add movement
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.gitignore
vendored
2
.gitignore
vendored
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@ -3,3 +3,5 @@
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# Vim
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*.swp
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rustenstein.md
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@ -22,6 +22,7 @@ impl Position {
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type Degree = f64;
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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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@ -39,6 +40,14 @@ pub struct Level {
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pub tiles: Vec<Tile>,
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}
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#[derive(Copy, Clone, PartialEq, Debug)]
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pub enum Movement {
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Forward,
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Backward,
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TurnLeft,
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TurnRight,
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}
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impl Level {
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pub fn contains(&self, pos: Position) -> bool {
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0.0 <= pos.x && pos.x <= self.width as f64 && 0.0 <= pos.y && pos.y <= self.height as f64
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@ -51,6 +60,7 @@ pub struct Engine {
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horiz_fov: Degree,
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player: Player,
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level: Level,
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inputs: Vec<Movement>,
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}
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impl Engine {
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@ -61,22 +71,25 @@ impl Engine {
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horiz_fov: 90.,
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player: Player {
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pos: Position { x: 2., y: 2. },
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angle: 0.,
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angle: 90.,
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},
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level: Level {
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width: 0,
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height: 0,
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tiles: vec![],
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},
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inputs: [].to_vec(),
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}
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}
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fn closest_point(level: &Level, pos: &Position, angle: Radian) -> (Tile, Position) {
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assert!((0.0..(PI * 2.0)).contains(&angle));
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let (y_step, x_step) = match angle {
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0.0 => (0.0, std::f64::INFINITY),
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90.0 => (std::f64::INFINITY, 0.0),
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180.0 => (0.0, std::f64::NEG_INFINITY),
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270.0 => (std::f64::NEG_INFINITY, 0.0),
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x if x == 0.0 => (0.0, std::f64::INFINITY),
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x if x == PI * 0.5 => (std::f64::INFINITY, 0.0),
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x if x == PI => (0.0, std::f64::NEG_INFINITY),
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x if x == PI * 1.5 => (std::f64::NEG_INFINITY, 0.0),
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x if (0.0..(PI * 0.5)).contains(&x) => (angle.tan(), ((PI / 2.0) - angle).tan()),
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x if ((PI * 0.5)..PI).contains(&x) => ((PI - x).tan(), -((x - (PI / 2.0)).tan())),
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x if (PI..(PI * 1.5)).contains(&x) => (-((x - PI).tan()), -(((PI * 1.5) - x).tan())),
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@ -162,41 +175,66 @@ impl Engine {
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context.transform,
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graphics);
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// Walls
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let left = self.player.angle + (self.horiz_fov / 2.0);
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let right = self.player.angle - (self.horiz_fov / 2.0);
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// for every angle (range / w)
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let step = (left - right) / self.w;
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let step = self.horiz_fov / self.w;
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let mut ray_angle = left;
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let width = self.w as i32;
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for n in 0..width {
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// cast a ray
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let ray_angle = ((left - (n as f64) * step) + 360.0) % 360.0;
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let ray_radian = ray_angle.to_radians();
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//println!("degree: {} -> radian: {}", ray_angle, ray_radian);
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let (tile, pos) = Engine::closest_point(&self.level, &self.player.pos, ray_radian);
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let distance = self.player.pos.distance(pos);
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let player_space_distance = (self.player.pos.x - pos.x).abs() * ray_radian.cos()
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- (self.player.pos.y - pos.y).abs() * ray_radian.sin();
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let player_space_distance = (self.player.pos.x - pos.x).abs() * self.player.angle.to_radians().cos()
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- (self.player.pos.y - pos.y).abs() * self.player.angle.to_radians().sin();
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if tile == Tile::Wall {
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println!("ray: {}, wall at {:?}, distance: {}", n, pos, distance);
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//println!("ray: {}, wall at {:?}, distance: {}", n, pos, distance);
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let wall_height = (self.h / (distance * 3.0)).min(self.h);
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let wall_color = [0.9, 0.2, 0.2, 1.0];
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println!("wall height: {}", wall_height);
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let wall_color = [0.2, 0.2, 0.9, 1.0];
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//println!("wall height: {}", wall_height);
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rectangle(wall_color,
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[n as f64, (self.h - wall_height) / 2.0, (n + 1) as f64, wall_height],
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context.transform,
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graphics);
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};
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// see what wall it hits
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// compute wall height
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// draw wall portion
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ray_angle += step;
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}
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}
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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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pub fn add_movement(&mut self, movement: Movement) {
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self.inputs.push(movement);
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}
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pub fn update(&mut self, dt: f64) {
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for input in &self.inputs {
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match input {
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Movement::Forward => {
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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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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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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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}
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Movement::TurnRight => {
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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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}
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}
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}
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self.inputs.clear();
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println!("player: {:?}", &self.player);
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}
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}
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#[cfg(test)]
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15
src/main.rs
15
src/main.rs
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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 => engine.add_movement(engine::Movement::Forward),
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Key::S => engine.add_movement(engine::Movement::Backward),
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Key::A => engine.add_movement(engine::Movement::TurnLeft),
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Key::D => 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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}
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}
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}
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