Refactor storing of ray-casted distances.
The ray-casting is done when camera_update() is called, and distances are stored in the Camera struct.
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@@ -6,22 +6,24 @@
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#include "camera.h"
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#include "minimap.h"
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#define MINIMAP_SIZE 250
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#define HALF_MINIMAP_SIZE MINIMAP_SIZE/2.f
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#define DRAW_SCALE MINIMAP_SIZE/5.f
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#define MINIMAP_SIZE 460
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#define VIEW_SIZE MINIMAP_SIZE*2
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static int handleKeyCode(sf::Keyboard::Key key);
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static Camera camera = { sf::Vector2f(5.f/2.f, 5.f/2.f), 0.f, 300, 0.5f*PI };
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static Camera camera;
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static sf::Uint32 style = sf::Style::Titlebar;
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static sf::RenderWindow window(sf::VideoMode(MINIMAP_SIZE + camera.resolution, MINIMAP_SIZE), "Raycasting", style);
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static sf::RenderWindow window(sf::VideoMode(MINIMAP_SIZE + VIEW_SIZE, MINIMAP_SIZE), "Raycasting", style);
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static sf::Clock timer;
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int view_init()
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{
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printf("view_init()\n");
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minimap_init(MINIMAP_SIZE);
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if (!camera_init(&camera, sf::Vector2f(5.f/2.f, 5.f/2.f), 0.f, 100, 0.5f*PI)) return 0;
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if (!minimap_init(MINIMAP_SIZE)) return 0;
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minimap_setTexturePosition(0.f, 0.f);
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return 1;
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}
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@@ -55,9 +57,9 @@ int view_update()
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void view_end()
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{
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printf("view_end()\n");
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camera_destroy(&camera);
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window.close();
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printf("view_end()\n");
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}
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static int handleKeyCode(sf::Keyboard::Key key)
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