diff --git a/World.cpp b/World.cpp index f632b86..1ca062c 100644 --- a/World.cpp +++ b/World.cpp @@ -6,8 +6,9 @@ #include -World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::vector worldMap) : w(w), h(h), - groundColor(groundColor), ceilingColor(ceilingColor), map(std::move(worldMap)), player(0,0,0) +World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::vector worldMap) : + player(0,0,0), w(w), h(h), map(std::move(worldMap)), + groundColor(groundColor), ceilingColor(ceilingColor) { map.resize(w*h,BlockType::WALL); } @@ -22,9 +23,14 @@ int World::getH() const return h; } +BlockType World::getBlock(int x, int y) const +{ + return map[x + w*y]; +} + BlockType World::getBlock(float x, float y) const { - return(map.at(static_cast(x)+w* static_cast(y))); + return map[static_cast(x) + w*static_cast(y)]; } void World::setBlock(BlockType block, int x, int y, int width, int height) @@ -83,16 +89,6 @@ std::ostream& operator<<(std::ostream& ostream, World const& world) return(ostream); } -void World::fillColumn(sf::RenderWindow& window, int column, float scale, sf::Color wallColor) const -{ - float columnHeight = window.getSize().y*scale; - sf::RectangleShape pixelColumn(sf::Vector2f(1,columnHeight)); - pixelColumn.setPosition(column,(window.getSize().y-columnHeight)/2.0); - pixelColumn.setFillColor(wallColor); - - window.draw(pixelColumn); -} - float World::castRay(float originX, float originY, float orientation) const { /* @@ -169,7 +165,8 @@ float World::castRay(float originX, float originY, float orientation) const float hCheckX = originX + hOffsetX; float hCheckY = hOffsetY; /* Bounds + sanity check. */ - while (hCheckX >= 0 && hCheckX <= w && hCheckY >= 0 && hCheckY <= h && i < h) { + while (hCheckX >= 0 && hCheckX <= static_cast(w) && + hCheckY >= 0 && hCheckY <= static_cast(h) && i < h) { if (getBlock(floorf(hCheckX), floorf(hCheckY) + hRound) == BlockType::WALL) { break; } @@ -184,7 +181,8 @@ float World::castRay(float originX, float originY, float orientation) const float vCheckY = originY + vOffsetY; /* Bounds + sanity check. */ - while (vCheckX >= 0 && vCheckX < w && vCheckY >= 0 && vCheckY < h && i < w) { + while (vCheckX >= 0 && vCheckX < static_cast(w) && + vCheckY >= 0 && vCheckY < static_cast(h) && i < w) { if (getBlock(floorf(vCheckX) + vRound, floorf(vCheckY)) == BlockType::WALL) { break; } @@ -202,24 +200,36 @@ float World::castRay(float originX, float originY, float orientation) const (originY - hCheckY)*(originY - hCheckY)); float vDist = sqrtf((originX - vCheckX)*(originX - vCheckX) + (originY - vCheckY)*(originY - vCheckY)); - float finalDist = hDist > vDist ? vDist : hDist; - /* 2 Is wall height in meters. */ - return player.focalLength*2/finalDist; + return hDist > vDist ? vDist : hDist; +} + +void World::fillColumn(sf::RenderWindow& window, unsigned int column, + float scale, sf::Color wallColor) const +{ + float columnHeight = static_cast(window.getSize().y)*scale; + sf::RectangleShape pixelColumn(sf::Vector2f(1,columnHeight)); + pixelColumn.setPosition(static_cast(column), + (static_cast(window.getSize().y)-columnHeight)/2.0f); + pixelColumn.setFillColor(wallColor); + + window.draw(pixelColumn); } void World::render(sf::RenderWindow& window) const { + float windowX = static_cast(window.getSize().x); + float windowY = static_cast(window.getSize().y); /* * Draw ground and sky planes through half of the screen, as the walls * will get drawn over them. * This doesn't work if we support textures/levels. */ - sf::RectangleShape ground = sf::RectangleShape(sf::Vector2f(window.getSize().x,window.getSize().y/2.0)); + sf::RectangleShape ground = sf::RectangleShape(sf::Vector2f(windowX,windowY/2.0f)); ground.setFillColor(groundColor); - ground.setPosition(0,window.getSize().y/2.0); + ground.setPosition(0,windowY/2.0f); - sf::RectangleShape ceiling = sf::RectangleShape(sf::Vector2f(window.getSize().x,window.getSize().y/2.0)); + sf::RectangleShape ceiling = sf::RectangleShape(sf::Vector2f(windowX,windowY/2.0f)); ceiling.setFillColor(ceilingColor); window.draw(ground); @@ -229,16 +239,17 @@ void World::render(sf::RenderWindow& window) const * Throw rays and draw walls over the ceiling and ground. * Only throws in the plane, which doesn't work for levels/3D. */ - for(int i = 0;i(i)-windowX/2.0f); float rayAngle = player.orientation + deltaAngle; if (rayAngle < 0) { rayAngle += 360; } else if (rayAngle > 360) { rayAngle -= 360; } - float obstacleScale = castRay(player.x, player.y, rayAngle)/player.sensorSize; + float obstacleScale = player.focalLength*2/(castRay(player.x, player.y, rayAngle)*player.sensorSize); + /* 2 Is wall height in meters. */ fillColumn(window, i, obstacleScale); } } @@ -247,7 +258,7 @@ void World::step(const float& stepTime) { player.move(player.currentMoveSpeedX*stepTime, player.currentMoveSpeedY*stepTime); /* Undo last move if the player would end up in a wall. */ - if (getBlock((int)player.x, (int)player.y) != BlockType::AIR) { + if (getBlock(player.x, player.y) != BlockType::AIR) { player.move(-player.currentMoveSpeedX*stepTime, -player.currentMoveSpeedY*stepTime); } diff --git a/World.h b/World.h index c098e68..6ecf4ab 100644 --- a/World.h +++ b/World.h @@ -30,8 +30,9 @@ public: int getW() const; int getH() const; - inline BlockType getBlock(float x, float y) const; - void setBlock(BlockType block, int x, int y, int width = 1, int height = 1); + inline BlockType getBlock(int x, int y) const; + inline BlockType getBlock(float x, float y) const; + void setBlock(BlockType block, int x, int y, int width = 1, int height = 1); void render(sf::RenderWindow&) const; @@ -50,14 +51,14 @@ private: sf::Color groundColor; sf::Color ceilingColor; - void fillColumn(sf::RenderWindow&, int column, float scale, + void fillColumn(sf::RenderWindow&, unsigned int column, float scale, sf::Color wallColor = sf::Color(84,56,34)) const; /** - * Cast a ray from a given position and return the on-screen scale. + * Cast a ray from a given position and its distance to the origin. * @param originX Ray X origin, strictly positive * @param originY Ray Y origin, strictly positive * @param orientation Angle to cast to, in degrees between 0 and 360 - * @return Scale on the screen of the hit wall. + * @return Distance of the hit to the origin. */ float castRay(float originX, float originY, float orientation) const; }; diff --git a/main.cpp b/main.cpp index 73c4dfc..5b9c8d3 100644 --- a/main.cpp +++ b/main.cpp @@ -14,8 +14,7 @@ int main() std::cout << world << std::endl; sf::RenderWindow window(sf::VideoMode(800,600),"Da raycasting"); - world.render(window); - window.display(); + sf::RenderWindow window(sf::VideoMode(1000,1000),"Da raycasting"); sf::Event event{}; sf::Clock frameTime; @@ -23,9 +22,19 @@ int main() { while (window.pollEvent(event)) { - if (event.type == sf::Event::Closed) - window.close(); - else if (event.type == sf::Event::KeyPressed) { + if (event.type == sf::Event::Closed) { + window.close(); + continue; + } + if (event.type == sf::Event::Resized) { + // Keep the view area fit to the window. + sf::FloatRect newView(0, 0, + static_cast(event.size.width), + static_cast(event.size.height)); + window.setView(sf::View(newView)); + continue; + } + if (event.type == sf::Event::KeyPressed) { switch (event.key.code) { case sf::Keyboard::Key::Escape: window.close();