Allow for more dynamic game sizes

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-08-30 14:34:42 +02:00
parent 5520d1e41b
commit 7ab8a867fc
+57 -41
View File
@@ -7,9 +7,15 @@
#define PI3 3 * PI / 2
#define DR 0.0174533f // One degree in radians
#define gameHeight 160
#define gameWidth 320
#define aspectRatio 3.2
#define gameHeight 160
#define GAP 20
#define MAP_WIDTH (mapX * mapSize)
#define MAP_HEIGHT (mapY * mapSize)
#define TOTAL_WIDTH (MAP_WIDTH + GAP + gameWidth)
#define TOTAL_HEIGHT (MAP_HEIGHT > gameHeight ? MAP_HEIGHT : gameHeight)
// 0° => 0 radians (RIGHT)
// 90° => π/2 radians (TOP)
@@ -17,8 +23,8 @@
// 270° => 3π/2 radians (BOTTOM)
// 360° => 2π radians (RIGHT)
// * Player position (playerX, playerY), delta (pdx, pdy), and angle (pa)
float playerX, playerY, pdx, pdy, playerAngle;
// * Player position (playerX, playerY), delta (playerDeltaX, playerDeltaY), and angle (pa)
float playerX, playerY, playerDeltaX, playerDeltaY, playerAngle;
// * Draw the player on the screen
void drawPlayer()
@@ -34,12 +40,12 @@ void drawPlayer()
glLineWidth(3);
glBegin(GL_LINES);
glVertex2i(playerX, playerY);
glVertex2i(playerX + pdx * 5, playerY + pdy * 5);
glVertex2i(playerX + playerDeltaX * 5, playerY + playerDeltaY * 5);
glEnd();
}
// * Define the world
int mapX = 8, mapY = 8, mapS = 64;
int mapX = 8, mapY = 8, mapSize = 64;
// clang-format off
int map[] =
@@ -75,15 +81,15 @@ void drawMap2D()
glColor3f(0, 0, 0);
}
xo = x * mapS;
yo = y * mapS;
xo = x * mapSize;
yo = y * mapSize;
glBegin(GL_QUADS);
// Draw each block; the +-1 creates the outline
glVertex2i(xo + 1, yo + 1);
glVertex2i(xo + 1, yo + mapS - 1);
glVertex2i(xo + mapS - 1, yo + mapS - 1);
glVertex2i(xo + mapS - 1, yo + 1);
glVertex2i(xo + 1, yo + mapSize - 1);
glVertex2i(xo + mapSize - 1, yo + mapSize - 1);
glVertex2i(xo + mapSize - 1, yo + 1);
glEnd();
}
}
@@ -334,27 +340,26 @@ void drawRays3D()
// Correct the fish-eye effect
float correctedAngle = playerAngle - rayAngle;
if (rayAngle < 0)
if (correctedAngle < 0)
{
rayAngle += 2 * PI;
correctedAngle += 2 * PI;
}
if (rayAngle > 2 * PI)
if (correctedAngle > 2 * PI)
{
rayAngle -= 2 * PI;
correctedAngle -= 2 * PI;
}
disT = disT * cos(correctedAngle);
// The window will be 320x160 px (windowW x windowH)
// The formula for each line height will be the cube size (64) times our
// screen height, divided by the ray distance (disT).
// The further away, the larger the distance and the shorter the final line
// height will be.
float lineHeight = (mapS * gameWidth) / disT;
// We need to offset the line to the middle of the screen
// That's the full window height, minus half the line height
float lineOffset = gameHeight - lineHeight / 2;
float lineHeight = (mapSize * gameHeight) / disT;
if (lineHeight > gameHeight)
{
lineHeight = gameHeight;
}
// Let's make sure the line doesn't exceed our vertical space, so we cap it
if (lineHeight > gameWidth)
@@ -362,12 +367,21 @@ void drawRays3D()
lineHeight = gameWidth;
}
// We need to offset the line to the middle of the screen
// That's the full window height, minus half the line height
float lineOffset = (gameHeight / 2.0f) - (lineHeight / 2.0f);
// Calculate dynamic column width and horizontal starting offset
float rayWidth = (float)gameWidth / 60.0f;
float rayX3D = MAP_WIDTH + GAP + (r * rayWidth);
// * Draw the "wall" line
glLineWidth(8);
glBegin(GL_LINES);
// Draw the line every 8th pixel, and shift the viewport to the right by 530
glVertex2i(r * 8 + gameWidth + 210, lineOffset);
glVertex2i(r * 8 + gameWidth + 210, lineHeight + lineOffset);
// Draw solid wall column using QUADS instead of GL_LINES
glBegin(GL_QUADS);
glVertex2f(rayX3D, lineOffset);
glVertex2f(rayX3D + rayWidth, lineOffset);
glVertex2f(rayX3D + rayWidth, lineOffset + lineHeight);
glVertex2f(rayX3D, lineOffset + lineHeight);
glEnd();
// * Increase the ray angle to draw the next ray
@@ -415,8 +429,8 @@ void buttons(unsigned char key, int x, int y)
// The values returned from sin() and cos() are very small, so we'll just
// artificialy inflate them by multilying by 5. This is our actual movement.
pdx = cos(playerAngle) * 5.0f;
pdy = sin(playerAngle) * 5.0f;
playerDeltaX = cos(playerAngle) * 5.0f;
playerDeltaY = sin(playerAngle) * 5.0f;
}
// ? Move right
@@ -429,8 +443,8 @@ void buttons(unsigned char key, int x, int y)
playerAngle -= 2 * PI;
}
pdx = cos(playerAngle) * 5.0f;
pdy = sin(playerAngle) * 5.0f;
playerDeltaX = cos(playerAngle) * 5.0f;
playerDeltaY = sin(playerAngle) * 5.0f;
}
// ? Move forward
@@ -438,15 +452,15 @@ void buttons(unsigned char key, int x, int y)
{
// We change the X and Y values based on our delta, which is calculated
// during our rotation.
playerX += pdx;
playerY += pdy;
playerX += playerDeltaX;
playerY += playerDeltaY;
}
// ? Move backwards
if (key == 's')
{
playerX -= pdx;
playerY -= pdy;
playerX -= playerDeltaX;
playerY -= playerDeltaY;
}
glutPostRedisplay();
}
@@ -458,22 +472,24 @@ void init()
// Sets the window to be 2D at a given size
// gluOrtho2D(0, 1024, 512, 0);
gluOrtho2D(0, gameWidth * aspectRatio, gameHeight * aspectRatio, 0);
gluOrtho2D(0, TOTAL_WIDTH, TOTAL_HEIGHT, 0);
// Set the initial player location
playerX = 300;
playerY = 300;
// Spawn player centered in grid tile (1, 1)
playerX = 1.5f * mapSize;
playerY = 1.5f * mapSize;
playerAngle = 0;
// Calculate the initial player deltaX and deltaY
pdx = cos(playerAngle) * 5.0f;
pdy = sin(playerAngle) * 5.0f;
playerDeltaX = cos(playerAngle) * 5.0f;
playerDeltaY = sin(playerAngle) * 5.0f;
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(1024, 512);
glutInitWindowSize(TOTAL_WIDTH, TOTAL_HEIGHT);
glutCreateWindow("Raycaster");
init();