fix up int casting and render wall lines

This commit is contained in:
Matthew Ryan Dillon 2024-12-29 21:53:04 -05:00
parent cc2bcc08c5
commit 19c2504bed

View file

@ -1,3 +1,7 @@
function int(x)
return math.ceil(x)
end
function love.load()
p2 = math.pi / 2
p3 = 3 * math.pi / 2
@ -8,10 +12,10 @@ function love.load()
love.window.setMode(1024, 512)
player = {}
player["x"] = 100
player["x"] = 96
player["y"] = 110
player["size"] = 8
player["angle"] = -math.pi / 2
player["angle"] = math.pi / 2
player["dx"] = math.cos(player.angle) * 5
player["dy"] = math.sin(player.angle) * 5
player["offset"] = 20
@ -52,12 +56,12 @@ function love.update()
local yo = 0
if player.dy < 0 then yo = -player.offset else yo = player.offset end
local ipx = math.ceil(player.x / map.size)
local ipx_add_xo = math.ceil((player.x + xo) / map.size)
local ipx_sub_xo = math.ceil((player.x - xo) / map.size)
local ipy = math.ceil(player.y / map.size)
local ipy_add_yo = math.ceil((player.y + yo) / map.size)
local ipy_sub_yo = math.ceil((player.y - yo) / map.size)
local ipx = int(player.x / map.size)
local ipx_add_xo = int((player.x + xo) / map.size)
local ipx_sub_xo = int((player.x - xo) / map.size)
local ipy = int(player.y / map.size)
local ipy_add_yo = int((player.y + yo) / map.size)
local ipy_sub_yo = int((player.y - yo) / map.size)
local pos1 = (ipy - 1)*map.x + ipx_add_xo
local pos2 = (ipy_add_yo - 1)*map.x + ipx
@ -237,13 +241,6 @@ function drawRays3D()
disT = disH
end
love.graphics.setColor(1, 1, 1)
love.graphics.setLineWidth(1)
love.graphics.line(
player.x, player.y,
ray.x, ray.y
)
local ca = player.angle - ray.angle
if ca < 0 then
ca = ca + 2 * math.pi
@ -253,16 +250,22 @@ function drawRays3D()
end
disT = disT * math.cos(ca)
local lineH = map.size * 320 / disT
local lineH = int(map.size * 320 / disT)
if lineH > 320 then
lineH = 320
end
local lineO = 160 - lineH / 2
love.graphics.setLineWidth(8)
love.graphics.line(
r * 8 + 530, lineO,
r * 8 + 530, lineH + lineO
)
local lineO = int(160 - (lineH / 2))
love.graphics.setPointSize(8)
love.graphics.setColor(1, 1, 1)
local top = lineH - 1
for y = 0, top do
if y == 0 or y == top then
love.graphics.points(
r * 8 + 530, y + lineO
)
end
end
ray.angle = ray.angle + math.rad(1)
if ray.angle < 0 then