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@ -6,8 +6,8 @@
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#include "RayCaster.h"
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#include <Map.h>
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const int WINDOW_X = 600;
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const int WINDOW_Y = 800;
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const int WINDOW_X = 400;
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const int WINDOW_Y = 400;
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float elap_time(){
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@ -55,7 +55,7 @@ int main() {
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sf::Vector3i map_dim(100, 100, 100);
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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(10, 10, 10);
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sf::Vector3f cam_pos(50, 50, 50);
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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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@ -74,21 +74,51 @@ int main() {
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if (event.type == sf::Event::Closed)
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window.close();
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if (sf::Keyboard::isKeyPressed(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 (sf::Keyboard::isKeyPressed(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 (sf::Keyboard::isKeyPressed(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 (sf::Keyboard::isKeyPressed(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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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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@ -104,8 +134,8 @@ int main() {
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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 > 0.05f)
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delta_time = 0.05f;
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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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