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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include <string>
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#include <chrono>
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#include "util.hpp"
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#include "RayCaster.h"
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#include <Map.h>
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#include "Curses.h"
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const int WINDOW_X = 150;
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const int WINDOW_Y = 150;
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float elap_time(){
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static std::chrono::time_point<std::chrono::system_clock> start;
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static bool started = false;
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if (!started){
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start = std::chrono::system_clock::now();
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started = true;
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}
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std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
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std::chrono::duration<double> elapsed_time = now - start;
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return elapsed_time.count();
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}
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sf::Sprite window_sprite;
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sf::Texture window_texture;
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// Y: -1.57 is straight up
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// Y: 1.57 is straight down
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void test_ray_reflection(){
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sf::Vector3f r(0.588, -0.78, -0.196);
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sf::Vector3f i(0, 0.928, 0.37);
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// is this needed? free spin but bounded 0 < z < pi
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if (i.z > PI)
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i.z -= PI;
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else if (i.z < 0)
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i.z += PI;
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std::cout << AngleBetweenVectors(r, i);
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return;
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}
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int main() {
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// Initialize the render window
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Curses curse(sf::Vector2i(5, 5), sf::Vector2i(WINDOW_X, WINDOW_Y));
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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// The step size in milliseconds between calls to Update()
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// Lets set it to 16.6 milliseonds (60FPS)
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float step_size = 0.0166f;
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// Timekeeping values for the loop
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double frame_time = 0.0,
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elapsed_time = 0.0,
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delta_time = 0.0,
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accumulator_time = 0.0,
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current_time = 0.0;
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fps_counter fps;
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// ============================= RAYCASTER SETUP ==================================
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// Setup the sprite and texture
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window_texture.create(WINDOW_X, WINDOW_Y);
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window_sprite.setPosition(0, 0);
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// State values
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sf::Vector3i map_dim(50, 50, 50);
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sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
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sf::Vector3f cam_dir(1.0f, 0.0f, 1.57f);
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sf::Vector3f cam_pos(50, 50, 50);
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sf::Vector3f cam_vec(0, 0, 0);
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Map* map = new Map(map_dim);
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RayCaster ray_caster(map, map_dim, view_res);
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// ===============================================================================
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// Mouse capture
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sf::Vector2i deltas;
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sf::Vector2i fixed(window.getSize());
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while (window.isOpen()) {
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// Poll for events from the user
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sf::Event event;
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while (window.pollEvent(event)) {
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// If the user tries to exit the application via the GUI
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if (event.type == sf::Event::Closed)
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window.close();
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if (event.type == sf::Event::KeyPressed) {
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// CAMERA DIRECTION
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if (event.key.code == sf::Keyboard::Left) {
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cam_dir.z -= 0.1f;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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}
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if (event.key.code == sf::Keyboard::Right) {
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cam_dir.z += 0.1f;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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}
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if (event.key.code == sf::Keyboard::Down) {
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cam_dir.y += 0.1f;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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}
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if (event.key.code == sf::Keyboard::Up) {
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cam_dir.y -= 0.1f;
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std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
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}
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//// CAMERA POSITION
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//if (event.key.code == sf::Keyboard::Q) {
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// cam_pos.z -= 1;
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// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
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//}
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//if (event.key.code == sf::Keyboard::E) {
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// cam_pos.z += 1;
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// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
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//}
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//if (event.key.code == sf::Keyboard::W) {
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// cam_pos.y += 1;
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// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
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//}
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//if (event.key.code == sf::Keyboard::S) {
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// cam_pos.y -= 1;
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// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
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//}
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//if (event.key.code == sf::Keyboard::A) {
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// cam_pos.x += 1;
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// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
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//}
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//if (event.key.code == sf::Keyboard::D) {
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// cam_pos.x -= 1;
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// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
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//}
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q)) {
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cam_vec.z = 1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::E)) {
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cam_vec.z = -1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
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cam_vec.y = 1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
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cam_vec.y = -1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
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cam_vec.x = 1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
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cam_vec.x = -1;
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}
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deltas = fixed - sf::Mouse::getPosition();
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if (deltas != sf::Vector2i(0, 0))
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sf::Mouse::setPosition(fixed);
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cam_dir.y -= deltas.y / 300.0f;
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cam_dir.z -= deltas.x / 300.0f;
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cam_pos.x += cam_vec.x / 10.0;
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cam_pos.y += cam_vec.y / 10.0;
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cam_pos.z += cam_vec.z / 10.0;
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if (cam_vec.x > 0.0f)
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cam_vec.x -= 0.1;
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else if (cam_vec.x < 0.0f)
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cam_vec.x += 0.1;
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if (cam_vec.y > 0.0f)
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cam_vec.y -= 0.1;
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else if (cam_vec.y < 0.0f)
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cam_vec.y += 0.1;
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if (cam_vec.z > 0.0f)
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cam_vec.z -= 0.1;
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else if (cam_vec.z < 0.0f)
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cam_vec.z += 0.1;
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std::cout << cam_vec.x << " : " << cam_vec.y << " : " << cam_vec.z << std::endl;
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// Get the elapsed time from the start of the application
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elapsed_time = elap_time();
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// Find the time that passed between now and the last frame
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delta_time = elapsed_time - current_time;
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// Set the time for the next frame to use
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current_time = elapsed_time;
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// If the time between the last frame and now was too large (lag)
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// cull the time to a more acceptable value. So instead of jumping large
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// amounts when lagging, the app only jumps in set increments
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if (delta_time > 0.2f)
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delta_time = 0.2f;
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// Add the frame time to the accumulator, a running total of time we
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// need to account for in the application
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accumulator_time += delta_time;
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// While we have time to step
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while ((accumulator_time - step_size) >= step_size) {
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// Take away a step from the accumulator
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accumulator_time -= step_size;
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curse.Update(delta_time);
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// And update the application for the amount of time alotted for one step
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// Update(step_size);
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}
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// map->moveLight(sf::Vector2f(0.3, 0));
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window.clear(sf::Color::Black);
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// Cast the rays and get the image
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sf::Color* pixel_colors = ray_caster.CastRays(cam_dir, cam_pos);
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for (int i = 0; i < WINDOW_X * WINDOW_Y; i++) {
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Curses::Tile t(sf::Vector2i(i % WINDOW_X, i / WINDOW_X));
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Curses::Slot s(L'\u0045', pixel_colors[i], sf::Color::Black);
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t.push_back(s);
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curse.setTile(t);
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}
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// Cast it to an array of Uint8's
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auto out = (sf::Uint8*)pixel_colors;
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window_texture.update(out);
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window_sprite.setTexture(window_texture);
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window.draw(window_sprite);
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curse.Render();
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// Give the frame counter the frame time and draw the average frame time
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fps.frame(delta_time);
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fps.draw(&window);
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window.display();
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}
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return 0;
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}
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