Screen no longer flickers when moving ; added dark background ; added player control keys
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display.ml
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display.ml
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@ -40,13 +40,16 @@ type pt_2d = {mutable x : float ; mutable y : float} ;;
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(* ------------------------------------------------------------- *)
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let camera_xyz = {x = 0.0 ; y = 0.0 ; z = 0.0} ;;
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let camera_angle = ref 0 ;; (* in degrees *)
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let camera_angle_x = ref 0 ;;
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let camera_angle_y = ref 0 ;;
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let camera_angle_z = ref 0 ;;
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(* in degrees *)
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(* ------------------------------------------------------------- *)
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(*
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let should_be_drawn (pt : pt_3d) =
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let translated = {x = pt.x -. camera_xyz.x; y = pt.y -. camera_xyz.y; z = pt.z +. camera_xyz.z} in
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(translated.z *. Float.cos ((float_of_int !camera_angle) *. 3.14159255358 /. 180.) -. translated.x *. Float.sin ((float_of_int !camera_angle) *. 3.14159255358 /. 180.)) > 0. ;;
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(translated.z *. Float.cos ((float_of_int !camera_angle_y) *. 3.14159255358 /. 180.) -. translated.x *. Float.sin ((float_of_int !camera_angle_y) *. 3.14159255358 /. 180.)) > 0. ;;
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*)
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let should_be_drawn_gr (pt : pt_3d) =
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@ -121,9 +124,9 @@ let adjust_to_camera (shape : pt_3d array) =
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let res2 = Array.make (Array.length shape) {z =0.0 ; x =0.0 ; y =0.0} in
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for i = 0 to Array.length shape -1 do
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res2.(i) <- {
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x = res.(i).x *. Float.cos ((float_of_int !camera_angle) *. 3.14159255358 /. 180.) +. res.(i).z *. Float.sin ((float_of_int !camera_angle) *. 3.14159255358 /. 180.);
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x = res.(i).x *. Float.cos ((float_of_int !camera_angle_y) *. 3.14159255358 /. 180.) +. res.(i).z *. Float.sin ((float_of_int !camera_angle_y) *. 3.14159255358 /. 180.);
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y = res.(i).y;
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z = res.(i).z *. Float.cos ((float_of_int !camera_angle) *. 3.14159255358 /. 180.) -. res.(i).x *. Float.sin ((float_of_int !camera_angle) *. 3.14159255358 /. 180.)
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z = res.(i).z *. Float.cos ((float_of_int !camera_angle_y) *. 3.14159255358 /. 180.) -. res.(i).x *. Float.sin ((float_of_int !camera_angle_y) *. 3.14159255358 /. 180.)
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}
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done;
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(*debug_1 res2 ;*)
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@ -272,7 +275,7 @@ let draw_multiples_cubes (cubes : pt_3d array array) screen_wd screen_ht fov =
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draw_cube_p new_arr.(i) screen_wd screen_ht fov 192 192 192
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done ;;
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let draw_multiples_cubes_colored (cubes : pt_3d array array) maxlen rs gs bs screen_wd screen_ht fov =
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let draw_multiples_cubes_colored (cubes : pt_3d array array) maxlen rs gs bs screen_wd screen_ht fov render_dist =
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let n = maxlen in
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let new_arr = Array.make n cubes.(0)
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@ -306,6 +309,7 @@ let draw_multiples_cubes_colored (cubes : pt_3d array array) maxlen rs gs bs scr
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for i = 0 to n-1 do
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(*Printf.printf "drawing cube (%f, %f, %f) with distance %f" new_arr.(i).(0).x new_arr.(i).(0).y new_arr.(i).(0).z distances.(i);
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Stdlib.print_endline "...";*)
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if distances.(i) <= (float_of_int render_dist) then
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draw_cube_p new_arr.(i) screen_wd screen_ht fov reds.(i) greens.(i) blues.(i)
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done ;;
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@ -389,6 +393,32 @@ let hehe () =
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Unix.sleepf 1.0;
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close_graph () ;;
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(*
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7--------6
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/| /|
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/ | / |
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4--------5 |
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| | | |
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| 3-----|--2
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| / | /
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|/ |/
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0--------1
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[|graphed.(0); graphed.(1); graphed.(2); graphed.(3); graphed.(0)|];
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[|graphed.(4); graphed.(5); graphed.(6); graphed.(7); graphed.(4)|];
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[|graphed.(0); graphed.(1); graphed.(5); graphed.(4); graphed.(0)|];
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[|graphed.(1); graphed.(2); graphed.(6); graphed.(5); graphed.(1)|];
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[|graphed.(2); graphed.(3); graphed.(7); graphed.(6); graphed.(2)|];
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[|graphed.(3); graphed.(0); graphed.(4); graphed.(7); graphed.(3)|];
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*)
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let print_cube (cube : pt_3d array) =
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for j = 0 to 7 do
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Printf.printf " {%f, %f, %f}\n" cube.(j).x cube.(j).y cube.(j).z
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done;
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Stdlib.print_endline " " ;;
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let get1char () =
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let termio = Unix.tcgetattr Unix.stdin in
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let () =
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@ -405,11 +435,13 @@ let get1char () =
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type tile = Free | Wall | Crate | Exit | Craxit | Camera ;;
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let width = 5
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and height = 5
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and depth = 5 ;;
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let width = 15
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and height = 15
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and depth = 15 ;;
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(* dimensions *)
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let render_distance = 7 ;;
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let laby = Array.make width [|[||]|] ;;
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for i = 0 to width -1 do
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laby.(i) <- Array.make_matrix height depth Wall
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@ -417,6 +449,32 @@ done ;;
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let n_walls = ref (width*height*depth) ;;
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let is_collision_cube (cam_coords : pt_3d) (cube : pt_3d array) =
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(*Printf.printf "testing cube [%b, %b, %b, %b, %b, %b] :"
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(cube.(0).x >= (-. cam_coords.x))
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(cube.(0).y >= (-. cam_coords.x))
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(cube.(0).z >= cam_coords.z)
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(cube.(6).x <= (-. cam_coords.x))
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(cube.(6).y <= (-. cam_coords.y))
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(cube.(6).z <= cam_coords.z) ;
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Printf.printf "\n||{%f, %f, %f}, {%f, %f, %f}||\n" cube.(0).x cube.(0).y cube.(0).z cube.(6).x cube.(6).y cube.(6).z;
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Printf.printf "with coords (%f, %f, %f)\n" (-. cam_coords.x) (-. cam_coords.y) cam_coords.z;
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Stdlib.print_endline " ";*)
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cube.(0).x <= (-. cam_coords.x) &&
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cube.(0).y <= (-. cam_coords.y) &&
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cube.(0).z <= cam_coords.z &&
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cube.(6).x >= (-. cam_coords.x) &&
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cube.(6).y >= (-. cam_coords.y) &&
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cube.(6).z >= cam_coords.z ;;
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let is_collision (cam_coords : pt_3d) (cubes : pt_3d array array) =
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let res = ref false in
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let n = !n_walls in
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for i = 0 to n-1 do
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if not !res then
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res := is_collision_cube cam_coords cubes.(i)
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done;
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!res ;;
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let convert_laby laby =
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let width = Array.length laby
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and height = Array.length laby.(0)
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@ -466,16 +524,81 @@ let cheesify laby =
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done
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done;;
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cheesify laby ;;
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let print_cubes (cubes : pt_3d array array) =
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for i = 0 to !n_walls -1 do
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for j = 0 to 7 do
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Printf.printf " {%f, %f, %f}\n" cubes.(i).(j).x cubes.(i).(j).y cubes.(i).(j).z
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done;
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Stdlib.print_endline " "
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done ;;
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let (cs, rs, gs, bs) = convert_laby laby ;;
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(* z q s d for movement, p to go up, m to go down, a to rotate left, e to rotate right *)
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let rec move_cam (cubes : pt_3d array array) b c =(* Printf.printf "[%b]" b; Stdlib.print_endline " " ; *)match c with
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| 'z' ->
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camera_xyz.z <- camera_xyz.z +. Float.cos ((float_of_int !camera_angle_y) *. 3.1415926535 /. 180.);
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camera_xyz.x <- camera_xyz.x +. Float.sin ((float_of_int !camera_angle_y) *. 3.1415926535 /. 180.);
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if b && (is_collision camera_xyz cubes) then move_cam cubes false 's'
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| 'q' ->
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camera_xyz.z <- camera_xyz.z +. Float.cos (((float_of_int !camera_angle_y) +. 90.) *. 3.1415926535 /. 180.);
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camera_xyz.x <- camera_xyz.x +. Float.sin (((float_of_int !camera_angle_y) +. 90.) *. 3.1415926535 /. 180.);
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if b && (is_collision camera_xyz cubes) then move_cam cubes false 'q'
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| 's' ->
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camera_xyz.z <- camera_xyz.z -. Float.cos ((float_of_int !camera_angle_y) *. 3.1415926535 /. 180.);
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camera_xyz.x <- camera_xyz.x -. Float.sin ((float_of_int !camera_angle_y) *. 3.1415926535 /. 180.);
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if b && (is_collision camera_xyz cubes) then move_cam cubes false 'z'
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| 'd' ->
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camera_xyz.z <- camera_xyz.z +. Float.cos (((float_of_int !camera_angle_y) -. 90.) *. 3.1415926535 /. 180.);
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camera_xyz.x <- camera_xyz.x +. Float.sin (((float_of_int !camera_angle_y) -. 90.) *. 3.1415926535 /. 180.);
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if b && (is_collision camera_xyz cubes) then move_cam cubes false 'q'
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| 'p' ->
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camera_xyz.y <- camera_xyz.y -. 1.;
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if b && (is_collision camera_xyz cubes) then move_cam cubes false 'm'
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| 'm' ->
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camera_xyz.y <- camera_xyz.y +. 1.;
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if b && (is_collision camera_xyz cubes) then move_cam cubes false 'p'
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| 'a' -> camera_angle_y := !camera_angle_y + 15
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| 'e' -> camera_angle_y := !camera_angle_y - 15
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| _ -> () ;;
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camera_xyz.z <- -. (2.) ;;
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camera_xyz.x <- -. (float_of_int width) /. 2. ;;
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camera_xyz.y <- -. (float_of_int height) /. 2. ;;
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let play laby =
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cheesify laby;
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let (cs, rs, gs, bs) = convert_laby laby in
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camera_xyz.z <- -. (1.5) ;
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camera_xyz.x <- -. (float_of_int width) /. 2. ;
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camera_xyz.y <- -. (float_of_int height) /. 2. ;
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(*print_cubes cs ;*)
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while true do
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auto_synchronize false;
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open_graph " 1500x1000";
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set_color black;
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fill_poly [|(0, 0); (1500, 0); (1500, 1000); (0, 1000); (0, 0)|];
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set_color white;
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draw_multiples_cubes_colored cs !n_walls rs gs bs 1500 1000 fov render_distance ;
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auto_synchronize true;
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Printf.printf "current pos : (%f, %f, %f)" (-. camera_xyz.x) (-. camera_xyz.y) camera_xyz.z;
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Stdlib.print_endline " ";
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let usr_input = get1char () in
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move_cam cs true usr_input
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done ;;
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let test1 laby =
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cheesify laby ;
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let (cs, rs, gs, bs) = convert_laby laby in
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camera_xyz.z <- -. (1.5) ;
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camera_xyz.x <- -. (float_of_int width) /. 2. ;
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camera_xyz.y <- -. (float_of_int height) /. 2. ;
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while true do
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open_graph " 1500x1000";
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draw_multiples_cubes_colored cs !n_walls rs gs bs 1500 1000 fov ;
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draw_multiples_cubes_colored cs !n_walls rs gs bs 1500 1000 fov render_distance ;
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camera_xyz.z <- camera_xyz.z +. 1.;
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Unix.sleepf 1.25
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done ;;
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play laby ;;
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