MineOS/lib/rayEngine.lua
Igor Timofeev f9b35a04a8 хах
2016-06-11 16:54:00 +03:00

297 lines
19 KiB
Lua

local libraries = {
colorlib = "colorlib",
image = "image",
buffer = "doubleBuffering",
doubleHeight = "doubleHeight",
files = "files",
computer = "computer",
event = "event",
}
for library in pairs(libraries) do if not _G[library] then _G[library] = require(libraries[library]) end end; libraries = nil
local rayEngine = {}
----------------------------------------------------------------------------------------------------------------------------------
local function round(num)
if num >= 0 then
return math.floor(num + 0.5)
else
return math.ceil(num - 0.5)
end
end
local function convertRadiansToDegrees(rad)
return rad * (180 / 3.14)
end
local function convertDegreesToRadians(ang)
return ang * (3.14 / 180)
end
local function constrainAngle(value)
if ( value < 0 ) then
value = value + 360
elseif ( value > 360 ) then
value = value - 360
end
return value
end
local function getSkyColorByTime()
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]
end
local function getBrightnessByTime()
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]
end
local function getTimeDependentColors()
rayEngine.world.colors.sky.current = getSkyColorByTime()
rayEngine.world.colors.brightnessMultiplyer.current = math.floor(getBrightnessByTime() * 2.55)
rayEngine.world.colors.groundByTime = colorlib.alphaBlend(rayEngine.world.colors.ground, 0x000000, rayEngine.world.colors.brightnessMultiplyer.current)
rayEngine.world.colors.tile.byTime = {}
for i = 1, #rayEngine.world.colors.tile do
rayEngine.world.colors.tile.byTime[i] = colorlib.alphaBlend(rayEngine.world.colors.tile[i], 0x000000, rayEngine.world.colors.brightnessMultiplyer.current)
end
end
local function doDayNightCycle()
if rayEngine.world.dayNightCycle.enabled then
local computerUptime = computer.uptime()
if (computerUptime - rayEngine.world.dayNightCycle.lastComputerUptime) >= rayEngine.world.dayNightCycle.speed then
rayEngine.world.dayNightCycle.currentTime = rayEngine.world.dayNightCycle.currentTime + rayEngine.world.dayNightCycle.speed
if rayEngine.world.dayNightCycle.currentTime > rayEngine.world.dayNightCycle.length then rayEngine.world.dayNightCycle.currentTime = 0 end
rayEngine.world.dayNightCycle.lastComputerUptime = computerUptime
getTimeDependentColors()
end
end
end
local function correctDouble(number)
return string.format("%.1f", number)
end
----------------------------------------------------------------------------------------------------------------------------------
rayEngine.tileWidth = 32
rayEngine.modifer = 0
rayEngine.horizontHeight = math.floor(buffer.screen.height / 2)
function rayEngine.loadWorld(pathToWorldFolder)
rayEngine.world = files.loadTableFromFile(pathToWorldFolder .. "/World.cfg")
rayEngine.map = files.loadTableFromFile(pathToWorldFolder .. "/Map.cfg")
rayEngine.player = files.loadTableFromFile(pathToWorldFolder .. "/Player.cfg")
rayEngine.map.width = #rayEngine.map[1]
rayEngine.map.height = #rayEngine.map
rayEngine.player.position.x = rayEngine.tileWidth * rayEngine.player.position.x - rayEngine.tileWidth / 2
rayEngine.player.position.y = rayEngine.tileWidth * rayEngine.player.position.y - rayEngine.tileWidth / 2
getTimeDependentColors()
rayEngine.world.dayNightCycle.lastComputerUptime = computer.uptime()
rayEngine.distanceToProjectionPlane = (buffer.screen.width / 2) / math.tan(convertDegreesToRadians(rayEngine.player.fieldOfView / 2))
end
----------------------------------------------------------------------------------------------------------------------------------
local function convertWorldCoordsToMapCoords(x, y)
return round(x / rayEngine.tileWidth), round(y / rayEngine.tileWidth)
end
local function getBlockCoordsByLook(distance)
local radRotation = math.rad(rayEngine.player.rotation + 90)
return convertWorldCoordsToMapCoords(rayEngine.player.position.x + distance * math.sin(radRotation) * rayEngine.tileWidth, rayEngine.player.position.y + distance * math.cos(radRotation) * rayEngine.tileWidth)
end
function rayEngine.move(distanceForward, distanceRight)
local forwardRotation = math.rad(rayEngine.player.rotation + 90)
local rightRotation = math.rad(rayEngine.player.rotation + 180)
local xNew = rayEngine.player.position.x + distanceForward * math.sin(forwardRotation) + distanceRight * math.sin(rightRotation)
local yNew = rayEngine.player.position.y + distanceForward * math.cos(forwardRotation) + distanceRight * math.cos(rightRotation)
local xWorld, yWorld = convertWorldCoordsToMapCoords(xNew, yNew)
if rayEngine.map[yWorld][xWorld] == nil then
rayEngine.player.position.x, rayEngine.player.position.y = xNew, yNew
end
end
function rayEngine.rotate(angle)
rayEngine.player.rotation = constrainAngle(rayEngine.player.rotation + angle)
end
function rayEngine.destroy(distance)
local xBlock, yBlock = getBlockCoordsByLook(distance)
rayEngine.map[yBlock][xBlock] = nil
end
function rayEngine.place(distance, blockColor)
local xBlock, yBlock = getBlockCoordsByLook(distance)
rayEngine.map[yBlock][xBlock] = blockColor or 0x0
end
----------------------------------------------------------------------------------------------------------------------------------
local function drawFieldOfViewAngle(x, y, distance, color)
local fieldOfViewHalf = rayEngine.player.fieldOfView / 2
local firstAngle, secondAngle = math.rad(-(rayEngine.player.rotation - fieldOfViewHalf + 90)), math.rad(-(rayEngine.player.rotation + fieldOfViewHalf + 90))
local xFirst, yFirst = math.floor(x + math.sin(firstAngle) * distance), math.floor(y + math.cos(firstAngle) * distance)
local xSecond, ySecond = math.floor(x + math.sin(secondAngle) * distance), math.floor(y + math.cos(secondAngle) * distance)
doubleHeight.line(x, y, xFirst, yFirst, color)
doubleHeight.line(x, y, xSecond, ySecond, color)
end
function rayEngine.drawMap(x, y, width, height, transparency)
buffer.square(x, y, width, height, 0x000000, 0x000000, " ", transparency)
local xHalf, yHalf = math.floor(width / 2), math.floor(height / 2)
local xMap, yMap = convertWorldCoordsToMapCoords(rayEngine.player.position.x, rayEngine.player.position.y)
local xPos, yPos = x, y
for i = yMap - yHalf + 1, yMap + yHalf + 1 do
for j = xMap + xHalf + 1, xMap - xHalf + 1, -1 do
if rayEngine.map[i] and rayEngine.map[i][j] then
buffer.square(xPos, yPos, 1, 1, 0xEEEEEE)
end
xPos = xPos + 1
end
xPos = x; yPos = yPos + 1
end
--Поворот
local xPlayer, yPlayer = x + xHalf, (y + yHalf) * 2
--Поле зрения
drawFieldOfViewAngle(xPlayer, yPlayer, 5, 0xCCFFBF)
--Игрок
doubleHeight.set(xPlayer, yPlayer, 0x66FF40)
--Инфа
y = y + height
buffer.square(x, y, width, 1, 0x000000, 0x000000, " ", transparency + 10)
x = x + 1
buffer.text(x, y, 0xFFFFFF, "POS: " .. correctDouble(rayEngine.player.position.x) .. " x " .. correctDouble(rayEngine.player.position.y))
end
----------------------------------------------------------------------------------------------------------------------------------
local function hRaycast(player, angle)
local rayInTop = math.sin( angle ) > 0
local tanAng = math.tan( angle )
local Ay = math.floor(rayEngine.player.position.y / rayEngine.tileWidth) * rayEngine.tileWidth; Ay = Ay + ( (rayInTop) and -1 or rayEngine.tileWidth )
local Ax = rayEngine.player.position.x + (rayEngine.player.position.y - Ay) / tanAng
local Ya = (rayInTop) and -rayEngine.tileWidth or rayEngine.tileWidth
local Xa = rayEngine.tileWidth / tanAng; Xa = Xa * ( (rayInTop) and 1 or -1 )
local x, y = math.floor(Ax / rayEngine.tileWidth), math.floor(Ay / rayEngine.tileWidth)
while (rayEngine.map[y + 1] and not rayEngine.map[y + 1][x + 1]) do
Ax = Ax + Xa; Ay = Ay + Ya
if (Ax < 0 or Ax > rayEngine.tileWidth * rayEngine.map.width or Ay < 0 or Ay > rayEngine.tileWidth * rayEngine.map.height) then
break
end
x, y = math.floor(Ax / rayEngine.tileWidth), math.floor(Ay / rayEngine.tileWidth)
end
return math.abs(rayEngine.player.position.x - Ax) / math.abs(math.cos( angle ))
end
local function vRaycast(player, angle)
local rayInRight = math.cos( angle ) > 0
local tanAng = math.tan( angle )
local Bx = math.floor(rayEngine.player.position.x / rayEngine.tileWidth) * rayEngine.tileWidth; Bx = Bx + ( (rayInRight) and rayEngine.tileWidth or -1 )
local By = rayEngine.player.position.y + (rayEngine.player.position.x - Bx) * tanAng
local Xa = (rayInRight) and rayEngine.tileWidth or -rayEngine.tileWidth
local Ya = rayEngine.tileWidth * tanAng; Ya = Ya * ( (rayInRight) and -1 or 1 )
local x, y = math.floor(Bx / rayEngine.tileWidth), math.floor(By / rayEngine.tileWidth)
while (rayEngine.map[y + 1] and not rayEngine.map[y + 1][x + 1]) do
Bx = Bx + Xa; By = By + Ya
if (Bx < 0 or Bx > rayEngine.tileWidth * rayEngine.map.width or By < 0 or By > rayEngine.tileWidth * rayEngine.map.height) then
break
end
x, y = math.floor(Bx / rayEngine.tileWidth), math.floor(By / rayEngine.tileWidth)
end
return math.abs(rayEngine.player.position.y - By) / math.abs(math.sin( angle ))
end
function rayEngine.drawWorld()
buffer.clear(rayEngine.world.colors.groundByTime)
buffer.square(1, 1, buffer.screen.width, rayEngine.horizontHeight, rayEngine.world.colors.sky.current)
local startColumn = rayEngine.player.rotation - (rayEngine.player.fieldOfView / 2)
local endColumn = rayEngine.player.rotation + (rayEngine.player.fieldOfView / 2)
local step = rayEngine.player.fieldOfView / buffer.screen.width
local startX = 1
local distanceLimit = buffer.screen.height * 0.8
local hDist, vDist, dist, height, startY, tileColor
for angle = startColumn, endColumn, step do
hDist = hRaycast(player, convertDegreesToRadians(angle) )
vDist = vRaycast(player, convertDegreesToRadians(angle) )
-- local dist = math.min( hDist, vDist ) * math.cos( convertDegreesToRadians(angle) )
dist = math.min( hDist, vDist )
height = rayEngine.tileWidth / dist * rayEngine.distanceToProjectionPlane
startY = buffer.screen.height / 2 - height / 2 + 1 + rayEngine.modifer
--Рисуем сценку
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)]
buffer.square(math.floor(startX), math.floor(startY), 1, height, tileColor, 0x000000, " ")
-- buffer.square(math.floor(startX), math.floor(startY), 1, height, 0x000000, 0x000000, " ")
startX = startX + 1
end
doDayNightCycle()
end
function rayEngine.intro()
local logo = image.fromString("17060000FF 0000FF 0000FF 0000FF 007EFF▄007EFF▄007EFF▄007EFF▀007EFF▀007EFF▀007EFF▀007EFF▀007EFF▀007EFF▀007EFF▄007EFF▄007EFF▄0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 007EFF▄007EFF▀007EFF▀0000FF 0000FF 0000FF 0000FF 0053FF▄0053FF▀0053FF▀0053FF▀0053FF▄0000FF 0000FF 0000FF 0000FF 007EFF▀007EFF▀007EFF▄0000FF 0000FF 0000FF 007EFF▀007EFF▄0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 530000 0000FF 0078FF▀0000FF 537800▀0078FF▀0078FF▀0078FF▀0078FF▀0078FF▀0078FF▀7E7800▀0078FF▀0000FF 0078FF▀0000FF 0000FF 007EFF▀007EFF▀007EFF▄007EFF▄007EFF▄0000FF 0000FF 0053FF▀0053FF▀0053FF▀0000FF 0000FF 007EFF▄007EFF▄007EFF▄007EFF▀007EFF▀0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 007EFF▀007EFF▀007EFF▀007EFF▀007EFF▀007EFF▀007EFF▀0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 007EFFP007EFFo007EFFw007EFFe007EFFr007EFFe007EFFd0000FF 007EFFb007EFFy0000FF 007EFFR007EFFa007EFFy007EFFE007EFFn007EFFg007EFFi007EFFn007EFFe007EFF™0000FF 0000FF ")
local x, y = math.floor(buffer.screen.width / 2 - logo.width / 2), math.floor(buffer.screen.height / 2 - logo.height / 2)
local function draw(transparency)
buffer.clear(0xF0F0F0);
buffer.image(x, y, logo)
buffer.square(1, 1, buffer.screen.width, buffer.screen.height, 0x000000, 0x000000, " ", transparency)
buffer.draw()
os.sleep(0)
end
for i = 20, 100, 20 do draw(i) end
os.sleep(1.5)
for i = 100, 20, -20 do draw(i) end
end
function rayEngine.compass(x, y)
if not rayEngine.compassImage then rayEngine.compassImage = image.fromString("1C190000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 553600▄373100▄543600▄373600▄543600▄373100▄540000 375400▄673700▄0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0055FF▄675400▄553700▄375500▄550000 375500▄540000 375400▄540000 373600▄310000 675500▄677E00▄375300▄365400▄373600▄540000 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 555400▄553700▄540000 543700▄540000 375300▄533100▄310B00▄310000 310000 360000 543100▄375300▄553100▄533600▄543200▄313600▄372A00▄373100▄0054FF▄0054FF▄0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 540000 543200▄540000 545300▄540600▄063100▄310000 315400▄365400▄373100▄313600▄530000 0000FF 0000FF 535400▄535400▄540000 365300▄533100▄065300▄310000 530600▄0054FF▄0000FF 0000FF 0000FF 0000FF 0000FF 530000 365300▄543600▄310600▄312A00▄2A5300▄365300▄543600▄540000 365300▄315300▄530000 0000FF 0000FF 535400▄540000 540000 313600▄363100▄540000 313600▄315300▄062A00▄543100▄0000FF 0000FF 0000FF 0000FF 315300▄533600▄312A00▄2A3100▄315300▄533600▄315400▄540000 535400▄540000 530000 533100▄0000FF 0000FF 540000 540000 315400▄540000 543100▄530000 543100▄313600▄2A0000 2A2900▄540000 0000FF 0000FF 0000FF 533100▄315400▄530000 062A00▄533100▄315300▄535400▄533100▄540000 315400▄543100▄530000 0000FF 0000FF 540000 535400▄315300▄535400▄363100▄535400▄530000 530000 312A00▄2A5300▄0054FF▀0000FF 0000FF 0000FF 312A00▄530000 553600▄2A5500▄2A0000 312A00▄533600▄545300▄315400▄535400▄540000 540000 0053FF▄0053FF▄540000 530000 535400▄535400▄545300▄530000 363100▄312A00▄313600▄545300▄0000FF 0000FF 0000FF 0000FF 530000 535400▄540000 545300▄555400▄315500▄315400▄533100▄543100▄530000 533100▄530000 535400▄535500▄533100▄535400▄315300▄533100▄533600▄315300▄530000 542A00▄312800▄0029FF▀0000FF 0000FF 0000FF 0000FF 530000 545500▄540000 555300▄535400▄530000 542A00▄545300▄365400▄530000 543600▄2A5400▄547E00▄550000 545300▄533600▄540000 530000 530000 542A00▄2A0000▄0029FF▀0000FF 0000FF 0000FF 0000FF 0000FF 530000 535400▄540000 540000 540000 545300▄530000 540000 2A5500▄545300▄292A00▄290000 292A00▄290000 295400▄292A00▄292A00▄290000 542A00▄543600▄285400▄0054FF▄0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 530000 533100▄540000 530000 535400▄0053FF▀0053FF▀542800▄542800▄532800▄2A2900▄542900▄532900▄542900▄542900▄532900▄542800▄2A2900▄2A2800▄532900▄552800▄542800▄0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 2A5300▄530000 535400▄540000 530000 532A00▀2A5300▄2A5500▄0029FF▀0028FF▀0028FF▀0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0028FF▀0028FF▀0028FF▀295300▄535500▄0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 535400▄545300▄530000 545300▄530000 2A0000 2A5300▄545300▄532A00▄542900▄532900▄2A2900▄2A2900▄2A2800▄2A2800▄2A2800▄2A2900▄2A2900▄532900▄532900▄2A2900▄542A00▄545300▄0054FF▄0054FF▄0000FF 0000FF 0000FF 545300▄530000 530000 545300▄2A5300▄532A00▄542900▄290000 295400▄297F00▄548100▄548100▄558100▄558100▄558100▄558100▄538100▄2A8100▄007E00▄295400▄2A2900▄295400▄2A2900▄290000 542A00▄557E00▄0000FF 0000FF 530000 2A0000 545300▄530000 532900▄285400▄2A8000▄7F8100▄810000 810000 810000 810000 810000 810000 812A00N810000 810000 810000 810000 810000 808100▄548100▄545500▄295300▄282900▄542900▄0000FF 0000FF 2A0000 2A0000 545300▄2A2900▄298000▄810000 810000 815500381550018155005810000 810000 810000 810000 810000 810000 810000 810000 81550048155005810000 810000 810000 558100▄2A5300▄282900▄0029FF▄0000FF 532A00▄2A0000 545300▄547E00▄810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 7F8000▄290000 292800▄0000FF 2A0000 2A0000 2A5300▄7E5300▄810000 812A00W810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 812A00E810000 807E00▄2A2900▄292800▄0000FF 2A0000 2A2900▄2A0000 2A0000 552A00▄810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 810000 815500▄542900▄280000 0028FF▀530000 2A0000 2A0000 290000 2A2900▄545300▄552A00▄815500▄810000 815500281550028155005810000 810000 810000 810000 810000 810000 810000 815500181550038155005817F00▄552900▄292800▄280000 282A00▄0000FF 530000 2A0000 540000 2A5300▄282A00▄290000 532900▄542A00▄542800▄552900▄7F5300▄815500▄817F00▄817F00▄810000 812A00S810000 817F00▄815500▄815500▄555400▄532900▄292800▄280000 282A00▄282A00▄530000 0000FF 532A00▄2A0000 530000 530000 2A5300▄290000 282900▄002900▄280000 280000 280000 290000 292A00▄2A2900▄542900▄532900▄2A0000 295300▄282900▄280000 280000 280000 282900▄295300▄295300▄2A5300▄552A00▄0000FF 530000 295300▄535400▄540000 535400▄540000 535400▄2A5500▄282900▄280000▄280000 280000▄290000▄2A2800▄2A2900▄552A00▄7E0000▄2A0000▄280000▄280000 280000▄280000▄002AFF▀002AFF▀002AFF▀002AFF▀0000FF 0000FF 532900▄532800▄0029FF▀0029FF▀0029FF▀0029FF▀0029FF▀0029FF▀0000FF 2A9800▄285500▄547E00▄7E5400▄7F5300▄7E2900▄7E2900▄552A00▄542A00▄2A5300▄282A00▄2A7E00▄0000FF 0000FF 0000FF 0000FF 0000FF 0000FF 0000FF ") end
buffer.image(x, y, rayEngine.compassImage)
x, y = x + 15, y + 17
local distance = 3.4
local northAngle = rayEngine.player.rotation
local xScaleFactor = 2.2
local southPoint, northPoint = {}, {}
local northAngleRad = math.rad(northAngle)
northPoint.x, northPoint.y = round(x + math.sin(northAngleRad) * distance * xScaleFactor), round(y - math.cos(northAngleRad) * distance)
northAngleRad = math.rad(northAngle + 180)
southPoint.x, southPoint.y = round(x + math.sin(northAngleRad) * distance * xScaleFactor), round(y - math.cos(northAngleRad) * distance)
y = y * 2
doubleHeight.line(x, y, northPoint.x, northPoint.y * 2, 0xFF5555)
doubleHeight.line(x, y, southPoint.x, southPoint.y * 2, 0xFFFFFF)
doubleHeight.set(x, y, 0x000000)
end
----------------------------------------------------------------------------------------------------------------------------------
return rayEngine