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Author Topic: Please help i don't know what to do is the calculation wrong or something  (Read 1371 times)

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R4nd0mP3rSon

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I tried doing  the same calculation  as this tutorial https://lodev.org/cgtutor/raycasting.html
but it didn't work and now it like this ,Does anyone know what wrong with it?

#include "SFML/Graphics.hpp"
#include "sstream"
#include "math.h"


constexpr float PI = 3.14159265358979323846264338327952f;

#define SCREEN_WIDTH 1000
#define SCREEN_HEIGHT 1000
void draw3DRays(float pa,sf::RenderTarget *target,float px,float py) {
    int maper[][8] = {
            {1, 1, 1, 1, 1, 1, 1, 1},
            {1, 0, 0, 0, 0, 1, 0, 1},
            {1, 0, 0, 0, 0, 0, 0, 1},
            {1, 0, 0, 1, 1, 0, 0, 1},
            {1, 0, 1, 1, 0, 0, 0, 1},
            {1, 0, 0, 0, 0, 0, 0, 1},
            {1, 0, 0, 1, 0, 0, 0, 1},
            {1, 1, 1, 1, 1, 1, 1, 1}
    };
    std::stringstream ss;
    sf::Text text;
    sf::CircleShape c;
    c.setRadius(10.f);
    c.setPointCount(100.f);

    float dir_y = sin(pa) * 5.f;
    float dir_x = cos(pa) * 5.f;
    int mapX = floor(px/64);
    int mapY = floor(py/64);
    float sideDistX;
    float sideDistY;
    int step_x;
    int step_y;
    int hit = 0;

    float delta_x = sqrt(1 + pow(dir_y,2)/pow(dir_x,2));
    float delta_y = sqrt(1 + pow(dir_x,2)/pow(dir_y,2));


    if (dir_x < 0)
    {
        step_x = -1;
        sideDistX = (px/64 - mapX) * delta_x;
    }
    else if (dir_x > 0)
    {
        step_x = 1;
        sideDistX = (mapX + 1 - px/64) * delta_x;
    }
    else{
        sideDistX = 0;
    }
    if (dir_y < 0)
    {
        step_y = -1;
        sideDistY = (py/64 - mapY) * delta_y;
    }
    else if (dir_y > 0){
        step_y = 1;
        sideDistY = (mapY + 1 - py/64) * delta_y;
    }
    else
    {
      sideDistY = 0;
    }

    while (hit == 0)
    {
     
        if (sideDistX < sideDistY)
        {
            sideDistX += delta_x;
            mapX += step_x;

        }
        else
        {
            sideDistY += delta_y;
            mapY += step_y;

        }
        //Check if ray has hit a wall
        if ( mapY < 8 && mapX < 8 && maper[mapY][mapX] > 0) hit = 1;
    }








    sf::VertexArray line(sf::Lines,2);
    line[0] = sf::Vector2f(px, py);
    line[1]= sf::Vector2f(sideDistX,sideDistY);

    target->draw(line);
}
int main() {
    float gridF = 64.f;
    sf::RenderWindow window(sf::VideoMode(1000, 1000), "SFML Application");
    window.setFramerateLimit(60);
    sf::RectangleShape shape(sf::Vector2f(50.f, 50.f));
    shape.setPosition(144.f, 144.f);
    shape.setFillColor(sf::Color::Cyan);
    sf::RectangleShape line(sf::Vector2f (70.f,3.f));
    line.setFillColor(sf::Color::Cyan);
    float timer;
    float timerMax;
    float px, py, pdx, pdy;
    float pa;
    sf::CircleShape c;
    c.setRadius(10.f);
    c.setPointCount(100.f);
    float yx;
    float xy;
   
    sf::Text text;
    sf::Font font;
    int map[][8] = {
            {1, 1, 1, 1, 1, 1, 1, 1},
            {1, 0, 0, 0, 0, 1, 0, 1},
            {1, 0, 0, 0, 0, 0, 0, 1},
            {1, 0, 0, 1, 1, 0, 0, 1},
            {1, 0, 1, 1, 0, 0, 0, 1},
            {1, 0, 0, 0, 0, 0, 0, 1},
            {1, 0, 0, 1, 0, 0, 0, 1},
            {1, 1, 1, 1, 1, 1, 1, 1}
    };


   

    int mapX = 8;
    int mapY = 8;
 


    px = 300.f;
    py = 300.f;

    timerMax = 1.5f;
    timer = timerMax;

    pdx = cos(pa) * 5;
    pdy = sin(pa) * 5;


   
    sf::RectangleShape ray(sf::Vector2f(100.f,2.f));
    ray.setFillColor(sf::Color::Green);

    sf::Clock clock;
    sf::VertexArray cast(sf::LineStrip,2.f);


    font.loadFromFile("MadimiOne-Regular.ttf");


    sf::RectangleShape tile[mapY][mapX];
    for (int y = 0; y < mapY; y++) {
        for (int x = 0; x < mapX; x++) {
            if (map[y][x] == 1) {
                tile[y][x].setSize(sf::Vector2f(gridF, gridF));
                tile[y][x].setFillColor(sf::Color(55, 55, 55, 255));
                tile[y][x].setOutlineThickness(1.f);
                tile[y][x].setOutlineColor(sf::Color::White);
                tile[y][x].setPosition(x * gridF , y * gridF);
            } else {
                tile[y][x].setSize(sf::Vector2f(gridF, gridF));
                tile[y][x].setFillColor(sf::Color::Transparent);
                tile[y][x].setOutlineThickness(1.f);
                tile[y][x].setOutlineColor(sf::Color::White);
                tile[y][x].setPosition(x * gridF , y * gridF );
            }

        }
    }
    pa = PI * 2;
    while (window.isOpen()) {

       
        sf::Event event;
        while (window.pollEvent(event)) {
            if (event.type == sf::Event::Closed)
                window.close();
        }


        if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)&& timer >= timerMax ) {
            pa -= 0.1f;
            pdx = cos(pa) * 5;
            pdy = sin(pa) * 5;


        }
        else if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)&& timer >= timerMax ) {
            pa += 0.1f;
            pdx = cos(pa) * 5;
            pdy = sin(pa) * 5;


        }
        else if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
          px += pdx;
          py += pdy;

        }
        else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
            float radians = pa * PI/180.f;
            px -= pdx;
            py -= pdy;
        }
        if (timer >= timerMax) {
            timer = 0;
        }
        else {
            timer += 1.f;
        }
        shape.setPosition(px,py);
        xy = px + (shape.getSize().x/2);
        yx = py + (shape.getSize().y/2);
        cast[0].position = sf::Vector2f(xy,yx);
        cast[0].position = sf::Vector2f(xy + (pdx * 180/PI),yx + (pdy * 180/PI));









        window.clear();

        for (int y = 0; y < mapY; y++) {
            for (int x = 0; x < mapX; x++) {
                window.draw(tile[y][x]);
            }
        }

        window.draw(shape);
        window.draw(cast);
        draw3DRays(pa,&window,px,py);
        window.display();
    }

 
« Last Edit: April 06, 2024, 08:31:29 pm by eXpl0it3r »

eXpl0it3r

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R4nd0mP3rSon

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Yeah kinda

R4nd0mP3rSon

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   But how do I make this better so that the ray doesn't go through the block like this

https://pastebin.com/0DK8MMSm

###It fixed now
« Last Edit: April 10, 2024, 03:52:50 pm by R4nd0mP3rSon »