
||||
#define map_test_M
|
||||
|
||||
#define map_w 24
|
||||
#define map_h 24
|
||||
#define startpos_x 22 //exprimé en cases
|
||||
#define startpos_y 12
|
||||
#define start_dirX -1
|
||||
#define start_dirY 0
|
||||
|
||||
#endif /* map_test.h */
|
692
src/moteur.c
|
@ -1,301 +1,453 @@
|
|||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
//Fcalva 21/02/2024
|
||||
|
||||
#include <gint/display.h>
|
||||
#include <gint/keyboard.h>
|
||||
#include "includes.h"
|
||||
|
||||
#include "moteur.h"
|
||||
#include "sprites.h"
|
||||
#include "map_test.h"
|
||||
#include "utils.h"
|
||||
#include "types.h"
|
||||
#include "inputs.h"
|
||||
|
||||
// Concernant le code provenant de https://lodev.org/cgtutor/raycasting.html, c'est a dire move(), draw_walls()
|
||||
/*
|
||||
Copyright (c) 2004-2021, Lode Vandevenne
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
// moteur.c :
|
||||
// ici se trouvent tout ce qui concerne les graphismes, mouvement et collisions
|
||||
// ici se trouvent tout ce qui concerne les graphismes, logique, mouvement et collisions
|
||||
//
|
||||
//
|
||||
void move(){
|
||||
float moveSpeed = 0.5; //the constant value is in squares/second
|
||||
float rotSpeed = 0.33; //the constant value is in radians/second
|
||||
float aprox_s_rotspeed = 0.0087;
|
||||
float maprox_s_rotspeed = -0.0087;
|
||||
|
||||
extern float planeX;
|
||||
extern float planeY;
|
||||
extern float dirX;
|
||||
extern float dirY;
|
||||
extern float posX;
|
||||
extern float posY;
|
||||
image_t *tex_index[tindex_size];
|
||||
|
||||
float oldDirX;
|
||||
float oldPlaneX;
|
||||
float xtemp1;
|
||||
float ytemp1;
|
||||
float xtemp2;
|
||||
float ytemp2;
|
||||
|
||||
pollevent();
|
||||
|
||||
if (keydown(KEY_UP)) {
|
||||
xtemp1 = floor(posX + dirX * moveSpeed);
|
||||
ytemp1 = floor(posY);
|
||||
xtemp2 = floor(posX);
|
||||
ytemp2 = floor(posY + dirY * moveSpeed);
|
||||
/*if(map_test[xtemp1][ytemp1] == 0)*/ posX += dirX * moveSpeed;
|
||||
/*if(map_test[xtemp2][ytemp2] == 0)*/ posY += dirY * moveSpeed;
|
||||
int8_t on_ground(ShooterMap *shooterLevel, Vector3d pos) {
|
||||
int map_w = shooterLevel->w;
|
||||
int map_h = shooterLevel->h;
|
||||
int dfact = map_w*map_h;
|
||||
// If pos is int and tile under is either solid or z is 0
|
||||
if(fix(ffloor(pos.z)) == pos.z){
|
||||
if(pos.z < fix(1)) return 1;
|
||||
if(has_collision(
|
||||
shooterLevel->wall[ffloor(pos.z - 0x0001)*dfact+ffloor(pos.x)*map_w+ffloor(pos.y)]
|
||||
) > 0){
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
//move backwards if no wall behind you
|
||||
if (keydown(KEY_DOWN)) {
|
||||
xtemp1 = floor(posX - dirX * moveSpeed);
|
||||
ytemp1 = floor(posY);
|
||||
xtemp2 = floor(posX);
|
||||
ytemp2 = floor(posY - dirY * moveSpeed);
|
||||
/*if(map_test[xtemp1][ytemp1] == 0)*/ posX -= dirX * moveSpeed;
|
||||
/*if(map_test[xtemp2][ytemp2] == 0)*/ posY -= dirY * moveSpeed;
|
||||
return 0;
|
||||
}
|
||||
int8_t bumps_head(ShooterMap *shooterLevel, Vector3d pos) {
|
||||
int map_w = shooterLevel->w;
|
||||
int map_h = shooterLevel->h;
|
||||
int map_d = shooterLevel->d;
|
||||
int dfact = map_w*map_h;
|
||||
pos.z += player_height;
|
||||
if(pos.z >= fix(map_d)) return 1;
|
||||
if(has_collision(
|
||||
shooterLevel->wall[ffloor(pos.z + 0x0001)*dfact+ffloor(pos.x)*map_w+ffloor(pos.y)]
|
||||
) > 0){
|
||||
return 1;
|
||||
}
|
||||
//rotate to the rightdouble sin_rotspeed;
|
||||
if (keydown(KEY_RIGHT)) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
void move(Game *game, uint32_t keys) {
|
||||
Player *player = game->player;
|
||||
ShooterMap *shooterLevel = game->shooterLevel;
|
||||
int map_w = shooterLevel->w;
|
||||
int map_h = shooterLevel->h;
|
||||
int dfact = map_w*map_h;
|
||||
|
||||
extern int frame_time;
|
||||
fixed_t sFrameTime = fix(frame_time)/1000; //Frame time in seconds
|
||||
fixed_t moveSpeed = fmul(sFrameTime, 20*player->speed_mult); //frame_time * fix(carrés/seconde là carrés/seconde = 5
|
||||
fixed_t rotSpeed = sFrameTime*2; //frame_time * fix(radians/seconde là radians/seconde = 2
|
||||
fixed_t c_rotSpeed = fix(cos(f2float(rotSpeed)));
|
||||
fixed_t s_rotSpeed = fix(sin(f2float(rotSpeed)));
|
||||
|
||||
fixed_t oldDirX;
|
||||
fixed_t oldPlaneX;
|
||||
Vector3d fpos;
|
||||
Vector3d temp;
|
||||
uint8_t jumped;
|
||||
|
||||
if(keys & 0b1) {
|
||||
player->velocity.x = fmul(player->dir.x, moveSpeed);
|
||||
player->velocity.y = fmul(player->dir.y, moveSpeed);
|
||||
}
|
||||
if(keys & 0b1<<1) {
|
||||
player->velocity.x = -fmul(player->dir.x, moveSpeed);
|
||||
player->velocity.y = -fmul(player->dir.y, moveSpeed);
|
||||
}
|
||||
/*if(keydown(KEY_F2)){
|
||||
if(player->pos.z - fmul(moveSpeed, 0x3FFF) > 0){
|
||||
player->pos.z -= fmul(moveSpeed, 0x3FFF);
|
||||
}
|
||||
}
|
||||
if(keydown(KEY_F3)){
|
||||
if(player->pos.z + player_height + fmul(moveSpeed, 0x3FFF) < fix(3)){
|
||||
player->pos.z += fmul(moveSpeed, 0x3FFF);
|
||||
}
|
||||
}*/
|
||||
//rotate to the right
|
||||
if(keys & 0b1<<3) {
|
||||
//both camera direction and camera plane must be rotated
|
||||
oldDirX = dirX;
|
||||
dirX = dirX * 1.0 - dirY * maprox_s_rotspeed; //cos(-rotSpeed) ~= 1
|
||||
dirY = oldDirX * maprox_s_rotspeed + dirY * 1.0; //sin(-rotspeed) ~= -0.0022
|
||||
oldPlaneX = planeX;
|
||||
planeX = planeX * 1.0 - planeY * maprox_s_rotspeed;
|
||||
planeY = oldPlaneX * maprox_s_rotspeed + planeY * 1.0;
|
||||
oldDirX = player->dir.x;
|
||||
player->dir.x = (fmul(player->dir.x, c_rotSpeed)+1) - (fmul(player->dir.y, -s_rotSpeed)+1);
|
||||
player->dir.y = (fmul(oldDirX, -s_rotSpeed)+1) + (fmul(player->dir.y, c_rotSpeed)+1);
|
||||
oldPlaneX = player->plane.x;
|
||||
player->plane.x = (fmul(player->plane.x, c_rotSpeed)+1) - (fmul(player->plane.y, -s_rotSpeed)+1);
|
||||
player->plane.y = (fmul(oldPlaneX, -s_rotSpeed)+1) + (fmul(player->plane.y, c_rotSpeed)+1);
|
||||
}
|
||||
//rotate to the left
|
||||
if (keydown(KEY_LEFT)) {
|
||||
if(keys & 0b1<<2) {
|
||||
//both camera direction and camera plane must be rotated
|
||||
oldDirX = dirX;
|
||||
dirX = dirX * 1.0 - dirY * aprox_s_rotspeed; //cos(rotSpeed) ~= 1
|
||||
dirY = oldDirX * aprox_s_rotspeed + dirY * 1.0; //sin(rotSpeed) ~= 0.0022
|
||||
oldPlaneX = planeX;
|
||||
planeX = planeX * 1.0 - planeY * aprox_s_rotspeed;
|
||||
planeY = oldPlaneX * aprox_s_rotspeed + planeY * 1.0;
|
||||
oldDirX = player->dir.x;
|
||||
player->dir.x = (fmul(player->dir.x, c_rotSpeed)-1) - (fmul(player->dir.y, s_rotSpeed)-1);
|
||||
player->dir.y = (fmul(oldDirX, s_rotSpeed)+1) + (fmul(player->dir.y, c_rotSpeed)+1);
|
||||
oldPlaneX = player->plane.x;
|
||||
player->plane.x = (fmul(player->plane.x, c_rotSpeed)-1) - (fmul(player->plane.y, s_rotSpeed) - 1);
|
||||
player->plane.y = (fmul(oldPlaneX, s_rotSpeed)+1) + (fmul(player->plane.y, c_rotSpeed) + 1);
|
||||
}
|
||||
//Jump
|
||||
if(keys & 0b1<<4) {
|
||||
if(on_ground(shooterLevel, player->pos) > 0){
|
||||
player->velocity.z = moveSpeed;
|
||||
jumped = 1;
|
||||
dprint(1,150,C_BLACK,"jumped");
|
||||
}
|
||||
dprint(1,140,C_BLACK,"tried to jump");
|
||||
}
|
||||
|
||||
temp.x = ffloor(player->pos.x + fmul(player->velocity.x, sFrameTime));
|
||||
temp.y = ffloor(player->pos.y + fmul(player->velocity.y, sFrameTime));
|
||||
temp.z = ffloor(player->pos.z + fmul(player->velocity.z, sFrameTime));
|
||||
fpos.x = ffloor(player->pos.x);
|
||||
fpos.y = ffloor(player->pos.y);
|
||||
fpos.z = ffloor(player->pos.z);
|
||||
|
||||
player->velocity.x -= fmul(player->velocity.x, fmul(0x5000, fsq(player->velocity.x)));
|
||||
player->velocity.y -= fmul(player->velocity.y, fmul(0x5000, fsq(player->velocity.x)));
|
||||
|
||||
if(!has_collision(shooterLevel->wall[fpos.z*dfact+temp.x*map_w+fpos.y])) player->pos.x = player->pos.x + fmul(player->velocity.x, sFrameTime);
|
||||
else player->velocity.x = 0;
|
||||
if(!has_collision(shooterLevel->wall[fpos.z*dfact+fpos.x*map_w+temp.y])) player->pos.y = player->pos.y + fmul(player->velocity.y, sFrameTime);
|
||||
else player->velocity.y = 0;
|
||||
|
||||
/*if((on_solid_ground(shooterLevel, (Vector3d){player->pos.x, player->pos.y, temp.z}) > 0
|
||||
|| bumps_head(shooterLevel, (Vector3d){player->pos.x, player->pos.y, temp.z}) < 1)&&
|
||||
jumped < 1) {
|
||||
player->velocity.z = 0;
|
||||
}
|
||||
else player->velocity.z -= 2*fmul(G, sFrameTime);*/ //Gravité
|
||||
|
||||
if (player->dir.x > 0xFFFF) player->dir.x = 0xFFFF;
|
||||
if (player->dir.y > 0xFFFF) player->dir.y = 0xFFFF;
|
||||
if (player->dir.x < -0xFFFF) player->dir.x = -0xFFFF;
|
||||
if (player->dir.y < -0xFFFF) player->dir.y = -0xFFFF;
|
||||
}
|
||||
/*
|
||||
void draw_background(int back_id){ //a refaire
|
||||
|
||||
}*/
|
||||
|
||||
fixed_t ticks_todo;
|
||||
|
||||
void do_logic(Game *game){
|
||||
extern int frame_time;
|
||||
extern fixed_t ticks_todo;
|
||||
|
||||
ticks_todo += fix(frame_time);
|
||||
fixed_t old = ticks_todo;
|
||||
int ticks_now = ffloor(ticks_todo/tick_time);
|
||||
ticks_todo = old % tick_time;
|
||||
|
||||
for(int t_done = 0; t_done < ticks_todo; t_done++){
|
||||
logic(game);
|
||||
}
|
||||
}
|
||||
void load_map(int map_id){
|
||||
|
||||
void logic(Game *game){
|
||||
|
||||
}
|
||||
|
||||
void draw_background(int background_id){
|
||||
switch (background_id){
|
||||
default: {
|
||||
break;
|
||||
}
|
||||
case 0: {
|
||||
break;
|
||||
}
|
||||
case 1: {
|
||||
drect( 0, 0, viewport_w, floor(viewport_h*0.5), 0x6d39); //~ Bleu ciel
|
||||
break;
|
||||
}
|
||||
case 2: {
|
||||
drect( 0, 0, viewport_w, floor(viewport_h*0.5), 0xc1c7); //Rouge "enfer"
|
||||
break;
|
||||
}
|
||||
/*
|
||||
void draw_f(image_t *vram){ //a refaire
|
||||
|
||||
}*/
|
||||
|
||||
//#ifdef SDL2
|
||||
void dstripe(image_t *stripe, image_t *vram, int x, int linePos, int lineHeight, int ymin, int ymax){
|
||||
int i;
|
||||
fixed_t cpixel;
|
||||
int cy;
|
||||
int texSampleY = 0;
|
||||
int texSample = tsize;
|
||||
struct image_linear_map tmap;
|
||||
|
||||
image_t stripe1;
|
||||
|
||||
fixed_t texScale = fix(lineHeight) / tsize; //taille proportionelle de la ligne a la tex
|
||||
|
||||
if(linePos < ymin || linePos+lineHeight > ymax){
|
||||
texSampleY = f2int(fdiv(fix(linePos - ymin), texScale));
|
||||
texSample = f2int(fdiv(fix(linePos + lineHeight - ymax), texScale));
|
||||
}
|
||||
|
||||
image_sub(stripe, 0, texSampleY, 2, texSample, &stripe1);
|
||||
|
||||
image_scale(&stripe1, 0xFFFF, texScale, &tmap);
|
||||
|
||||
image_linear(&stripe1, image_at(vram, x, ymin), &tmap);
|
||||
}
|
||||
/*#endif
|
||||
#ifdef FXCG50
|
||||
// ! Absolutely DO NOT use with images in other formats than RGB565 !
|
||||
// Checks are skipped for performance, be warned
|
||||
void dstripe(image_t *stripe, image_t *vram, int x, int linePos, int lineHeight, int ymin, int ymax){
|
||||
uint16_t *strpdat = stripe->data;
|
||||
uint16_t *vramdat = stripe->data;
|
||||
|
||||
fixed_t texScale = fix(ymax-ymin)/lineHeight;
|
||||
texScale = fmul(fix(lineHeight)/tsize, texScale);
|
||||
fixed_t iTexScale = fdiv(0xFFFF, texScale);
|
||||
fixed_t tpos = fmul(fix(ymin-linePos), iTexScale);
|
||||
|
||||
for(int i=fix(linePos); i<fix(ymax); i+=texScale){
|
||||
//>>14 instead of >>16 is because of padding + width
|
||||
//vramdat[ffloor(i)*screen_w+x] = strpdat[(tpos>>14)];
|
||||
//vramdat[ffloor(i)*screen_w+x+1] = strpdat[(tpos>>14)+1];
|
||||
tpos += iTexScale;
|
||||
}
|
||||
}
|
||||
|
||||
#endif*/
|
||||
|
||||
void __attribute__((aligned(4))) draw_walls(Game *game, image_t *vram){
|
||||
Player *player = game->player;
|
||||
ShooterMap *shooterLevel = game->shooterLevel;
|
||||
int map_w = shooterLevel->w;
|
||||
int map_h = shooterLevel->h;
|
||||
int map_d = shooterLevel->d;
|
||||
int dfact = map_w*map_h;
|
||||
|
||||
fixed_t cameraX;
|
||||
fixed_t rayDirX;
|
||||
fixed_t rayDirY;
|
||||
fixed_t sideDistX;//length of ray from current position to next x or y-side
|
||||
fixed_t sideDistY;
|
||||
fixed_t deltaDistX;
|
||||
fixed_t deltaDistY;
|
||||
fixed_t perpWallDist;
|
||||
fixed_t texSize;
|
||||
int x;
|
||||
int i;
|
||||
int mapX;
|
||||
int mapY;
|
||||
int stepX; //what direction to step in x or y-direction (either +1 or -1)
|
||||
int stepY;
|
||||
int side; //was a NS or a EW wall hit?
|
||||
int lineHeight;
|
||||
int texX;
|
||||
int texSample;
|
||||
int texSampleY;
|
||||
|
||||
int v_offset = 0; //(int)(sin(f2int(posX + posY)) * 5); //a raffiner un peu
|
||||
fixed_t h_offset = 0; //fix(sin(f2int(posX - posY)) * 0.01);
|
||||
|
||||
#ifdef FXCG50
|
||||
//Assign dbuffer to xyram so that checks go vroom vroom
|
||||
int32_t __attribute__((aligned(4))) *dbuffer = (void *)0xe500e000 + 32;
|
||||
#else
|
||||
int32_t dbuffer[viewport_h];
|
||||
#endif
|
||||
|
||||
struct image_linear_map temp;
|
||||
|
||||
extern image_t *tex_index[tindex_size];
|
||||
|
||||
extern int raycast_time;
|
||||
extern int draw_time;
|
||||
|
||||
prof_t rayscat = prof_make();
|
||||
prof_t img_drw = prof_make();
|
||||
|
||||
for(x = 0; x < viewport_w; x+=2) {
|
||||
prof_enter(rayscat);
|
||||
|
||||
debug_func();
|
||||
|
||||
//calculate ray position and direction
|
||||
cameraX = fdiv(fix(x*2), fix(viewport_w)) - 0xFFFF + h_offset; //x-coordinate in camera space
|
||||
|
||||
rayDirX = player->dir.x + fmul(player->plane.x, cameraX);
|
||||
rayDirY = player->dir.y + fmul(player->plane.y, cameraX);
|
||||
|
||||
|
||||
//which box of the map we're in
|
||||
mapX = f2int(player->pos.x);
|
||||
mapY = f2int(player->pos.y);
|
||||
|
||||
// length of ray from one x or y-side to next x or y-side
|
||||
// these are derived as:
|
||||
// deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX))
|
||||
// deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY))
|
||||
// which can be simplified to abs(|rayDir| / rayDirX) and abs(|rayDir| / rayDirY)
|
||||
// where |rayDir| is the length of the vector (rayDirX, rayDirY). Its length,
|
||||
// unlike (dirX, dirY) is not 1, however this does not matter, only the
|
||||
// ratio between deltaDistX and deltaDistY matters, due to the way the DDA
|
||||
// stepping further below works. So the values can be computed as below.
|
||||
// Division through zero is prevented, even though technically that's not
|
||||
// needed in C++ with IEEE 754 floating point values.
|
||||
|
||||
deltaDistX = rayDirX == 0 ? 0xFFFF : abs(fdiv(0xFFFF, rayDirX));
|
||||
deltaDistY = rayDirY == 0 ? 0xFFFF : abs(fdiv(0xFFFF, rayDirY));
|
||||
|
||||
//calculate step and initial sideDist
|
||||
if (rayDirX < 0) {
|
||||
stepX = -1;
|
||||
sideDistX = fmul(player->pos.x - fix(mapX), deltaDistX);
|
||||
}
|
||||
else {
|
||||
stepX = 1;
|
||||
sideDistX = fmul(fix(mapX + 1) - player->pos.x, deltaDistX);
|
||||
}
|
||||
}
|
||||
void draw_walls(){
|
||||
extern float posX;
|
||||
extern float posY;
|
||||
extern float dirX;
|
||||
extern float dirY;
|
||||
extern float planeX;
|
||||
extern float planeY;
|
||||
extern char map_test[map_w][map_h];
|
||||
|
||||
unsigned short color;
|
||||
float cameraX;
|
||||
float rayDirX;
|
||||
float rayDirY;
|
||||
float sideDistX;//length of ray from current position to next x or y-side
|
||||
float sideDistY;
|
||||
float deltaDistX;
|
||||
float deltaDistY;
|
||||
float perpWallDist;
|
||||
int x;
|
||||
int mapX;
|
||||
int mapY;
|
||||
int stepX; //what direction to step in x or y-direction (either +1 or -1)
|
||||
int stepY;
|
||||
int hit = 0; //was there a wall hit?
|
||||
int side; //was a NS or a EW wall hit?
|
||||
int lineHeight;
|
||||
int drawStart;
|
||||
int drawEnd;
|
||||
if (rayDirY < 0) {
|
||||
stepY = -1;
|
||||
sideDistY = fmul(player->pos.y - fix(mapY), deltaDistY);
|
||||
}
|
||||
else {
|
||||
stepY = 1;
|
||||
sideDistY = fmul( fix(mapY + 1) - player->pos.y, deltaDistY);
|
||||
}
|
||||
|
||||
int a;
|
||||
for(i = 0; i < viewport_h; i++){
|
||||
dbuffer[i] = max_dist + 0xFFFF;
|
||||
}
|
||||
|
||||
for(x = 0; x < viewport_w; x++) {
|
||||
|
||||
//calculate ray position and direction
|
||||
cameraX = ((float)x * 2 / (float)viewport_w - 1.0); //x-coordinate in camera space
|
||||
rayDirX = (float)dirX + ((float)planeX * cameraX);
|
||||
rayDirY = (float)dirY + ((float)planeY * cameraX);
|
||||
/*
|
||||
dprint(1,1,C_BLACK,"cameraX : %d", (int)(cameraX*1000));
|
||||
dprint(1,10,C_BLACK,"rayDirX : %d", (int)(rayDirX*1000));
|
||||
dprint(1,20,C_BLACK,"rayDirX : %d", (int)(rayDirY*1000));
|
||||
*/
|
||||
//which box of the map we're in
|
||||
mapX = (int)posX; //22
|
||||
mapY = (int)posY; //12
|
||||
//perform DDA
|
||||
while(1) {
|
||||
//Check if the ray is out of range/bounds
|
||||
if (sideDistX >= max_dist || sideDistY >= max_dist || mapX < 0 || mapY < 0 || mapX >= map_w || mapY >= map_h) {
|
||||
break;
|
||||
}
|
||||
//Otherwise if ray has hit something else than an air column
|
||||
else if(shooterLevel->wall[mapX*map_w+mapY] != 255){
|
||||
prof_leave(rayscat);
|
||||
prof_enter(img_drw);
|
||||
|
||||
// length of ray from one x or y-side to next x or y-side
|
||||
// these are derived as:
|
||||
// deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX))
|
||||
// deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY))
|
||||
// which can be simplified to abs(|rayDir| / rayDirX) and abs(|rayDir| / rayDirY)
|
||||
// where |rayDir| is the length of the vector (rayDirX, rayDirY). Its length,
|
||||
// unlike (dirX, dirY) is not 1, however this does not matter, only the
|
||||
// ratio between deltaDistX and deltaDistY matters, due to the way the DDA
|
||||
// stepping further below works. So the values can be computed as below.
|
||||
// Division through zero is prevented, even though technically that's not
|
||||
// needed in C++ with IEEE 754 floating point values.
|
||||
// Fcalva : removed the 0 div prevention
|
||||
deltaDistX = fabs(1 / rayDirX);
|
||||
deltaDistY = fabs(1 / rayDirY);
|
||||
/**
|
||||
dprint(1,30,C_BLACK,"deltaDistX : %d", (int)(deltaDistX*1000));
|
||||
dprint(1,40,C_BLACK,"deltaDistY : %d", (int)(deltaDistY*1000));
|
||||
*/
|
||||
//calculate step and initial sideDist
|
||||
if(rayDirX < 0)
|
||||
{
|
||||
stepX = -1; //true
|
||||
sideDistX = (posX - (float)mapX) * deltaDistX;
|
||||
}
|
||||
else
|
||||
{
|
||||
stepX = 1;
|
||||
sideDistX = (((float)mapX + 1.0) - posX) * deltaDistX;
|
||||
}
|
||||
if(rayDirY < 0)
|
||||
{
|
||||
stepY = -1; //true
|
||||
sideDistY = (posY - (float)mapY) * deltaDistY;
|
||||
}
|
||||
else
|
||||
{
|
||||
stepY = 1;
|
||||
sideDistY = (((float)mapY + 1.0) - posY) * deltaDistY;
|
||||
}
|
||||
a = 0;
|
||||
//perform DDA
|
||||
while(true) {
|
||||
//jump to next map square, either in x-direction, or in y-direction
|
||||
if (sideDistX < sideDistY) {
|
||||
sideDistX += deltaDistX;
|
||||
mapX += stepX;
|
||||
side = 0;
|
||||
//Calculate distance projected on camera direction. This is the shortest distance from the point where the wall is
|
||||
//hit to the camera plane. Euclidean to center camera point would give fisheye effect!
|
||||
//This can be computed as (mapX - posX + (1 - stepX) / 2) / rayDirX for side == 0, or same formula with Y
|
||||
//for size == 1, but can be simplified to the code below thanks to how sideDist and deltaDist are computed:
|
||||
//because they were left scaled to |rayDir|. sideDist is the entire length of the ray above after the multiple
|
||||
//steps, but we subtract deltaDist once because one step more into the wall was taken above.
|
||||
|
||||
if (side == 0) perpWallDist = (sideDistX - deltaDistX);
|
||||
else perpWallDist = (sideDistY - deltaDistY);
|
||||
|
||||
//texturing calculation
|
||||
//calculate value of wallX
|
||||
fixed_t wallX; //where exactly the wall was hit
|
||||
if (side == 0) wallX = player->pos.y + fmul(perpWallDist, rayDirY);
|
||||
else wallX = player->pos.x + fmul(perpWallDist, rayDirX);
|
||||
wallX -= fix(ffloor(wallX));
|
||||
|
||||
//x coordinate on the texture
|
||||
texX = fround(wallX * tsize);
|
||||
|
||||
if(side == 0 && rayDirX > 0) texX = tsize - texX - 1;
|
||||
if(side == 1 && rayDirY < 0) texX = tsize - texX - 1;
|
||||
|
||||
perpWallDist = perpWallDist < 1 ? 1 : perpWallDist;
|
||||
|
||||
lineHeight = fround(fdiv(fix(viewport_h), perpWallDist)); //Taille en px de la ligne
|
||||
if (lineHeight < 1) lineHeight = 1;
|
||||
if (lineHeight > viewport_h-1) lineHeight = viewport_h-1;
|
||||
|
||||
int glinePos = viewport_h/2 - lineHeight/2;
|
||||
|
||||
for(i = 0; i < map_d; i++) {
|
||||
|
||||
if(!has_collision(shooterLevel->wall[i*dfact+mapX*map_w+mapY])) continue;
|
||||
|
||||
int zOffset = player->pos.z - fix(i);
|
||||
|
||||
// The reasoning here is to offset the wall slice vertically from the center of the screen,
|
||||
// depending on the offset between the wall and the player
|
||||
int linePos = glinePos + fround(fmul(zOffset,fix(lineHeight)));
|
||||
|
||||
if(linePos >= viewport_h) continue;
|
||||
|
||||
if(linePos+lineHeight < 1) continue;
|
||||
|
||||
uint8_t tex = shooterLevel->wall[i*dfact+mapX*map_w+mapY];
|
||||
|
||||
int ymin = linePos;
|
||||
int ymax = linePos+lineHeight;
|
||||
int midline = linePos + lineHeight/2;
|
||||
int j;
|
||||
|
||||
for(j = linePos; j < midline && j < viewport_h; j++){
|
||||
if(dbuffer[j] < perpWallDist){
|
||||
ymin = j;
|
||||
continue;
|
||||
}
|
||||
else dbuffer[j] = perpWallDist;
|
||||
}
|
||||
for(int j = linePos+lineHeight; j >= midline && j > 0; j--){
|
||||
if(dbuffer[j] < perpWallDist){
|
||||
ymax = j;
|
||||
continue;
|
||||
}
|
||||
else dbuffer[j] = perpWallDist;
|
||||
}
|
||||
if(abs(ymax-ymin) < 2) continue;
|
||||
|
||||
//gint_dvline(ymin, ymax, x, rgb565to8888(perpWallDist>>15));
|
||||
//gint_dvline(ymin, ymax, x+1, rgb565to8888(perpWallDist>>15));
|
||||
|
||||
image_t tex_stripe;
|
||||
|
||||
image_sub(tex_index[tex], texX, 0, 2, tsize, &tex_stripe);
|
||||
|
||||
dstripe(&tex_stripe, vram, x, linePos, lineHeight, ymin, ymax);
|
||||
|
||||
//prof_leave(img_drw);
|
||||
//prof_enter(rayscat);
|
||||
}
|
||||
else {
|
||||
sideDistY += deltaDistY;
|
||||
mapY += stepY;
|
||||
side = 1;
|
||||
}
|
||||
|
||||
if ((int)sideDistX >= max_dist || (int)sideDistY >= max_dist) {
|
||||
hit = 0;
|
||||
break;
|
||||
}
|
||||
else if (map_test[mapX][mapY] != 0) { //Check if ray has hit a wall
|
||||
hit = 1;
|
||||
break;
|
||||
}
|
||||
a++;
|
||||
}
|
||||
//Calculate distance projected on camera direction. This is the shortest distance from the point where the wall is
|
||||
//hit to the camera plane. Euclidean to center camera point would give fisheye effect!
|
||||
//This can be computed as (mapX - posX + (1 - stepX) / 2) / rayDirX for side == 0, or same formula with Y
|
||||
//for size == 1, but can be simplified to the code below thanks to how sideDist and deltaDist are computed:
|
||||
//because they were left scaled to |rayDir|. sideDist is the entire length of the ray above after the multiple
|
||||
//steps, but we subtract deltaDist once because one step more into the wall was taken above.
|
||||
if (side == 0) {
|
||||
perpWallDist = (sideDistX - deltaDistX);
|
||||
}
|
||||
//jump to next map square, either in x-direction, or in y-direction
|
||||
if (sideDistX < sideDistY) {
|
||||
sideDistX += deltaDistX;
|
||||
mapX += stepX;
|
||||
side = 0;
|
||||
}
|
||||
else {
|
||||
perpWallDist = (sideDistY - deltaDistY);
|
||||
sideDistY += deltaDistY;
|
||||
mapY += stepY;
|
||||
side = 1;
|
||||
}
|
||||
/*
|
||||
dprint(1,10,C_BLACK,"a : %d", a);
|
||||
|
||||
dprint(1,50,C_BLACK,"sideDistX : %d", (int)(sideDistX*1000));
|
||||
dprint(1,60,C_BLACK,"sideDistY : %d", (int)(sideDistY*1000));
|
||||
dprint(1,70,C_BLACK,"perpWallDist : %d", (int)(perpWallDist*1000));
|
||||
*/
|
||||
//Calculate height of line to draw on screen
|
||||
lineHeight = floor(viewport_h*1.0 / perpWallDist);
|
||||
|
||||
//calculate lowest and highest pixel to fill in current stripe
|
||||
drawStart = floor((-lineHeight * 0.5) + (viewport_h * 0.5));
|
||||
if(drawStart < 0) {
|
||||
drawStart = 0;
|
||||
}
|
||||
drawEnd = floor((lineHeight * 0.5) + (viewport_h * 0.5));
|
||||
if(drawEnd >= viewport_h) {
|
||||
drawEnd = viewport_h - 1;
|
||||
}
|
||||
//give x and y sides different brightness
|
||||
if (side == 1) {
|
||||
color += 4;
|
||||
}
|
||||
//choose wall color
|
||||
switch(map_test[mapX][mapY])
|
||||
{
|
||||
case 1: color = C_RED; break; //red
|
||||
case 2: color = C_GREEN; break; //green
|
||||
case 3: color = C_BLUE; break; //blue
|
||||
case 4: color = C_WHITE; break; //white
|
||||
case 5: color = 0x8000; break; //rouge foncé
|
||||
case 6: color = 0x0400; break; //vert foncé
|
||||
case 7: color = 0x0010; break; //bleu foncé
|
||||
case 8: color = C_LIGHT; break; //gris clair
|
||||
default: color = C_DARK; break; //yellow
|
||||
}
|
||||
|
||||
//draw the pixels of the stripe as a vertical line
|
||||
drect(x, drawStart, x, drawEnd, color);
|
||||
}
|
||||
//prof_leave(rayscat);
|
||||
}
|
||||
|
||||
//raycast_time = (int)prof_time(rayscat)/1000;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Je garde le bout en dessous pour des raisons (date d'avant la V 0.1.1)
|
||||
//Problèmes :
|
||||
//-L'affichage est très mauvais, a revoir
|
||||
//-Le mouvement de la caméra ne marche pas
|
||||
//
|
||||
//A rajouter d'ici le 27 :
|
||||
//-Que ça marche (logique)
|
||||
// -collisions
|
||||
// -Sol
|
||||
// -Gestion de plusieurs maps
|
||||
// -Interaction (Portes/boutons)
|
||||
// -Textures
|
||||
// -Sprites
|
||||
// -PNJs ( a voir selon le théme)
|
||||
// -Extérieur/intérieur (très probablement mais a voir selon le thème)
|
||||
//La suite dépend surtout de ce qui aura été fait et du thème
|
||||
//Avec le thème, maintenant il faudrait :
|
||||
//-collisions
|
||||
// -sol
|
||||
// -Des bouts de map reliés entre eux
|
||||
// -Sprites (ennemis + ambiance dans un second temps)
|
||||
// -map générées aléatoirement
|
||||
// -textures
|
||||
// -Gameplay
|
||||
// -PNJs
|
||||
// -Sans de undertale (me demandez pas pourquoi, c'est un mec sur discord qui a propos<6F>)
|
||||
//
|
||||
//================================================
|
||||
// au 03/06 :
|
||||
// A faire là tout de suite :
|
||||
// - Bien réparer correctement les murs
|
||||
// - Sprites
|
||||
// Plan :
|
||||
// -Sol
|
||||
// -Ennemis
|
||||
// -Maps
|
||||
// -Textures
|
||||
//h
|
37
src/moteur.h
|
@ -1,31 +1,16 @@
|
|||
#ifndef moteur
|
||||
#define moteur
|
||||
//Fcalva 14/02/2024
|
||||
|
||||
#define pi 3.1415
|
||||
#include "includes.h"
|
||||
|
||||
//param. graphiques
|
||||
#define screen_w 396
|
||||
#define screen_h 224
|
||||
#define viewport_w 396
|
||||
#define viewport_h 224
|
||||
#define FOV 60
|
||||
#define max_dist 10 //en fraction de tuiles, 20 tuiles en ce moment
|
||||
#include "types.h"
|
||||
|
||||
#define couleur_ciel 0x0ADF
|
||||
#ifndef moteur_h
|
||||
#define moteur_h
|
||||
|
||||
//param. de jeu
|
||||
#define tile_size 32
|
||||
#define player_height 16
|
||||
#define player_speed 8
|
||||
void draw_background(int back_id);
|
||||
void do_logic(Game *game);
|
||||
void draw_f(image_t *vram);
|
||||
void draw_walls(Game *game, image_t *vram);
|
||||
void move(Game *game, uint32_t keys);
|
||||
|
||||
float deg_to_rad(float angle_deg);
|
||||
|
||||
void compute_table();
|
||||
void load_map(int);
|
||||
void draw_background(int);
|
||||
void draw_walls();
|
||||
void move();
|
||||
|
||||
#define wall_color 0xAAAA
|
||||
|
||||
#endif /* moteur */
|
||||
#endif /* moteur */
|
||||
|
|
6
src/player.c
Normal file
|
@ -0,0 +1,6 @@
|
|||
//Fcalva 14/02/2024
|
||||
|
||||
#include "includes.h"
|
||||
|
||||
|
||||
|
8
src/player.h
Normal file
|
@ -0,0 +1,8 @@
|
|||
//Fcalva 14/02/2024
|
||||
|
||||
#include "includes.h"
|
||||
|
||||
#ifndef player_h
|
||||
#define player_h
|
||||
|
||||
#endif
|
224
src/sdl_image.c
Normal file
|
@ -0,0 +1,224 @@
|
|||
//Fcalva 14/02/2024
|
||||
|
||||
#include "includes.h"
|
||||
|
||||
#ifdef SDL2
|
||||
|
||||
#define window_w (screen_w*upscale)
|
||||
#define window_h (screen_h*upscale)
|
||||
#define SDL_viewport_w (viewport_w*upscale)
|
||||
#define SDL_viewport_h (viewport_h*upscale)
|
||||
|
||||
SDL_Info SDL_inf;
|
||||
|
||||
void sdl_image_init(){
|
||||
extern SDL_Info SDL_inf;
|
||||
|
||||
uint32_t init_flags = SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO;
|
||||
|
||||
SDL_Init(init_flags);
|
||||
|
||||
uint32_t window_flags = SDL_WINDOW_INPUT_GRABBED;
|
||||
|
||||
SDL_inf.window = SDL_CreateWindow("RaycasterGame", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||
window_w, window_h, window_flags);
|
||||
|
||||
uint32_t renderer_flags = SDL_RENDERER_TARGETTEXTURE;
|
||||
|
||||
SDL_inf.renderer = SDL_CreateRenderer(SDL_inf.window, -1, renderer_flags);
|
||||
|
||||
TTF_Init();
|
||||
|
||||
SDL_inf.font = TTF_OpenFont("./assets-cg/StarmapTruetype.ttf", 8);
|
||||
}
|
||||
|
||||
void sdl_image_quit(){
|
||||
extern SDL_Info SDL_inf;
|
||||
|
||||
TTF_CloseFont(SDL_inf.font);
|
||||
|
||||
TTF_Quit();
|
||||
|
||||
IMG_Quit();
|
||||
|
||||
SDL_DestroyRenderer(SDL_inf.renderer);
|
||||
|
||||
SDL_DestroyWindow(SDL_inf.window);
|
||||
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
image_t sdl_tex_load(char *filename){
|
||||
extern SDL_Info SDL_inf;
|
||||
|
||||
image_t tex;
|
||||
int tformat, taccess, w, h;
|
||||
|
||||
tex.tex = IMG_LoadTexture(SDL_inf.renderer, filename);
|
||||
|
||||
tex.subrect = malloc(sizeof(SDL_Rect));
|
||||
|
||||
SDL_QueryTexture(tex.tex, &tformat, &taccess, &w, &h);
|
||||
|
||||
tex.subrect->x = 0;
|
||||
tex.subrect->y = 0;
|
||||
tex.subrect->w = w;
|
||||
tex.subrect->h = h;
|
||||
|
||||
tex.is_vram = 0;
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
image_t *image_alloc(int w, int h, enum img_type image_type){
|
||||
extern SDL_Info SDL_inf;
|
||||
|
||||
image_t *tex;
|
||||
tex = malloc(sizeof(image_t));
|
||||
|
||||
tex->subrect = malloc(sizeof(SDL_Rect));
|
||||
|
||||
tex->subrect->x = 0;
|
||||
tex->subrect->y = 0;
|
||||
tex->subrect->w = w;
|
||||
tex->subrect->h = h;
|
||||
|
||||
tex->tex = SDL_CreateTexture(SDL_inf.renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET,
|
||||
w, h);
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
void image_free(image_t *img){
|
||||
|
||||
free(img->subrect);
|
||||
|
||||
SDL_DestroyTexture(img->tex);
|
||||
|
||||
free(img);
|
||||
}
|
||||
|
||||
int prof_init(void){
|
||||
return 0;
|
||||
}
|
||||
|
||||
void prof_quit(void){
|
||||
return;
|
||||
}
|
||||
|
||||
image_t *image_create_vram(void){
|
||||
image_t *tex;
|
||||
tex = NULL;
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
void dclear(SDL_Color color){
|
||||
extern SDL_Info SDL_inf;
|
||||
|
||||
SDL_SetRenderDrawColor(SDL_inf.renderer, color.r, color.g, color.b, color.a);
|
||||
SDL_RenderClear(SDL_inf.renderer);
|
||||
SDL_SetRenderDrawColor(SDL_inf.renderer, 255, 255, 255, 255);
|
||||
}
|
||||
|
||||
void dupdate(void){
|
||||
extern SDL_Info SDL_inf;
|
||||
|
||||
SDL_RenderPresent(SDL_inf.renderer);
|
||||
}
|
||||
|
||||
static SDL_Rect dSubrect;
|
||||
|
||||
void dimage(int x, int y, image_t *image){
|
||||
extern SDL_Info SDL_inf;
|
||||
|
||||
dSubrect.x = x;
|
||||
dSubrect.y = y;
|
||||
dSubrect.w = image->subrect->w;
|
||||
dSubrect.h = image->subrect->h;
|
||||
|
||||
SDL_RenderCopy(SDL_inf.renderer, image->tex, image->subrect, &dSubrect);
|
||||
}
|
||||
|
||||
static image_t image_sub_default;
|
||||
|
||||
image_t *image_sub(image_t *src, int x, int y, int w, int h, image_t *dest){
|
||||
if(!dest) dest = &image_sub_default;
|
||||
|
||||
if(w < 0) w = src->subrect->w - x;
|
||||
if(h < 0) h = src->subrect->h - y;
|
||||
|
||||
|
||||
dest->subrect->x = x;
|
||||
dest->subrect->y = y;
|
||||
dest->subrect->w = w;
|
||||
dest->subrect->h = h;
|
||||
|
||||
dest->tex = src->tex;
|
||||
|
||||
return dest;
|
||||
}
|
||||
|
||||
void image_fill(image_t *img, SDL_Color color) {
|
||||
|
||||
|
||||
|
||||
//SDL_FillRect(SDL_Surface * dst, const SDL_Rect * rect, Uint32 color);
|
||||
}
|
||||
|
||||
void image_scale(image_t const *src, int gamma_x, int gamma_y, struct image_linear_map *map){
|
||||
map->h_scale = f2float(gamma_x) * upscale;
|
||||
map->v_scale = f2float(gamma_y) * upscale;
|
||||
}
|
||||
|
||||
void image_linear(image_t const *src, image_t *dst, struct image_linear_map *map){
|
||||
extern SDL_Info SDL_inf;
|
||||
|
||||
dSubrect.x = 0;
|
||||
dSubrect.y = 0;
|
||||
dSubrect.w = round(src->subrect->w * map->h_scale);
|
||||
dSubrect.h = round(src->subrect->h * map->v_scale);
|
||||
|
||||
SDL_RenderCopy(SDL_inf.renderer, src->tex, src->subrect, &dSubrect);
|
||||
}
|
||||
|
||||
void dprint(int x, int y, SDL_Color fg, char const *format, ...){
|
||||
extern SDL_Info SDL_inf;
|
||||
|
||||
SDL_Surface *tsurface;
|
||||
SDL_Texture *ttex;
|
||||
uint32_t tformat;
|
||||
int w, h, taccess;
|
||||
char formatted[256];
|
||||
|
||||
snprintf(formatted, sizeof(char)*256, format);
|
||||
|
||||
tsurface = TTF_RenderText_Blended(SDL_inf.font, formatted, fg);
|
||||
|
||||
ttex = SDL_CreateTextureFromSurface(SDL_inf.renderer, tsurface);
|
||||
|
||||
SDL_QueryTexture(ttex, &tformat, &taccess, &w, &h);
|
||||
|
||||
dSubrect.x = x;
|
||||
dSubrect.y = y;
|
||||
dSubrect.w = w;
|
||||
dSubrect.h = h;
|
||||
|
||||
SDL_RenderCopy(SDL_inf.renderer, ttex, NULL, &dSubrect);
|
||||
|
||||
SDL_FreeSurface(tsurface);
|
||||
|
||||
SDL_DestroyTexture(ttex);
|
||||
}
|
||||
|
||||
void gint_dvline(int y1, int y2, int x, SDL_Color color){
|
||||
extern SDL_Info SDL_inf;
|
||||
|
||||
SDL_SetRenderDrawColor(SDL_inf.renderer, color.r, color.g, color.b, color.a);
|
||||
|
||||
SDL_RenderDrawLine(SDL_inf.renderer, x, y1, x, y2);
|
||||
|
||||
SDL_SetRenderDrawColor(SDL_inf.renderer, 255, 255, 255, 255);
|
||||
}
|
||||
|
||||
#endif
|
146
src/sdl_image.h
Normal file
|
@ -0,0 +1,146 @@
|
|||
//Fcalva 14/02/2024
|
||||
|
||||
#ifdef SDL2
|
||||
|
||||
#ifndef sdl__h
|
||||
#define sdl__h
|
||||
|
||||
//==== État des choses ===
|
||||
// Implémentation de :
|
||||
// - Intialisation (sdl_image_init() ) - X
|
||||
// - Fermeture (sdl_image_quit() ) - X
|
||||
// - Importation (sdl_tex_load() ) - 20%
|
||||
// - gint/display.h :
|
||||
// - dprint() - X
|
||||
// - dimage() - X
|
||||
// - dclear() - X
|
||||
// - dupdate() - X
|
||||
// - gint_dvline() - X
|
||||
// - gint/image.h :
|
||||
// - image_t - X
|
||||
// - image_linear_map - 90%
|
||||
// - image_create_vram() - 0%
|
||||
// - image_alloc() - X
|
||||
// - image_free() - X
|
||||
// - image_fill() - 0%
|
||||
// - image_sub() - X
|
||||
// - image_scale() - 90%
|
||||
// - image_linear() - 90%
|
||||
// - libprof :
|
||||
// - prof_t - 90%
|
||||
// - prof_make - X
|
||||
// - prof_enter - 90%
|
||||
// - prof_leave - 90%
|
||||
// - prof_time - 90%
|
||||
//
|
||||
|
||||
|
||||
|
||||
//SDL-ported gint functions and defs
|
||||
|
||||
#define C_WHITE (SDL_Color){255, 255, 255, 255}
|
||||
#define C_BLACK (SDL_Color){0, 0, 0, 255}
|
||||
#define C_PINK (SDL_Color){31, 23, 26, 255}
|
||||
#define C_BSKY (SDL_Color){156, 182, 239, 255}
|
||||
#define C_DGRAY (SDL_Color){123, 121, 123, 255}
|
||||
|
||||
//From gint/image.h
|
||||
|
||||
/* image_t: gint's native bitmap image format
|
||||
Images of this format can be created through this header's API but also by
|
||||
using the fxSDK's built-in image converters with fxconv. */
|
||||
typedef struct {
|
||||
|
||||
SDL_Texture *tex;
|
||||
|
||||
SDL_Rect *subrect;
|
||||
|
||||
uint8_t is_vram;
|
||||
|
||||
} image_t;
|
||||
|
||||
enum img_type{
|
||||
IMAGE_RGB565 = 0, /* Converted to RGBA8888*/
|
||||
IMAGE_RGB565A = 1
|
||||
};
|
||||
|
||||
struct image_linear_map{
|
||||
float h_scale;
|
||||
float v_scale;
|
||||
};
|
||||
|
||||
image_t *image_create_vram(void);
|
||||
|
||||
image_t *image_alloc(int w, int h, enum img_type image_type);
|
||||
|
||||
void image_fill(image_t *img, SDL_Color color);
|
||||
|
||||
image_t *image_sub(image_t *src, int x, int y, int w, int h, image_t *dest);
|
||||
|
||||
#define image_sub1(src, x, y, w, h, dst, ...) image_sub(src, x, y, w, h, dst)
|
||||
#define image_sub(...) image_sub1(__VA_ARGS__, NULL)
|
||||
|
||||
#define image_at(img, x, y) image_sub(img, x, y, -1, -1)
|
||||
|
||||
void image_free(image_t *img);
|
||||
|
||||
void image_scale(image_t const *src, int gamma_x, int gamma_y, struct image_linear_map *map);
|
||||
|
||||
void image_linear(image_t const *src, image_t *dst, struct image_linear_map *map);
|
||||
|
||||
//From gint/display.h
|
||||
|
||||
void dprint(int x, int y, SDL_Color fg, char const *format, ...);
|
||||
|
||||
void dclear(SDL_Color color);
|
||||
|
||||
void dupdate(void);
|
||||
|
||||
void dimage(int x, int y, image_t *image);
|
||||
|
||||
//From gint/render.h
|
||||
|
||||
void gint_dvline(int y1, int y2, int x, SDL_Color color);
|
||||
|
||||
//Libprof
|
||||
|
||||
typedef struct{
|
||||
uint32_t start;
|
||||
uint32_t current;
|
||||
uint8_t rec;
|
||||
} prof_t;
|
||||
|
||||
int prof_init(void);
|
||||
|
||||
void prof_quit(void);
|
||||
|
||||
#define prof_make() ((prof_t){0,0,0})
|
||||
|
||||
#define prof_enter(prof) { if(1>prof.rec){ prof.start=SDL_GetTicks(); prof.rec=1; }}
|
||||
|
||||
#define prof_leave(prof) { if(prof.rec>1){ prof.current=SDL_GetTicks(); prof.rec=0; }}
|
||||
|
||||
#define prof_time(prof) (prof.current-prof.start)
|
||||
|
||||
//SDL specific defs
|
||||
|
||||
typedef struct{
|
||||
|
||||
SDL_Window *window;
|
||||
|
||||
SDL_Renderer *renderer;
|
||||
|
||||
TTF_Font *font;
|
||||
|
||||
} SDL_Info;
|
||||
|
||||
|
||||
|
||||
image_t sdl_tex_load(char *filename);
|
||||
|
||||
void sdl_image_init();
|
||||
|
||||
void sdl_image_quit();
|
||||
|
||||
#endif
|
||||
#endif
|
126
src/sprites.c
|
@ -1,61 +1,79 @@
|
|||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
//Fcalva 14/02/2024
|
||||
|
||||
#include <gint/display.h>
|
||||
#include <gint/keyboard.h>
|
||||
#include "includes.h"
|
||||
|
||||
//#include "map_test.h" //pas besoin pour le moment
|
||||
#include "sprites.h"
|
||||
#include "moteur.h"
|
||||
#include "types.h"
|
||||
#include "utils.h"
|
||||
|
||||
//Je compte utiliser des sprites décrits en vecteurs, étant donné que c'est bien plus
|
||||
// facile à agrandir et réduire.
|
||||
// 2 maps de sprites : Les sprites de la map (tonneaux, torches, cadavres...)
|
||||
// Et les sprites de PNJs, donc d'ennemis et amicaux si jamais il y en a
|
||||
//
|
||||
// Les sprites sont définis en vecteurs, en array de 64 (max, multiple de 4 requis) x5,
|
||||
// une ligne par trait, en vecteurs (les 4 premieres valeurs), 0;0 étant le coin en haut
|
||||
// a gauche, sur une zone de 32x32. Le 5 ème nombre est la couleur de la ligne
|
||||
// Ex : Une ligne noire de 0;0 à 3;3 :
|
||||
// unsigned short ligne[1][5]{
|
||||
// {0, 0, 3, 3, 0x0000}
|
||||
// }
|
||||
//
|
||||
void draw_map_sprites(image_t *sprite, ShooterMap *ShooterLevel, Player *player) {
|
||||
|
||||
//char lsprites[32][32]; //les pnjs (ennemis)
|
||||
// TODO : Add pre-clipping
|
||||
//This sorts the sprites by distance, before prunning the ones further than max_sprite_dist
|
||||
//Then it adds the remaining ones to the render queue, starting from furthest
|
||||
|
||||
void draw_sprites() {
|
||||
// 1 - lister les sprites en render distance
|
||||
// 2 - vérifier la distance/si c'est derrière un mur
|
||||
// 3 - trier par distance
|
||||
// 4 - passage a la moulinette de la perspective de la taille
|
||||
// 5 - vérifier les recouvrement éventuels
|
||||
// 6 - dessiner en commençant par derrière
|
||||
Sprite sprite_list[max_sprite_search];
|
||||
fixed_t dist_list[max_sprite_search];
|
||||
int count;
|
||||
int a_count = 0; //Actual count
|
||||
fixed_t *base;
|
||||
fixed_t *result;
|
||||
int list_pos;
|
||||
int i;
|
||||
|
||||
count = ShooterLevel->sprite_count < max_sprite_search ? ShooterLevel->sprite_count:max_sprite_search;
|
||||
|
||||
for(i = 0; i < count; i++){
|
||||
dist_list[i] = fmul(player->pos.x - ShooterLevel->sprites[i].pos_x, player->pos.x - ShooterLevel->sprites[i].pos_x)
|
||||
+ fmul(player->pos.y - ShooterLevel->sprites[i].pos_y, player->pos.y - ShooterLevel->sprites[i].pos_y);
|
||||
dist_list[i+count] = dist_list[i]; //Stash another for relink
|
||||
}
|
||||
|
||||
qsort(dist_list, count, sizeof(fixed_t), &cmpfunc);
|
||||
|
||||
base = &dist_list[count];
|
||||
|
||||
count = ShooterLevel->sprite_count < max_sprite_display ? ShooterLevel->sprite_count:max_sprite_display;
|
||||
|
||||
for(i = 0; i < count; i++){
|
||||
if(dist_list[i] > fmul(max_sprite_dist, max_sprite_dist)) break;
|
||||
a_count++;
|
||||
result = bsearch((void*)&dist_list[i], base, count, sizeof(fixed_t), &cmpfunc);
|
||||
list_pos = (int)((result - base)/sizeof(fixed_t));
|
||||
sprite_list[i] = ShooterLevel->sprites[list_pos];
|
||||
}
|
||||
|
||||
Vector2d sprite_dir;
|
||||
Vector2d sprite_pos;
|
||||
//Les pos des sprites sont cassées....
|
||||
for(i = a_count; i >= 0; i--){
|
||||
sprite_pos.x = sprite_list[i].pos_x - player->pos.x;
|
||||
sprite_pos.y = sprite_list[i].pos_y - player->pos.y;
|
||||
sprite_dir = fix2DNorml(sprite_pos);
|
||||
|
||||
sprite_dir.x -= player->dir.x;
|
||||
sprite_dir.y -= player->dir.y;
|
||||
|
||||
fixed_t inv_d = 1/(fmul(player->plane.x, player->dir.y) - fmul(player->dir.x, player->plane.y));
|
||||
fixed_t trans_y = fmul(inv_d, (fmul(player->dir.y, sprite_dir.x) - fmul(player->dir.x, sprite_dir.y)));
|
||||
fixed_t trans_x = fmul(inv_d, (fmul(-player->plane.y, sprite_dir.x) + fmul(player->plane.x, sprite_dir.y)));
|
||||
int screen_x = (int)(viewport_w * 0.5) * ffloor(0xFFFF + fdiv(trans_x, trans_y));
|
||||
|
||||
if(screen_x <= 0 || screen_x >= viewport_w) continue;
|
||||
|
||||
dist_list[i] = fix(sqrt(f2float(dist_list[i])));
|
||||
int spriteHeight = f2int(viewport_h / dist_list[i]); //Taille en px de la ligne
|
||||
spriteHeight = spriteHeight < 1 ? 1 : spriteHeight;
|
||||
fixed_t spriteSize = fix(spriteHeight) / tsize; //taille proportionelle de la ligne a la tex
|
||||
|
||||
/*
|
||||
image_scale(sprite, spriteSize, spriteSize, &temp);
|
||||
image_linear(sprite, image_at(frame_buffer, screen_x, (int)(viewport_h * 0.5 - spriteHeight * 0.5)), &temp);
|
||||
*/
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
unsigned short sprite_caillou[24][6] = {
|
||||
{ 1, 2, 7, 1, 0x0000},
|
||||
{ 7, 1,12, 1, 0x0000},
|
||||
{12, 1,14, 1, 0x0000},
|
||||
{14, 1,20, 2, 0x0000},
|
||||
{20, 2,22,11, 0x0000},
|
||||
{22,11,21,13, 0x0000},
|
||||
{21,13,18,12, 0x0000},
|
||||
{18,12,14, 5, 0x0000},
|
||||
{14, 5,15, 3, 0x0000},
|
||||
{15, 3,13, 1, 0x0000},
|
||||
{ 2, 2, 3, 6, 0x0000},
|
||||
{ 3, 6, 6, 9, 0x0000},
|
||||
{ 6, 9,10,12, 0x0000},
|
||||
{10,12,12,11, 0x0000},
|
||||
{12,11,10, 9, 0x0000},
|
||||
{10, 9,15,13, 0x0000},
|
||||
{15,13,17,12, 0x0000},
|
||||
{17,12,17,11, 0x0000},
|
||||
{11, 9, 6, 7, 0x0000},
|
||||
{ 6, 7, 2, 2, 0x0000},
|
||||
{14, 5,10, 5, 0x0000},
|
||||
{10, 5, 5, 2, 0x0000},
|
||||
{ 0, 0, 0, 0, 0x0000},
|
||||
{ 0, 0, 0, 0, 0x0000}
|
||||
};
|
||||
void draw_sprites(image_t *sprite, ShooterMap *ShooterLevel, Player *player){
|
||||
draw_map_sprites(sprite, ShooterLevel, player);
|
||||
//draw_mob_sprites(ShooterLevel)
|
||||
}
|
||||
|
|
|
@ -1,4 +1,12 @@
|
|||
#ifndef sprites
|
||||
#define sprites
|
||||
//Fcalva 14/02/2024
|
||||
|
||||
#endif /* sprites.h */
|
||||
#include "includes.h"
|
||||
|
||||
#ifndef sprites_h
|
||||
#define sprites_h
|
||||
|
||||
#include "types.h"
|
||||
|
||||
void draw_sprites(image_t *sprite, ShooterMap *ShooterLevel, Player *player);
|
||||
|
||||
#endif
|
||||
|
|
75
src/types.h
Normal file
|
@ -0,0 +1,75 @@
|
|||
//Fcalva 17/02/2024
|
||||
|
||||
#include "includes.h"
|
||||
|
||||
#ifndef types_h
|
||||
#define types_h
|
||||
|
||||
typedef struct {
|
||||
|
||||
int32_t x, y;
|
||||
|
||||
} Vector2d;
|
||||
|
||||
typedef struct {
|
||||
|
||||
int32_t x, y, z;
|
||||
|
||||
} Vector3d;
|
||||
|
||||
typedef struct{
|
||||
|
||||
fixed_t pos_x, pos_y, pos_z;
|
||||
|
||||
uint8_t type;
|
||||
|
||||
} Sprite;
|
||||
|
||||
typedef struct{
|
||||
|
||||
//size
|
||||
int w, h, d;
|
||||
|
||||
//Start info
|
||||
uint32_t startpos_x; uint32_t startpos_y; uint32_t startpos_z;
|
||||
uint32_t startdir_x; uint32_t startdir_y;
|
||||
uint32_t startplane_x; uint32_t startplane_y;
|
||||
|
||||
//Floor layer data (Unused for now)
|
||||
//Floor tile 0;0 is used to say if there is a sky
|
||||
//0 == No, >0 is the sky's ID
|
||||
uint8_t *floor;
|
||||
|
||||
//Wall layer data
|
||||
uint8_t *wall;
|
||||
|
||||
//Sprite layer data
|
||||
uint8_t sprite_count;
|
||||
Sprite *sprites;
|
||||
|
||||
} ShooterMap;
|
||||
|
||||
typedef struct{
|
||||
|
||||
//! C'est en fixed_t !
|
||||
Vector3d pos;
|
||||
Vector3d velocity; //In tiles/s or 2m/s
|
||||
Vector2d dir;
|
||||
Vector2d plane;
|
||||
|
||||
//Tout ce qui est ci-dessous peut être modifié pour votre jeu
|
||||
fixed_t speed_mult;
|
||||
|
||||
} Player;
|
||||
|
||||
typedef struct{
|
||||
|
||||
ShooterMap *shooterLevel;
|
||||
|
||||
Player *player;
|
||||
|
||||
int level;
|
||||
|
||||
} Game;
|
||||
|
||||
#endif
|
40
src/ui.c
Normal file
|
@ -0,0 +1,40 @@
|
|||
//Fcalva 14/02/2024
|
||||
|
||||
#include "includes.h"
|
||||
|
||||
#include "ui.h"
|
||||
#include "map.h"
|
||||
#include "inputs.h"
|
||||
/*
|
||||
void main_menu(){
|
||||
|
||||
dtext_opt(198, 100, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "ShooterGame", -1);
|
||||
dtext_opt(198, 120, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "De Fcalva", -1);
|
||||
dtext_opt(198, 150, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Appuyez sur une touche", -1);
|
||||
|
||||
dtext( 1, 1, C_BLACK, "Version ALPHA");
|
||||
|
||||
|
||||
dupdate();
|
||||
rc_getkey();
|
||||
}
|
||||
|
||||
void end_screen(){
|
||||
char a;
|
||||
|
||||
dtext_opt(198, 70, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Vous avez battu ShGame !", -1);
|
||||
dtext_opt(198, 80, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "(Comment vous avez fait ?)", -1);
|
||||
dtext_opt(198, 90, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Optn - Rejouer", -1);
|
||||
dtext_opt(198, 100, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Menu - Quitter", -1);
|
||||
|
||||
dupdate();
|
||||
|
||||
while(1){
|
||||
pollevent();
|
||||
if (rc_keydown(RCKEY_)) {
|
||||
load_map();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
11
src/ui.h
Normal file
|
@ -0,0 +1,11 @@
|
|||
//Fcalva 14/02/2024
|
||||
|
||||
#ifndef ui__h
|
||||
#define ui__h
|
||||
|
||||
#include "includes.h"
|
||||
|
||||
void main_menu();
|
||||
void end_screen();
|
||||
|
||||
#endif
|
190
src/utils.c
Normal file
|
@ -0,0 +1,190 @@
|
|||
//Fcalva 14/02/2024
|
||||
|
||||
#include "includes.h"
|
||||
|
||||
#include "types.h"
|
||||
#include "utils.h"
|
||||
|
||||
|
||||
int debug_func(){
|
||||
return 1;
|
||||
}
|
||||
|
||||
int cmpfunc (const void * a, const void * b) {
|
||||
return ( *(int*)a - *(int*)b );
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* Copyright (c) 1990 Regents of the University of California.
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions
|
||||
* are met:
|
||||
* 1. Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* 2. Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* 3. [rescinded 22 July 1999]
|
||||
* 4. Neither the name of the University nor the names of its contributors
|
||||
* may be used to endorse or promote products derived from this software
|
||||
* without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
|
||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
|
||||
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
|
||||
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
|
||||
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
||||
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
|
||||
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
||||
* SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
/*
|
||||
|
||||
@deftypefn Supplemental void* bsearch (const void *@var{key}, @
|
||||
const void *@var{base}, size_t @var{nmemb}, size_t @var{size}, @
|
||||
int (*@var{compar})(const void *, const void *))
|
||||
|
||||
Performs a search over an array of @var{nmemb} elements pointed to by
|
||||
@var{base} for a member that matches the object pointed to by @var{key}.
|
||||
The size of each member is specified by @var{size}. The array contents
|
||||
should be sorted in ascending order according to the @var{compar}
|
||||
comparison function. This routine should take two arguments pointing to
|
||||
the @var{key} and to an array member, in that order, and should return an
|
||||
integer less than, equal to, or greater than zero if the @var{key} object
|
||||
is respectively less than, matching, or greater than the array member.
|
||||
|
||||
@end deftypefn
|
||||
|
||||
*/
|
||||
|
||||
/*
|
||||
* Perform a binary search.
|
||||
*
|
||||
* The code below is a bit sneaky. After a comparison fails, we
|
||||
* divide the work in half by moving either left or right. If lim
|
||||
* is odd, moving left simply involves halving lim: e.g., when lim
|
||||
* is 5 we look at item 2, so we change lim to 2 so that we will
|
||||
* look at items 0 & 1. If lim is even, the same applies. If lim
|
||||
* is odd, moving right again involes halving lim, this time moving
|
||||
* the base up one item past p: e.g., when lim is 5 we change base
|
||||
* to item 3 and make lim 2 so that we will look at items 3 and 4.
|
||||
* If lim is even, however, we have to shrink it by one before
|
||||
* halving: e.g., when lim is 4, we still looked at item 2, so we
|
||||
* have to make lim 3, then halve, obtaining 1, so that we will only
|
||||
* look at item 3.
|
||||
*/
|
||||
|
||||
#ifdef FXCG50
|
||||
|
||||
void *
|
||||
bsearch (const void *key, const void *base0,
|
||||
size_t nmemb, size_t size,
|
||||
int (*compar)(const void *, const void *))
|
||||
{
|
||||
const char *base = (const char *) base0;
|
||||
int lim, cmp;
|
||||
const void *p;
|
||||
|
||||
for (lim = nmemb; lim != 0; lim >>= 1) {
|
||||
p = base + (lim >> 1) * size;
|
||||
cmp = (*compar)(key, p);
|
||||
if (cmp == 0)
|
||||
return (void *)p;
|
||||
if (cmp > 0) { /* key > p: move right */
|
||||
base = (const char *)p + size;
|
||||
lim--;
|
||||
} /* else move left */
|
||||
}
|
||||
return (NULL);
|
||||
}
|
||||
|
||||
#endif
|
||||
// Concernant le code provenant de https://lodev.org/cgtutor/raycasting.html, c'est a dire la logique de raycast
|
||||
/*
|
||||
Copyright (c) 2004-2021, Lode Vandevenne
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
// 3D raycast function based on Permadi's'
|
||||
// Returns -1 if it didn't hit anything within dist, else distance to hit
|
||||
|
||||
/*fixed_t raycast(ShooterMap *ShooterLevel, Vector3d pos, Vector3d rayDir, fixed_t dist){
|
||||
|
||||
Vector3d sideDist;
|
||||
Vector3d deltaDist;
|
||||
Vector3d map;
|
||||
Vector3d step;
|
||||
int hit = 0;
|
||||
int *sideDistp = (int*)&sideDist;
|
||||
int *deltaDistp = (int*)&deltaDist;
|
||||
int *rayDirp = (int*)&deltaDist;
|
||||
int *mapp = (int*)↦
|
||||
int *stepp = (int*)&step;
|
||||
int *posp = (int*)&pos;
|
||||
|
||||
int side;
|
||||
|
||||
map.x = f2int(pos.x);
|
||||
map.y = f2int(pos.y);
|
||||
map.z = f2int(pos.z);
|
||||
|
||||
deltaDist.x = abs(fdiv(0xFFFF, rayDir.x));
|
||||
deltaDist.y = abs(fdiv(0xFFFF, rayDir.y));
|
||||
deltaDist.z = abs(fdiv(0xFFFF, rayDir.z));
|
||||
|
||||
for(int i = 0; i < 3; i++){
|
||||
if(rayDirp[i] < 0){
|
||||
stepp[i] = -1;
|
||||
sideDistp[i] = fmul(posp[i] - fix(mapp[i]), deltaDistp[i]);
|
||||
} else {
|
||||
stepp[i] = 1;
|
||||
sideDistp[i] = fmul(fix(mapp[i] + 1) - posp[i], deltaDistp[i]);
|
||||
}
|
||||
}
|
||||
//perform DDA
|
||||
while(1) {
|
||||
//Check if the ray is out of range/bounds
|
||||
if (sideDist.x > dist || sideDist.y > dist || sideDist.z > dist|| map.x < 0 || map.y < 0 || map.z < 0) {
|
||||
hit = 0;
|
||||
break;
|
||||
}
|
||||
//Otherwise check if ray has hit a wall
|
||||
else if (has_collision(ShooterLevel->wall[map.z][map.x][map.y])) {
|
||||
hit = 1;
|
||||
break;
|
||||
}
|
||||
side = sml_v3d(&sideDist);
|
||||
sideDistp[side] += deltaDistp[side];
|
||||
mapp[side] += stepp[side];
|
||||
}
|
||||
|
||||
if (hit == 0) return -1;
|
||||
|
||||
return sideDistp[side] - deltaDistp[side];
|
||||
}*/
|
142
src/utils.h
Normal file
|
@ -0,0 +1,142 @@
|
|||
//Fcalva 14/02/2024
|
||||
|
||||
#include "includes.h"
|
||||
|
||||
#ifndef utils__h
|
||||
#define utils__h
|
||||
|
||||
#include "types.h"
|
||||
|
||||
#define sq(x) (x*x)
|
||||
#define fsq(x) (fmul(x,x))
|
||||
|
||||
static inline uint8_t has_collision(uint8_t tile){
|
||||
switch(tile){
|
||||
case 0: return 0;
|
||||
case 254: return 0;
|
||||
case 255: return 0;
|
||||
default: return 1;
|
||||
}
|
||||
}
|
||||
|
||||
//Provient de
|
||||
//https://stackoverflow.com/questions/31117497/fastest-integer-square-root-in-the-least-amount-of-instructions
|
||||
//, njuffa
|
||||
|
||||
static const uint8_t clz_tab[32] = {
|
||||
31, 22, 30, 21, 18, 10, 29, 2, 20, 17, 15, 13, 9, 6, 28, 1,
|
||||
23, 19, 11, 3, 16, 14, 7, 24, 12, 4, 8, 25, 5, 26, 27, 0};
|
||||
|
||||
static inline uint8_t clz (uint32_t a)
|
||||
{
|
||||
a |= a >> 16;
|
||||
a |= a >> 8;
|
||||
a |= a >> 4;
|
||||
a |= a >> 2;
|
||||
a |= a >> 1;
|
||||
return clz_tab [0x07c4acdd * a >> 27];
|
||||
}
|
||||
|
||||
/* 16 x 16 -> 32 bit unsigned multiplication; should be single instruction */
|
||||
static inline uint32_t umul16w (uint16_t a, uint16_t b)
|
||||
{
|
||||
return (uint32_t)a * b;
|
||||
}
|
||||
|
||||
/* Reza Hashemian, "Square Rooting Algorithms for Integer and Floating-Point
|
||||
Numbers", IEEE Transactions on Computers, Vol. 39, No. 8, Aug. 1990, p. 1025
|
||||
*/
|
||||
static uint16_t isqrt (uint32_t x)
|
||||
{
|
||||
volatile uint16_t y, z, lsb, mpo, mmo, lz, t;
|
||||
|
||||
if (x == 0) return x; // early out, code below can't handle zero
|
||||
|
||||
lz = clz (x); // #leading zeros, 32-lz = #bits of argument
|
||||
lsb = lz & 1;
|
||||
mpo = 17 - (lz >> 1); // m+1, result has roughly half the #bits of argument
|
||||
mmo = mpo - 2; // m-1
|
||||
t = 1 << mmo; // power of two for two's complement of initial guess
|
||||
y = t - (x >> (mpo - lsb)); // initial guess for sqrt
|
||||
t = t + t; // power of two for two's complement of result
|
||||
z = y;
|
||||
|
||||
y = (umul16w (y, y) >> mpo) + z;
|
||||
y = (umul16w (y, y) >> mpo) + z;
|
||||
if (x >= 0x40400) {
|
||||
y = (umul16w (y, y) >> mpo) + z;
|
||||
y = (umul16w (y, y) >> mpo) + z;
|
||||
if (x >= 0x1002000) {
|
||||
y = (umul16w (y, y) >> mpo) + z;
|
||||
y = (umul16w (y, y) >> mpo) + z;
|
||||
}
|
||||
}
|
||||
|
||||
y = t - y; // raw result is 2's complement of iterated solution
|
||||
y = y - umul16w (lsb, (umul16w (y, 19195) >> 16)); // mult. by sqrt(0.5)
|
||||
|
||||
if ((int32_t)(x - umul16w (y, y)) < 0) y--; // iteration may overestimate
|
||||
if ((int32_t)(x - umul16w (y, y)) < 0) y--; // result, adjust downward if
|
||||
if ((int32_t)(x - umul16w (y, y)) < 0) y--; // necessary
|
||||
|
||||
return y; // (int)sqrt(x)
|
||||
}
|
||||
|
||||
static inline fixed_t fsqrt(fixed_t x){
|
||||
return isqrt(x) << 8;
|
||||
}
|
||||
|
||||
static inline fixed_t fix2Ddotp(Vector2d a, Vector2d b){
|
||||
return fmul(a.x, b.x) + fmul(a.y, b.y);
|
||||
}
|
||||
|
||||
static inline fixed_t fix2DNorm(Vector2d a) {
|
||||
return fsqrt(fix2Ddotp(a, a));
|
||||
}
|
||||
|
||||
static inline Vector2d fix2DNorml(Vector2d a) {
|
||||
Vector2d b;
|
||||
fixed_t ilen = 1/fix2DNorm(a);
|
||||
b.x = fmul(a.x ,ilen);
|
||||
b.y = fmul(a.y, ilen);
|
||||
return b;
|
||||
}
|
||||
|
||||
int cmpfunc(const void *, const void *);
|
||||
|
||||
fixed_t raycast(ShooterMap *ShooterLevel, Vector3d pos, Vector3d rayDir, fixed_t dist);
|
||||
|
||||
#ifdef FXCG50
|
||||
|
||||
typedef uint16_t color_t;
|
||||
|
||||
void *bsearch (const void *key, const void *base0, size_t nmemb, size_t size,
|
||||
int (*compar)(const void *, const void *));
|
||||
|
||||
static inline color_t rgb565to8888(uint16_t a){
|
||||
return a;
|
||||
}
|
||||
|
||||
#endif
|
||||
#ifdef SDL2
|
||||
|
||||
typedef SDL_Color color_t;
|
||||
|
||||
static color_t rgb565to8888(uint16_t a){
|
||||
uint8_t r,g,b;
|
||||
|
||||
r = (a & 0b1111100000000000) >> 11;
|
||||
g = (a & 0b0000011111100000) >> 5;
|
||||
b = a & 0b0000000000011111;
|
||||
|
||||
SDL_Color c = {r, g, b, 255};
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
//Function to trigger GDB breakpoints
|
||||
int debug_func();
|
||||
|
||||
#endif /* sprites.h */
|