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main.lua
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482 lines (416 loc) · 13 KB
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function love.load()
-- Window
windowWidth = 800
windowHeight = 600
love.window.setMode(windowWidth, windowHeight)
love.window.setTitle("Ray casting")
-- Area
divisor = 100
walls = {}
sizeX = windowWidth/divisor
sizeY = windowHeight/divisor
numberWalls = sizeX * sizeY
for i=1,sizeY do
walls[i] = {}
for j=1,sizeX do
walls[i][j] = 0
end
end
time_var = 0
--[[
walls = {
{1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 1, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 1, 0, 0, 0, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1},
}
]]--
walls = {
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
}
-- Fill the side walls
--[[
for i=1,sizeX do
walls[1][i] = 1
walls[sizeY][i] = 1
end
for i=2,sizeY-1 do
walls[i][1] = 1
walls[i][sizeX] = 1
end
]]--
-- Print the area
for i=1,sizeY do
for j=1,sizeX do
io.write(walls[i][j] .. " ")
end
print()
end
light_simulation = false
background_color = 0.8
-- Player
player = {}
player.x = divisor*5 - divisor/2
player.y = divisor*3 - divisor/2
player.size = 10
speed = 200
speed = 200
forward_speed = speed
backward_speed = speed
-- Point
point = {}
point.x = player.x
point.y = player.y - player.size * 100
point.angle = 0
point.var = 2.5
-- Rays
rays = {}
numberRays = 200
rays_length = player.size + 1000
rays_var = math.pi/5
rays_angle_var = (2*rays_var) / numberRays
rays_color_red = 0.5
rays_color_green = 0.5
rays_color_blue = 0
for i=1,numberRays do
rays[i] = {}
rays[i].var = -rays_var + (rays_angle_var * i)
rays[i].x = player.x + (rays_length) * math.cos(point.angle - rays[i].var)
rays[i].y = player.y + (rays_length) * math.sin(point.angle - rays[i].var)
end
end
function love.update(dt)
time_var = time_var + dt
if (time_var >= 5) then
time_var = 0
end
-- Create or erase a wall by the click of the mouse
-- Reset the area
if (love.keyboard.isDown("r")) then
for i=1,sizeY do
for j=1,sizeX do
walls[i][j] = 0
end
end
end
-- Print the fps
--print(tostring(1/dt))
-- Player collision
forward_speed = speed
backward_speed = speed
for i=1,sizeY do
for j=1,sizeX do
if (walls[i][j] == 1) then
-- Player's front collision detection
if (
(
point.x > (divisor*j - divisor) and
point.x < (divisor*j) and
point.y > (divisor*i - divisor) and
point.y < (divisor*i)
)
or
(
point.x > (windowWidth) or
point.x < (0) or
point.y > (windowHeight) or
point.y < (0)
)
) then
forward_speed = 0
-- Player's back collision detection
elseif (
(
player.x + player.size * math.cos(point.angle + math.pi) > (divisor*j - divisor) and
player.x + player.size * math.cos(point.angle + math.pi) < (divisor*j) and
player.y + player.size * math.sin(point.angle + math.pi) > (divisor*i - divisor) and
player.y + player.size * math.sin(point.angle + math.pi) < (divisor*i)
)
or
(
player.x + player.size * math.cos(point.angle + math.pi) > (windowWidth) or
player.x + player.size * math.cos(point.angle + math.pi) < (0) or
player.y + player.size * math.sin(point.angle + math.pi) > (windowHeight) or
player.y + player.size * math.sin(point.angle + math.pi) < (0)
)
) then
backward_speed = 0
end
end
end
end
-- Player movement
if (love.keyboard.isDown("up") or love.keyboard.isDown("w")) then
player.x = player.x + forward_speed * math.cos(point.angle) * dt
player.y = player.y + forward_speed * math.sin(point.angle) * dt
end
if (love.keyboard.isDown("down") or love.keyboard.isDown("s")) then
player.x = player.x - backward_speed * math.cos(point.angle) * dt
player.y = player.y - backward_speed * math.sin(point.angle) * dt
end
--Point movement
if (love.keyboard.isDown("right") or love.keyboard.isDown("d")) then
point.angle = point.angle + point.var * dt
if (point.angle > 2 * math.pi) then
point.angle = 0
end
elseif (love.keyboard.isDown("left") or love.keyboard.isDown("a")) then
point.angle = point.angle - point.var * dt
if (point.angle < 0) then
point.angle = 2 * math.pi + point.angle
end
end
-- Point
point.x = player.x + player.size * math.cos(point.angle)
point.y = player.y + player.size * math.sin(point.angle)
-- Player position by mouse
if (light_simulation) then
player.x, player.y = love.mouse.getPosition()
if (player.x <= 0 or player.y <= 0) then
player.x = 50
player.y = 50
end
end
--[[
=====================================
= - =
= 3 - 4 =
= - =
=-----------------------*-----------=
= - =
= 2 - 1 =
= - =
=====================================
]]--
-- Rays
for k=1,numberRays do
local ray_angle = point.angle + rays[k].var
-- ray_angle >= 360 or ray_angle <= 0
if ray_angle >= 2*math.pi then
ray_angle = ray_angle - 2*math.pi
elseif ray_angle <= 0 then
ray_angle = 2*math.pi + ray_angle
end
-- Compute the limits of the area that the ray belongs to
local bottom_I, bottom_J, limit_I, limit_J
bottom_I = 1
bottom_J = 1
limit_I = sizeY
limit_J = sizeX
-- Computes ray's line
rays[k].x = player.x + (rays_length) * math.cos(ray_angle)
rays[k].y = player.y + (rays_length) * math.sin(ray_angle)
-- Compute which area the ray belongs to
if (ray_angle >= 0 and ray_angle < math.pi/2) then
bottom_I = math.ceil(player.y / divisor)
bottom_J = math.ceil(player.x / divisor)
limit_I = sizeY
limit_J = sizeX
elseif (ray_angle >= math.pi/2 and ray_angle < math.pi) then
bottom_I = math.ceil(player.y / divisor)
bottom_J = 1
limit_I = sizeY
limit_J = math.ceil(player.x / divisor)
elseif (ray_angle >= math.pi and ray_angle < 3*math.pi/2) then
bottom_I = 1
bottom_J = 1
limit_I = math.ceil(player.y / divisor)
limit_J = math.ceil(player.x / divisor)
elseif (ray_angle >= 3*math.pi/2 and ray_angle <= 2*math.pi) then
bottom_I = 1
bottom_J = math.ceil(player.x / divisor)
limit_I = math.ceil(player.y / divisor)
limit_J = sizeX
end
-- Compute the closes ray-wall collision based on the ray's line equation
-- and the grid area.
local short_distance = math.sqrt(windowHeight^2 + windowWidth^2)
local tangent = math.tan(ray_angle)
--[[
For every wall, the algorithm computes the closest wall that a ray
collides with.
The collision is computed by using the ray's line formulas to see if that
line crosses any of the wall sides. If it does, it computes the closest
collision within the wall and between all the walls. The last is compute
by using the shor_distance variable defined locally above.
]]--
for i=bottom_I,limit_I do
for j=bottom_J,limit_J do
if (walls[i][j] == 1) then
--[[
Wall:
|------ divisor -----|
x1 x2
----------------------
y1 - -
- -
- -
- -
- -
- -
y2 ----------------------
]]--
local x1 = divisor*j - divisor
local x2 = divisor*j
local y1 = divisor*i - divisor
local y2 = divisor*i
--[[ Line formulas:
y = Tg(angle)*(X - Xo) + Yo
x = ((Y - Yo)/Tg(angle)) + Xo
]]--
-- X1
local y_X1 = tangent*(x1 - player.x) + player.y
if (
y_X1 >= y1 and y_X1 <= y2
) then
local wall_distance = math.sqrt((x1-player.x)^2 + (y_X1-player.y)^2)
if ((wall_distance < short_distance) and (wall_distance <= rays_length)) then
short_distance = math.sqrt((x1-player.x)^2 + (y_X1-player.y)^2)
rays[k].x = x1
rays[k].y = y_X1
end
end
-- X2
local y_X2 = tangent*(x2 - player.x) + player.y
if (
y_X2 >= y1 and y_X2 <= y2
) then
local wall_distance = math.sqrt((x2-player.x)^2 + (y_X2-player.y)^2)
if ((wall_distance < short_distance) and (wall_distance <= rays_length)) then
short_distance = math.sqrt((x2-player.x)^2 + (y_X2-player.y)^2)
rays[k].x = x2
rays[k].y = y_X2
end
end
-- Y1
local x_Y1 = ((y1 - player.y)/tangent) + player.x
if (
x_Y1 >= x1 and x_Y1 <= x2
) then
local wall_distance = math.sqrt((x_Y1-player.x)^2 + (y1-player.y)^2)
if ((wall_distance < short_distance) and (wall_distance <= rays_length)) then
short_distance = math.sqrt((x_Y1-player.x)^2 + (y1-player.y)^2)
rays[k].x = x_Y1
rays[k].y = y1
end
end
-- Y2
local x_Y2 = ((y2 - player.y)/tangent) + player.x
if (
x_Y2 >= x1 and x_Y2 <= x2
) then
local wall_distance = math.sqrt((x_Y2-player.x)^2 + (y2-player.y)^2)
if ((wall_distance < short_distance) and (wall_distance <= rays_length)) then
short_distance = math.sqrt((x_Y2-player.x)^2 + (y2-player.y)^2)
rays[k].x = x_Y2
rays[k].y = y2
end
end
end
end
end
end
end
function love.draw()
-- Background
love.graphics.setBackgroundColor(background_color, background_color, background_color)
--love.graphics.setBackgroundColor(0, 0, 0)
-- Walls
love.graphics.setColor(0, 0, 0)
--love.graphics.setColor(0, 0, 0)
for i=1,sizeY do
for j=1,sizeX do
if (walls[i][j] == 1) then
love.graphics.rectangle("fill", (divisor*j - divisor), (divisor*i - divisor), divisor, divisor)
end
end
end
-- Background lines
love.graphics.setColor(0, 0, 0)
for i=1,windowWidth,divisor do
love.graphics.line(i, 0, i, windowHeight)
end
for i=1,windowHeight,divisor do
love.graphics.line(0, i, windowWidth, i)
end
-- Player
love.graphics.setColor(0.8, 0, 0)
love.graphics.circle("fill", player.x, player.y, player.size)
-- Point
love.graphics.setColor(0, 0, 0.8)
love.graphics.circle("fill", point.x, point.y, 5)
-- Rays
love.graphics.setColor(rays_color_red, rays_color_green, rays_color_blue)
--love.graphics.setColor(1, 1, 1)
for i=1,numberRays do
love.graphics.line(rays[i].x, rays[i].y, player.x, player.y)
end
end
-- Activate mouse_control/light_simulation
function love.keypressed(key, scancode, isrepeat)
if (key == "tab") then
if (light_simulation == false) then
light_simulation = true
background_color = 0
rays = newRays(1)
else
light_simulation = false
background_color = 0.8
rays = newRays(0)
end
end
end
-- Creates new set of rays
function newRays(mode)
if (mode == 0) then
new_rays = {}
numberRays = 200
rays_length = player.size + 1000
rays_var = math.pi/5
rays_angle_var = (2*rays_var) / numberRays
rays_color_red = 0.5
rays_color_green = 0.5
rays_color_blue = 0
for i=1,numberRays do
new_rays[i] = {}
new_rays[i].var = -rays_var + (rays_angle_var * i)
new_rays[i].x = player.x + (rays_length) * math.cos(point.angle - new_rays[i].var)
new_rays[i].y = player.y + (rays_length) * math.sin(point.angle - new_rays[i].var)
end
else
new_rays = {}
numberRays = 500
rays_length = player.size + 1000
rays_var = math.pi
rays_angle_var = (2*rays_var) / numberRays
rays_color_red = 1
rays_color_green = 1
rays_color_blue = 1
for i=1,numberRays do
new_rays[i] = {}
new_rays[i].var = -rays_var + (rays_angle_var * i)
new_rays[i].x = player.x + (rays_length) * math.cos(point.angle - new_rays[i].var)
new_rays[i].y = player.y + (rays_length) * math.sin(point.angle - new_rays[i].var)
end
end
return new_rays
end
-- Create or erase a wall by the click of the mouse
function love.mousepressed(x, y, button, istouch, presses)
local newWall_Y = math.ceil(y/divisor)
local newWall_X = math.ceil(x/divisor)
if (button == 1) then
if (walls[newWall_Y][newWall_X] == 1) then
walls[newWall_Y][newWall_X] = 0
elseif (walls[newWall_Y][newWall_X] == 0) then
walls[newWall_Y][newWall_X] = 1
end
end
end