Created
April 11, 2015 21:46
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Raycaster Javascript
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function RayCastCamera(fov,resolution) { | |
this.fov = fov; | |
this.resolution = resolution; //How Many ray should we cast and draw; | |
} | |
RayCastCamera.prototype.render = function(map, pos, angle, walls) { | |
ctx.fillStyle = "black"; | |
ctx.fillRect(0,0,width,height*0.5); //The Top of the Screen is black | |
ctx.fillStyle = "grey"; | |
ctx.fillRect(0,height*0.5,width,height*0.5); // The bottom is grey | |
for(var i = 0; i<this.resolution; i++) { | |
var x = i / this.resolution - 0.5; | |
var deltaAngle = Math.atan2(x, this.fov); // Get the angle for this ray | |
var ray = map.cast(post, angle+deltaAngle, 10, ~1); // cast a ray, from the pos in the given angle, for a maximum of 10 unit and colliding whit everyblock except id=1 | |
//Some maths to calculate the actual height of the wall based on the distance | |
//A wall, 1 tile directly in front of the player would fit the whole screen | |
var wallHeight = height / (ray.length * Math.cos(deltaAngle)); | |
if (walls[ray.id]) { // We got an image for this wall type | |
var wall = walls[ray.id]; | |
//We draw a pixel collum from the image | |
ctx.drawImage(wall(ray.offset*wall.width)|0,0,1,wall.height,i,(height-wallHeight)*0.5,1,wallHeight) | |
} else { | |
ctx.fillStyle = "white"; //We draw it white; | |
ctx.fillRect(i,(height-wallHeight)*0.5,1,wallHeight) | |
} | |
} | |
} |
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function Tilemap() {} | |
Tilemap.prototype.get = function(x,y) { // This function should return the content of the tile at X and Y... They may not be Integer | |
//Feel free to implement it has you would like | |
var i = Math.floor(x)+Math.floor(y)*this.width; | |
if (i>=0 && i<this.map.length) { | |
return this.map[i]; | |
} | |
return 0; | |
} | |
Tilemap.prototype.cast = function(point, angle, range,bitmask) { | |
bitmask = bitmask || ~0; | |
var sin = Math.sin(angle); | |
var cos = Math.cos(angle); | |
//console.log(sin,cos,angle) | |
//debugger; | |
var length = 0; | |
var x = point.x; | |
var y = point.y; | |
var nextLengthX, nextLengthY, offset, id; | |
while (length < range && x>0 && y>0) { | |
//This is the trickiest part. | |
//Let's say you are in the middle of a case. | |
//We first need to know which case will we be entering first. | |
//the function step() calculate the distance until you cross the frontier with the next tile in a given direction | |
var nextLengthX = step(x,cos); | |
var nextLengthY = step(y,sin); // No need for a special function, we only need to switch the parameters | |
if (nextLengthX<nextLengthY) { // By comparice these distance we know what line will we cross first. | |
//We will enter a horizontal neightboor next | |
x = Math.round(x + nextLengthX * cos); | |
//Special note about round here | |
//We use that to fix float related error. | |
//This is only valid because at this step we can only be at a frontiers line (Interger X). | |
y = y + nextLengthX * sin; //We calculate the next Y | |
length += nextLengthX; | |
offset = y%1; //This is a shorcut for knowing witch wall portion we should draw | |
id = cos > 0 ? this.get(x,y) : this.get(x-1,y); //We get the value of the tile we're entering next | |
} else { | |
//Same thing here | |
x = x + nextLengthY * cos; | |
y = Math.round(y + nextLengthY * sin); | |
length += nextLengthY; | |
offset = x%1; | |
id = sin > 0 ? this.get(x,y) : this.get(x,y-1); | |
} | |
if (id & bitmask) { // Bitmasking to check if we stop | |
return { | |
x:x,y:y,length:length,id:id,offset:offset | |
} | |
} | |
} | |
return { //No wall in sight | |
x,y,length,id:0,outsideOfRange:true | |
} | |
function step(x, cos) { | |
//distance to the next tile depend of the direction | |
var nx = cos > 0 ? Math.ceil(x)-x : (x-Math.floor(x) || 1); | |
//Let's use thales Theorem | |
var distance = nx/Math.abs(cos); | |
return Number.isFinite(distance) ? ds : Infinity; //Avoid division by 0; | |
} | |
}; |
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