lua-test/lua-test/main.lua

170 lines
5.0 KiB
Lua

local fov = 90 * math.pi / 180
local playerx = 10
local playery = 10
local angle = 0
local playerspeed = 0
local playerswspeed = 0
local playermaxspeed = 100
function love.load()
love.mouse.setRelativeMode(true)
end
function love.mousemoved(x, y, dx, dy)
angle = angle - dx / love.graphics.getWidth() * 2 * math.pi
end
function love.update(dt)
playerx = playerx + math.sin(angle) * playerspeed * dt
playerx = playerx + math.cos(angle) * playerswspeed * dt
playery = playery + math.cos(angle) * playerspeed * dt
playery = playery - math.sin(angle) * playerswspeed * dt
end
function love.keypressed(key)
if key == 'w' then
playerspeed = playerspeed + playermaxspeed
elseif key == 's' then
playerspeed = playerspeed - playermaxspeed
elseif key == 'a' then
playerswspeed = playerswspeed + playermaxspeed
elseif key == 'd' then
playerswspeed = playerswspeed - playermaxspeed
elseif key == 'o' then
fov = fov + 10 * math.pi / 180
elseif key == 'p' then
fov = fov - 10 * math.pi / 180
elseif key == 'q' then
love.event.quit()
end
end
function love.keyreleased(key)
if key == 'w' then
playerspeed = playerspeed - playermaxspeed
elseif key == 's' then
playerspeed = playerspeed + playermaxspeed
elseif key == 'a' then
playerswspeed = playerswspeed - playermaxspeed
elseif key == 'd' then
playerswspeed = playerswspeed + playermaxspeed
end
end
function transform(wx, wy)
-- Player-relative space (translation)
local tx = wx - playerx
local ty = wy - playery
-- Player-relative space (rotation)
local rx = math.cos(angle) * tx - math.sin(angle) * ty
local ry = math.cos(angle) * ty + math.sin(angle) * tx
-- -1.0 to +1.0 abstract screen space (perspective)
-- Player-relative x maps to *-x*
-- Player-relative y maps to *z*
local px = -rx / ry / math.tan(fov / 2)
-- Screen space (scaling and translation)
local hwidth = love.graphics.getWidth() / 2
local x = px * hwidth + hwidth
local z = ry
return x, z
end
function drawWall(wx1, wy1, wx2, wy2)
local hwidth = love.graphics.getWidth() / 2
local hheight = love.graphics.getHeight() / 2
local x1, z1 = transform(wx1, wy1)
local x2, z2 = transform(wx2, wy2)
if z1 < 0 and z2 < 0 then
love.graphics.setColor(0.8, 0.7, 0.7)
love.graphics.line(wx1 + hwidth, wy1 + hheight, wx2 + hwidth, wy2 + hheight)
-- Fully outside of viewport, don't bother
return
end
love.graphics.setColor(1, 0, 0)
love.graphics.line(wx1 + hwidth, wy1 + hheight, wx2 + hwidth, wy2 + hheight)
if z1 < 0 or z2 < 0 then
local clippingx = playerx + 0.001*math.sin(angle)
local clippingy = playery + 0.001*math.cos(angle)
local x = nil
local y = nil
if wx2 ~= wx1 then
local clippingslope = -math.sin(angle)/math.cos(angle)
local wallslope = (wy2 - wy1)/(wx2 - wx1)
x = (-clippingslope*clippingx + clippingy + wallslope*wx1 - wy1)/(wallslope - clippingslope)
y = wallslope*(x - wx1) + wy1
else
local perclippingslope = -math.cos(angle)/math.sin(angle)
local perwallslope = (wx2 - wx1)/(wy2 - wy1)
y = (-perclippingslope*clippingy + clippingx + perwallslope*wy1 - wx1)/(perwallslope - perclippingslope)
x = perwallslope*(y - wy1) + wx1
end
if z1 < 0 then
x1, z1 = transform(x, y)
love.graphics.setColor(0.8, 0.5, 0.5)
love.graphics.line(wx1 + hwidth, wy1 + hheight, x + hwidth, y + hheight)
else
x2, z2 = transform(x, y)
love.graphics.setColor(0.8, 0.5, 0.5)
love.graphics.line(x + hwidth, y + hheight, wx2 + hwidth, wy2 + hheight)
end
end
local wall1 = hwidth * 60 / z1 / math.tan(fov / 2)
local wall2 = hwidth * 60 / z2 / math.tan(fov / 2)
love.graphics.setColor(1, 1, 1)
love.graphics.line(x1, hheight - wall1, x2, hheight - wall2)
love.graphics.line(x1, hheight + wall1, x2, hheight + wall2)
love.graphics.line(x1, hheight - wall1, x1, hheight + wall1)
love.graphics.line(x2, hheight - wall2, x2, hheight + wall2)
if z1 < 0 then
love.graphics.setColor(0, 0, 1)
square = {
wx1 - 5 + hwidth, wy1 - 5 + hheight,
wx1 + 5 + hwidth, wy1 - 5 + hheight,
wx1 + 5 + hwidth, wy1 + 5 + hheight,
wx1 - 5 + hwidth, wy1 + 5 + hheight,
}
love.graphics.polygon('fill', square)
love.graphics.line(hwidth+playerx, hheight+playery, hwidth+wx1, hheight+wy1)
end
if z2 < 0 then
love.graphics.setColor(0, 0, 1)
square = {
wx2 - 5 + hwidth, wy2 - 5 + hheight,
wx2 + 5 + hwidth, wy2 - 5 + hheight,
wx2 + 5 + hwidth, wy2 + 5 + hheight,
wx2 - 5 + hwidth, wy2 + 5 + hheight,
}
love.graphics.polygon('fill', square)
love.graphics.line(hwidth+playerx, hheight+playery, hwidth+wx2, hheight+wy2)
end
end
function love.draw()
local hwidth = love.graphics.getWidth() / 2
local hheight = love.graphics.getHeight() / 2
drawWall(-300, -200, -200, 100)
drawWall(-150, 200, 300, 200)
drawWall(300, 200, 300, -200)
drawWall(300, -200, -300, -200)
love.graphics.setColor(0, 1, 0)
love.graphics.line(hwidth+playerx, hheight+playery, hwidth+playerx + math.sin(angle + fov/2) * 5, hheight+playery + math.cos(angle + fov/2) * 5)
love.graphics.line(hwidth+playerx, hheight+playery, hwidth+playerx + math.sin(angle - fov/2) * 5, hheight+playery + math.cos(angle - fov/2) * 5)
end