aboutsummaryrefslogtreecommitdiff
path: root/src/player.zig
diff options
context:
space:
mode:
Diffstat (limited to 'src/player.zig')
-rw-r--r--src/player.zig538
1 files changed, 64 insertions, 474 deletions
diff --git a/src/player.zig b/src/player.zig
index 7a94b7b..258b924 100644
--- a/src/player.zig
+++ b/src/player.zig
@@ -26,490 +26,80 @@ const Colour = @import("sfml").graphics.Color;
const level = @import("level.zig");
const constants = @import("constants.zig");
-fn playerDistComp(pos: [2]f32, lhs: level.Object, rhs: level.Object) bool {
- const lx = lhs.pos_x - pos[0];
- const ly = lhs.pos_y - pos[1];
- const rx = rhs.pos_x - pos[0];
- const ry = rhs.pos_y - pos[1];
+pub const Player = struct {
+ pos_x: f32,
+ pos_y: f32,
+ ang: f32,
+ vel_x: f32 = 0,
+ vel_y: f32 = 0,
+ acc_x: f32 = 0,
+ acc_y: f32 = 0,
+ height: f32 = 2.0 * (1.8 / 2.5), // TODO
+ anim_step: f32 = 0,
- return (lx * lx + ly * ly > rx * rx + ry * ry);
-}
+ // standing still at the given location, looking in direction ang
+ pub fn new(pos_x: f32, pos_y: f32, ang: f32) @This() {
+ return Player{
+ .pos_x = pos_x,
+ .pos_y = pos_y,
+ .ang = ang,
+ };
+ }
-fn fasterColourBlend(onto: Colour, from: Colour) Colour {
- const af: u16 = from.a;
- const of: u16 = onto.a;
+ pub fn tick(self: *Player, map: level.Map) void {
+ const dt = 1 / 30.0;
+ const v_min = 0.8;
+ const v_decay = 1 / 1.25;
- const ablend: u16 = @divTrunc(of * (255 - af), 255);
- const na: u16 = af + ablend;
- if (na == 0) return Colour.Black;
+ var next_x = self.pos_x + self.vel_x * dt;
+ var next_y = self.pos_y + self.vel_y * dt;
- const rf: u16 = from.r;
- const ro: u16 = onto.r;
- const gf: u16 = from.g;
- const go: u16 = onto.g;
- const bf: u16 = from.b;
- const bo: u16 = onto.b;
+ // Collision detection
+ const min_dist: f32 = 0.1;
+ const fx = std.math.floor(self.pos_x);
+ const fy = std.math.floor(self.pos_y);
+ const ix = @floatToInt(i32, fx);
+ const iy = @floatToInt(i32, fy);
+ const nix = @floatToInt(i32, std.math.floor(next_x + if (self.vel_x > 0) min_dist else -min_dist));
+ const niy = @floatToInt(i32, std.math.floor(next_y + if (self.vel_y > 0) min_dist else -min_dist));
- // The most accurate i've found is
- const nr = @divTrunc(ro * ablend + rf * af, na);
- const ng = @divTrunc(go * ablend + gf * af, na);
- const nb = @divTrunc(bo * ablend + bf * af, na);
-
- // These computations are incorrect, but faster
- // const nr = (af * rf + (255 - af) * ro) / 255;
- // const ng = (af * gf + (255 - af) * go) / 255;
- // const nb = (af * bf + (255 - af) * bo) / 255;
-
- return Colour{
- .a = @intCast(u8, na),
- .r = @intCast(u8, nr),
- .g = @intCast(u8, ng),
- .b = @intCast(u8, nb),
- };
-}
-
-pub fn Player(PlaneWidth: f32, PlaneHeight: f32) type {
- const FOV: f32 = std.math.pi / 3.0;
- const PlanePixels = PlaneWidth * PlaneHeight;
- // given the desired width of the image, how far away must
- // the projection plane be from the camera?
- const FOV_SCALE = 2 * std.math.tan(FOV / 2);
- const PlaneDist = PlaneWidth / FOV_SCALE;
-
- return struct {
- pos_x: f32,
- pos_y: f32,
- ang: f32,
- vel_x: f32 = 0,
- vel_y: f32 = 0,
- acc_x: f32 = 0,
- acc_y: f32 = 0,
- height: f32 = 2.0 * (1.8 / 2.5), // TODO
- z_buffer: [PlanePixels]f32,
- anim_step: f32 = 0,
-
- // standing still at the given location, looking in direction ang
- pub fn new(pos_x: f32, pos_y: f32, ang: f32) @This() {
- return Player(PlaneWidth, PlaneHeight){
- .pos_x = pos_x,
- .pos_y = pos_y,
- .ang = ang,
- .z_buffer = [_]f32{std.math.inf(f32)} ** PlanePixels,
- };
- }
-
- pub fn tick(self: *@This(), map: level.Map) void {
- const dt = 1 / 30.0;
- const v_min = 0.8;
- const v_decay = 1 / 1.25;
-
- var next_x = self.pos_x + self.vel_x * dt;
- var next_y = self.pos_y + self.vel_y * dt;
-
- // Collision detection
- const min_dist: f32 = 0.1;
- const fx = std.math.floor(self.pos_x);
- const fy = std.math.floor(self.pos_y);
- const ix = @floatToInt(i32, fx);
- const iy = @floatToInt(i32, fy);
- const nix = @floatToInt(i32, std.math.floor(next_x + if (self.vel_x > 0) min_dist else -min_dist));
- const niy = @floatToInt(i32, std.math.floor(next_y + if (self.vel_y > 0) min_dist else -min_dist));
-
- if (!map.inBounds(nix, iy) or
- blk: {
- const cell = map.lookup(nix, iy);
- if (cell.floor_height > 0) break :blk true;
- if (cell.ceiling_height < self.height) break :blk true;
- break :blk false;
- }) {
- next_x = fx + if (self.vel_x > 0) 1 - min_dist else min_dist;
- self.vel_x = 0;
- self.acc_x = 0;
- }
-
- if (!map.inBounds(ix, niy) or map.lookup(ix, niy).floor_height > 0) {
- next_y = fy + if (self.vel_y > 0) 1 - min_dist else min_dist;
- self.vel_y = 0;
- self.acc_y = 0;
- }
-
- // Update position
- self.pos_x = next_x;
- self.pos_y = next_y;
-
- // Update velocity
- self.vel_x += self.acc_x * dt;
- self.vel_y += self.acc_y * dt;
-
- const vd = v_decay * std.math.sqrt(self.vel_x * self.vel_x + self.vel_y * self.vel_y);
- if (vd < v_min) {
- self.vel_x = 0;
- self.vel_y = 0;
- } else {
- // If we're moving update our animation state
- self.anim_step += 1;
- self.height -= std.math.sin(self.anim_step / 10 * std.math.pi) * 0.015;
-
- self.vel_x *= v_decay;
- self.vel_y *= v_decay;
- }
+ if (!map.inBounds(nix, iy) or
+ blk: {
+ const cell = map.lookup(nix, iy);
+ if (cell.floor_height > 0) break :blk true;
+ if (cell.ceiling_height < self.height) break :blk true;
+ break :blk false;
+ }) {
+ next_x = fx + if (self.vel_x > 0) 1 - min_dist else min_dist;
+ self.vel_x = 0;
+ self.acc_x = 0;
}
- pub fn renderWorld(
- self: *@This(),
- window: RenderWindow,
- objects_image: Image,
- walls_image: Image,
- surfaces_image: Image,
- rendered_surfaces_texture: Texture,
- rendered_surfaces_sprite: Sprite,
- map: level.Map,
- ) !void {
- // Fist reset the z_buffer
- var i: usize = 0;
- while (i < self.z_buffer.len) : (i += 1) {
- self.z_buffer[i] = std.math.inf(f32);
- }
-
- var pixels = [_]Colour{Colour.Transparent} ** (PlaneWidth * PlaneHeight);
-
- // Draw all vertical and horizontal surfaces, and populate the z-buffer
- self.renderCells(walls_image, surfaces_image, map, &pixels);
-
- // use the z_buffer to render sprites
- self.renderObjects(objects_image, map, &pixels);
-
- try rendered_surfaces_texture.updateFromPixels(&pixels, null);
- window.draw(rendered_surfaces_sprite, null);
- }
-
- fn renderObjects(
- self: @This(),
- objects_image: Image,
- map: level.Map,
- pixels: []Colour,
- ) void {
- std.sort.sort(level.Object, map.objects.items,
- // Wow, context with an arbitrary type! No macros, just
- // Zig all the way down!
- [2]f32{ self.pos_x, self.pos_y }, playerDistComp);
-
- const self_cos = std.math.cos(self.ang);
- const self_sin = std.math.sin(self.ang);
-
- for (map.objects.items) |obj| {
- const ox = obj.pos_x - self.pos_x;
- const oy = obj.pos_y - self.pos_y;
-
- // We compute the two coordinates of rotating by -self.ang, the
- // first of which gives the perpendicular distance to the plane
- // of projection, and the second of which gives the
- // (unprojected) centre of the object.
- const perp_distance = self_cos * ox + self_sin * oy;
- const centre = self_sin * ox - self_cos * oy;
-
- // NOTE: in the below we have applied the magic scaling factor
- // of FOV_SCALE. I don't understand how this compensates for the
- // linear interpolation incorrectness we do elsewhere, but
- // somehow it scales the *correct* values we compute above into
- // whatever agrees with the wall and floor rendering voodoo.
-
- // This quantity is independent of FOV_SCALE because it enters
- // both via centre and perp_distance
- const proj_centre = PlaneWidth / 2 + PlaneDist * centre / perp_distance;
-
- // Here's the magic adjustment
- const scaled_perp_distance = FOV_SCALE * perp_distance;
- const width = PlaneDist * obj.width / scaled_perp_distance;
- const left = proj_centre - width / 2;
-
- // TODO: prune before this?
- if (left + width < 0 or left >= PlaneWidth) continue;
-
- const height = PlaneDist * obj.height / scaled_perp_distance;
- const top = PlaneHeight / 2 + PlaneDist * (obj.height - self.height + obj.pos_z) / scaled_perp_distance;
-
- // TODO: likewise?
- if (top < 0 or top - height >= PlaneHeight) continue;
-
- // Something is on the screen, let's draw it!
- const start = std.math.max(0, left);
- const end = @floatToInt(usize, std.math.min(left + width, PlaneWidth - 1));
-
- const inv_height = 1 / height;
-
- var tex_frac: f32 = std.math.clamp((start - left) / width, 0, 1);
- var col: usize = @floatToInt(usize, start);
- const tex_frac_step = 1 / width;
- while (col < end) : ({
- col += 1;
- tex_frac += tex_frac_step;
- }) {
- var bottom = std.math.min(top, PlaneHeight);
- var pix_y = @floatToInt(usize, std.math.ceil(std.math.max(PlaneHeight - bottom - 1, 0)));
- var texel_y = (top - bottom) / height;
- while (pix_y < PlaneHeight and bottom >= top - height) : ({
- bottom -= 1;
- pix_y += 1;
- texel_y += inv_height;
- }) {
- const index = col * @floatToInt(usize, PlaneHeight) + @floatToInt(usize, bottom);
- if (self.z_buffer[index] > scaled_perp_distance) {
- const tx = @floatToInt(c_uint, tex_frac * (constants.TextureDim - 1));
- const toff = obj.texture * @floatToInt(c_uint, constants.TextureDim);
- const ty = @floatToInt(c_uint, texel_y * (constants.TextureDim - 1));
- const texel = objects_image.getPixel(.{ .x = toff + tx, .y = ty });
- const pix_index = @floatToInt(usize, PlaneWidth) * pix_y + col;
- // TODO: Decide whether being accurate is as important as being fast
- pixels[pix_index] = fasterColourBlend(pixels[pix_index], texel);
- }
- }
- }
- }
+ if (!map.inBounds(ix, niy) or map.lookup(ix, niy).floor_height > 0) {
+ next_y = fy + if (self.vel_y > 0) 1 - min_dist else min_dist;
+ self.vel_y = 0;
+ self.acc_y = 0;
}
- fn renderCells(
- self: *@This(),
- walls_image: Image,
- surfaces_image: Image,
- map: level.Map,
- pixels: []Colour,
- ) void {
- // This is a TERRIBLE hack: for whatever reason *linearly*
- // interpolating on the direction vectors gives
- // perspective-correct-seeming walls!
- const cos_first = std.math.cos(self.ang + 0.5 * FOV);
- const cos_last = std.math.cos(self.ang - 0.5 * FOV);
- const sin_first = std.math.sin(self.ang + 0.5 * FOV);
- const sin_last = std.math.sin(self.ang - 0.5 * FOV);
-
- const cos_step = (cos_last - cos_first) / PlaneWidth;
- const sin_step = (sin_last - sin_first) / PlaneWidth;
-
- var col: u16 = 0;
- var cosra = cos_first;
- var sinra = sin_first;
- while (col < PlaneWidth) : ({
- col += 1;
- cosra += cos_step;
- sinra += sin_step;
- }) {
- // Observe that sqrt(1+tan^2) = abs(1/cos) sqrt(cos^2+sin^2) =
- // abs(1/cos). Similarly so for cot, hence we obtain the
- // following lengths for the hypotenuses assuming that x
- // (respectively y) are unit length and the angle is ra. This
- // for whatever reasons still works when we linearly interpolate
- // on cos and sin!
- const dy_for_x_step = std.math.fabs(1 / cosra);
- const dx_for_y_step = std.math.fabs(1 / sinra);
-
- var step_x: i32 = -1;
- var step_y: i32 = -1;
-
- var dist_x: f32 = undefined;
- var dist_y: f32 = undefined;
-
- var ipos_x: i32 = @floatToInt(i32, std.math.floor(self.pos_x));
- var ipos_y: i32 = @floatToInt(i32, std.math.floor(self.pos_y));
-
- // looking right
- if (cosra >= 0) {
- step_x = 1;
- // assuming unit size grid cells
- dist_y = (@intToFloat(f32, ipos_x) + 1 - self.pos_x) * dy_for_x_step;
- } else {
- dist_y = (self.pos_x - @intToFloat(f32, ipos_x)) * dy_for_x_step;
- }
-
- if (sinra >= 0) {
- step_y = 1;
- dist_x = (@intToFloat(f32, ipos_y) + 1 - self.pos_y) * dx_for_y_step;
- } else {
- dist_x = (self.pos_y - @intToFloat(f32, ipos_y)) * dx_for_y_step;
- }
-
- var top_of_floor: f32 = undefined;
- var bottom_of_ceiling: f32 = undefined;
- var distance: f32 = 0;
- var still_drawing = true;
- var highest_drawn: f32 = 0;
- var lowest_drawn: f32 = PlaneHeight - 1;
- var horizontal_hit: bool = undefined;
- while (still_drawing and map.inBounds(ipos_x, ipos_y)) : ({
- // Find the next cell on our path
- if (dist_y < dist_x) {
- horizontal_hit = false;
- distance = dist_y;
- dist_y += dy_for_x_step;
- ipos_x += step_x;
- } else {
- horizontal_hit = true;
- distance = dist_x;
- dist_x += dx_for_y_step;
- ipos_y += step_y;
- }
- }) {
- const cell = map.lookup(ipos_x, ipos_y);
-
- // Are we drawing vertical surfaces?
- if (cell.floor_height > 0 or cell.draw_down) {
- // project the top of the bottom and the bottom of the top
- top_of_floor = PlaneHeight / 2 + PlaneDist * (cell.floor_height - self.height) / distance;
- bottom_of_ceiling = PlaneHeight / 2 + PlaneDist * (cell.ceiling_height - self.height) / distance;
-
- const draw_lower = top_of_floor > highest_drawn;
- const draw_upper = cell.draw_down and bottom_of_ceiling < lowest_drawn;
-
- // Are we able to see any vertical faces?
- if (draw_upper or draw_lower) {
- // we need the distance to calculate the fractional
- // part of the relevant coordinate for texture
- // mapping of the walls
- const hit_coordinate = if (horizontal_hit) distance * cosra + self.pos_x else distance * sinra + self.pos_y;
- var texfrac = std.math.modf(hit_coordinate).fpart;
-
- // we also want to be sure that we're consistently orienting
- // textures, in this case clockwise
- if ((horizontal_hit and sinra < 0) or (!horizontal_hit and cosra > 0)) texfrac = 1 - texfrac;
- const texstrip = @floatToInt(c_uint, (constants.TextureDim - 1) * texfrac);
-
- // height of a unit-height wall at this distance
- const nominal_length = PlaneDist / distance;
- const inv_nom_len = distance / PlaneDist;
- // used for texel indexing
-
- const td = @floatToInt(c_uint, constants.TextureDim);
- if (draw_lower) {
- // which texture index?
- const t_lower_off = cell.lower_texture * td;
- // Note the bizarre rounding we have to do to avoid artifacts
- const constrained_top = std.math.min(std.math.floor(top_of_floor), std.math.ceil(lowest_drawn));
- const stop = @floatToInt(i32, highest_drawn);
- var zb_y = @floatToInt(i32, constrained_top);
- var pix_y = @floatToInt(usize, std.math.ceil(std.math.max(PlaneHeight - constrained_top, 0)));
- var texel_y = (top_of_floor - constrained_top) / nominal_length;
-
- // now we have what we need to draw the face,
- // and update the z-buffer
- while (zb_y > stop) : ({
- zb_y -= 1;
- pix_y += 1;
- texel_y += inv_nom_len;
- }) {
- const ty = @floatToInt(c_uint, std.math.modf(texel_y).fpart * constants.TextureDim);
- const texel = walls_image.getPixel(.{ .x = t_lower_off + texstrip, .y = ty });
-
- const pix_index = pix_y * @floatToInt(usize, PlaneWidth) + col;
- pixels[pix_index] = texel;
-
- const index = @intCast(usize, col * @floatToInt(i32, PlaneHeight) + zb_y);
- self.z_buffer[index] = distance;
- }
- highest_drawn = top_of_floor;
- }
-
- if (draw_upper) {
- const proj_default_end = PlaneHeight / 2 + PlaneDist * (level.Cell.DEFAULT_HEIGHT - self.height) / distance;
- const stop = @floatToInt(i32, std.math.min(lowest_drawn, proj_default_end));
- const t_upper_off = cell.upper_texture * td;
- const constrained_bottom = std.math.max(bottom_of_ceiling, highest_drawn);
- var zb_y = @floatToInt(i32, constrained_bottom);
- var pix_y = @floatToInt(usize, std.math.ceil(std.math.max(PlaneHeight - constrained_bottom - 1, 0)));
- var texel_y: f32 = 0;
- while (zb_y < stop) : ({
- zb_y += 1;
- pix_y -= 1;
- texel_y += inv_nom_len;
- }) {
- const ty = @floatToInt(c_uint, (1 - std.math.modf(texel_y).fpart) * (constants.TextureDim - 1));
- const texel = walls_image.getPixel(.{ .x = t_upper_off + texstrip, .y = ty });
-
- const pix_index = pix_y * @floatToInt(usize, PlaneWidth) + col;
- pixels[pix_index] = texel;
-
- const index = @intCast(usize, col * @floatToInt(i32, PlaneHeight) + zb_y);
- self.z_buffer[index] = distance;
- }
- lowest_drawn = bottom_of_ceiling;
- }
- }
- }
-
- // do we potentially draw floor for this cell?
- if (highest_drawn < PlaneHeight / 2 or (cell.draw_down and lowest_drawn > PlaneHeight / 2)) {
- if (dist_y < dist_x) {
- distance = dist_y;
- } else {
- distance = dist_x;
- }
-
- // Note: next_top can never exceed PlaneHeight / 2 in
- // the body of the next block. If the wall is taller
- // than us the back edge is lower than the front one so
- // this check will fail as we just drew it (or higher
- // than it). If the wall is shorter then the back edge
- // is at most the horizon. Similarly so for next_bottom
- const next_top = PlaneHeight / 2 + PlaneDist * (cell.floor_height - self.height) / distance;
- const next_bottom = PlaneHeight / 2 + PlaneDist * (cell.ceiling_height - self.height) / distance;
-
- // draw floor?
- if (next_top > highest_drawn) {
- top_of_floor = std.math.floor(highest_drawn);
- const thresh = std.math.min(std.math.min(next_top, lowest_drawn), PlaneHeight / 2) - 1;
- while (top_of_floor <= thresh) : (top_of_floor += 1) {
- const row_dist = (self.height - cell.floor_height) * PlaneDist / (PlaneHeight / 2 - top_of_floor);
- const ptop = @floatToInt(usize, top_of_floor);
- const itop = @floatToInt(usize, PlaneHeight) - ptop - 1;
-
- // draw the correct pixel
- const sx = std.math.modf(self.pos_x + row_dist * cosra);
- const sy = std.math.modf(self.pos_y + row_dist * sinra);
- const toff = cell.floor_texture * @floatToInt(c_uint, constants.TextureDim);
- const px = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sx.fpart));
- const py = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sy.fpart));
- const val = surfaces_image.getPixel(.{ .x = toff + px, .y = py });
- pixels[itop * @floatToInt(usize, PlaneWidth) + col] = val;
-
- // record in the z_buffer only if we're above the floor!
- if (cell.floor_height > 0) {
- const index = col * @floatToInt(usize, PlaneHeight) + ptop;
- self.z_buffer[index] = row_dist;
- }
- }
- highest_drawn = next_top;
- }
+ // Update position
+ self.pos_x = next_x;
+ self.pos_y = next_y;
- // draw ceiling?
- if (cell.draw_down and next_bottom < lowest_drawn) {
- bottom_of_ceiling = std.math.ceil(lowest_drawn);
- const thresh = std.math.max(std.math.max(next_bottom, highest_drawn), PlaneHeight / 2) - 1;
- while (bottom_of_ceiling > thresh) : (bottom_of_ceiling -= 1) {
- const row_dist = (cell.ceiling_height - self.height) * PlaneDist / (bottom_of_ceiling - PlaneHeight / 2);
- const ptop = @floatToInt(usize, bottom_of_ceiling);
- const itop = @floatToInt(usize, PlaneHeight) - ptop;
+ // Update velocity
+ self.vel_x += self.acc_x * dt;
+ self.vel_y += self.acc_y * dt;
- const sx = std.math.modf(self.pos_x + row_dist * cosra);
- const sy = std.math.modf(self.pos_y + row_dist * sinra);
- const toff = cell.ceiling_texture * @floatToInt(c_uint, constants.TextureDim);
- const px = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sx.fpart));
- const py = @floatToInt(c_uint, constants.TextureDim * std.math.fabs(sy.fpart));
- const val = surfaces_image.getPixel(.{ .x = toff + px, .y = py });
- pixels[itop * @floatToInt(usize, PlaneWidth) + col] = val;
+ const vd = v_decay * std.math.sqrt(self.vel_x * self.vel_x + self.vel_y * self.vel_y);
+ if (vd < v_min) {
+ self.vel_x = 0;
+ self.vel_y = 0;
+ } else {
+ // If we're moving update our animation state
+ self.anim_step += 1;
+ self.height -= std.math.sin(self.anim_step / 10 * std.math.pi) * 0.015;
- if (cell.draw_down) {
- const index = col * @floatToInt(usize, PlaneHeight) + ptop;
- self.z_buffer[index] = row_dist;
- }
- }
- lowest_drawn = next_bottom;
- }
- }
- }
- // Have we filled this column?
- if (top_of_floor > lowest_drawn or bottom_of_ceiling < highest_drawn) {
- still_drawing = false;
- }
- }
+ self.vel_x *= v_decay;
+ self.vel_y *= v_decay;
}
- };
-}
+ }
+};