Ajout de la fonction render au monde
Joueur déplaçable début du cast de rayon Trop fatigué pour faire de la trigo
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parent
52a261de58
commit
f21fc6f805
5 changed files with 117 additions and 4 deletions
18
Player.cpp
18
Player.cpp
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@ -8,3 +8,21 @@
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Player::Player(float x, float y, float alpha) : x(x), y(y), orientation(alpha)
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{}
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void Player::move(float dx, float dy)
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{
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x += dx;
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y += dy;
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}
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void Player::rotate(int alpha)
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{
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orientation += alpha%360;
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if(orientation >= 360)
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{
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orientation -= 360;
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}
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if(orientation <= 360)
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{
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orientation += 360;
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}
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}
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5
Player.h
5
Player.h
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@ -14,7 +14,10 @@ public:
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float y;
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float orientation;
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static constexpr float fov = 70;
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float fov = 70;
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void move(float dx, float dy);
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void rotate(int alpha);
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};
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66
World.cpp
66
World.cpp
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@ -5,7 +5,8 @@
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#include "World.h"
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World::World(int w, int h, std::vector<BlockType> worldMap) : w(w), h(h), map(std::move(worldMap))
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World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::vector<BlockType> worldMap) : w(w), h(h),
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groundColor(groundColor), ceilingColor(ceilingColor), map(std::move(worldMap)), player(0,0,0)
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{
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map.resize(w*h,BlockType::WALL);
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}
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@ -51,7 +52,14 @@ std::ostream& operator<<(std::ostream& ostream, World const& world)
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{
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case BlockType::AIR:
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{
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ostream << " ";
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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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@ -73,3 +81,57 @@ std::ostream& operator<<(std::ostream& ostream, World const& world)
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}
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return(ostream);
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}
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void World::fillColumn(sf::RenderWindow& window, int column, float scale, sf::Color wallColor) const
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{
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float columnHeight = window.getSize().y*scale;
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sf::RectangleShape pixelColumn(sf::Vector2f(1,columnHeight));
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pixelColumn.setPosition(column,(window.getSize().y-columnHeight)/2.0);
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pixelColumn.setFillColor(wallColor);
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window.draw(pixelColumn);
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}
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float World::castRay(float originX, float originY, float orientation)
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{
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float deltaX;
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float deltaY;
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if(orientation < 45 || orientation > 315)
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{
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deltaX = ;
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}
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else if(orientation < 135)
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{
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}
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else if(orientation < 225)
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{
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}
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else
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{
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}
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return();
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}
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void World::render(sf::RenderWindow& window) const
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{
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sf::RectangleShape ground = sf::RectangleShape(sf::Vector2f(window.getSize().x,window.getSize().y/2.0));
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ground.setFillColor(groundColor);
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ground.setPosition(0,window.getSize().y/2.0);
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sf::RectangleShape ceiling = sf::RectangleShape(sf::Vector2f(window.getSize().x,window.getSize().y/2.0));
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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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for(int i = 0;i<window.getSize().x;i++)
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{
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fillColumn(window, i, 0.5);
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std::cout << i << std::endl;
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}
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}
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16
World.h
16
World.h
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@ -7,6 +7,10 @@
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#include <vector>
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#include <ostream>
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include "Player.h"
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enum class BlockType {
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AIR,
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@ -17,19 +21,29 @@ enum class BlockType {
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class World {
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public:
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World(int w, int h, std::vector<BlockType> worldMap = {});
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Player player;
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World(int w, int h, sf::Color groundColor = sf::Color::Green, sf::Color ceilingColor = sf::Color::Blue,
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std::vector<BlockType> worldMap = {});
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int getW() const;
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int getH() const;
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BlockType getBlock(float x, float y) const;
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void setBlock(BlockType block, int x, int y, int width = 1, int height = 1);
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void render(sf::RenderWindow&) const;
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friend std::ostream& operator<<(std::ostream& ostream, World const & world);
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private:
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int w;
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int h;
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std::vector<BlockType> map;
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sf::Color groundColor;
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sf::Color ceilingColor;
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void fillColumn(sf::RenderWindow&, int column, float scale, sf::Color wallColor = sf::Color(127,127,127)) const;
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float castRay(float originX, float originY, float orientation);
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};
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16
main.cpp
16
main.cpp
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@ -9,6 +9,22 @@ int main()
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World world(10,10);
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world.setBlock(BlockType::AIR,1,1,8,8);
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world.setBlock(BlockType::WALL,4,4,2,2);
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world.player.move(2,2);
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std::cout << world << std::endl;
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sf::RenderWindow window(sf::VideoMode(800,600),"Da raycasting");
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world.render(window);
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window.display();
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while (window.isOpen())
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{
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sf::Event event;
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while (window.pollEvent(event))
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{
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if (event.type == sf::Event::Closed)
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window.close();
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}
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}
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return 0;
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}
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