rustenstein/src/main.rs

84 lines
2.3 KiB
Rust

extern crate piston_window;
use piston_window::*;
enum Tile {
Empty,
Wall,
}
struct Position {
x: f64,
y: f64,
}
struct Player {
pos: Position,
angle: f64, // radian or degree
}
fn main() {
let mut window: PistonWindow =
WindowSettings::new("Rustenstein", [640, 480])
.exit_on_esc(true)
.resizable(false)
.build().unwrap();
let level: [Tile; 5 * 5] = [
Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall,
Tile::Wall, Tile::Empty, Tile::Empty, Tile::Empty, Tile::Wall,
Tile::Wall, Tile::Empty, Tile::Empty, Tile::Empty, Tile::Wall,
Tile::Wall, Tile::Empty, Tile::Empty, Tile::Empty, Tile::Wall,
Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall, Tile::Wall,
];
let mut player = Player { pos: Position { x: 2.0, y: 2.0}, angle: 0.0};
let horiz_fov = 90 as f64;
//let height_unit = 64;
while let Some(event) = window.next() {
let window_size = window.size();
let w = window_size.width as f64;
let h = window_size.height as f64;
window.draw_2d(&event, |context, graphics| {
clear([1.0; 4], graphics);
rectangle([1.0, 0.0, 0.0, 1.0], // red
[0.0, 0.0, 100.0, 100.0],
context.transform,
graphics);
// Ceiling
let ceiling_color = [0.3, 0.3, 0.3, 1.0];
rectangle(ceiling_color,
[0.0, 0.0, w, h / 2.0],
context.transform,
graphics);
// Floor
let floor_color = [0.5, 0.5, 0.5, 1.0];
rectangle(floor_color,
[0.0, h / 2.0, w, h / 2.0],
context.transform,
graphics);
// Walls
let left = player.angle + (horiz_fov / 2.0);
let right = player.angle - (horiz_fov / 2.0);
// for every angle (range / w)
let step = (left - right) / w;
let mut ray_angle = left;
for n in 0..(window_size.width - 1) {
// cast a ray
// see what wall it hits
// compute wall height
// draw wall portion
ray_angle += step;
}
});
}
}