mirror of
https://github.com/IgorTimofeev/MineOS.git
synced 2025-12-20 02:59:20 +01:00
Добавил систему спрайтов
Работают немного через раз, но зато спрайты!
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@ -174,6 +174,7 @@ local controls = {
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rayEngine.loadEngineProperties(applicationResourcesDirectory .. "RayEngine.cfg")
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rayEngine.loadWeapons(applicationResourcesDirectory .. "Weapons/")
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rayEngine.loadSprites(applicationResourcesDirectory .. "Sprites/")
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rayEngine.loadWorld(worldsPath .. "ExampleWorld")
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rayEngine.changeResolution(rayEngine.properties.screenResolution.width, rayEngine.properties.screenResolution.height)
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-- rayEngine.intro()
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@ -20,7 +20,6 @@ local endRenderClock = os.clock()
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local frameCount = 0
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local fps = 0
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local lastFPSCheck = os.clock()
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---------------------------------------------------- Константы ------------------------------------------------------------------
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local rayEngine = {}
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@ -32,7 +31,7 @@ rayEngine.watchEnabled = false
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rayEngine.drawFieldOfViewOnMinimap = false
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rayEngine.chatShowTime = 4
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rayEngine.chatHistory = {}
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rayEngine.sprites = {}
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---------------------------------------------- Расчетные функции ------------------------------------------------------------------
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-- Позиция горизонта, относительно которой рисуется мир
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@ -149,9 +148,34 @@ function rayEngine.loadWorld(pathToWorldFolder)
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rayEngine.map = filesystem.readTable(pathToWorldFolder .. "/Map.cfg")
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rayEngine.player = filesystem.readTable(pathToWorldFolder .. "/Player.cfg")
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rayEngine.blocks = filesystem.readTable(pathToWorldFolder .. "/Blocks.cfg")
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rayEngine.entities = filesystem.readTable(pathToWorldFolder .. "/Entities.cfg")
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-- Дополняем карту ее размерами
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rayEngine.map.width = #rayEngine.map[1]
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rayEngine.map.height = #rayEngine.map
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-- Создаём карту блоков для коллизий
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rayEngine.hitBlocks = {}
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for i = 1,rayEngine.map.width do
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line={}
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rayEngine.hitBlocks[i] = {}
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for j =1,rayEngine.map.height do
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rayEngine.hitBlocks[i][j] = {}
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end
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end
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for i =1,#rayEngine.entities do
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for dx = -1,1 do
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for dy = -1,1 do
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mapX = math.floor((rayEngine.entities[i].x + rayEngine.entities[i].w * dx) / rayEngine.properties.tileWidth)
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mapY = math.floor((rayEngine.entities[i].y+rayEngine.entities[i].w * dy) / rayEngine.properties.tileWidth)
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if rayEngine.hitBlocks[mapX] and rayEngine.hitBlocks[mapX][mapY] then
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cellCount = #rayEngine.hitBlocks[mapX][mapY]
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rayEngine.hitBlocks[mapX][mapY][cellCount + 1] = i
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end
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end
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end
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end
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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.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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@ -188,6 +212,14 @@ function rayEngine.changeWeapon(weaponID)
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end
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end
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function rayEngine.loadSprites(pathToSprites)
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fileList = filesystem.readTable(pathToSprites .. "Sprites.cfg")
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for i = 1,#fileList do
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rayEngine.sprites[i] = image.load(pathToSprites .. fileList[i])
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end
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end
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function rayEngine.move(distanceForward, distanceRight)
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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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@ -311,6 +343,15 @@ function rayEngine.drawMap(x, y, width, height, transparency)
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if rayEngine.map[i] and rayEngine.map[i][j] then
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screen.semiPixelSet(xPos, yPos, rayEngine.blocks[rayEngine.map[i][j]].color)
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end
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if rayEngine.hitBlocks[i + 1] and rayEngine.hitBlocks[i+1][j+1] then
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entities = rayEngine.hitBlocks[i + 1][j + 1]
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for entityID= 1,#entities do
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entity = rayEngine.entities[entityID]
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scale = rayEngine.properties.tileWidth
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screen.semiPixelSet(entity.x//scale - xMap + x, entity.y*2//scale - yMap + y, 0x00FFFF)
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end
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end
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xPos = xPos + 1
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end
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xPos = x; yPos = yPos + 1
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@ -510,12 +551,38 @@ end
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---------------------------------------------------- Функции отрисовки мира ------------------------------------------------------------------
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local function raycast(angle)
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rayEngine.caughtEntities = {}
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--Свистнул функцию с StackOverflow. Заменяет оператор in из питона
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local function has_value (tab, val)
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for index, value in ipairs(tab) do
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if value == val then
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return true
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end
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end
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return false
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end
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function rayEngine.getEntitiesAt(x,y)
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mapX = math.floor(x / rayEngine.properties.tileWidth)
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mapY = math.floor(y / rayEngine.properties.tileWidth)
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if rayEngine.hitBlocks[mapX] and rayEngine.hitBlocks[mapX][mapY] then
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return rayEngine.hitBlocks[mapX][mapY]
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else
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return {}
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end
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end
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local function raycast(angle,maxRange)
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rayEngine.caughtEntities = {}
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angle = math.rad(angle)
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local raySteps = 0
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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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while true do
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if currentDistance <= rayEngine.properties.drawDistance then
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if currentDistance <= maxRange 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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@ -523,12 +590,78 @@ local function raycast(angle)
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xWorld, yWorld = xWorld + angleSinDistance, yWorld + angleCosDistance
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currentDistance = currentDistance + rayEngine.properties.raycastQuality
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raySteps = raySteps + 1
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if raySteps % 1 == 0 then
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local entityList = rayEngine.getEntitiesAt(xWorld,yWorld)
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if entityList then
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for i = 1,#entityList do
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if not has_value(rayEngine.caughtEntities,entityList[i]) then
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table.insert(rayEngine.caughtEntities, entityList[i])
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end
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end
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end
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end
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else
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return nil
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end
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end
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end
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function calcDistance(x1,y1,x2,y2)
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relativeX = (x2-x1)
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relativeY = (y2-y1)
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distance = math.sqrt(relativeX*relativeX + relativeY*relativeY)
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return distance
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end
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function rayEngine.drawSpriteColumn(x,y,rayAngle,scrX,sprName)
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sprImage = rayEngine.sprites[sprName]
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relativeX = (rayEngine.player.position.x - x)
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relativeY = (rayEngine.player.position.y - y)
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distance = math.sqrt(relativeX*relativeX + relativeY*relativeY)
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iwidth,iheight = image.getSize(sprImage)
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--Повернуть на 90 градусов
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horizontalX = -relativeY/distance*iwidth/2
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horizontalY = relativeX/distance*iwidth/2
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angleTheta = math.deg(math.atan(-relativeX, -relativeY))
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angleDelta = angleTheta - rayEngine.player.rotation
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angleDelta = angleDelta
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centerX = angleDelta / rayEngine.raycastStep + screen.getWidth() / 2
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wingShift = iwidth / distance * rayEngine.distanceToProjectionPlane
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startX = centerX - wingShift / 2
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endX = centerX + wingShift / 2
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height = iheight / distance * rayEngine.distanceToProjectionPlane
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startY = rayEngine.horizonPosition - height / 2 + 1
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picX = math.floor((scrX - endX) / wingShift * iwidth)
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--Продолжи эту хуйню потом, ОК?
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if scrX >= startX and scrX <= endX then
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for iterY = 0, height do
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coordY = math.floor(startY + iterY)
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picY = math.floor(iterY/height * iheight)+1
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--picY = 4
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b,f,a,s = image.get(sprImage,picX,picY)
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if b and f and (a == 0) then
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--print(centerX,wingShift,startX,endX,picX,endX,f, b, 0xFFFFFF)
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--print(rayEngine.player.rotation,angleTheta,angleDelta," ", startX,f, b, 0xFFFFFF)
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screen.drawRectangle(scrX,coordY,1,1,b,f,s)
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--screen.set(scrX,coordY,)
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end
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end
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end
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end
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function rayEngine.drawWorld()
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--Земля
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screen.clear(rayEngine.world.colors.groundByTime)
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@ -537,7 +670,10 @@ function rayEngine.drawWorld()
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--Сцена
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local startAngle, endAngle, startX, distanceToTile, tileID, height, startY, tileColor = rayEngine.player.rotation - rayEngine.player.fieldOfView / 2, rayEngine.player.rotation + rayEngine.player.fieldOfView / 2, 1
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for angle = startAngle, endAngle, rayEngine.raycastStep do
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distanceToTile, tileID = raycast(angle)
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distanceToTile, tileID = raycast(angle,rayEngine.properties.drawDistance)
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if distanceToTile then
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-- Получаем цвет стенки
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tileColor = getTileColor(rayEngine.blocks[tileID].color, distanceToTile)
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@ -560,6 +696,17 @@ function rayEngine.drawWorld()
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-- column = image.transform(column, 1, height)
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-- screen.drawImage(math.floor(startX), math.floor(startY), column)
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-- end
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--Поверх рисуем спрайты
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if rayEngine.caughtEntities then
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for i = #rayEngine.caughtEntities,1,-1 do
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local entityID = rayEngine.caughtEntities[i]
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local entity = rayEngine.entities[entityID]
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rayEngine.drawSpriteColumn(entity.x,entity.y,angle,startX,entity.sprite.image)
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end
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end
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end
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startX = startX + 1
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end
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@ -567,6 +714,8 @@ end
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function rayEngine.update()
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local frameRenderClock = os.clock()
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rayEngine.rotate(rayEngine.player.rotationSpeed * inputYaw)
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rayEngine.move(rayEngine.player.moveSpeed * inputY, rayEngine.player.moveSpeed * inputX)
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@ -583,12 +732,18 @@ function rayEngine.update()
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if rayEngine.chatEnabled then rayEngine.chat() end
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doDayNightCycle()
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raycast(rayEngine.player.rotation,rayEngine.properties.drawDistance)
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if rayEngine.debugInformationEnabled then
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rayEngine.drawDebugInformation(3, 2 + (rayEngine.minimapEnabled and 12 or 0), 24, 0.6,
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"renderTime: " .. string.format("%.2f", ((os.clock() - frameRenderClock) + (endRenderClock-startRenderClock)) * 1000) .. " ms",
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"FPS: " .. string.format("%.2f",fps),
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"freeRAM: " .. string.format("%.2f", computer.freeMemory() / 1024) .. " KB",
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"pos: " .. string.format("%.2f", rayEngine.player.position.x) .. " x " .. string.format("%.2f", rayEngine.player.position.y)
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"pos: " .. string.format("%.2f", rayEngine.player.position.x) .. " x " .. string.format("%.2f", rayEngine.player.position.y),
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"blocks: " .. string.format("%i", #rayEngine.hitBlocks) .. "x" .. string.format("%i", #rayEngine.hitBlocks[1]),
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"entities: " .. string.format("%i", #rayEngine.entities) .. ", " .. string.format("%i", rayEngine.entities[1].x),
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"entities at: " .. string.format("%i", #rayEngine.caughtEntities),
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"sprites: " .. string.format("%i", #rayEngine.sprites)
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)
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end
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startRenderClock = os.clock()
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@ -639,3 +794,4 @@ end
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----------------------------------------------------------------------------------------------------------------------------------
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return rayEngine
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