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gfx_engine.ino
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gfx_engine.ino
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#include "gfx_engine.h"
#include "game.h"
void drawLine(int16_t x, int16_t y0, int16_t y1) {
while (y0>=y1) {
display.drawPixel(x, y0, WHITE);
y0--;
}
}
void drawShadedLine(int16_t x, int16_t y0, int16_t y1) {
uint16_t color = BLACK;
uint8_t i = x%2;
for (; y0>=y1; y0--) {
i ? i=0:i=1;
i ? color=WHITE:color=BLACK;
display.drawPixel(x, y0, color);
}
}
void drawWallLine(uint8_t x, uint8_t h, uint8_t side) {
uint8_t drawStart = CAMERA_HEIGHT + (h >> 1);
uint8_t drawEnd = CAMERA_HEIGHT - (h >> 1);
if (drawStart < 0) {
drawStart = 0;
}
if (drawEnd > DISP_HEIGHT) {
drawEnd = DISP_HEIGHT;
}
if (side){
drawLine(x, drawStart , drawEnd);
} else {
drawShadedLine(x, drawStart , drawEnd); //add shade to y-axis wall to give better contrast
}
drawFloorLine(x, drawStart);
}
void drawFloorLine(uint8_t x, uint8_t drawEnd) {
drawLine(x, DISP_HEIGHT ,drawEnd + 2);
}
void doRayCasting(Player *player, Enemy *enemy) {
for (uint8_t x = 0; x < DISP_WIDTH; x++) {
//calculate ray position and direction
double cameraX = 2 * x / (double)(DISP_WIDTH) - 1; //x-coordinate in camera space from -1 to 1
double rayDirX = player->dirX + player->planeX * cameraX;
double rayDirY = player->dirY + player->planeY * cameraX;
// D(Serial.print("\nrayDirtX,y: "));
// D(Serial.print(rayDirX, 3));
// D(Serial.print(", "));
// D(Serial.println(rayDirY, 3));
int mapX = (int)player->x;
int mapY = (int)player->y;
double deltaDistX = 0;
double deltaDistY = 0;
//length of ray from current position to next x or y-side
double sideDistX = 0;
double sideDistY = 0;
// perpendicular distance to wall
double perpWallDist = 0;
//length of ray from one x or y-side to next x or y-side
if (rayDirX != 0) {
deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX));
} else {
deltaDistX = 99999;
}
if (rayDirY != 0) {
deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY));
} else {
deltaDistY = 99999;
}
//what direction to step in x or y-direction (either +1 or -1)
int stepX = 0;
int stepY = 0;
uint8_t hit = 0; //was there a wall hit?
uint8_t side = 0; //was a NS or a EW wall hit?
//calculate step and initial sideDist
if (rayDirX < 0) {
stepX = -1;
sideDistX = (player->x - mapX) * deltaDistX;
} else {
stepX = 1;
sideDistX = (mapX + 1.0 - player->x) * deltaDistX;
}
if (rayDirY < 0) {
stepY = -1;
sideDistY = (player->y - mapY) * deltaDistY;
} else {
stepY = 1;
sideDistY = (mapY + 1 - player->y) * deltaDistY;
}
//DDA
while (!hit) {
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
} else {
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}
uint8_t mapData = pgm_read_byte(&level_map[mapY][mapX]);
for (uint8_t i = 0; i < NBR_OF_ENEMIES; i++){
if (!enemy[i].destroyed && enemy[i].xPos == mapX && enemy[i].yPos == mapY){
enemy[i].visible = 1;
}
}
// Check if ray has hit a wall
mapData == 1 ? hit = 1 : hit = 0;
}
// D(Serial.print("map: "));
// D(Serial.print(mapY));
// D(Serial.print(", "));
// D(Serial.print(mapX));
// D(Serial.print(" - "));
// D(Serial.println(level_map[mapY][mapX]));
// Calculate distance to point of impact
if (side == 0) {
perpWallDist = sqrt(((mapX - player->x + (1 - stepX) / 2) / rayDirX) * ((mapX - player->x + (1 - stepX) / 2) / rayDirX));
}
else {
perpWallDist = sqrt(((mapY - player->y + (1 - stepY) / 2) / rayDirY) * ((mapY - player->y + (1 - stepY) / 2) / rayDirY));
}
// D(Serial.print("\nperpWallDist: "));
// D(Serial.println(perpWallDist, 3));
uint8_t lineHeight;
if (perpWallDist >= 1) { //values under 1 makes screen glitch
lineHeight = abs((int)(DISP_HEIGHT / perpWallDist));
}
else {
lineHeight = DISP_HEIGHT;
}
if (lineHeight >= 1) {
drawWallLine(x, lineHeight, side);
}
}
}