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https://github.com/IgorTimofeev/MineOS.git
synced 2026-03-25 17:22:47 +01:00
Хуй!
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@@ -14,7 +14,6 @@ local rayEngine = {}
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---------------------------------------------------- Константы ------------------------------------------------------------------
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rayEngine.tileWidth = 32
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rayEngine.wallsPosition = 0
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rayEngine.horizonPosition = math.floor(buffer.screen.height / 2)
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rayEngine.minimapEnabled = true
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@@ -36,14 +35,6 @@ local function round(num)
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end
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end
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local function convertRadiansToDegrees(rad)
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return rad * (180 / 3.14)
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end
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local function convertDegreesToRadians(ang)
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return ang * (3.14 / 180)
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end
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local function constrainAngle(value)
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if ( value < 0 ) then
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value = value + 360
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@@ -90,18 +81,24 @@ local function correctDouble(number)
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end
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local function convertWorldCoordsToMapCoords(x, y)
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return round(x / rayEngine.tileWidth), round(y / rayEngine.tileWidth)
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return round(x / rayEngine.properties.tileWidth), round(y / rayEngine.properties.tileWidth)
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end
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local function getBlockCoordsByLook(distance)
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local radRotation = math.rad(rayEngine.player.rotation + 90)
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return convertWorldCoordsToMapCoords(rayEngine.player.position.x + distance * math.sin(radRotation) * rayEngine.tileWidth, rayEngine.player.position.y + distance * math.cos(radRotation) * rayEngine.tileWidth)
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local radRotation = math.rad(rayEngine.player.rotation)
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return convertWorldCoordsToMapCoords(rayEngine.player.position.x + distance * math.sin(radRotation) * rayEngine.properties.tileWidth, rayEngine.player.position.y + distance * math.cos(radRotation) * rayEngine.properties.tileWidth)
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end
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---------------------------------------------------- Работа с файлами ------------------------------------------------------------------
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--Грузим базовый конфиг движка
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function rayEngine.init(pathToRayEnginePropertiesFile)
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rayEngine.properties = files.loadTableFromFile(pathToRayEnginePropertiesFile)
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rayEngine.properties.raycastQuality = rayEngine.properties.raycastQuality * rayEngine.properties.tileWidth
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end
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--Загружаем все конфиг-файлы мира
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function rayEngine.loadWorld(pathToWorldFolder)
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--Загружаем все конфиг-файлы мира
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rayEngine.world = files.loadTableFromFile(pathToWorldFolder .. "/World.cfg")
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rayEngine.map = files.loadTableFromFile(pathToWorldFolder .. "/Map.cfg")
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rayEngine.player = files.loadTableFromFile(pathToWorldFolder .. "/Player.cfg")
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@@ -109,22 +106,24 @@ function rayEngine.loadWorld(pathToWorldFolder)
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rayEngine.map.width = #rayEngine.map[1]
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rayEngine.map.height = #rayEngine.map
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--Ебашим правильную позицию игрока, основанную на этой ХУЙНЕ, которую ГЛЕБ так ЛЮБИТ
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rayEngine.player.position.x = rayEngine.tileWidth * rayEngine.player.position.x - rayEngine.tileWidth / 2
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rayEngine.player.position.y = rayEngine.tileWidth * rayEngine.player.position.y - rayEngine.tileWidth / 2
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rayEngine.player.position.x = rayEngine.properties.tileWidth * rayEngine.player.position.x - rayEngine.properties.tileWidth / 2
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rayEngine.player.position.y = rayEngine.properties.tileWidth * rayEngine.player.position.y - rayEngine.properties.tileWidth / 2
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--Рассчитываем стартовые цвета, зависимые от времени - небо, землю, стены
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getTimeDependentColors()
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--Обнуляем текущее время, если превышен лимит
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rayEngine.world.dayNightCycle.currentTime = rayEngine.world.dayNightCycle.currentTime > rayEngine.world.dayNightCycle.length and 0 or rayEngine.world.dayNightCycle.currentTime
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--Осуществляем базовое получение аптайма пекарни
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rayEngine.world.dayNightCycle.lastComputerUptime = computer.uptime()
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rayEngine.distanceToProjectionPlane = (buffer.screen.width / 2) / math.tan(convertDegreesToRadians(rayEngine.player.fieldOfView / 2))
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rayEngine.distanceToProjectionPlane = (buffer.screen.width / 2) / math.tan(math.rad((rayEngine.player.fieldOfView / 2)))
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--Шаг, с которым будет изменяться угол рейкаста
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rayEngine.properties.raycastStep = rayEngine.player.fieldOfView / buffer.screen.width
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end
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---------------------------------------------------- Функции, связанные с игроком ------------------------------------------------------------------
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function rayEngine.move(distanceForward, distanceRight)
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local forwardRotation = math.rad(rayEngine.player.rotation + 90)
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local rightRotation = math.rad(rayEngine.player.rotation + 180)
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local forwardRotation = math.rad(rayEngine.player.rotation)
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local rightRotation = math.rad(rayEngine.player.rotation + 90)
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local xNew = rayEngine.player.position.x + distanceForward * math.sin(forwardRotation) + distanceRight * math.sin(rightRotation)
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local yNew = rayEngine.player.position.y + distanceForward * math.cos(forwardRotation) + distanceRight * math.cos(rightRotation)
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@@ -374,86 +373,43 @@ end
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---------------------------------------------------- Функции отрисовки мира ------------------------------------------------------------------
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local function hRaycast(player, angle)
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local rayInTop = math.sin( angle ) > 0
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local function raycast(angle)
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angle = math.rad(angle)
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local angleSinDistance, angleCosDistance, currentDistance, xWorld, yWorld, xMap, yMap, tile = math.sin(angle) * rayEngine.properties.raycastQuality, math.cos(angle) * rayEngine.properties.raycastQuality, 0, rayEngine.player.position.x, rayEngine.player.position.y
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local tanAng = math.tan( angle )
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while true do
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if currentDistance <= rayEngine.properties.drawDistance then
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xMap, yMap = math.floor(xWorld / rayEngine.properties.tileWidth), math.floor(yWorld / rayEngine.properties.tileWidth)
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if rayEngine.map[yMap] and rayEngine.map[yMap][xMap] then
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return currentDistance, rayEngine.map[yMap][xMap]
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end
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local Ay = math.floor(rayEngine.player.position.y / rayEngine.tileWidth) * rayEngine.tileWidth; Ay = Ay + ( (rayInTop) and -1 or rayEngine.tileWidth )
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local Ax = rayEngine.player.position.x + (rayEngine.player.position.y - Ay) / tanAng
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local Ya = (rayInTop) and -rayEngine.tileWidth or rayEngine.tileWidth
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local Xa = rayEngine.tileWidth / tanAng; Xa = Xa * ( (rayInTop) and 1 or -1 )
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local x, y = math.floor(Ax / rayEngine.tileWidth), math.floor(Ay / rayEngine.tileWidth)
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while (rayEngine.map[y + 1] and not rayEngine.map[y + 1][x + 1]) do
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Ax = Ax + Xa; Ay = Ay + Ya
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if (Ax < 0 or Ax > rayEngine.tileWidth * rayEngine.map.width or Ay < 0 or Ay > rayEngine.tileWidth * rayEngine.map.height) then
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break
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xWorld, yWorld = xWorld + angleSinDistance, yWorld + angleCosDistance
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currentDistance = currentDistance + rayEngine.properties.raycastQuality
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else
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return nil
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end
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x, y = math.floor(Ax / rayEngine.tileWidth), math.floor(Ay / rayEngine.tileWidth)
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end
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return math.abs(rayEngine.player.position.x - Ax) / math.abs(math.cos( angle ))
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end
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local function vRaycast(player, angle)
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local rayInRight = math.cos( angle ) > 0
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local tanAng = math.tan( angle )
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local Bx = math.floor(rayEngine.player.position.x / rayEngine.tileWidth) * rayEngine.tileWidth; Bx = Bx + ( (rayInRight) and rayEngine.tileWidth or -1 )
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local By = rayEngine.player.position.y + (rayEngine.player.position.x - Bx) * tanAng
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local Xa = (rayInRight) and rayEngine.tileWidth or -rayEngine.tileWidth
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local Ya = rayEngine.tileWidth * tanAng; Ya = Ya * ( (rayInRight) and -1 or 1 )
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local x, y = math.floor(Bx / rayEngine.tileWidth), math.floor(By / rayEngine.tileWidth)
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while (rayEngine.map[y + 1] and not rayEngine.map[y + 1][x + 1]) do
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Bx = Bx + Xa; By = By + Ya
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if (Bx < 0 or Bx > rayEngine.tileWidth * rayEngine.map.width or By < 0 or By > rayEngine.tileWidth * rayEngine.map.height) then
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break
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end
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x, y = math.floor(Bx / rayEngine.tileWidth), math.floor(By / rayEngine.tileWidth)
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end
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return math.abs(rayEngine.player.position.y - By) / math.abs(math.sin( angle ))
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end
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function rayEngine.drawWorld()
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--Земля
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buffer.clear(rayEngine.world.colors.groundByTime)
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--Небо
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buffer.square(1, 1, buffer.screen.width, rayEngine.horizonPosition, rayEngine.world.colors.sky.current)
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--Сцена
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local startAngle, endAngle, startX, distanceLimit, distanceToTile, tile, height, startY, tileColor = rayEngine.player.rotation - rayEngine.player.fieldOfView / 2, rayEngine.player.rotation + rayEngine.player.fieldOfView / 2, 1, buffer.screen.height * 0.85
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for angle = startAngle, endAngle, rayEngine.properties.raycastStep do
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distanceToTile, tile = raycast(angle)
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if distanceToTile then
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height = rayEngine.properties.tileWidth / distanceToTile * rayEngine.distanceToProjectionPlane
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startY = buffer.screen.height / 2 - height / 2 + rayEngine.wallsPosition + 1
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local startColumn = rayEngine.player.rotation - (rayEngine.player.fieldOfView / 2)
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local endColumn = rayEngine.player.rotation + (rayEngine.player.fieldOfView / 2)
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local step = rayEngine.player.fieldOfView / buffer.screen.width
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local startX = 1
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local distanceLimit = buffer.screen.height * 0.85
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local hDist, vDist, dist, height, startY, tileColor
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for angle = startColumn, endColumn, step do
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hDist = hRaycast(player, convertDegreesToRadians(angle) )
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vDist = vRaycast(player, convertDegreesToRadians(angle) )
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-- local dist = math.min( hDist, vDist ) * math.cos( convertDegreesToRadians(angle) )
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dist = math.min( hDist, vDist )
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height = rayEngine.tileWidth / dist * rayEngine.distanceToProjectionPlane
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startY = buffer.screen.height / 2 - height / 2 + 1 + rayEngine.wallsPosition
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--Рисуем сценку
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tileColor = height > distanceLimit and rayEngine.world.colors.tile.byTime[#rayEngine.world.colors.tile.byTime] or rayEngine.world.colors.tile.byTime[math.floor(#rayEngine.world.colors.tile.byTime * height / distanceLimit)]
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buffer.square(math.floor(startX), math.floor(startY), 1, height, tileColor, 0x000000, " ")
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-- buffer.square(math.floor(startX), math.floor(startY), 1, height, 0x000000, 0x000000, " ")
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tileColor = height > distanceLimit and rayEngine.world.colors.tile.byTime[#rayEngine.world.colors.tile.byTime] or rayEngine.world.colors.tile.byTime[math.floor(#rayEngine.world.colors.tile.byTime * height / distanceLimit)]
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buffer.square(math.floor(startX), math.floor(startY), 1, math.floor(height), tileColor, 0x000000, " ")
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end
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startX = startX + 1
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end
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doDayNightCycle()
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end
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function rayEngine.update()
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@@ -464,6 +420,7 @@ function rayEngine.update()
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if rayEngine.watchEnabled then rayEngine.watch(xTools, yTools) end
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--rayEngine.drawWeapon()
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if rayEngine.chatEnabled then rayEngine.chat() end
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doDayNightCycle()
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buffer.draw()
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end
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