Limit movement based on fps

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-09-02 14:38:11 +02:00
parent e59d00973f
commit 6e33223035
+321 -29
View File
@@ -46,17 +46,46 @@ typedef struct
} ButtonKeys;
ButtonKeys Keys;
// * ---------------- HELPERS --------------------------------------------------
// Function to check if a number is a power of 2
int isPowerOfTwo(int n)
{
return (n > 0) && ((n & (n - 1)) == 0);
}
// * Player position (playerX, playerY), delta (playerDeltaX, playerDeltaY), and angle (pa)
float degToRad(float a) { return a * M_PI / 180.0; }
float FixAng(float a)
{
if (a > 359)
{
a -= 360;
}
if (a < 0)
{
a += 360;
}
return a;
}
// * Returns the distance between the player and the ray's endpoint
// That's the hypotenuse, so we can use the Pythagorean theorem.
float distance(float ax, float ay, float bx, float by, float ang)
{
// SOH - CAH - TOA
return (sqrt((bx - ax) * (bx - ax) + (by - ay) * (by - ay)));
}
// * ---------------- PLAYER ---------------------------------------------------
// Player position (playerX, playerY), delta (playerDeltaX, playerDeltaY), and angle (pa)
float playerX, playerY, playerDeltaX, playerDeltaY, playerAngle;
// * Draw the player on the screen
void drawPlayer()
// Draw the player on the map
void drawPlayer2D()
{
// Draws the player square
glColor3f(1, 1, 0);
@@ -66,13 +95,271 @@ void drawPlayer()
glEnd();
// Draws the player direction
glLineWidth(3);
glLineWidth(4);
glBegin(GL_LINES);
glVertex2i(playerX, playerY);
glVertex2i(playerX + playerDeltaX * 5, playerY + playerDeltaY * 5);
glEnd();
}
// * ---------------- Draw Rays and Walls --------------------------------------
void drawRays2D()
{
int r, mx, my, mapPoint, dof;
// Ensure mapSize is a power of 2, otherwise default or handle error
if (!isPowerOfTwo(mapSize))
{
fprintf(stderr, "Error: mapSize must be a power of 2 (e.g., 16, 32, 64, 128).\n");
exit(1);
}
int shiftSize = (int)(log2f((float)mapSize));
glColor3f(0, 1, 1);
glBegin(GL_QUADS);
glVertex2i(526, 0);
glVertex2i(1006, 0);
glVertex2i(1006, 160);
glEnd();
glColor3f(0, 0, 1);
glBegin(GL_QUADS);
glVertex2i(526, 160);
glVertex2i(1006, 160);
glVertex2i(1006, 320);
glEnd();
// Ray x, y, angle
float rayX, rayY, rayAngle;
float xo, yo;
// Final distance
float disT;
// Let's initialize the ray angle n degrees from the player's facing position
// ra = ray angle; pa = player angle; DR = degree radian; n = degrees to use
rayAngle = playerAngle - DR * 30;
// rayAngle = FixAng(playerAngle+30);
// Make sure to limit the next angle
if (rayAngle < 0)
{
rayAngle += 2 * PI;
}
if (rayAngle > 2 * PI)
{
rayAngle -= 2 * PI;
}
// * Cast n rays
for (r = 0; r < 60; r++)
{
// * --- Check Horizontal Lines ---
dof = 0;
// We need to get the shortest ray cast in either the vertical or horizontal
// distance. So, we'll set a default that's way higher than we'll ever
// calculate, and save the horizontal ray's X and Y position.
float distanceHor = 1000000, hx = playerX, hy = playerY;
// Negative inverse of tangent
float aTan = -1.0f / tanf(rayAngle);
// Check if the ray is looking up or down.
// If it's less than π (e.g., 180°), we're looking down.
// ? Looking up (ray angle > π)
if (rayAngle > PI)
{
// Round the ray's Y position to the nearest 64th value.
// We can do this by bit-shifting down by `shiftSize`, then bit-shifting back up by
// `shiftSize`. Then, we subtract a small amount for accuracy.
rayY = (((int)playerY >> shiftSize) << shiftSize) - 0.0001f;
// The ray's X value is the distance between the player and the ray's Y
// position, times the inverse of tangent, plus the player's X position.
rayX = (playerY - rayY) * aTan + playerX;
// Now that we have the ray's first grid intersection position, we need
// the next X and Y offset for the second grid intersection point.
yo = -mapSize;
xo = -yo * aTan;
}
// ? Looking down
if (rayAngle < PI)
{
// This is almost exactly the same as looking up, but we add one grid
// unit, instead of subtracting a tiny amount.
rayY = (((int)playerY >> shiftSize) << shiftSize) + mapSize;
rayX = (playerY - rayY) * aTan + playerX;
// This is almost exactly the same as looking up, but we add instead of
// subtract.
yo = mapSize;
xo = -yo * aTan;
}
// ? Looking straight left or right
if (rayAngle == 0.0f || rayAngle == PI)
{
// It's impossible to ever hit a horizontal line
rayX = playerX;
rayY = playerY;
}
int mv = 0, mh = 0;
// ? We don't want to get caught in an infinite loop, so use the
// depth-of-field to limit our check to a max of 8.
while (dof < 8)
{
// We know the coordinates where the ray will hit the wall, but we need
// to know where that is in the map array.
// Let's take the ray hit position (rx,ry) and divide it by 64 (bit-shift
// 6 places), and use that to find the position in the map's array.
mx = (int)(rayX) >> shiftSize;
my = (int)(rayY) >> shiftSize;
mapPoint = my * mapX + mx;
// If the map position is less than the array's size, then we can check it
// inside the map. If the value is 1, there's a wall. If we hit a wall,
// we're done!
if (mapPoint > 0 && mapPoint < mapX * mapY && map[mapPoint] > 0)
{
// We hit a wall!
mh = map[mapPoint];
// Save the values and calculate the distance from the player
hx = rayX;
hy = rayY;
distanceHor = distance(playerX, playerY, hx, hy, rayAngle);
dof = 8; // Break the loop - no need to calculate more.
}
else
{
// If we didn't hit a wall, we check the next horizontal line by adding
// the x and y offset.
rayX += xo;
rayY += yo;
dof += 1;
}
}
// * --- Check Vertical Lines ---
dof = 0;
float distanceVert = 1000000, vx = playerX, vy = playerY;
// Negative of tangent
float nTan = -tanf(rayAngle);
// ? Looking left
if (rayAngle > PI2 && rayAngle < PI3)
{
rayX = (((int)playerX >> shiftSize) << shiftSize) - 0.0001f;
rayY = (playerX - rayX) * nTan + playerY;
xo = -mapSize;
yo = -xo * nTan;
}
// ? Looking right
if (rayAngle < PI2 || rayAngle > PI3)
{
rayX = (((int)playerX >> shiftSize) << shiftSize) + mapSize;
rayY = (playerX - rayX) * nTan + playerY;
xo = mapSize;
yo = -xo * nTan;
}
// ? Looking straight up or down
if (rayAngle == 0.0f || rayAngle == PI)
{
rayX = playerX;
rayY = playerY;
}
while (dof < 8)
{
// We know the coordinates where the ray will hit the wall, but we need
// to know where that is in the map array.
// Let's take the ray hit position (rx,ry) and divide it by 64 (bit-shift
// 6 places), and use that to find the position in the map's array.
mx = (int)(rayX) >> shiftSize;
my = (int)(rayY) >> shiftSize;
mapPoint = my * mapX + mx;
// If the map position is less than the array's size, then we can check it
// inside the map. If the value is 1, there's a wall. If we hit a wall,
// we're done!
if (mapPoint > 0 && mapPoint < mapX * mapY && map[mapPoint] > 0)
{
// We hit a wall!
mv = map[mapPoint];
// Save the values and calculate the distance from the player
vx = rayX;
vy = rayY;
distanceVert = distance(playerX, playerY, vx, vy, rayAngle);
dof = 8; // Break the loop - no need to calculate more.
}
else
{
// If we didn't hit a wall, we check the next horizontal line by adding
// the x and y offset.
rayX += xo;
rayY += yo;
dof += 1;
}
}
// * Compare shortest horizontal and vertical line, then use the shortest
// This is what actually determines our ray that hits a wall!
// Vertical wall hit
if (distanceVert < distanceHor)
{
rayX = vx;
rayY = vy;
disT = distanceVert;
}
// Horizontal wall hit
if (distanceHor < distanceVert)
{
rayX = hx;
rayY = hy;
disT = distanceHor;
}
// * Draw the ray
glColor3f(0, 1, 1);
glLineWidth(3);
glBegin(GL_LINES);
glVertex2i(playerX, playerY);
glVertex2i(rayX, rayY);
glEnd();
// * Increase the ray angle to draw the next ray
rayAngle += DR;
if (rayAngle < 0)
{
rayAngle += 2 * PI;
}
if (rayAngle > 2 * PI)
{
rayAngle -= 2 * PI;
}
}
}
// * Draws the top-down map with white alls and black floors
void drawMap2D()
{
@@ -108,14 +395,6 @@ void drawMap2D()
}
}
// * Returns the distance between the player and the ray's endpoint
// That's the hypotenuse, so we can use the Pythagorean theorem.
float dist(float ax, float ay, float bx, float by, float ang)
{
// SOH - CAH - TOA
return (sqrt((bx - ax) * (bx - ax) + (by - ay) * (by - ay)));
}
// * The actual raycaster
void drawRays3D()
{
@@ -237,7 +516,7 @@ void drawRays3D()
// Save the values and calculate the distance from the player
hx = rayX;
hy = rayY;
distanceHor = dist(playerX, playerY, hx, hy, rayAngle);
distanceHor = distance(playerX, playerY, hx, hy, rayAngle);
dof = 8; // Break the loop - no need to calculate more.
}
@@ -305,7 +584,7 @@ void drawRays3D()
// Save the values and calculate the distance from the player
vx = rayX;
vy = rayY;
distanceVert = dist(playerX, playerY, vx, vy, rayAngle);
distanceVert = distance(playerX, playerY, vx, vy, rayAngle);
dof = 8; // Break the loop - no need to calculate more.
}
@@ -352,13 +631,6 @@ void drawRays3D()
}
}
// * Draw the ray
glLineWidth(3);
glBegin(GL_LINES);
glVertex2i(playerX, playerY);
glVertex2i(rayX, rayY);
glEnd();
// * --- Draw 3D Walls ---
// Correct the fish-eye effect
@@ -462,9 +734,26 @@ void drawFloor()
glEnd();
}
// * ---------------- MAIN -----------------------------------------------------
float frame1, frame2, fps;
// * Main rendering
void display()
{
// Frames per second
frame2 = glutGet(GLUT_ELAPSED_TIME);
if (frame1 < 0)
{
frame1 = 10;
}
fps = (frame2 - frame1);
frame1 = glutGet(GLUT_ELAPSED_TIME);
float movementMultiplier = 0.05 * fps;
// * Handle keyboard inputs
// ? Move left
if (Keys.a == 1)
@@ -475,7 +764,7 @@ void display()
// 0° -> 360° ≈ 0 -> ~6.28
// Change player angle slightly (using radians)
playerAngle -= 0.1;
playerAngle -= 0.1 * movementMultiplier;
// If player angle drops below 0, let's reset back to 2π
if (playerAngle < 0)
@@ -492,7 +781,7 @@ void display()
// ? Move right
if (Keys.d == 1)
{
playerAngle += 0.1;
playerAngle += 0.1 * movementMultiplier;
if (playerAngle > 2 * PI)
{
@@ -508,24 +797,27 @@ void display()
{
// We change the X and Y values based on our delta, which is calculated
// during our rotation.
playerX += playerDeltaX;
playerY += playerDeltaY;
playerX += playerDeltaX * movementMultiplier;
playerY += playerDeltaY * movementMultiplier;
}
// ? Move backwards
if (Keys.s == 1)
{
playerX -= playerDeltaX;
playerY -= playerDeltaY;
playerX -= playerDeltaX * movementMultiplier;
playerY -= playerDeltaY * movementMultiplier;
}
glutPostRedisplay();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawMap2D();
drawRays2D();
drawPlayer2D();
drawCeiling();
drawFloor();
drawMap2D();
drawRays3D();
drawPlayer();
glutSwapBuffers();
}