Rename map array to mapWalls
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
+32
-32
@@ -27,7 +27,7 @@
|
|||||||
int mapX = 8, mapY = 8, mapSize = 32;
|
int mapX = 8, mapY = 8, mapSize = 32;
|
||||||
|
|
||||||
// clang-format off
|
// clang-format off
|
||||||
int map[] =
|
int mapWalls[] =
|
||||||
{
|
{
|
||||||
1,1,1,1,1,1,1,1,
|
1,1,1,1,1,1,1,1,
|
||||||
1,0,0,0,0,0,0,1,
|
1,0,0,0,0,0,0,1,
|
||||||
@@ -358,21 +358,21 @@ void drawRays2D()
|
|||||||
while (dof < 8)
|
while (dof < 8)
|
||||||
{
|
{
|
||||||
// We know the coordinates where the ray will hit the wall, but we need
|
// 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
|
// 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;
|
mx = (int)(rayX) >> shiftSize;
|
||||||
my = (int)(rayY) >> shiftSize;
|
my = (int)(rayY) >> shiftSize;
|
||||||
mapPoint = my * mapX + mx;
|
mapPoint = my * mapX + mx;
|
||||||
|
|
||||||
// If the map position is less than the array's size, then we can check it
|
// If the mapWalls 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,
|
// inside the mapWalls. If the value is 1, there's a wall. If we hit a wall,
|
||||||
// we're done!
|
// 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!
|
// We hit a wall!
|
||||||
|
|
||||||
mh = map[mapPoint];
|
mh = mapWalls[mapPoint];
|
||||||
|
|
||||||
// Save the values and calculate the distance from the player
|
// Save the values and calculate the distance from the player
|
||||||
hx = rayX;
|
hx = rayX;
|
||||||
@@ -426,21 +426,21 @@ void drawRays2D()
|
|||||||
while (dof < 8)
|
while (dof < 8)
|
||||||
{
|
{
|
||||||
// We know the coordinates where the ray will hit the wall, but we need
|
// 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
|
// 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;
|
mx = (int)(rayX) >> shiftSize;
|
||||||
my = (int)(rayY) >> shiftSize;
|
my = (int)(rayY) >> shiftSize;
|
||||||
mapPoint = my * mapX + mx;
|
mapPoint = my * mapX + mx;
|
||||||
|
|
||||||
// If the map position is less than the array's size, then we can check it
|
// If the mapWalls 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,
|
// inside the mapWalls. If the value is 1, there's a wall. If we hit a wall,
|
||||||
// we're done!
|
// 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!
|
// We hit a wall!
|
||||||
|
|
||||||
mv = map[mapPoint];
|
mv = mapWalls[mapPoint];
|
||||||
|
|
||||||
// Save the values and calculate the distance from the player
|
// Save the values and calculate the distance from the player
|
||||||
vx = rayX;
|
vx = rayX;
|
||||||
@@ -525,7 +525,7 @@ void drawMap2D()
|
|||||||
for (x = 0; x < mapX; x++)
|
for (x = 0; x < mapX; x++)
|
||||||
{
|
{
|
||||||
// Check if it's a wall
|
// Check if it's a wall
|
||||||
if (map[y * mapX + x] > 0)
|
if (mapWalls[y * mapX + x] > 0)
|
||||||
{
|
{
|
||||||
// Color walls (white)
|
// Color walls (white)
|
||||||
glColor3f(1, 1, 1);
|
glColor3f(1, 1, 1);
|
||||||
@@ -657,28 +657,28 @@ void drawRays3D()
|
|||||||
while (dof < 8)
|
while (dof < 8)
|
||||||
{
|
{
|
||||||
// We know the coordinates where the ray will hit the wall, but we need
|
// 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
|
// 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;
|
mx = (int)(rayX) >> shiftSize;
|
||||||
my = (int)(rayY) >> shiftSize;
|
my = (int)(rayY) >> shiftSize;
|
||||||
mapPoint = my * mapX + mx;
|
mapPoint = my * mapX + mx;
|
||||||
|
|
||||||
// If the map position is less than the array's size, then we can check it
|
// If the mapWalls 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,
|
// inside the mapWalls. If the value is 1, there's a wall. If we hit a wall,
|
||||||
// we're done!
|
// 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!
|
// We hit a wall!
|
||||||
|
|
||||||
mh = map[mapPoint];
|
mh = mapWalls[mapPoint];
|
||||||
|
|
||||||
// Save the values and calculate the distance from the player
|
// Save the values and calculate the distance from the player
|
||||||
hx = rayX;
|
hx = rayX;
|
||||||
hy = rayY;
|
hy = rayY;
|
||||||
distanceHor = distance(playerX, playerY, hx, hy, rayAngle);
|
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.
|
dof = 8; // Break the loop - no need to calculate more.
|
||||||
}
|
}
|
||||||
@@ -727,28 +727,28 @@ void drawRays3D()
|
|||||||
while (dof < 8)
|
while (dof < 8)
|
||||||
{
|
{
|
||||||
// We know the coordinates where the ray will hit the wall, but we need
|
// 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
|
// 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;
|
mx = (int)(rayX) >> shiftSize;
|
||||||
my = (int)(rayY) >> shiftSize;
|
my = (int)(rayY) >> shiftSize;
|
||||||
mapPoint = my * mapX + mx;
|
mapPoint = my * mapX + mx;
|
||||||
|
|
||||||
// If the map position is less than the array's size, then we can check it
|
// If the mapWalls 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,
|
// inside the mapWalls. If the value is 1, there's a wall. If we hit a wall,
|
||||||
// we're done!
|
// 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!
|
// We hit a wall!
|
||||||
|
|
||||||
mv = map[mapPoint];
|
mv = mapWalls[mapPoint];
|
||||||
|
|
||||||
// Save the values and calculate the distance from the player
|
// Save the values and calculate the distance from the player
|
||||||
vx = rayX;
|
vx = rayX;
|
||||||
vy = rayY;
|
vy = rayY;
|
||||||
distanceVert = distance(playerX, playerY, vx, vy, rayAngle);
|
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.
|
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
|
// We change the X and Y values based on our delta, which is calculated
|
||||||
// during our rotation.
|
// during our rotation.
|
||||||
if (map[iPlayerY * mapX + iPlayerX_add_xOffset] == 0)
|
if (mapWalls[iPlayerY * mapX + iPlayerX_add_xOffset] == 0)
|
||||||
{
|
{
|
||||||
|
|
||||||
playerX += playerDeltaX * movementMultiplier;
|
playerX += playerDeltaX * movementMultiplier;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (map[iPlayerY_add_yOffset * mapX + iPlayerX] == 0)
|
if (mapWalls[iPlayerY_add_yOffset * mapX + iPlayerX] == 0)
|
||||||
{
|
{
|
||||||
|
|
||||||
playerY += playerDeltaY * movementMultiplier;
|
playerY += playerDeltaY * movementMultiplier;
|
||||||
@@ -1057,12 +1057,12 @@ void display()
|
|||||||
// ? Move backwards
|
// ? Move backwards
|
||||||
if (Keys.s == 1)
|
if (Keys.s == 1)
|
||||||
{
|
{
|
||||||
if (map[iPlayerY * mapX + iPlayerX_sub_xOffset] == 0)
|
if (mapWalls[iPlayerY * mapX + iPlayerX_sub_xOffset] == 0)
|
||||||
{
|
{
|
||||||
playerX -= playerDeltaX * movementMultiplier;
|
playerX -= playerDeltaX * movementMultiplier;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (map[iPlayerY_sub_yOffset * mapX + iPlayerX] == 0)
|
if (mapWalls[iPlayerY_sub_yOffset * mapX + iPlayerX] == 0)
|
||||||
{
|
{
|
||||||
playerY -= playerDeltaY * movementMultiplier;
|
playerY -= playerDeltaY * movementMultiplier;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user