change window dep from piston to minifb
This commit is contained in:
parent
4620f647ad
commit
3844c0fe80
1569
Cargo.lock
generated
1569
Cargo.lock
generated
File diff suppressed because it is too large
Load diff
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@ -1,7 +1,14 @@
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[package]
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name = "rustenstein"
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version = "0.1.0"
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edition = "2021"
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authors = ["Fabien Freling <public@ffreling.com>"]
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[dependencies]
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piston_window = "0.107.0"
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minifb = "0.19.3"
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# From https://fasterthanli.me/articles/my-ideal-rust-workflow#advice-start
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[profile.release]
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debug = 1
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incremental = true
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lto = "off"
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3
rust-toolchain.toml
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3
rust-toolchain.toml
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@ -0,0 +1,3 @@
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[toolchain]
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channel = "1.56.1"
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components = [ "rustfmt", "clippy" ]
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155
src/engine.rs
155
src/engine.rs
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@ -1,5 +1,5 @@
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extern crate piston_window;
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use piston_window::*;
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// extern crate piston_window;
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// use piston_window::*;
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use std::f64::consts::*;
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@ -24,12 +24,12 @@ type Radian = f64;
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#[derive(Debug)]
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struct Player {
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pos: Position,
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angle: Degree,
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pos: Position,
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angle: Degree,
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}
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impl Player {
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pub fn player_space_distance(&self, other: Position) ->f64 {
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pub fn player_space_distance(&self, other: Position) -> f64 {
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let rad = self.angle.to_radians();
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let dx = other.x - self.pos.x;
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let dy = other.y - self.pos.y;
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@ -42,7 +42,6 @@ impl Player {
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}
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}
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#[derive(Debug, Copy, Clone, PartialEq)]
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pub enum Tile {
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Empty,
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@ -159,10 +158,10 @@ pub struct Engine {
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}
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impl Engine {
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pub fn new(size: Size) -> Engine {
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pub fn new(width: usize, height: usize) -> Engine {
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Engine {
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w: size.width as f64,
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h: size.height as f64,
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w: width as f64,
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h: height as f64,
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horiz_fov: 90.,
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player: Player {
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pos: Position { x: 1.5, y: 2. },
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@ -177,22 +176,26 @@ impl Engine {
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}
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}
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pub fn render(&mut self, context: Context, graphics: &mut G2d) {
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clear([1.0; 4], graphics);
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pub fn render(&mut self, buffer: &mut Vec<u32>) {
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// clear([1.0; 4], graphics);
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// Ceiling
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let ceiling_color = [0.3, 0.3, 0.3, 1.0];
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rectangle(ceiling_color,
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[0.0, 0.0, self.w, self.h / 2.0],
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context.transform,
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graphics);
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// // Ceiling
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// let ceiling_color = [0.3, 0.3, 0.3, 1.0];
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// rectangle(
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// ceiling_color,
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// [0.0, 0.0, self.w, self.h / 2.0],
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// context.transform,
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// graphics,
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// );
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// Floor
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let floor_color = [0.5, 0.5, 0.5, 1.0];
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rectangle(floor_color,
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[0.0, self.h / 2.0, self.w, self.h / 2.0],
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context.transform,
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graphics);
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// // Floor
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// let floor_color = [0.5, 0.5, 0.5, 1.0];
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// rectangle(
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// floor_color,
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// [0.0, self.h / 2.0, self.w, self.h / 2.0],
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// context.transform,
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// graphics,
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// );
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let left = self.player.angle + (self.horiz_fov / 2.0);
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let step = self.horiz_fov / self.w;
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@ -211,11 +214,16 @@ impl Engine {
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p if (p.x.trunc() + p.y.trunc()) % 4.0 == 3.0 => [0.7, 0.3, 0.9, 1.0],
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_ => [1.0, 0.0, 0.0, 1.0],
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};
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println!("ray: {}, angle: {}, wall at {:?}, distance: {}", n, ray_angle, pos, distance);
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rectangle(wall_color,
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[n as f64, (self.h - wall_height) / 2.0, 1.0, wall_height],
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context.transform,
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graphics);
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println!(
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"ray: {}, angle: {}, wall at {:?}, distance: {}",
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n, ray_angle, pos, distance
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);
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// rectangle(
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// wall_color,
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// [n as f64, (self.h - wall_height) / 2.0, 1.0, wall_height],
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// context.transform,
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// graphics,
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// );
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};
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}
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@ -241,7 +249,7 @@ impl Engine {
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Movement::Backward => {
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self.player.pos.x -= self.player.angle.to_radians().cos() * dt;
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self.player.pos.y -= self.player.angle.to_radians().sin() * dt;
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},
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}
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Movement::TurnLeft => {
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self.player.angle += 90.0 * dt;
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self.player.angle = (self.player.angle + 360.0) % 360.0;
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@ -251,8 +259,14 @@ impl Engine {
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self.player.angle = (self.player.angle + 360.0) % 360.0;
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}
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}
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if !self.level.contains(self.player.pos) || self.level.tile_at(self.player.pos) == Tile::Wall {
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println!("Invalid position {:?}, tile = {:?}", self.player.pos, self.level.tile_at(self.player.pos));
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if !self.level.contains(self.player.pos)
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|| self.level.tile_at(self.player.pos) == Tile::Wall
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{
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println!(
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"Invalid position {:?}, tile = {:?}",
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self.player.pos,
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self.level.tile_at(self.player.pos)
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);
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self.player.pos = previous;
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}
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}
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@ -278,31 +292,71 @@ mod tests {
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angle: 0.,
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};
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fcmp(player.player_space_distance(super::Position { x: 4., y: 1. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 4., y: 2. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 4., y: 3. }), 2.);
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fcmp(
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player.player_space_distance(super::Position { x: 4., y: 1. }),
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2.,
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);
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fcmp(
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player.player_space_distance(super::Position { x: 4., y: 2. }),
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2.,
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);
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fcmp(
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player.player_space_distance(super::Position { x: 4., y: 3. }),
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2.,
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);
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player.angle = 90.;
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fcmp(player.player_space_distance(super::Position { x: 1., y: 4. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 2., y: 4. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 3., y: 4. }), 2.);
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fcmp(
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player.player_space_distance(super::Position { x: 1., y: 4. }),
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2.,
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);
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fcmp(
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player.player_space_distance(super::Position { x: 2., y: 4. }),
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2.,
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);
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fcmp(
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player.player_space_distance(super::Position { x: 3., y: 4. }),
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2.,
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);
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player.angle = 135.;
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fcmp(player.player_space_distance(super::Position { x: 0., y: 2. }), 2.);
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fcmp(
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player.player_space_distance(super::Position { x: 0., y: 2. }),
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2.,
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);
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player.angle = 180.;
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fcmp(player.player_space_distance(super::Position { x: 0., y: 1. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 0., y: 2. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 0., y: 3. }), 2.);
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fcmp(
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player.player_space_distance(super::Position { x: 0., y: 1. }),
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2.,
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);
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fcmp(
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player.player_space_distance(super::Position { x: 0., y: 2. }),
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2.,
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);
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fcmp(
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player.player_space_distance(super::Position { x: 0., y: 3. }),
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2.,
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);
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player.angle = 270.;
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fcmp(player.player_space_distance(super::Position { x: 1., y: 0. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 2., y: 0. }), 2.);
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fcmp(player.player_space_distance(super::Position { x: 3., y: 0. }), 2.);
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fcmp(
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player.player_space_distance(super::Position { x: 1., y: 0. }),
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2.,
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);
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fcmp(
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player.player_space_distance(super::Position { x: 2., y: 0. }),
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2.,
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);
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fcmp(
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player.player_space_distance(super::Position { x: 3., y: 0. }),
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2.,
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);
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}
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#[test]
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fn tile_at() {
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#[rustfmt::skip]
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let tiles = vec![
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Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall,
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Tile::Wall, Tile::Empty, Tile::Empty, Tile::Empty, Tile::Wall,
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let level = Level {
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width: 5,
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height: 5,
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tiles
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tiles,
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};
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assert_eq!(level.tile_at(super::Position { x: 2.0, y: 2.0 }), Tile::Empty);
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assert_eq!(
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level.tile_at(super::Position { x: 2.0, y: 2.0 }),
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Tile::Empty
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);
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}
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#[test]
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#[test]
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fn closest_point() {
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#[rustfmt::skip]
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let tiles = vec![
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Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall,
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Tile::Wall, Tile::Empty, Tile::Empty, Tile::Empty, Tile::Wall,
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let level = Level {
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width: 5,
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height: 5,
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tiles
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tiles,
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};
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let position = super::Position { x: 2.5, y: 2.0 };
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let right_ray_angle = ((-(n as f64) * step) + 360.0) % 360.0;
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let right_ray_radian = right_ray_angle.to_radians();
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let (_right_tile, right_pos) = super::closest_point(&level, &position, right_ray_radian);
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let (_right_tile, right_pos) =
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super::closest_point(&level, &position, right_ray_radian);
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println!("left: {:?}, angle: {}", left_pos, left_ray_angle);
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println!("right: {:?}, angle: {}", right_pos, right_ray_angle);
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71
src/main.rs
71
src/main.rs
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extern crate piston_window;
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use piston_window::*;
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// extern crate piston_window;
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// use piston_window::*;
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extern crate minifb;
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use minifb::{Key, Window, WindowOptions};
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mod engine;
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use engine::Tile;
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const WIDTH: usize = 320;
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const HEIGHT: usize = 240;
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fn main() {
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let mut window: PistonWindow =
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WindowSettings::new("Rustenstein", [320, 240])
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.exit_on_esc(true)
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.resizable(false)
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.build()
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.unwrap_or_else(|e| { panic!("Failed to build PistonWindow: {}", e) });
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let mut buffer: Vec<u32> = vec![0; WIDTH * HEIGHT];
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let mut engine = engine::Engine::new(window.size());
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let mut window = Window::new("Rustenstein", WIDTH, HEIGHT, WindowOptions::default())
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.unwrap_or_else(|e| {
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panic!("{}", e);
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});
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// Limit to max ~60 fps update rate
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window.limit_update_rate(Some(std::time::Duration::from_micros(16600)));
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let (width, height) = window.get_size();
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let mut engine = engine::Engine::new(width, height);
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#[rustfmt::skip]
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let tiles = vec![
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Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall,
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Tile::Wall, Tile::Empty, Tile::Empty, Tile::Empty, Tile::Wall,
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@ -24,27 +35,33 @@ fn main() {
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let level = engine::Level {
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width: 5,
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height: 5,
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tiles
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tiles,
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};
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engine.load_level(level);
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while let Some(event) = window.next() {
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if let Some(Button::Keyboard(key)) = event.press_args() {
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match key {
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Key::W | Key::Up => engine.add_movement(engine::Movement::Forward),
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Key::S | Key::Down => engine.add_movement(engine::Movement::Backward),
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Key::A | Key::Left => engine.add_movement(engine::Movement::TurnLeft),
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Key::D | Key::Right => engine.add_movement(engine::Movement::TurnRight),
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_ => (),
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};
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};
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window.draw_2d(&event, |context, graphics, _device| {
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engine.render(context, graphics);
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});
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if let Some(args) = event.update_args() {
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engine.update(args.dt);
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while window.is_open() && !window.is_key_down(Key::Escape) {
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for i in buffer.iter_mut() {
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*i = 0; // write something more funny here!
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}
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// if let Some(Button::Keyboard(key)) = event.press_args() {
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// match key {
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// Key::W | Key::Up => engine.add_movement(engine::Movement::Forward),
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// Key::S | Key::Down => engine.add_movement(engine::Movement::Backward),
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// Key::A | Key::Left => engine.add_movement(engine::Movement::TurnLeft),
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// Key::D | Key::Right => engine.add_movement(engine::Movement::TurnRight),
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// _ => (),
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// };
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// };
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engine.render(&mut buffer);
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// if let Some(args) = event.update_args() {
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// engine.update(args.dt);
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// }
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// We unwrap here as we want this code to exit if it fails.
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// Real applications may want to handle this in a different way
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window.update_with_buffer(&buffer, WIDTH, HEIGHT).unwrap();
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}
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}
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