Rename map array to mapWalls

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-09-02 17:49:54 +02:00
parent 95ca1767f9
commit 7fec071ce0
+32 -32
View File
@@ -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;
}