mirror of
https://github.com/IgorTimofeev/MineOS.git
synced 2025-12-20 19:19:21 +01:00
275 lines
14 KiB
Lua
275 lines
14 KiB
Lua
local libraries = {
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buffer = "doubleBuffering",
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event = "event",
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files = "files",
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computer = "computer",
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doubleHeight = "doubleHeight",
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colorlib = "colorlib",
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}
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for library in pairs(libraries) do if not _G[library] then _G[library] = require(libraries[library]) end end; libraries = nil
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local rayEngine = {}
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----------------------------------------------------------------------------------------------------------------------------------
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local function round(num)
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if num >= 0 then
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return math.floor(num + 0.5)
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else
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return math.ceil(num - 0.5)
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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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elseif ( value > 360 ) then
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value = value - 360
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end
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return value
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end
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local function getSkyColorByTime()
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return rayEngine.world.colors.sky[rayEngine.world.dayNightCycle.currentTime > 0 and math.ceil(rayEngine.world.dayNightCycle.currentTime / rayEngine.world.dayNightCycle.length * #rayEngine.world.colors.sky) or 1]
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end
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local function getBrightnessByTime()
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return rayEngine.world.colors.brightnessMultiplyer[rayEngine.world.dayNightCycle.currentTime > 0 and math.ceil(rayEngine.world.dayNightCycle.currentTime / rayEngine.world.dayNightCycle.length * #rayEngine.world.colors.brightnessMultiplyer) or 1]
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end
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local function getTimeDependentColors()
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rayEngine.world.colors.sky.current = getSkyColorByTime()
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rayEngine.world.colors.brightnessMultiplyer.current = math.floor(getBrightnessByTime() * 2.55)
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rayEngine.world.colors.groundByTime = colorlib.alphaBlend(rayEngine.world.colors.ground, 0x000000, rayEngine.world.colors.brightnessMultiplyer.current)
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rayEngine.world.colors.tile.byTime = {}
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for i = 1, #rayEngine.world.colors.tile do
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rayEngine.world.colors.tile.byTime[i] = colorlib.alphaBlend(rayEngine.world.colors.tile[i], 0x000000, rayEngine.world.colors.brightnessMultiplyer.current)
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end
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end
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local function doDayNightCycle()
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if rayEngine.world.dayNightCycle.enabled then
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local computerUptime = computer.uptime()
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if (computerUptime - rayEngine.world.dayNightCycle.lastComputerUptime) >= rayEngine.world.dayNightCycle.speed then
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rayEngine.world.dayNightCycle.currentTime = rayEngine.world.dayNightCycle.currentTime + rayEngine.world.dayNightCycle.speed
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if rayEngine.world.dayNightCycle.currentTime > rayEngine.world.dayNightCycle.length then rayEngine.world.dayNightCycle.currentTime = 0 end
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rayEngine.world.dayNightCycle.lastComputerUptime = computerUptime
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getTimeDependentColors()
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end
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end
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end
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local function correctDouble(number)
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return string.format("%.1f", number)
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end
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----------------------------------------------------------------------------------------------------------------------------------
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rayEngine.tileWidth = 32
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function rayEngine.loadWorld(pathToWorldFolder)
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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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rayEngine.map.width = #rayEngine.map[1]
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rayEngine.map.height = #rayEngine.map
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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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getTimeDependentColors()
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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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end
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----------------------------------------------------------------------------------------------------------------------------------
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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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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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end
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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 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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local xWorld, yWorld = convertWorldCoordsToMapCoords(xNew, yNew)
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if rayEngine.map[yWorld][xWorld] == nil then
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rayEngine.player.position.x, rayEngine.player.position.y = xNew, yNew
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end
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end
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function rayEngine.rotate(angle)
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rayEngine.player.rotation = constrainAngle(rayEngine.player.rotation + angle)
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end
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function rayEngine.destroy(distance)
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local xBlock, yBlock = getBlockCoordsByLook(distance)
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rayEngine.map[yBlock][xBlock] = nil
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end
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function rayEngine.place(distance, blockColor)
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local xBlock, yBlock = getBlockCoordsByLook(distance)
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rayEngine.map[yBlock][xBlock] = blockColor or 0x0
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end
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----------------------------------------------------------------------------------------------------------------------------------
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local function drawFieldOfViewAngle(x, y, distance, color)
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local fieldOfViewHalf = rayEngine.player.fieldOfView / 2
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local firstAngle, secondAngle = math.rad(-(rayEngine.player.rotation - fieldOfViewHalf + 90)), math.rad(-(rayEngine.player.rotation + fieldOfViewHalf + 90))
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local xFirst, yFirst = math.floor(x + math.sin(firstAngle) * distance), math.floor(y + math.cos(firstAngle) * distance)
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local xSecond, ySecond = math.floor(x + math.sin(secondAngle) * distance), math.floor(y + math.cos(secondAngle) * distance)
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doubleHeight.line(x, y, xFirst, yFirst, color)
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doubleHeight.line(x, y, xSecond, ySecond, color)
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end
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function rayEngine.drawMap(x, y, width, height, transparency)
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buffer.square(x, y, width, height, 0x000000, 0x000000, " ", transparency)
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local xHalf, yHalf = math.floor(width / 2), math.floor(height / 2)
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local xMap, yMap = convertWorldCoordsToMapCoords(rayEngine.player.position.x, rayEngine.player.position.y)
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local xPos, yPos = x, y
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for i = yMap - yHalf + 1, yMap + yHalf + 1 do
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for j = xMap + xHalf + 1, xMap - xHalf + 1, -1 do
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if rayEngine.map[i] and rayEngine.map[i][j] then
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buffer.square(xPos, yPos, 1, 1, 0xEEEEEE)
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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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end
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--Поворот
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local xPlayer, yPlayer = x + xHalf, (y + yHalf) * 2
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--Поле зрения
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drawFieldOfViewAngle(xPlayer, yPlayer, 5, 0xCCFFBF)
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--Игрок
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doubleHeight.set(xPlayer, yPlayer, 0x66FF40)
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--Инфа
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y = y + height
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buffer.square(x, y, width, 1, 0x000000, 0x000000, " ", transparency + 10)
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x = x + 1
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buffer.text(x, y, 0xFFFFFF, "POS: " .. correctDouble(rayEngine.player.position.x) .. " x " .. correctDouble(rayEngine.player.position.y))
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end
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----------------------------------------------------------------------------------------------------------------------------------
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local function hRaycast(player, angle)
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local rayInTop = math.sin( angle ) > 0
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local tanAng = math.tan( angle )
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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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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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buffer.clear(rayEngine.world.colors.groundByTime)
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buffer.square(1, 1, buffer.screen.width, math.floor(buffer.screen.height / 2), rayEngine.world.colors.sky.current)
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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 * 0.8
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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
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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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startX = startX + 1
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end
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doDayNightCycle()
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end
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function rayEngine.intro()
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local pixMap = {{{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "}},{{15790320,0," "},{15790320,0," "},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,6908265,"▀"},{15790320,6908265,"▀"},{15790320,6908265,"▀"},{15790320,0," "},{15790320,0," "},{15790320,3947580,"▄"},{15790320,3947580,"▄"},{15790320,3947580,"▄"},{15790320,0," "},{15790320,0," "},{15790320,6908265,"▀"},{15790320,6908265,"▀"},{15790320,6908265,"▀"},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,0," "},{15790320,0," "},{15790320,0," "}},{{15790320,6908265,"▄"},{15790320,6908265,"▀"},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,10083327,"▄"},{15790320,10083327,"▄"},{15790320,10083327,"▄"},{15790320,10083327,"▄"},{15790320,10083327,"▄"},{15790320,10083327,"▄"},{15790320,10083327,"▄"},{15790320,10083327,"▄"},{15790320,10083327,"▄"},{15790320,10083327,"▄"},{15790320,10083327,"▄"},{15790320,10083327,"▄"}},{{15790320,0," "},{15790320,6908265,"▀"},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,3947580,"▀"},{15790320,3947580,"▄"},{15790320,3947580,"▄"},{15790320,3947580,"▄"},{15790320,3947580,"▀"},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,0," "},{15790320,0," "},{15790320,0," "}},{{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,6908265,"▀"},{15790320,6908265,"▀"},{15790320,6908265,"▀"},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,6908265,"▄"},{15790320,6908265,"▀"},{15790320,6908265,"▀"},{15790320,6908265,"▀"},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "},{15790320,0," "}}}
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local x, y = math.floor(buffer.screen.width / 2 - #pixMap[1] / 2), math.floor(buffer.screen.height / 2 - #pixMap / 2)
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local function draw(transparency)
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buffer.clear(0xF0F0F0);
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buffer.customImage(x, y, pixMap)
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buffer.square(1, 1, buffer.screen.width, buffer.screen.height, 0x000000, 0x000000, " ", transparency)
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buffer.text(x + 1, y + #pixMap + 1, 0x777777, "Powered by RayEngine")
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buffer.draw()
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os.sleep(0)
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end
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for i = 20, 100, 20 do draw(i) end
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os.sleep(1.5)
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for i = 100, 20, -20 do draw(i) end
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end
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----------------------------------------------------------------------------------------------------------------------------------
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return rayEngine
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