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7
TODO.md
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7
TODO.md
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## Plan
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- [ ] - fog (draw distance)
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- [ ] - покачивание камеры
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## Complete
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- [ ] `...`
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## Dropped
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- [ ] `...`
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@ -6,14 +6,14 @@ window.requestAnimFrame = (function(){
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window.mozRequestAnimationFrame ||
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window.mozRequestAnimationFrame ||
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window.oRequestAnimationFrame ||
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window.oRequestAnimationFrame ||
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window.msRequestAnimationFrame ||
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window.msRequestAnimationFrame ||
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function(callback, element){
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function(callback, element) {
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window.setTimeout(callback, 1000 / 60);
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window.setTimeout(callback, 1000 / 60);
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};
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};
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})();
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})();
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function start() {
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function start() {
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document.onkeyup = raycast.keyhandler.onKeyup;
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document.onkeyup = raycast.keyHandler.onKeyup;
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document.onkeydown = raycast.keyhandler.onKeydown;
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document.onkeydown = raycast.keyHandler.onKeydown;
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var textureFiles = ["img/brick.png", "img/ground.png", "img/sky.png"];
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var textureFiles = ["img/brick.png", "img/ground.png", "img/sky.png"];
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raycast.texture.initiateLoad(textureFiles, raycast.engine.start);
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raycast.texture.initiateLoad(textureFiles, raycast.engine.start);
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};
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};
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@ -4,13 +4,15 @@
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<meta charset="utf-8">
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>JSRay</title>
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<title>JSRay</title>
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<link rel="stylesheet" type="text/css" href="styles.css">
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</head>
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</head>
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<body bgcolor="999999">
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<body>
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<div id="canvasdiv">
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<div class="container">
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<canvas id="viewport" width="800" height="600"></canvas>
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<canvas id="canvas" width="600" height="400"></canvas>
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</div>
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</div>
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<script src="keyhandler.js"></script>
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<script src="worldMap.js"></script>
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<script src="keyHandler.js"></script>
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<script src="texture.js"></script>
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<script src="texture.js"></script>
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<script src="raycast.js"></script>
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<script src="raycast.js"></script>
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<script src="game.js"></script>
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<script src="game.js"></script>
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@ -1,16 +1,22 @@
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var raycast = raycast || {};
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var raycast = raycast || {};
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raycast.keyhandler = (function () {
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raycast.keyHandler = (function() {
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var codes = {
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var codes = {
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// forward
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up: 38,
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up: 38,
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w: 87,
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w: 87,
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// backward
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down: 40,
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down: 40,
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s: 83,
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// turn left
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left: 37,
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left: 37,
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a: 65,
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a: 65,
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// turn right
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right: 39,
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right: 39,
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d: 68,
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d: 68,
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// special
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space: 32,
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space: 32,
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ctrl: 17,
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ctrl: 17, // change filtering type
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esc: 27
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esc: 27
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};
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};
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@ -1,13 +1,10 @@
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// http://lodev.org/cgtutor/raycasting.html
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var raycast = raycast || {};
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var raycast = raycast || {};
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raycast.engine = (function () {
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raycast.engine = (function() {
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var canvas = document.getElementById("viewport");
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var canvas = document.getElementById("canvas");
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var g = canvas.getContext("2d");
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var g = canvas.getContext("2d");
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var filtering = false;
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var filtering = false;
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var mapWidth = 24,
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let texHeight = 64, // mapWidth = 24, mapHeight = 24
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mapHeight = 24,
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texHeight = 64,
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texWidth = 64;
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texWidth = 64;
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var texture;
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var texture;
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}
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}
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}
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}
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}
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}
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/*
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/*
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texture[0] = raycast.texture.load("ground");
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texture[0] = raycast.texture.load("...");
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texture[1] = raycast.texture.load("brick");
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texture[1] = raycast.texture.load("brick");
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texture[2] = raycast.texture.load("sky");
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texture[2] = raycast.texture.load("ground");
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texture[3] = raycast.texture.load("sky");
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*/
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*/
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var worldMap = [
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[1,1,1,1,1,1,1,1,1,1],
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[1,0,0,0,0,0,0,0,0,1],
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[1,0,0,0,0,0,0,0,0,1],
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[1,0,0,1,0,0,1,0,0,1],
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[1,0,0,0,0,0,0,0,0,1],
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[1,0,0,0,0,0,0,0,0,1],
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[1,0,0,1,0,0,1,0,0,1],
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[1,0,0,0,0,0,0,0,0,1],
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[1,0,0,0,0,0,0,0,0,1],
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[1,1,1,1,1,1,1,1,1,1]
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];
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var posX = 2, posY = 2,
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var posX = 2, posY = 2,
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dirX = -1, dirY = 0,
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dirX = -1, dirY = 0,
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@ -54,7 +41,6 @@ raycast.engine = (function () {
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h = canvas.height;
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h = canvas.height;
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function verLine(arr, x, yStart, yEnd, color){
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function verLine(arr, x, yStart, yEnd, color){
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//console.log(x, yStart, yEnd);
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for (var y = yStart | 0; y < yEnd | 0; y++) {
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for (var y = yStart | 0; y < yEnd | 0; y++) {
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var i = 4 * (w * y) + 4 * x;
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var i = 4 * (w * y) + 4 * x;
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arr[i + 0] = color[0];
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arr[i + 0] = color[0];
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imagedata = g.getImageData(0,0,w,h);
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imagedata = g.getImageData(0,0,w,h);
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var buffer = imagedata.data;
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var buffer = imagedata.data;
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var keys = raycast.keyhandler;
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var keys = raycast.keyHandler;
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function input() {
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function input() {
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if (keys.isKeydown("up")) {
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// player move forward
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if (keys.isKeydown("up") || keys.isKeydown("w")) {
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if(worldMap[(posX + dirX * moveSpeed) | 0][posY | 0] == 0) posX += dirX * moveSpeed;
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if(worldMap[(posX + dirX * moveSpeed) | 0][posY | 0] == 0) posX += dirX * moveSpeed;
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if(worldMap[posX | 0][(posY + dirY * moveSpeed) | 0] == 0) posY += dirY * moveSpeed;
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if(worldMap[posX | 0][(posY + dirY * moveSpeed) | 0] == 0) posY += dirY * moveSpeed;
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}
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}
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//move backwards if no wall behind you
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// player move backwards if no wall behind you
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if (keys.isKeydown("down")) {
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if (keys.isKeydown("down") || keys.isKeydown("s")) {
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if(worldMap[(posX - dirX * moveSpeed) | 0][posY | 0] == 0) posX -= dirX * moveSpeed;
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if(worldMap[(posX - dirX * moveSpeed) | 0][posY | 0] == 0) posX -= dirX * moveSpeed;
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if(worldMap[posX | 0][(posY - dirY * moveSpeed) | 0] == 0) posY -= dirY * moveSpeed;
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if(worldMap[posX | 0][(posY - dirY * moveSpeed) | 0] == 0) posY -= dirY * moveSpeed;
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}
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}
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if (keys.isKeydown("right")) {
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if (keys.isKeydown("right") || keys.isKeydown("d")) {
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//both camera direction and camera plane must be rotated
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// both camera direction and camera plane must be rotated
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var oldDirX = dirX;
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var oldDirX = dirX;
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dirX = dirX * Math.cos(-rotSpeed) - dirY * Math.sin(-rotSpeed);
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dirX = dirX * Math.cos(-rotSpeed) - dirY * Math.sin(-rotSpeed);
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dirY = oldDirX * Math.sin(-rotSpeed) + dirY * Math.cos(-rotSpeed);
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dirY = oldDirX * Math.sin(-rotSpeed) + dirY * Math.cos(-rotSpeed);
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planeX = planeX * Math.cos(-rotSpeed) - planeY * Math.sin(-rotSpeed);
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planeX = planeX * Math.cos(-rotSpeed) - planeY * Math.sin(-rotSpeed);
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planeY = oldPlaneX * Math.sin(-rotSpeed) + planeY * Math.cos(-rotSpeed);
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planeY = oldPlaneX * Math.sin(-rotSpeed) + planeY * Math.cos(-rotSpeed);
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}
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}
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if (keys.isKeydown("left")) {
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if (keys.isKeydown("left") || keys.isKeydown("a")) {
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//both camera direction and camera plane must be rotated
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// both camera direction and camera plane must be rotated
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var oldDirX = dirX;
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var oldDirX = dirX;
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dirX = dirX * Math.cos(rotSpeed) - dirY * Math.sin(rotSpeed);
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dirX = dirX * Math.cos(rotSpeed) - dirY * Math.sin(rotSpeed);
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dirY = oldDirX * Math.sin(rotSpeed) + dirY * Math.cos(rotSpeed);
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dirY = oldDirX * Math.sin(rotSpeed) + dirY * Math.cos(rotSpeed);
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planeX = planeX * Math.cos(rotSpeed) - planeY * Math.sin(rotSpeed);
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planeX = planeX * Math.cos(rotSpeed) - planeY * Math.sin(rotSpeed);
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planeY = oldPlaneX * Math.sin(rotSpeed) + planeY * Math.cos(rotSpeed);
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planeY = oldPlaneX * Math.sin(rotSpeed) + planeY * Math.cos(rotSpeed);
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}
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}
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if (keys.isKeypress("d"))
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if (keys.isKeypress("ctrl"))
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filtering = !filtering;
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filtering = !filtering;
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}
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}
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else
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else
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perpWallDist = Math.abs((mapY - rayPosY + (1 - stepY) / 2) / rayDirY);
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perpWallDist = Math.abs((mapY - rayPosY + (1 - stepY) / 2) / rayDirY);
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//Calculate height of line to draw on screen
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// calculate height of line to draw on screen
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var lineHeight = Math.abs((h / perpWallDist) | 0);
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var lineHeight = Math.abs((h / perpWallDist) | 0);
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//calculate lowest and highest pixel to fill in current stripe
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// calculate lowest and highest pixel to fill in current stripe
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var drawStart = ((h - lineHeight) / 2) | 0;
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var drawStart = ((h - lineHeight) / 2) | 0;
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if(drawStart < 0)
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if(drawStart < 0)
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drawStart = 0;
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drawStart = 0;
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var ceilTex = texture[2];
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var ceilTex = texture[2];
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var floorTex = texture[1];
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var floorTex = texture[1];
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//draw the floor from drawEnd to the bottom of the screen
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// draw the floor from drawEnd to the bottom of the screen
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for(var y = drawEnd; y < h; y++)
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for(var y = drawEnd; y < h; y++)
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{
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{
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currentDist = h / (2.0 * y - h); //you could make a small lookup table for this instead
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currentDist = h / (2.0 * y - h); //you could make a small lookup table for this instead
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color = floorTex[texWidth * (floorTexY|0) + (floorTexX|0)];
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color = floorTex[texWidth * (floorTexY|0) + (floorTexX|0)];
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}
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}
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//floor
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// floor
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i = 4 * (w * y) + 4 * x;
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i = 4 * (w * y) + 4 * x;
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buffer[i+0] = (color[0])/2;
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buffer[i+0] = (color[0])/2;
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color = ceilTex[texWidth * (floorTexY|0) + (floorTexX|0)];
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color = ceilTex[texWidth * (floorTexY|0) + (floorTexX|0)];
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}
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}
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//ceiling (symmetrical!)
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// ceiling (symmetrical!)
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i = 4 * (w * (h - y - 1)) + 4 * x;
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i = 4 * (w * (h - y - 1)) + 4 * x;
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buffer[i+0] = color[0]/2;
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buffer[i+0] = color[0]/2;
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rotSpeed = frameTime * 3.0; //the constant value is in radians/second
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rotSpeed = frameTime * 3.0; //the constant value is in radians/second
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g.putImageData(imagedata, 0, 0);
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g.putImageData(imagedata, 0, 0);
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g.font = "bold 30pt Monospace";
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g.font = "14pt Monospace";
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g.fillText(""+((1000 / (time - oldTime))|0), 0, 30);
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g.fillText("FPS: " + ((1000 / (time - oldTime)) | 0), 5, 20);
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};
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};
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function tick() {
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function tick() {
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keys.tick();
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keys.tick();
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window.requestAnimFrame(tick);
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window.requestAnimFrame(tick);
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//window.setTimeout(tick, 1);
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};
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};
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function start() {
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function start() {
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20
src/styles.css
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* { margin: 0; padding: 0; outline: 0; }
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html, body {
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height: 100%;
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}
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body {
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background-color: #444;
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}
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.container {
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display: flex;
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align-items: center;
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justify-content: center;
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height: 100%;
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}
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canvas {
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border: 2px solid #000;
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}
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31
src/worldMap.js
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/*let worldMap = [
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[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
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[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
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[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
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[1,0,0,1,1,1,0,0,0,0,0,0,0,0,1,0,0,1],
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[1,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,1],
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[1,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,1],
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[1,0,0,1,0,1,0,0,0,0,0,0,0,0,1,0,0,1],
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[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
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[1,1,1,1,0,1,0,0,0,0,0,0,0,0,1,1,1,1],
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[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
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[1,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,1],
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[1,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,1],
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[1,1,0,1,1,0,0,0,0,0,0,0,0,0,1,0,0,1],
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[1,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1],
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[1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
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[1,0,0,1,0,1,0,0,0,0,0,0,0,0,1,0,1,1],
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[1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
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[1,0,0,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1],
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[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
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[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
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];*/
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let worldMap = [
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[1,1,1,1,1,1,1,1,1,1,1,1],
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[1,0,0,0,0,0,0,0,0,0,0,1],
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[1,0,0,0,0,0,0,0,0,0,0,1],
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[1,0,0,1,1,1,0,0,1,0,0,1],
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[1,0,0,0,0,0,0,0,0,0,0,1],
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[1,1,1,1,1,1,1,1,1,1,1,1]
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];
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