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https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
parent
0bbf0d5291
commit
47f415fe5a
@ -169,38 +169,38 @@ func rayCasting(cx, cy float64, objects []object) []line {
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return rays
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}
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func handleMovement() {
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func (g *Game) handleMovement() {
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if ebiten.IsKeyPressed(ebiten.KeyD) || ebiten.IsKeyPressed(ebiten.KeyRight) {
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px += 4
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g.px += 4
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}
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if ebiten.IsKeyPressed(ebiten.KeyS) || ebiten.IsKeyPressed(ebiten.KeyDown) {
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py += 4
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g.py += 4
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}
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if ebiten.IsKeyPressed(ebiten.KeyA) || ebiten.IsKeyPressed(ebiten.KeyLeft) {
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px -= 4
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g.px -= 4
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}
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if ebiten.IsKeyPressed(ebiten.KeyW) || ebiten.IsKeyPressed(ebiten.KeyUp) {
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py -= 4
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g.py -= 4
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}
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// +1/-1 is to stop player before it reaches the border
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if px >= screenWidth-padding {
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px = screenWidth - padding - 1
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if g.px >= screenWidth-padding {
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g.px = screenWidth - padding - 1
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}
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if px <= padding {
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px = padding + 1
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if g.px <= padding {
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g.px = padding + 1
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}
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if py >= screenHeight-padding {
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py = screenHeight - padding - 1
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if g.py >= screenHeight-padding {
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g.py = screenHeight - padding - 1
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}
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if py <= padding {
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py = padding + 1
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if g.py <= padding {
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g.py = padding + 1
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}
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}
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@ -212,24 +212,30 @@ func rayVertices(x1, y1, x2, y2, x3, y3 float64) []ebiten.Vertex {
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}
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}
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func update(screen *ebiten.Image) error {
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type Game struct {
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showRays bool
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px, py int
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objects []object
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}
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func (g *Game) Update(screen *ebiten.Image) error {
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if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
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return errors.New("game ended by player")
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyR) {
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showRays = !showRays
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g.showRays = !g.showRays
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}
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handleMovement()
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g.handleMovement()
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if ebiten.IsDrawingSkipped() {
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return nil
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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// Reset the shadowImage
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shadowImage.Fill(color.Black)
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rays := rayCasting(float64(px), float64(py), objects)
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rays := rayCasting(float64(g.px), float64(g.py), g.objects)
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// Subtract ray triangles from shadow
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opt := &ebiten.DrawTrianglesOptions{}
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@ -239,14 +245,14 @@ func update(screen *ebiten.Image) error {
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nextLine := rays[(i+1)%len(rays)]
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// Draw triangle of area between rays
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v := rayVertices(float64(px), float64(py), nextLine.X2, nextLine.Y2, line.X2, line.Y2)
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v := rayVertices(float64(g.px), float64(g.py), nextLine.X2, nextLine.Y2, line.X2, line.Y2)
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shadowImage.DrawTriangles(v, []uint16{0, 1, 2}, triangleImage, opt)
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}
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// Draw background
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screen.DrawImage(bgImage, nil)
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if showRays {
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if g.showRays {
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// Draw rays
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for _, r := range rays {
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ebitenutil.DrawLine(screen, r.X1, r.Y1, r.X2, r.Y2, color.RGBA{255, 255, 0, 150})
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@ -259,17 +265,17 @@ func update(screen *ebiten.Image) error {
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screen.DrawImage(shadowImage, op)
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// Draw walls
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for _, obj := range objects {
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for _, obj := range g.objects {
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for _, w := range obj.walls {
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ebitenutil.DrawLine(screen, w.X1, w.Y1, w.X2, w.Y2, color.RGBA{255, 0, 0, 255})
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}
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}
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// Draw player as a rect
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ebitenutil.DrawRect(screen, float64(px)-2, float64(py)-2, 4, 4, color.Black)
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ebitenutil.DrawRect(screen, float64(px)-1, float64(py)-1, 2, 2, color.RGBA{255, 100, 100, 255})
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ebitenutil.DrawRect(screen, float64(g.px)-2, float64(g.py)-2, 4, 4, color.Black)
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ebitenutil.DrawRect(screen, float64(g.px)-1, float64(g.py)-1, 2, 2, color.RGBA{255, 100, 100, 255})
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if showRays {
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if g.showRays {
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ebitenutil.DebugPrintAt(screen, "R: hide rays", padding, 0)
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} else {
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ebitenutil.DebugPrintAt(screen, "R: show rays", padding, 0)
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@ -277,14 +283,11 @@ func update(screen *ebiten.Image) error {
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ebitenutil.DebugPrintAt(screen, "WASD: move", 160, 0)
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ebitenutil.DebugPrintAt(screen, fmt.Sprintf("TPS: %0.2f", ebiten.CurrentTPS()), 51, 51)
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return nil
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}
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var (
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showRays bool
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px, py int
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objects []object
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)
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func rect(x, y, w, h float64) []line {
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return []line{
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@ -296,20 +299,24 @@ func rect(x, y, w, h float64) []line {
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}
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func main() {
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px = screenWidth / 2
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py = screenHeight / 2
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g := &Game{
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px: screenWidth / 2,
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py: screenHeight / 2,
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}
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// Add outer walls
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objects = append(objects, object{rect(padding, padding, screenWidth-2*padding, screenHeight-2*padding)})
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g.objects = append(g.objects, object{rect(padding, padding, screenWidth-2*padding, screenHeight-2*padding)})
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// Angled wall
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objects = append(objects, object{[]line{{50, 110, 100, 150}}})
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g.objects = append(g.objects, object{[]line{{50, 110, 100, 150}}})
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// Rectangles
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objects = append(objects, object{rect(45, 50, 70, 20)})
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objects = append(objects, object{rect(150, 50, 30, 60)})
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g.objects = append(g.objects, object{rect(45, 50, 70, 20)})
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g.objects = append(g.objects, object{rect(150, 50, 30, 60)})
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if err := ebiten.Run(update, screenWidth, screenHeight, 2, "Ray casting and shadows (Ebiten demo)"); err != nil {
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ebiten.SetWindowSize(screenWidth*2, screenHeight*2)
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ebiten.SetWindowTitle("Ray casting and shadows (Ebiten demo)")
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if err := ebiten.RunGame(g); err != nil {
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log.Fatal(err)
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}
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}
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