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round #60

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cg.zip Zip archive data, at least v1.0 to extract, compression method=store
dir cg
dir src
app.cc ASCII text
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#include "app.hh"

App::App(const char *title, int w, int h, float scale):
	scrW(w / scale),
	scrH(h / scale),
	scrSize(scrW * scrH),
	pixels(new std::uint32_t[scrSize]),

	winW(w),
	winH(h),
	aspectRatio((float)h / w),

	running(true),
	world(10, 10, Camera(Vec2f(3, 8), M_PI * 1.75, 70, 0.2))
{
	// SDL2 setup
	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		std::cerr << "Failed to initialize SDL2: " << SDL_GetError() << std::endl;
		std::exit(EXIT_FAILURE);
	}

	win = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
	                       w, h, SDL_WINDOW_SHOWN);
	if (win == NULL) {
		std::cerr << "Failed to create window: " << SDL_GetError() << std::endl;
		std::exit(EXIT_FAILURE);
	}

	ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
	if (ren == NULL) {
		std::cerr << "Failed to create renderer: " << SDL_GetError() << std::endl;
		std::exit(EXIT_FAILURE);
	}

	tex = SDL_CreateTexture(ren, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING,
	                        scrW, scrH);
	if (tex == NULL) {
		std::cerr << "Failed to create screen texture: " << SDL_GetError() << std::endl;
		std::exit(EXIT_FAILURE);
	}

	keyboard = SDL_GetKeyboardState(NULL);

	// A hack to force i3wm/sway to float the window on startup
	SDL_SetWindowResizable(win, SDL_TRUE);

	// Init x dir map
	xDirMap.resize(scrW);

	double centerX   = (double)(scrW / 2);
	double planeDist = centerX / std::tan(degToRad(world.cam.fov / 2));
	for (int x = 0; x < scrW; ++ x)
		xDirMap[x] = std::atan2((double)x - centerX, planeDist);

	// Setup map
	world.addLines({
		Linef(2, 3, 3, 2),
		Linef(2, 3, 2, 4),
		Linef(2, 3, 1.8, 3.5),
		Linef(2, 4, 1.8, 3.5),
		Linef(4, 2, 3, 2),
		Linef(4, 2, 5, 3),
		Linef(5, 3, 5, 4),
		Linef(5, 4, 4, 5),
		Linef(4, 5, 3, 5),
		Linef(3, 5, 3.5, 5.2),
		Linef(4, 5, 3.5, 5.2),

		Linef(7, 7, 7, 6),
		Linef(6.5, 7, 6.5, 6),
		Linef(6.5, 7, 7, 7),
		Linef(6.5, 6, 7, 6),

		Linef(6.5, 6, 7.8, 8),
		Linef(6.5, 6, 7.4, 7),
		Linef(7.8, 8, 7.4, 7),

		Linef(0, 6, 2, 9),
		Linef(0, 5, 2, 9),

		Linef(8, 2, 7.2, 3.2),
		Linef(6, 4, 7.2, 3.2),
		Linef(8, 2, 6.8, 2.8),
		Linef(6, 4, 6.8, 2.8),

		Linef(8, 4, 7.2, 2.8),
		Linef(6, 2, 7.2, 2.8),
		Linef(8, 4, 6.8, 3.2),
		Linef(6, 2, 6.8, 3.2),
	});
}

App::~App() {
	free(pixels);
	SDL_DestroyTexture(tex);
	SDL_DestroyRenderer(ren);
	SDL_DestroyWindow(win);

	SDL_Quit();
}

void App::run() {
	uint64_t last, now = SDL_GetPerformanceCounter();
	while (running) {
		last = now;
		now  = SDL_GetPerformanceCounter();
		double dt = (double)(now - last) * 1000 / (double)SDL_GetPerformanceFrequency();

		// Render
		SDL_SetRenderDrawColor(ren, 0, 0, 0, SDL_ALPHA_OPAQUE);
		SDL_RenderClear(ren);

		std::memset(pixels, 0, scrSize * sizeof(*pixels));
		render(dt);
		SDL_UpdateTexture(tex, NULL, pixels, scrW * sizeof(*pixels));

		// Display
		float winAspectRatio = (float)winH / winW;
		viewport.w = winAspectRatio < aspectRatio? winH / aspectRatio : winW;
		viewport.h = winAspectRatio > aspectRatio? winW * aspectRatio : winH;
		viewport.x = winW / 2 - viewport.w / 2;
		viewport.y = winH / 2 - viewport.h / 2;
		SDL_RenderCopy(ren, tex, NULL, &viewport);
		SDL_RenderPresent(ren);

		// Handle events
		SDL_Event evt;
		while (SDL_PollEvent(&evt))
			handleEvent(evt);

		update(dt);
	}
}

void App::render(double dt) {
	(void)dt;

	double fog = 14;

	for (int x = 0; x < scrW; ++ x) {
		RaycastResult result = world.raycast(xDirMap[x]);

		double dirCos = std::cos(xDirMap[x]);
		double dist   = distance(world.cam.pos, result.hit);
		int    wallH  = std::round((double)scrH / (dist * dirCos));
		int    wallY  = scrH / 2 - wallH / 2;

		if (wallH > scrH) wallH = scrH;
		if (wallY < 0)    wallY = 0;

		// Render wall
		float t     = std::max(1.0 - (result.shade * 3 + dist) / fog, 0.0);
		auto  color = (std::uint32_t)(t * 255);
		for (int yo = 0; yo < wallH; ++ yo)
			pixels[(yo + wallY) * scrW + x] = color << 24;

		// Render floor
		for (int yo = wallH / 2; yo < scrH / 2; ++ yo) {
			double dist = (double)scrH / 2 / yo / dirCos;
			Vec2i p(world.cam.pos + Vec2f::fromDir(world.cam.dir + xDirMap[x]) * dist);

			float t     = std::max(1.0 - dist / fog, 0.0);
			auto  color = (std::uint32_t)(t * (p.x % 2 == (p.y % 2 == 0)? 170 : 70));

			pixels[(yo + scrH / 2) * scrW + x] = color << 24 | color << 16 | color << 8;
		}
	}
}

template<typename T>
bool lineIntersectsRect(const Line<T> &l, const Vec2<T> &p1, const Vec2<T> &p2, Vec2<T> &i) {
	std::array<Line<T>, 4> sides = {
		Line<T>(p1.x, p1.y, p1.x, p2.y),
		Line<T>(p1.x, p1.y, p2.x, p1.y),
		Line<T>(p2.x, p2.y, p1.x, p2.y),
		Line<T>(p2.x, p2.y, p2.x, p1.y),
	};

	for (const auto &side : sides) {
		if (l.intersects(side, i))
			return true;
	}
	return false;
}

void App::update(double dt) {
	Vec2f  prev   = world.cam.pos;
	double moveBy = 0.005 * dt;

	if (keyboard[SDL_SCANCODE_W]) world.cam.moveForward(moveBy);
	if (keyboard[SDL_SCANCODE_S]) world.cam.moveBackward(moveBy);
	if (keyboard[SDL_SCANCODE_A]) world.cam.moveLeft(moveBy);
	if (keyboard[SDL_SCANCODE_D]) world.cam.moveRight(moveBy);
	if (keyboard[SDL_SCANCODE_Q]) world.cam.turnLeft(moveBy);
	if (keyboard[SDL_SCANCODE_E]) world.cam.turnRight(moveBy);

	Vec2f p1 = world.cam.pos - world.cam.radius;
	Vec2f p2 = world.cam.pos + world.cam.radius;

	// Collision with lines
	for (const auto &l : world.lines) {
		Vec2f i;
		if (lineIntersectsRect(l, p1, p2, i)) {
			world.cam.pos = prev;
			break;
		}
	}

	// Collision with borders
	if (p1.x < 0)       world.cam.pos.x = world.cam.radius;
	if (p1.y < 0)       world.cam.pos.y = world.cam.radius;
	if (p2.x > world.w) world.cam.pos.x = world.w - world.cam.radius;
	if (p2.y > world.h) world.cam.pos.y = world.h - world.cam.radius;
}

void App::handleEvent(SDL_Event &evt) {
	switch (evt.type) {
	case SDL_QUIT: running = false; break;
	case SDL_WINDOWEVENT:
		if (evt.window.event == SDL_WINDOWEVENT_RESIZED) {
			winW = evt.window.data1;
			winH = evt.window.data2;
		}
		break;
	}
}
app.hh ASCII text
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#ifndef APP_HH_HEADER_GUARD
#define APP_HH_HEADER_GUARD

#include <iostream>      // std::cerr
#include <cstdlib>       // std::exit, EXIT_FAILURE
#include <cstring>       // std::memset
#include <cstdint>       // std::uint32_t, std::uint8_t
#include <unordered_map> // std::unordered_map
#include <string>        // std::string
#include <algorithm>     // std::max

#include <SDL2/SDL.h>

#include "math.hh"
#include "world.hh"

class App {
public:
	App(const char *title, int w, int h, float scale);
	~App();

	void run();

private:
	void render(double dt);
	void update(double dt);
	void handleEvent(SDL_Event &evt);

	SDL_Window    *win;
	SDL_Renderer  *ren;
	SDL_Texture   *tex;
	int            scrW, scrH, scrSize;
	std::uint32_t *pixels;
	SDL_Rect       viewport;

	const std::uint8_t *keyboard;

	int   winW, winH;
	float aspectRatio;
	bool  running;

	World world;

	// Screen x to ray direction map
	std::vector<double> xDirMap;
};

#endif
main.cc ASCII text
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#include "app.cc"
#include "world.cc"

int main() {
	App *app = new App("Raycaster", 700, 450, 1);
	app->run();
	delete app;
	return 0;
}
math.hh ASCII text
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#ifndef MATH_HH_HEADER_GUARD
#define MATH_HH_HEADER_GUARD

#include <cmath>     // std::sqrt, std::sqrt, std::round, std::cos, std::sin, std::pow
#include <algorithm> // std::swap
#include <array>     // std::array

#ifndef M_PI
#	define M_PI 3.1415926535
#endif

constexpr double lineBoundaryOffset = 0.00005;

template<typename T>
struct Vec2 {
	T x, y;

	static Vec2<T> fromDir(T dir) {
		return Vec2<T>(std::cos(dir), std::sin(dir));
	}

	Vec2():         x(0), y(0) {}
	Vec2(T a):      x(a), y(a) {}
	Vec2(T a, T b): x(a), y(b) {}

#define funcTemplate(OP)                    \
	Vec2 operator OP(const Vec2 &p) const { \
		return Vec2<T>(x OP p.x, y OP p.y); \
	}

	funcTemplate(+)
	funcTemplate(-)
	funcTemplate(*)
	funcTemplate(/)

#undef  funcTemplate
#define funcTemplate(OP)                \
	Vec2 &operator OP (const Vec2 &p) { \
		x OP p.x;                       \
		y OP p.y;                       \
		return *this;                   \
	}

	funcTemplate(+=)
	funcTemplate(-=)
	funcTemplate(*=)
	funcTemplate(/=)

#undef  funcTemplate
#define funcTemplate(T2)               \
	operator Vec2<T2>() const {        \
		return Vec2<T2>((T2)x, (T2)y); \
	}

	funcTemplate(float)
	funcTemplate(int)

#undef  funcTemplate
#define funcTemplate(NAME, FUNC)          \
	Vec2<T> NAME() const {                \
		return Vec2<T>(FUNC(x), FUNC(y)); \
	}

	funcTemplate(round, std::round)
	funcTemplate(ceil,  std::ceil)
	funcTemplate(floor, std::floor)

#undef funcTemplate

	bool operator ==(const Vec2 &p) {
		return x == p.x and y == p.y;
	}

	bool operator !=(const Vec2 &p) {
		return x != p.x or y != p.y;
	}

	Vec2<T> swap() const {
		return Vec2(y, x);
	}

	Vec2<T> round(double precision) const {
		precision = std::pow(10, precision);
		return Vec2<T>(std::round(x * precision) / precision,
		               std::round(y * precision) / precision);
	}

	friend std::ostream &operator <<(std::ostream &stream, const Vec2 &p) {
		stream << '{' << p.x << ", " << p.y << '}';
	    return stream;
	}
};

using Vec2f = Vec2<double>;
using Vec2i = Vec2<int>;

template<typename T>
struct Line {
	Vec2<T> a, b;

	Line() {}
	Line(Vec2<T> a, Vec2<T> b):   a(a),      b(b) {}
	Line(T x1, T y1, T x2, T y2): a(x1, y1), b(x2, y2) {}

	bool isPointBetweenVertices(const Vec2<T> &p, double boundary) const {
		Vec2<T> p1 = a, p2 = b;

		if (p1.x > p2.x)
			std::swap(p1.x, p2.x);
		if (p.x > p2.x + boundary || p.x < p1.x - boundary)
			return false;

		if (p1.y > p2.y)
			std::swap(p1.y, p2.y);
		if (p.y > p2.y + boundary || p.y < p1.y - boundary)
			return false;

		return true;
	}

	bool intersects(const Line<T> &l, Vec2<T> &i) const {
		double a1 = b.y - a.y;
		double b1 = a.x - b.x;
		double c1 = a1 * a.x + b1 * a.y;

		double a2 = l.b.y - l.a.y;
		double b2 = l.a.x - l.b.x;
		double c2 = a2 * l.a.x + b2 * l.a.y;

		double determinant = a1 * b2 - a2 * b1;
		if (determinant == 0)
			return false;

		i.x = (b2 * c1 - b1 * c2) / determinant;
		i.y = (a1 * c2 - a2 * c1) / determinant;
		return isPointBetweenVertices(i, lineBoundaryOffset) &&
		       l.isPointBetweenVertices(i, lineBoundaryOffset);
	}
};

using Linef = Line<double>;

template<typename T>
double distance(const Vec2<T> &a, const Vec2<T> &b) {
	return std::sqrt(std::pow(a.x - b.x, 2) + std::pow(a.y - b.y, 2));
}

inline double degToRad(double deg) {
	return deg * M_PI / 180;
}

inline double lerp(float a, float b, float f) {
	return a + f * (b - a);
}

#endif
world.cc ASCII text
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#include "world.hh"

Tile::Tile() {}

Camera::Camera(Vec2f pos, double dir, double fov, double radius):
	pos(pos),
	dir(dir),
	fov(fov),
	radius(radius)
{}

void Camera::moveForward(double scale) {
	pos += Vec2f::fromDir(dir) * scale;
}

void Camera::moveBackward(double scale) {
	pos -= Vec2f::fromDir(dir) * scale;
}

void Camera::moveLeft(double scale) {
	pos += Vec2f::fromDir(dir).swap() * Vec2f(scale, -scale);
}

void Camera::moveRight(double scale) {
	pos -= Vec2f::fromDir(dir).swap() * Vec2f(scale, -scale);
}

void Camera::turnLeft(double scale) {
	dir -= scale;
	sanitizeDir();
}

void Camera::turnRight(double scale) {
	dir += scale;
	sanitizeDir();
}

void Camera::sanitizeDir() {
	while (dir > M_PI * 2) dir -= M_PI * 2;
	while (dir < 0)        dir += M_PI * 2;
}

World::World(int w, int h, const Camera &cam):
	w(w),
	h(h),

	cam(cam)
{
	tiles.resize(h);
	for (auto &row : tiles)
		row.resize(w);
}

const Tile &World::tileAt(int x, int y) const {
	return tiles[y][x];
}

void World::initDDA(Vec2f start, Vec2f d, Vec2f &m,
                    Vec2f &l, Vec2f &ul, Vec2i &p, Vec2i &step) const {
	m  = Vec2f(d.x / d.y, d.y / d.x);
	ul = Vec2f(std::hypot(1, m.y), std::hypot(m.x, 1));
	p  = Vec2i(start);

	if (d.x < 0) {
		step.x = -1;
		l.x    = (start.x - p.x) * ul.x;
	} else {
		step.x = 1;
		l.x    = (p.x + 1 - start.x) * ul.x;
	}

	if (d.y < 0) {
		step.y = -1;
		l.y    = (start.y - p.y) * ul.y;
	} else {
		step.y = 1;
		l.y    = (p.y + 1 - start.y) * ul.y;
	}
}

void World::findClosestLineIntersect(const Vec2i &p, const Linef &line,
                                     Vec2f &closestIntersect, const Linef *&closestLine) const {
	closestLine = NULL;

	double closestDist = -1;
	for (const auto *l : tiles[p.y][p.x].lines) {
		Vec2f i;
		bool intersects = line.intersects(*l, i);
		if (intersects &&
		    i.x >= p.x - lineBoundaryOffset     && i.y >= p.y - lineBoundaryOffset &&
		    i.x <  p.x + lineBoundaryOffset + 1 && i.y <  p.y + lineBoundaryOffset + 1) {
			double dist = distance(line.a, i);
			if (dist < closestDist || closestDist < 0) {
				closestDist      = dist;
				closestIntersect = i;
				closestLine      = l;
			}
		}
	}
}

RaycastResult World::raycast(double off) const {
	Vec2f d(Vec2f::fromDir(cam.dir + off));

	Vec2f m, l, ul;
	Vec2i p, step;
	initDDA(cam.pos, d, m, l, ul, p, step);

	double dist = 0;
	RaycastResult result;
	while (true) {
		if (!tiles[p.y][p.x].lines.empty()) {
			Linef ray(cam.pos, cam.pos + d * (dist + 2));

			const Linef *line;
			findClosestLineIntersect(p, ray, result.hit, line);
			if (line != NULL) {
				result.shade = std::fabs(line->a.y - line->b.y) / distance(line->a, line->b);
				return result;
			}
		}

		if (l.x < l.y) {
			dist = l.x;
			p.x += step.x;
			l.x += ul.x;

			result.shade = 1;
		} else {
			dist = l.y;
			p.y += step.y;
			l.y += ul.y;

			result.shade = 0;
		}

		if (p.x >= w || p.y >= h || p.x < 0 || p.y < 0)
			break;
	}

	result.hit = cam.pos + d * dist;
	return result;
}

void World::addLines(const std::vector<Linef> &toAdd) {
	lines.insert(lines.end(), toAdd.begin(), toAdd.end());
	mapLinesToTiles();
}

void World::mapLineToTiles(const Linef &line) {
	Vec2f a = line.a, b = line.b;
	if (a.y > b.y)
		std::swap(a, b);

	double dist = distance(a, b);

	Vec2f o(b.x - a.x, b.y - a.y);

	Vec2f m, l, ul;
	Vec2i p, step;
	initDDA(a, o, m, l, ul, p, step);

	bool skip = false;
	while (true) {
		auto &lines = tiles[p.y][p.x].lines;
		if (!skip && std::find(lines.begin(), lines.end(), &line) == lines.end())
			lines.push_back(&line);

		skip = l.x == l.y;

		if (l.x < l.y) {
			if (l.x > dist)
				break;

			p.x += step.x;
			l.x += ul.x;
		} else {
			if (l.y > dist)
				break;

			p.y += step.y;
			l.y += ul.y;
		}

		if (p.x >= w || p.y >= h || p.x < 0 || p.y < 0)
			break;
	}
}

void World::mapLinesToTiles() {
	for (auto &row : tiles) {
		for (auto &tile : row)
			tile.lines.clear();
	}

	for (const auto &line : lines)
		mapLineToTiles(line);
}
world.hh ASCII text
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#ifndef WORLD_HH_HEADER_GUARD
#define WORLD_HH_HEADER_GUARD

#include <vector>    // std::vector
#include <algorithm> // std::swap, std::find

#include "math.hh"

struct Tile {
	std::vector<const Linef*> lines;

	Tile();
};

struct RaycastResult {
	Vec2f hit;
	float shade;
};

struct Camera {
	Vec2f  pos;
	double dir, fov, radius;

	Camera(Vec2f pos, double dir, double fov, double radius);

	void moveForward (double scale);
	void moveBackward(double scale);
	void moveLeft    (double scale);
	void moveRight   (double scale);

	void turnLeft(double scale);
	void turnRight(double scale);

	void sanitizeDir();
};

class World {
public:
	int w, h;

	std::vector<std::vector<Tile>> tiles;
	std::vector<Linef> lines;

	Camera cam;

	World(int w, int h, const Camera &cam);

	const Tile &tileAt(int x, int y) const;

	RaycastResult raycast(double off) const;

	void addLines(const std::vector<Linef> &toAdd);

private:
	void findClosestLineIntersect(const Vec2i &p, const Linef &line,
	                              Vec2f &closestIntersect, const Linef *&closestLine) const;

	void initDDA(Vec2f start, Vec2f d, Vec2f &m, Vec2f &l, Vec2f &ul, Vec2i &p, Vec2i &step) const;

	void mapLineToTiles(const Linef &line);
	void mapLinesToTiles();
};

#endif
README.txt ASCII text
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Compile using make
Dependency: SDL2
Controls:
  WASD - Movement
  EQ   - Rotate
makefile ASCII text
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OUT  = app
SRC  = src/main.cc
DEPS = $(wildcard src/*.cc) $(wildcard src/*.hh)

STD   = c++17
LIBS  = -lSDL2
FLAGS = -O3 -g -Wall -Wextra -pedantic -Wno-deprecated-declarations

build: $(OUT)

$(OUT): $(DEPS)
	$(CXX) $(SRC) -std=$(STD) $(FLAGS) $(LIBS) -o $(OUT)

clean:
	-rm $(OUT)

all:
	@echo build, clean