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Tiny Texture Pack - 128x128/128x128/Wood/Wood_23-128x128.png differ diff --git a/ray_casting_3d/SBS - Tiny Texture Pack - 128x128/128x128/Wood/Wood_24-128x128.png b/ray_casting_3d/SBS - Tiny Texture Pack - 128x128/128x128/Wood/Wood_24-128x128.png new file mode 100644 index 0000000..a52ad88 Binary files /dev/null and b/ray_casting_3d/SBS - Tiny Texture Pack - 128x128/128x128/Wood/Wood_24-128x128.png differ diff --git a/ray_casting_3d/SBS - Tiny Texture Pack - 128x128/128x128/Wood/Wood_25-128x128.png b/ray_casting_3d/SBS - Tiny Texture Pack - 128x128/128x128/Wood/Wood_25-128x128.png new file mode 100644 index 0000000..8f4b024 Binary files /dev/null and b/ray_casting_3d/SBS - Tiny Texture Pack - 128x128/128x128/Wood/Wood_25-128x128.png differ diff --git a/ray_casting_3d/SBS - Tiny Texture Pack - 128x128/License.txt b/ray_casting_3d/SBS - Tiny Texture Pack - 128x128/License.txt new file mode 100644 index 0000000..dabdd81 --- /dev/null +++ b/ray_casting_3d/SBS - Tiny Texture Pack - 128x128/License.txt @@ -0,0 +1,19 @@ +All Screaming Brain Studios assets have been released +under the CC0/Public Domain License. You are free to +use these assets in any and all projects, commercial +or non-commercial, with no restrictions, and can be +released with or without credit. + +-------------------------------------------------- +CC0 1.0 Universal (CC0 1.0) +Public Domain +https://creativecommons.org/publicdomain/zero/1.0/ +-------------------------------------------------- + + +|| A Very Special Thanks to all my Patrons || + +Dwayne Jarvis +Peardox +Caleb Ralph +Heruca \ No newline at end of file diff --git a/ray_casting_3d/bricks.png b/ray_casting_3d/bricks.png new file mode 100644 index 0000000..8a4f04b Binary files /dev/null and b/ray_casting_3d/bricks.png differ diff --git a/ray_casting_3d/functions.js b/ray_casting_3d/functions.js index debe9fc..3c7f78e 100644 --- a/ray_casting_3d/functions.js +++ b/ray_casting_3d/functions.js @@ -31,7 +31,7 @@ function intersects(L1, L2) { ((x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4)); if (t >= 0 && t <= 1 && u >= 0 && u <= 1) { - return point(x1 + t * (x2 - x1), y1 + t * (y2 - y1)); + return [point(x1 + t * (x2 - x1), y1 + t * (y2 - y1)), t]; } return null; @@ -43,9 +43,11 @@ function distance(p1, p2) { ); } -function getLineByAngle(x, y, angle, WIDTH) { - const k = 2 * WIDTH * Math.cos(angle); - const z = 2 * WIDTH * Math.sin(angle); +// given a start coordinate, angle and length of the line segment, +// this function returns the start and end coords of that line segment +function getLineByAngle(x, y, angle, lineWidth) { + const k = lineWidth * Math.cos(angle); + const z = lineWidth * Math.sin(angle); const a = x + k; const b = y + z; diff --git a/ray_casting_3d/index.html b/ray_casting_3d/index.html index 3887f71..c616cb8 100644 --- a/ray_casting_3d/index.html +++ b/ray_casting_3d/index.html @@ -11,6 +11,8 @@ + + diff --git a/ray_casting_3d/main.js b/ray_casting_3d/main.js index 7d414d2..93afe87 100644 --- a/ray_casting_3d/main.js +++ b/ray_casting_3d/main.js @@ -1,13 +1,18 @@ -const VERTICAL_LINES = 510; +const VERTICAL_LINES = 1020; const HEIGHT = 573.75; const WIDTH = 1020; const STEP = WIDTH / VERTICAL_LINES; +const ROTATION_ANGLE_STEP = 0.05 +const PLAYER_MOVEMENT_STEP = 0.001 + const worldCanvas = document.getElementById("canvas"); worldCanvas.height = HEIGHT; worldCanvas.width = WIDTH; +const BRICK_IMG = document.getElementById("brick"); + const CELL_TO_COLOR = [ "grey", "black", @@ -16,14 +21,28 @@ const CELL_TO_COLOR = [ "green" ]; +// const COLOR_TO_RGB_INTENSITY = { +// "red": intensity => `rgb(${intensity}, 11, 11)`, +// "black": intensity => `rgb(${intensity}, 11, 11)`, +// "green": intensity => `rgb(11, ${intensity}, 11)`, +// "blue": intensity => `rgb(11, 11, ${intensity})`, +// } + +const COLOR_TO_RGB_INTENSITY = { + "red": t => `rgb(${t * 255}, 0, 0)`, + "black": t => `rgb(${t * 255}, 0, 0)`, + "green": t => `rgb(0, ${t * 255}, 0)`, + "blue": t => `rgb(0, 0, ${t * 255})`, +} + const GAME_WORLD = [ [1, 1, 1, 1, 1, 1, 1, 1], - [1, 0, 1, 0, 0, 0, 0, 1], - [1, 0, 0, 0, 0, 1, 0, 1], - [1, 0, 0, 0, 0, 1, 0, 1], [1, 0, 0, 0, 0, 0, 0, 1], - [1, 0, 0, 0, 1, 1, 1, 1], - [1, 1, 0, 0, 0, 0, 0, 1], + [1, 0, 0, 0, 0, 0, 0, 1], + [1, 0, 0, 0, 0, 0, 0, 1], + [1, 0, 0, 0, 0, 0, 0, 1], + [1, 0, 0, 0, 0, 0, 0, 1], + [1, 0, 0, 0, 0, 0, 0, 1], [1, 1, 1, 1, 1, 1, 1, 1], ]; @@ -32,11 +51,18 @@ const ALL_LINES = getAllLines(); const PLAYER = { x: 100, y: 200, - rotationAngle: 20, - fixedAngle: Math.PI / 3, - keys: {} + rotationAngle: 0, + fieldOfView: Math.PI / 3, + keys: { + "ArrowRight": false, + "ArrowLeft": false, + "ArrowUp": false, + "ArrowDown": false, + } }; +let lastRenderTime = 0 + function getAllLines() { const STEP = 50; @@ -99,20 +125,25 @@ function drawMiniMap() { function drawRays() { const HIT_BOX = []; - const step = PLAYER.fixedAngle / VERTICAL_LINES; - for (let radian = -PLAYER.fixedAngle / 2; radian < PLAYER.fixedAngle / 2; radian += step) { + const step = PLAYER.fieldOfView / VERTICAL_LINES; + for (let radian = -PLAYER.fieldOfView / 2; radian < PLAYER.fieldOfView / 2; radian += step) { const radianRotated = radian + PLAYER.rotationAngle; - const line = getLineByAngle(PLAYER.x, PLAYER.y, radianRotated, WIDTH); + const line = getLineByAngle(PLAYER.x, PLAYER.y, radianRotated, WIDTH * 2); const arr = ALL_LINES .map(target => { let result = intersects(target.line, line) - return { - intersection: result, - color: target.color + if (result !== null) { + const [point, t] = result; + return { + intersection: point, + t: t, + color: target.color + } } + return null }) - .filter(result => result.intersection !== null) + .filter(result => result !== null) .map(result => { return { ...result, @@ -122,6 +153,10 @@ function drawMiniMap() { arr.sort((a, b) => a.distance - b.distance); + if (arr.length == 0) { + continue; + } + const closest = arr[0].intersection; arr[0].distance *= Math.cos(radian); @@ -151,15 +186,23 @@ function updateWorldView(HIT_BOX) { let verticalStripe = 0; - for (let { distance } of HIT_BOX) { + for (let { distance, color, t } of HIT_BOX) { const height = (HEIGHT / distance) * 40; let x = verticalStripe * STEP; let y = (HEIGHT - height) / 2; - - let red = Math.max(255 - Math.min(distance, 255), 30); - - ctx.fillStyle = `rgb(${red}, 11, 11)`; - ctx.fillRect(x, y, STEP, height); + + let intensity = Math.max(255 - Math.min(distance, 255), 30); + + // ctx.fillStyle = COLOR_TO_RGB_INTENSITY[color](t) + // ctx.fillRect(x, y, STEP, height); + // drawImage(image, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight) + ctx.drawImage( + BRICK_IMG, + t*128, 0, + 50 / 128, 128, // swidth is not right + x, y, + STEP, height + ) verticalStripe++; } } @@ -167,7 +210,8 @@ function updateWorldView(HIT_BOX) { const HIT_BOX = drawMiniMap() updateWorldView(HIT_BOX); -function nextPoint(p0, p1, t) { +// linear interpolation +function lerp(p0, p1, t) { const btx = p0.x + t * (p1.x - p0.x); const bty = p0.y + t * (p1.y - p0.y); return point(btx, bty); @@ -181,19 +225,21 @@ document.addEventListener('keyup', ({key}) => { PLAYER.keys[key] = !(key && key.startsWith("Arrow")); }); -function updateAndRender(time) { - if (PLAYER.keys["ArrowRight"]) { - PLAYER.rotationAngle += 0.005; - } +function gameloop(timePassed) { + const deltaTimeMs = timePassed - lastRenderTime; - if (PLAYER.keys["ArrowLeft"]) { - PLAYER.rotationAngle -= 0.005; - } + // lock the framerate to 60 + if (deltaTimeMs < (1000 / 60)) { + window.requestAnimationFrame(gameloop) + return; + } + + PLAYER.rotationAngle += (PLAYER.keys["ArrowRight"] - PLAYER.keys["ArrowLeft"]) * ROTATION_ANGLE_STEP if (PLAYER.keys["ArrowUp"] || PLAYER.keys["ArrowDown"]) { const forwardLine = getLineByAngle(PLAYER.x, PLAYER.y, PLAYER.rotationAngle, WIDTH * 2); - const t = PLAYER.keys["ArrowUp"] ? 0.00005 : -0.00005; - const {x, y} = nextPoint(forwardLine.p1, forwardLine.p2, t); + const t = PLAYER.keys["ArrowUp"] ? PLAYER_MOVEMENT_STEP : -PLAYER_MOVEMENT_STEP; + const {x, y} = lerp(forwardLine.p1, forwardLine.p2, t); const blockX = Math.floor(x / 50); const blockY = Math.floor(y / 50); @@ -205,8 +251,9 @@ function updateAndRender(time) { const HIT_BOX = drawMiniMap() updateWorldView(HIT_BOX); - window.requestAnimationFrame(updateAndRender) + lastRenderTime = timePassed + window.requestAnimationFrame(gameloop) } -window.requestAnimationFrame(updateAndRender); +window.requestAnimationFrame(gameloop);