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b47052aa4d
...
bc9770e233
5 changed files with 39 additions and 217 deletions
25
Player.cpp
25
Player.cpp
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@ -14,32 +14,15 @@ void Player::move(float dx, float dy)
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y += dy;
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y += dy;
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}
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}
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void Player::rotate(float alpha)
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void Player::rotate(int alpha)
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{
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{
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orientation += fmodf(alpha, 360);
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orientation += alpha%360;
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if(orientation > 360)
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if(orientation >= 360)
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{
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{
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orientation -= 360;
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orientation -= 360;
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}
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}
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else if(orientation < 0)
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if(orientation <= 360)
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{
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{
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orientation += 360;
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orientation += 360;
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}
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}
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/*
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* Rotate the movement vector along the new angle, assumes that the only
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* speed influencing the player is its own movement.
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*/
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float prevSpeedX = currentMoveSpeedX;
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float prevSpeedY = currentMoveSpeedY;
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currentMoveSpeedX = cosf(-alpha * deg_to_rad) * prevSpeedX
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- sinf(-alpha * deg_to_rad) * prevSpeedY;
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currentMoveSpeedY = sinf(-alpha * deg_to_rad) * prevSpeedX
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+ cosf(-alpha * deg_to_rad) * prevSpeedY;
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}
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void Player::updateSpeed(float localX, float localY) {
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// TODO: Support strafing.
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currentMoveSpeedX = localX * sinf(orientation*deg_to_rad)*moveSpeed;
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currentMoveSpeedY = localX * cosf(orientation*deg_to_rad)*moveSpeed;
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}
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}
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17
Player.h
17
Player.h
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@ -5,9 +5,6 @@
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#ifndef RAYCASTING_PLAYER_H
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#ifndef RAYCASTING_PLAYER_H
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#define RAYCASTING_PLAYER_H
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#define RAYCASTING_PLAYER_H
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#include <cmath>
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static constexpr float deg_to_rad = 3.14159265/180;
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class Player {
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class Player {
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public:
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public:
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@ -17,22 +14,10 @@ public:
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float y;
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float y;
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float orientation;
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float orientation;
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float moveSpeed = 5;
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float rotationSpeed = 180;
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float currentMoveSpeedX = 0;
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float currentMoveSpeedY = 0;
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float currentRotationSpeed = 0;
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/* View properties. */
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float fov = 70;
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float fov = 70;
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float sensorSize = 0.035; /* 35mm, about equivalent to human eye ? */
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float focalLength = sensorSize / (2*tanf((fov*deg_to_rad)/2));
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void move(float dx, float dy);
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void move(float dx, float dy);
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void rotate(float alpha);
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void rotate(int alpha);
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void updateSpeed(float localX, float localY);
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};
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};
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136
World.cpp
136
World.cpp
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@ -3,7 +3,6 @@
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//
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//
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#include "World.h"
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#include "World.h"
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#include <cmath>
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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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World::World(int w, int h, sf::Color groundColor, sf::Color ceilingColor, std::vector<BlockType> worldMap) : w(w), h(h),
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@ -93,119 +92,32 @@ void World::fillColumn(sf::RenderWindow& window, int column, float scale, sf::Co
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window.draw(pixelColumn);
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window.draw(pixelColumn);
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}
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}
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float World::castRay(float originX, float originY, float orientation) const
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float World::castRay(float originX, float originY, float orientation)
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{
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{
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/*
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/*
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* Reference used for ray intersection computations :
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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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* 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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*/
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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 deltaX;
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float hOffsetX;
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float deltaY;
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float hOffsetY;
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if(orientation < 45 || orientation > 315)
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float vOffsetX;
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{
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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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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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/* 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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}
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hTan *= hDir;
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else if(orientation < 135)
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hOffsetX *= hTan;
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{
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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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}
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vTan *= vDir;
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else if(orientation < 225)
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vOffsetY *= vTan;
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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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* 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 <= w && hCheckY >= 0 && hCheckY <= 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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}
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hCheckX += hTan;
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return 0;
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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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/* Bounds + sanity check. */
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while (vCheckX >= 0 && vCheckX < w && vCheckY >= 0 && vCheckY < 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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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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float finalDist = hDist > vDist ? vDist : hDist;
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/* 2 Is wall height in meters. */
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return player.focalLength*2/finalDist;
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}
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}
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void World::render(sf::RenderWindow& window) const
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void World::render(sf::RenderWindow& window) const
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@ -231,25 +143,7 @@ void World::render(sf::RenderWindow& window) const
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*/
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*/
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for(int i = 0;i<window.getSize().x;i++)
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for(int i = 0;i<window.getSize().x;i++)
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{
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{
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float deltaAngle = (player.fov/window.getSize().x) * (i-window.getSize().x/2.0);
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fillColumn(window, i, 0.5);
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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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}
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float obstacleScale = castRay(player.x, player.y, rayAngle)/player.sensorSize;
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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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/* Undo last move if the player would end up in a wall. */
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if (getBlock((int)player.x, (int)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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}
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}
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23
World.h
23
World.h
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@ -23,24 +23,16 @@ class World {
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public:
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public:
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Player player;
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Player player;
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World(int w, int h,
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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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sf::Color groundColor = sf::Color{67, 137, 39},
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sf::Color ceilingColor = sf::Color{39, 69, 137},
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std::vector<BlockType> worldMap = {});
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std::vector<BlockType> worldMap = {});
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int getW() const;
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int getW() const;
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int getH() const;
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int getH() const;
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inline BlockType getBlock(float x, float y) 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 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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void render(sf::RenderWindow&) const;
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/**
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* Move the world one step forward.
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* @param stepTime delta time since last step, in seconds
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*/
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void step(const float& stepTime);
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friend std::ostream& operator<<(std::ostream& ostream, World const & world);
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friend std::ostream& operator<<(std::ostream& ostream, World const & world);
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private:
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private:
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int w;
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int w;
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@ -50,16 +42,15 @@ private:
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sf::Color groundColor;
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sf::Color groundColor;
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sf::Color ceilingColor;
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sf::Color ceilingColor;
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void fillColumn(sf::RenderWindow&, int column, float scale,
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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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sf::Color wallColor = sf::Color(84,56,34)) const;
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/**
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/**
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* Cast a ray from a given position and return the on-screen scale.
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* Cast a ray from a given position and return the on-screen scale.
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* @param originX Ray X origin, strictly positive
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* @param originX Ray X origin
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* @param originY Ray Y origin, strictly positive
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* @param originY Ray Y origin
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* @param orientation Angle to cast to, in degrees between 0 and 360
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* @param orientation Angle to cast to, in degrees
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* @return Scale on the screen of the hit wall.
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* @return Scale on the screen of the hit wall.
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*/
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*/
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float castRay(float originX, float originY, float orientation) const;
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float castRay(float originX, float originY, float orientation);
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};
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};
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55
main.cpp
55
main.cpp
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@ -1,12 +1,22 @@
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#include <iostream>
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#include <iostream>
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#include <SFML/Graphics.hpp>
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#include "SFML/Graphics.hpp"
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#include "World.h"
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#include "World.h"
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// TODO: Handle inputs to move player
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// TODO: Raycast from player position
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// TODO: Fix raycasts and use it correctly
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// TODO: Render world in event loop
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// TODO: Understand what the code was doing (looks like scale from fill column is the output of the raycast)
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// Ref: https://lodev.org/cgtutor/raycasting.html
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// Ref: http://yunes.informatique.univ-paris-diderot.fr/wp-content/uploads/cours/INFOGRAPHIE/08-Raycasting.pdf
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// TODO: Update player for camera plane
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// TODO: Camera plane represents screen, rays go through it proportional to the screen
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// TODO: Find a way to go to edges instead of just equally split (?)
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// TODO: Find a way to go to edges instead of just equally split (?)
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||||||
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int main()
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int main()
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{
|
{
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std::cout << "Hello, World!" << std::endl;
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World world(10,10);
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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::AIR,1,1,8,8);
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world.setBlock(BlockType::WALL,4,4,2,2);
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world.setBlock(BlockType::WALL,4,4,2,2);
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|
@ -17,56 +27,15 @@ int main()
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world.render(window);
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world.render(window);
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window.display();
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window.display();
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sf::Event event{};
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sf::Clock frameTime;
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|
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while (window.isOpen())
|
while (window.isOpen())
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{
|
{
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||||||
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sf::Event event;
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while (window.pollEvent(event))
|
while (window.pollEvent(event))
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||||||
{
|
{
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||||||
if (event.type == sf::Event::Closed)
|
if (event.type == sf::Event::Closed)
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window.close();
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window.close();
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else if (event.type == sf::Event::KeyPressed) {
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switch (event.key.code) {
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case sf::Keyboard::Key::Escape:
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window.close();
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break;
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case sf::Keyboard::Key::Left:
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world.player.currentRotationSpeed = -world.player.rotationSpeed;
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break;
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case sf::Keyboard::Key::Right:
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world.player.currentRotationSpeed = world.player.rotationSpeed;
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break;
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case sf::Keyboard::Key::Up:
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world.player.updateSpeed(1, 0);
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break;
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case sf::Keyboard::Key::Down:
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world.player.updateSpeed(-1, 0);
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||||||
break;
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default:
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||||||
break;
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}
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}
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||||||
}
|
}
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||||||
else if (event.type == sf::Event::KeyReleased) {
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||||||
switch (event.key.code) {
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||||||
case sf::Keyboard::Key::Left:
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||||||
case sf::Keyboard::Key::Right:
|
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world.player.currentRotationSpeed = 0;
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||||||
break;
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||||||
case sf::Keyboard::Key::Up:
|
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||||||
case sf::Keyboard::Key::Down:
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world.player.updateSpeed(0, 0);
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||||||
break;
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||||||
default:
|
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||||||
break;
|
|
||||||
}
|
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||||||
}
|
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||||||
}
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window.clear();
|
|
||||||
|
|
||||||
world.step(frameTime.restart().asSeconds());
|
|
||||||
world.render(window);
|
|
||||||
window.display();
|
|
||||||
}
|
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue