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March 15, 2020 09:23
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doom from scratch - 2018/04/21
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using System; | |
using System.Collections.Generic; | |
using System.ComponentModel; | |
using System.Data; | |
using System.Drawing; | |
using System.Linq; | |
using System.Text; | |
using System.Threading.Tasks; | |
using System.Windows.Forms; | |
using static System.Math; | |
namespace DoomFromScratch | |
{ | |
public partial class Form1 : Form | |
{ | |
Graphics g1, g2, g3; | |
private int | |
wx1 = 4, wy1 = 4, | |
wx2 = 292, wy2 = 292; | |
private int | |
vx1 = 140, vy1 = 40, | |
vx2 = 140, vy2 = 140; | |
private float px = 50, py = 50; | |
private int plen = 10; | |
private double angle = 0; | |
public Form1() | |
{ | |
InitializeComponent(); | |
g1 = panel1.CreateGraphics(); | |
g2 = panel2.CreateGraphics(); | |
g3 = panel3.CreateGraphics(); | |
this.Shown += (s, e) => this.Size = new Size(1100, Height); | |
} | |
private void panel1_Paint(object sender, PaintEventArgs e) | |
{ | |
g1.DrawRectangle(Pens.Blue, wx1, wy1, wx2 - wx1, wy2 - wy1); | |
g1.DrawLine(Pens.Yellow, vx1, vy1, vx2, vy2); | |
g1.DrawLine(Pens.Gray, px, py, | |
px + (float)Cos(angle) * plen, py + (float)Sin(angle) * plen); | |
g1.FillRectangle(Brushes.White, px, py, 1, 1); | |
} | |
private void panel2_Paint(object sender, PaintEventArgs e) | |
{ | |
float cos = (float)Cos(angle), sin = (float)Sin(angle); | |
float cx = 150, cy = 150; // center | |
float tx1 = vx1 - px, ty1 = vy1 - py, | |
tx2 = vx2 - px, ty2 = vy2 - py; | |
float tz1 = tx1 * cos + ty1 * sin; | |
float tz2 = tx2 * cos + ty2 * sin; | |
tx1 = tx1 * sin - ty1 * cos; | |
tx2 = tx2 * sin - ty2 * cos; | |
g2.DrawLine(Pens.Yellow, cx - tx1, cy - tz1, cx - tx2, cy - tz2); | |
g2.DrawLine(Pens.Gray, cx, cy, cx, cy - plen); | |
g2.FillRectangle(Brushes.White, cx, cy, 1, 1); | |
} | |
private void panel3_Paint(object sender, PaintEventArgs e) | |
{ | |
float cos = (float)Cos(angle), sin = (float)Sin(angle); | |
float cx = 150, cy = 150; // center | |
float tx1 = vx1 - px, ty1 = vy1 - py, | |
tx2 = vx2 - px, ty2 = vy2 - py; | |
float tz1 = tx1 * cos + ty1 * sin; | |
float tz2 = tx2 * cos + ty2 * sin; | |
tx1 = tx1 * sin - ty1 * cos; | |
tx2 = tx2 * sin - ty2 * cos; | |
float height = 150; | |
if (tz1 > 0 || tz2 > 0) | |
{ | |
Intersect(tx1, tz1, tx2, tz2, -0.0001f, 0.0001f, -20, 5, out var ix1, out var iz1); | |
Intersect(tx1, tz1, tx2, tz2, 0.0001f, 0.0001f, 20, 5, out var ix2, out var iz2); | |
if (tz1 <= 0) | |
{ | |
if (iz1 > 0) | |
{ | |
tx1 = ix1; | |
tz1 = iz1; | |
} | |
else | |
{ | |
tx1 = ix2; | |
tz1 = iz2; | |
} | |
} | |
if (tz2 <= 0) | |
{ | |
if (iz1 > 0) | |
{ | |
tx2 = ix1; | |
tz2 = iz1; | |
} | |
else | |
{ | |
tx2 = ix2; | |
tz2 = iz2; | |
} | |
} | |
float x1 = -tx1 * 16 / tz1, y1a = -height / tz1, y1b = height / tz1; | |
float x2 = -tx2 * 16 / tz2, y2a = -height / tz2, y2b = height / tz2; | |
g3.DrawLine(Pens.Blue, cx + x1, cy + y1a, cx + x2, cy + y2a); | |
g3.DrawLine(Pens.Blue, cx + x1, cy + y1b, cx + x2, cy + y2b); | |
g3.DrawLine(Pens.Yellow, cx + x1, cy + y1a, cx + x1, cy + y1b); | |
g3.DrawLine(Pens.Yellow, cx + x2, cy + y2a, cx + x2, cy + y2b); | |
} | |
} | |
private void Form1_KeyDown(object sender, KeyEventArgs e) | |
{ | |
switch (e.KeyCode) | |
{ | |
case Keys.W: | |
px = px + (float)Cos(angle); | |
py = py + (float)Sin(angle); | |
break; | |
case Keys.S: | |
px = px - (float)Cos(angle); | |
py = py - (float)Sin(angle); | |
break; | |
case Keys.A: | |
px = px + (float)Sin(angle); | |
py = py - (float)Cos(angle); | |
break; | |
case Keys.D: | |
px = px - (float)Sin(angle); | |
py = py + (float)Cos(angle); | |
break; | |
case Keys.Q: | |
angle -= 0.1; | |
break; | |
case Keys.E: | |
angle += 0.1; | |
break; | |
} | |
panel1.Invalidate(); | |
panel2.Invalidate(); | |
panel3.Invalidate(); | |
} | |
private static float Cross(float x1, float y1, float x2, float y2) | |
=> x1 * y2 - y1 * x2; | |
private static void Intersect( | |
float x1, float y1, float x2, float y2, | |
float x3, float y3, float x4, float y4, | |
out float x, out float y) | |
{ | |
x = Cross(x1, y1, x2, y2); | |
y = Cross(x3, y3, x4, y4); | |
var det = Cross(x1 - x2, y1 - y2, x3 - x4, y3 - y4); | |
x = Cross(x, x1 - x2, y, x1 - x2) / det; | |
y = Cross(x, y1 - y2, y, y3 - y4) / det; | |
} | |
} | |
} |
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