add function for minimap
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@ -173,7 +173,17 @@ impl Engine {
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}
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}
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pub fn render(&mut self, buffer: &mut Vec<u32>) {
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fn color_for_tile_pos(&self, pos: &Position) -> u32 {
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return match pos {
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p if (p.x.trunc() + p.y.trunc()) % 4.0 == 0.0 => 0x3333ee, //[0.2, 0.2, 0.9, 1.0],
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p if (p.x.trunc() + p.y.trunc()) % 4.0 == 1.0 => 0x6666ee, //[0.4, 0.4, 0.9, 1.0],
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p if (p.x.trunc() + p.y.trunc()) % 4.0 == 2.0 => 0x9999ee, //[0.6, 0.6, 0.9, 1.0],
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p if (p.x.trunc() + p.y.trunc()) % 4.0 == 3.0 => 0xaa55ee, //[0.7, 0.3, 0.9, 1.0],
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_ => 0xff0000,
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};
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}
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pub fn render(&self, buffer: &mut Vec<u32>) {
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let half = buffer.len() / 2;
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// Ceiling
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@ -201,13 +211,7 @@ impl Engine {
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let distance = self.player.player_space_distance(pos);
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if tile == Tile::Wall {
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let wall_height = (self.h / (distance * 3.0)).min(self.h);
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let wall_color = match pos {
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p if (p.x.trunc() + p.y.trunc()) % 4.0 == 0.0 => 0x3333ee, //[0.2, 0.2, 0.9, 1.0],
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p if (p.x.trunc() + p.y.trunc()) % 4.0 == 1.0 => 0x6666ee, //[0.4, 0.4, 0.9, 1.0],
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p if (p.x.trunc() + p.y.trunc()) % 4.0 == 2.0 => 0x9999ee, //[0.6, 0.6, 0.9, 1.0],
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p if (p.x.trunc() + p.y.trunc()) % 4.0 == 3.0 => 0xaa55ee, //[0.7, 0.3, 0.9, 1.0],
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_ => 0xff0000,
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};
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let wall_color = self.color_for_tile_pos(&pos);
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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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@ -226,6 +230,8 @@ impl Engine {
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//std::process::exit(0);
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}
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pub fn render_minimap(&self, framebuffer: &mut Vec<u32>) {}
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pub fn load_level(&mut self, level: Level) {
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self.level = level;
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}
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@ -53,6 +53,7 @@ fn main() {
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// };
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engine.render(&mut buffer);
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engine.render_minimap(&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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