Add engine module
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src/engine.rs
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68
src/engine.rs
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extern crate piston_window;
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use piston_window::*;
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struct Position {
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x: f64,
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y: f64,
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}
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struct Player {
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pos: Position,
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angle: f64, // radian or degree
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}
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pub struct Engine {
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w: f64,
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h: f64,
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horiz_fov: f64,
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player: Player,
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}
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impl Engine {
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pub fn new(size: Size) -> 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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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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}
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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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// 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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// 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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// 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 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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// 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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}
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56
src/main.rs
56
src/main.rs
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@ -1,23 +1,13 @@
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extern crate piston_window;
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use piston_window::*;
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mod engine;
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enum Tile {
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Empty,
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Wall,
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}
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struct Position {
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x: f64,
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y: f64,
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}
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struct Player {
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pos: Position,
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angle: f64, // radian or degree
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}
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fn main() {
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let mut window: PistonWindow =
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WindowSettings::new("Rustenstein", [640, 480])
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@ -33,51 +23,11 @@ fn main() {
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Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall,
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];
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let mut player = Player { pos: Position { x: 2.0, y: 2.0}, angle: 0.0};
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let horiz_fov = 90 as f64;
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//let height_unit = 64;
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let mut engine = engine::Engine::new(window.size());
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while let Some(event) = window.next() {
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let window_size = window.size();
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let w = window_size.width as f64;
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let h = window_size.height as f64;
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window.draw_2d(&event, |context, graphics| {
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clear([1.0; 4], graphics);
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rectangle([1.0, 0.0, 0.0, 1.0], // red
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[0.0, 0.0, 100.0, 100.0],
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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(ceiling_color,
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[0.0, 0.0, w, 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(floor_color,
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[0.0, h / 2.0, w, h / 2.0],
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context.transform,
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graphics);
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// Walls
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let left = player.angle + (horiz_fov / 2.0);
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let right = player.angle - (horiz_fov / 2.0);
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// for every angle (range / w)
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let step = (left - right) / w;
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let mut ray_angle = left;
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for n in 0..(window_size.width - 1) {
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// cast a ray
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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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engine.render(context, graphics);
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});
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}
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}
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