From 7fec071ce00d32534695d4e3e401e2d7e2c8eb3d Mon Sep 17 00:00:00 2001 From: Hans Kokx Date: Wed, 2 Sep 2026 17:49:54 +0200 Subject: [PATCH] Rename map array to mapWalls Signed-off-by: Hans Kokx --- raycaster.c | 64 ++++++++++++++++++++++++++--------------------------- 1 file changed, 32 insertions(+), 32 deletions(-) diff --git a/raycaster.c b/raycaster.c index 3635663..1592a50 100644 --- a/raycaster.c +++ b/raycaster.c @@ -27,7 +27,7 @@ int mapX = 8, mapY = 8, mapSize = 32; // clang-format off -int map[] = +int mapWalls[] = { 1,1,1,1,1,1,1,1, 1,0,0,0,0,0,0,1, @@ -358,21 +358,21 @@ void drawRays2D() 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. + // to know where that is in the mapWalls 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. + // 6 places), and use that to find the position in the mapWalls'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, + // If the mapWalls position is less than the array's size, then we can check it + // inside the mapWalls. 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) + if (mapPoint > 0 && mapPoint < mapX * mapY && mapWalls[mapPoint] > 0) { // We hit a wall! - mh = map[mapPoint]; + mh = mapWalls[mapPoint]; // Save the values and calculate the distance from the player hx = rayX; @@ -426,21 +426,21 @@ void drawRays2D() 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. + // to know where that is in the mapWalls 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. + // 6 places), and use that to find the position in the mapWalls'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, + // If the mapWalls position is less than the array's size, then we can check it + // inside the mapWalls. 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) + if (mapPoint > 0 && mapPoint < mapX * mapY && mapWalls[mapPoint] > 0) { // We hit a wall! - mv = map[mapPoint]; + mv = mapWalls[mapPoint]; // Save the values and calculate the distance from the player vx = rayX; @@ -525,7 +525,7 @@ void drawMap2D() for (x = 0; x < mapX; x++) { // Check if it's a wall - if (map[y * mapX + x] > 0) + if (mapWalls[y * mapX + x] > 0) { // Color walls (white) glColor3f(1, 1, 1); @@ -657,28 +657,28 @@ void drawRays3D() 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. + // to know where that is in the mapWalls 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. + // 6 places), and use that to find the position in the mapWalls'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, + // If the mapWalls position is less than the array's size, then we can check it + // inside the mapWalls. 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) + if (mapPoint > 0 && mapPoint < mapX * mapY && mapWalls[mapPoint] > 0) { // We hit a wall! - mh = map[mapPoint]; + mh = mapWalls[mapPoint]; // Save the values and calculate the distance from the player hx = rayX; hy = rayY; distanceHor = distance(playerX, playerY, hx, hy, rayAngle); - verticalMapTexture = map[mapPoint] - 1; + verticalMapTexture = mapWalls[mapPoint] - 1; dof = 8; // Break the loop - no need to calculate more. } @@ -727,28 +727,28 @@ void drawRays3D() 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. + // to know where that is in the mapWalls 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. + // 6 places), and use that to find the position in the mapWalls'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, + // If the mapWalls position is less than the array's size, then we can check it + // inside the mapWalls. 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) + if (mapPoint > 0 && mapPoint < mapX * mapY && mapWalls[mapPoint] > 0) { // We hit a wall! - mv = map[mapPoint]; + mv = mapWalls[mapPoint]; // Save the values and calculate the distance from the player vx = rayX; vy = rayY; distanceVert = distance(playerX, playerY, vx, vy, rayAngle); - verticalMapTexture = map[mapPoint] - 1; + verticalMapTexture = mapWalls[mapPoint] - 1; dof = 8; // Break the loop - no need to calculate more. } @@ -1041,13 +1041,13 @@ void display() { // We change the X and Y values based on our delta, which is calculated // during our rotation. - if (map[iPlayerY * mapX + iPlayerX_add_xOffset] == 0) + if (mapWalls[iPlayerY * mapX + iPlayerX_add_xOffset] == 0) { playerX += playerDeltaX * movementMultiplier; } - if (map[iPlayerY_add_yOffset * mapX + iPlayerX] == 0) + if (mapWalls[iPlayerY_add_yOffset * mapX + iPlayerX] == 0) { playerY += playerDeltaY * movementMultiplier; @@ -1057,12 +1057,12 @@ void display() // ? Move backwards if (Keys.s == 1) { - if (map[iPlayerY * mapX + iPlayerX_sub_xOffset] == 0) + if (mapWalls[iPlayerY * mapX + iPlayerX_sub_xOffset] == 0) { playerX -= playerDeltaX * movementMultiplier; } - if (map[iPlayerY_sub_yOffset * mapX + iPlayerX] == 0) + if (mapWalls[iPlayerY_sub_yOffset * mapX + iPlayerX] == 0) { playerY -= playerDeltaY * movementMultiplier; }