Clean-up: Change indentation to tabs
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parent
9c9ec45304
commit
bb20d4a520
6 changed files with 301 additions and 301 deletions
368
World.cpp
368
World.cpp
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@ -14,22 +14,22 @@ World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::v
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player(0,0,0), w(w), h(h), map(std::move(worldMap)),
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groundColor(groundColor), ceilingColor(ceilingColor)
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{
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map.resize(w*h,BlockType::WALL);
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map.resize(w*h,BlockType::WALL);
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}
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int World::getW() const
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{
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return w;
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return w;
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}
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int World::getH() const
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{
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return h;
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return h;
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}
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BlockType World::getBlock(int x, int y) const
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{
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return map[x + w*y];
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return map[x + w*y];
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}
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BlockType World::getBlock(float x, float y) const
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@ -39,176 +39,176 @@ BlockType World::getBlock(float x, float y) const
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void World::setBlock(BlockType block, int x, int y, int width, int height)
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{
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for(int i = 0;i<height;i++)
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{
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for(int j = 0;j<width;j++)
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{
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if(x+j<w && y+i < h)
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{
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map.at((y+i)*w+x+j) = block;
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}
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}
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}
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for(int i = 0;i<height;i++)
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{
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for(int j = 0;j<width;j++)
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{
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if(x+j<w && y+i < h)
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{
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map.at((y+i)*w+x+j) = block;
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}
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}
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}
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}
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std::ostream& operator<<(std::ostream& ostream, World const& world)
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{
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for(int i = 0;i<world.w*world.h;i++)
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{
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if(i%world.w == 0)
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{
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ostream << std::endl;
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}
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switch(world.getBlock(i%world.w,i/world.w))
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{
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case BlockType::AIR:
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{
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if(static_cast<int>(world.player.x) == i%world.w && static_cast<int>(world.player.y) == i/world.h)
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{
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ostream << "P";
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}
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else
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{
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ostream << " ";
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}
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break;
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}
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case BlockType::WALL:
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{
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ostream << "W";
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break;
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}
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case BlockType::DOOR:
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{
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ostream << "D";
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break;
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}
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case BlockType::WINDOW:
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{
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ostream << "W";
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break;
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}
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}
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}
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return(ostream);
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for(int i = 0;i<world.w*world.h;i++)
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{
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if(i%world.w == 0)
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{
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ostream << std::endl;
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}
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switch(world.getBlock(i%world.w,i/world.w))
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{
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case BlockType::AIR:
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{
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if(static_cast<int>(world.player.x) == i%world.w && static_cast<int>(world.player.y) == i/world.h)
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{
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ostream << "P";
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}
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else
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{
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ostream << " ";
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}
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break;
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}
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case BlockType::WALL:
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{
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ostream << "W";
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break;
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}
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case BlockType::DOOR:
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{
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ostream << "D";
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break;
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}
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case BlockType::WINDOW:
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{
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ostream << "W";
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break;
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}
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}
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}
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return(ostream);
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}
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float World::castRay(float originX, float originY, float orientation) const
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{
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/*
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* Reference used for ray intersection computations :
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* https://web.archive.org/web/20220628034315/https://yunes.informatique.univ-paris-diderot.fr/wp-content/uploads/cours/INFOGRAPHIE/08-Raycasting.pdf
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* The logic is as follows :
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* - This computes one set of point per edge crossings (horizontal/vertical)
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* - The origin not being confined to the grid, offsets are computed to
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* align the intersections properly
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* - The intersections are at multiples of the tangent of the relevant
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* angle for the axis of interest, and simply on successive edges of
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* the grid for the other one
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* - Depending on the orientation, signs must be taken into account
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* to work 360°
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* - Those formulas consider regular axes (x→,y↑), however the world is
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* built around left-handed axes (x→,y↓), so the rendered world is
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* mirrored. This also explains some weird signs for rotations.
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*/
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/* Offsets to get back on the grid from the ray's origin. */
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float hOffsetX;
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float hOffsetY;
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float vOffsetX;
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float vOffsetY;
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/*
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* Reference used for ray intersection computations :
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* https://web.archive.org/web/20220628034315/https://yunes.informatique.univ-paris-diderot.fr/wp-content/uploads/cours/INFOGRAPHIE/08-Raycasting.pdf
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* The logic is as follows :
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* - This computes one set of point per edge crossings (horizontal/vertical)
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* - The origin not being confined to the grid, offsets are computed to
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* align the intersections properly
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* - The intersections are at multiples of the tangent of the relevant
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* angle for the axis of interest, and simply on successive edges of
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* the grid for the other one
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* - Depending on the orientation, signs must be taken into account
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* to work 360°
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* - Those formulas consider regular axes (x→,y↑), however the world is
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* built around left-handed axes (x→,y↓), so the rendered world is
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* mirrored. This also explains some weird signs for rotations.
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*/
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/* Offsets to get back on the grid from the ray's origin. */
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float hOffsetX;
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float hOffsetY;
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float vOffsetX;
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float vOffsetY;
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/* Signs controlling the direction of travel. */
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float hDir;
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float vDir;
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/* Need offset for rounding in the right direction ? */
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float hRound;
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float vRound;
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/* Signs controlling the direction of travel. */
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float hDir;
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float vDir;
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/* Need offset for rounding in the right direction ? */
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float hRound;
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float vRound;
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float rads = orientation * deg_to_rad;
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/* Used for vertical intersections. */
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float rads_offset = (90 - orientation) * deg_to_rad;
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float rads = orientation * deg_to_rad;
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/* Used for vertical intersections. */
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float rads_offset = (90 - orientation) * deg_to_rad;
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/* Tangents used for the different axes. */
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float hTan = tanf(rads);
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float vTan = tanf(rads_offset);
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/* Tangents used for the different axes. */
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float hTan = tanf(rads);
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float vTan = tanf(rads_offset);
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/* Check if cos > 0 for horizontal hits formulas. */
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if (orientation < 90 || orientation > 270) {
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hOffsetX = ceilf(originY) - originY;
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hOffsetY = ceilf(originY);
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hDir = +1;
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hRound = 0;
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} else {
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hOffsetX = originY - floorf(originY);
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hOffsetY = floorf(originY);
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hDir = -1;
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hRound = -1;
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}
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hTan *= hDir;
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hOffsetX *= hTan;
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/* Check if cos > 0 for horizontal hits formulas. */
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if (orientation < 90 || orientation > 270) {
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hOffsetX = ceilf(originY) - originY;
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hOffsetY = ceilf(originY);
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hDir = +1;
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hRound = 0;
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} else {
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hOffsetX = originY - floorf(originY);
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hOffsetY = floorf(originY);
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hDir = -1;
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hRound = -1;
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}
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hTan *= hDir;
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hOffsetX *= hTan;
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/* Check if sin > 0 for vertical hits formulas. */
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if (orientation < 180) {
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vOffsetX = ceilf(originX);
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vOffsetY = ceilf(originX) - originX;
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vDir = 1;
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vRound = 0;
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} else {
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vOffsetX = floorf(originX);
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vOffsetY = originX - floorf(originX);
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vDir = -1;
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vRound = -1;
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}
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vTan *= vDir;
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vOffsetY *= vTan;
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/* Check if sin > 0 for vertical hits formulas. */
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if (orientation < 180) {
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vOffsetX = ceilf(originX);
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vOffsetY = ceilf(originX) - originX;
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vDir = 1;
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vRound = 0;
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} else {
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vOffsetX = floorf(originX);
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vOffsetY = originX - floorf(originX);
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vDir = -1;
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vRound = -1;
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}
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vTan *= vDir;
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vOffsetY *= vTan;
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/*
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* Now we have all the constants and deltas to work with, cast the ray.
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* Generated points follow the formulas :
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* - h-intersect : (originX + hOffsetX + hTan*i, hOffsetY + hDir*i)
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* - v-intersect : (vOffsetX + vDir*i, originY + vOffsetY + vTan*i)
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*/
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int i = 0;
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float hCheckX = originX + hOffsetX;
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float hCheckY = hOffsetY;
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/* Bounds + sanity check. */
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while (hCheckX >= 0 && hCheckX <= static_cast<float>(w) &&
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/*
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* Now we have all the constants and deltas to work with, cast the ray.
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* Generated points follow the formulas :
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* - h-intersect : (originX + hOffsetX + hTan*i, hOffsetY + hDir*i)
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* - v-intersect : (vOffsetX + vDir*i, originY + vOffsetY + vTan*i)
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*/
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int i = 0;
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float hCheckX = originX + hOffsetX;
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float hCheckY = hOffsetY;
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/* Bounds + sanity check. */
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while (hCheckX >= 0 && hCheckX <= static_cast<float>(w) &&
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hCheckY >= 0 && hCheckY <= static_cast<float>(h) && i < h) {
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if (getBlock(floorf(hCheckX), floorf(hCheckY) + hRound) == BlockType::WALL) {
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break;
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}
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if (getBlock(floorf(hCheckX), floorf(hCheckY) + hRound) == BlockType::WALL) {
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break;
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}
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hCheckX += hTan;
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hCheckY += hDir;
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i++;
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}
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hCheckX += hTan;
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hCheckY += hDir;
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i++;
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}
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i = 0;
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float vCheckX = vOffsetX;
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float vCheckY = originY + vOffsetY;
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i = 0;
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float vCheckX = vOffsetX;
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float vCheckY = originY + vOffsetY;
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/* Bounds + sanity check. */
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while (vCheckX >= 0 && vCheckX < static_cast<float>(w) &&
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/* Bounds + sanity check. */
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while (vCheckX >= 0 && vCheckX < static_cast<float>(w) &&
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vCheckY >= 0 && vCheckY < static_cast<float>(h) && i < w) {
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if (getBlock(floorf(vCheckX) + vRound, floorf(vCheckY)) == BlockType::WALL) {
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break;
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}
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if (getBlock(floorf(vCheckX) + vRound, floorf(vCheckY)) == BlockType::WALL) {
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break;
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}
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vCheckX += vDir;
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vCheckY += vTan;
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i++;
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}
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vCheckX += vDir;
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vCheckY += vTan;
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i++;
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}
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/*
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* We may or may not have hit something. Check which coordinates are closest
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* and use those for computing the apparent size on screen.
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*/
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float hDist = sqrtf((originX - hCheckX)*(originX - hCheckX) +
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(originY - hCheckY)*(originY - hCheckY));
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float vDist = sqrtf((originX - vCheckX)*(originX - vCheckX) +
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(originY - vCheckY)*(originY - vCheckY));
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/*
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* We may or may not have hit something. Check which coordinates are closest
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* and use those for computing the apparent size on screen.
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*/
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float hDist = sqrtf((originX - hCheckX)*(originX - hCheckX) +
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(originY - hCheckY)*(originY - hCheckY));
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float vDist = sqrtf((originX - vCheckX)*(originX - vCheckX) +
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(originY - vCheckY)*(originY - vCheckY));
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return hDist > vDist ? vDist : hDist;
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return hDist > vDist ? vDist : hDist;
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}
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void World::fillColumn(sf::RenderWindow& window, unsigned int column,
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@ -227,51 +227,51 @@ void World::render(sf::RenderWindow& window) const
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{
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float windowX = static_cast<float>(window.getSize().x);
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float windowY = static_cast<float>(window.getSize().y);
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/*
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* Draw ground and sky planes through half of the screen, as the walls
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* will get drawn over them.
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* This doesn't work if we support textures/levels.
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*/
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sf::RectangleShape ground = sf::RectangleShape(sf::Vector2f(windowX,windowY/2.0f));
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ground.setFillColor(groundColor);
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ground.setPosition(0,windowY/2.0f);
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/*
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* Draw ground and sky planes through half of the screen, as the walls
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* will get drawn over them.
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* This doesn't work if we support textures/levels.
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*/
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sf::RectangleShape ground = sf::RectangleShape(sf::Vector2f(windowX,windowY/2.0f));
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ground.setFillColor(groundColor);
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ground.setPosition(0,windowY/2.0f);
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sf::RectangleShape ceiling = sf::RectangleShape(sf::Vector2f(windowX,windowY/2.0f));
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ceiling.setFillColor(ceilingColor);
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sf::RectangleShape ceiling = sf::RectangleShape(sf::Vector2f(windowX,windowY/2.0f));
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ceiling.setFillColor(ceilingColor);
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window.draw(ground);
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window.draw(ceiling);
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window.draw(ground);
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window.draw(ceiling);
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const float worldToCamera = (player.focalLength*2)/player.sensorSize;
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/*
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* Throw rays and draw walls over the ceiling and ground.
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* Only throws in the plane, which doesn't work for levels/3D.
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*/
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for(unsigned int i = 0 ; i < window.getSize().x ; i++)
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{
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float deltaAngle = (player.fov/windowX) * (static_cast<float>(i)-windowX/2.0f);
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float rayAngle = player.orientation + deltaAngle;
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if (rayAngle < 0) {
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rayAngle += 360;
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} else if (rayAngle > 360) {
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rayAngle -= 360;
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}
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float obstacleScale = worldToCamera / castRay(player.x, player.y, rayAngle);
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/* 2 Is wall height in meters. */
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fillColumn(window, i, obstacleScale);
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}
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/*
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* Throw rays and draw walls over the ceiling and ground.
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* Only throws in the plane, which doesn't work for levels/3D.
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*/
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for(unsigned int i = 0 ; i < window.getSize().x ; i++)
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{
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float deltaAngle = (player.fov/windowX) * (static_cast<float>(i)-windowX/2.0f);
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float rayAngle = player.orientation + deltaAngle;
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if (rayAngle < 0) {
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rayAngle += 360;
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} else if (rayAngle > 360) {
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rayAngle -= 360;
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}
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float obstacleScale = worldToCamera / castRay(player.x, player.y, rayAngle);
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/* 2 Is wall height in meters. */
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fillColumn(window, i, obstacleScale);
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}
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}
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void World::step(const float& stepTime) {
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player.move(player.currentMoveSpeedX*stepTime,
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player.currentMoveSpeedY*stepTime);
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player.move(player.currentMoveSpeedX*stepTime,
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player.currentMoveSpeedY*stepTime);
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/* Undo last move if the player would end up in a wall. */
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if (getBlock(player.x, player.y) != BlockType::AIR) {
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player.move(-player.currentMoveSpeedX*stepTime,
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-player.currentMoveSpeedY*stepTime);
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}
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player.rotate(player.currentRotationSpeed*stepTime);
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player.rotate(player.currentRotationSpeed*stepTime);
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#ifdef IMGUI
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if (ImGui::Begin("MapEdit")) {
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