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Old 11-23-2016, 10:40 AM
Gunderak Gunderak is offline
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Join Date: Jun 2011
Location: Australia
Posts: 795
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GS2 3D Raycaster

There are a few things that need to be fixed/improved, I never fully finished sprite rendering (it sort of works lol).

Feel free to build on this, or play around with it etc.



I had some floor rendering, but it was extremely laggy as I couldn't access the image buffer directly.


PHP Code:
function onCreated(){
  
findplayer("Gund").addweapon(this);  //Change to your name
}
//#CLIENTSIDE
function onCreated(){
  
this.maxlooplimit 2000000;
  
sleep(1);
  
this.map = {
    {
4,4,4,2,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4},
    {
1,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {
3,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {
2,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {
1,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {
1,0,2,3,2,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {
1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,3,0,0,0,0,0,0,0,1},
    {
1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,5},
    {
1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,5},
    {
1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,5},
    {
1,0,0,0,0,3,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,5},
    {
1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,5},
    {
1,0,0,0,0,0,0,0,0,0,0,1,0,0,3,0,0,0,0,0,0,0,0,0,5},
    {
1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,5},
    {
1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,5},
    {
1,0,0,4,0,0,0,0,0,0,4,1,0,0,0,0,0,0,0,4,0,0,0,0,5},
    {
1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,5},
    {
1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,5},
    {
1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,5},
    {
1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,5},
    {
1,0,0,0,0,0,2,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {
1,0,0,0,0,0,0,0,0,0,0,1,0,0,2,0,0,0,0,0,0,0,0,0,1},
    {
1,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1},
    {
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
    {
1,1,1,1,1,1,2,3,4,5,6,7,8,1,1,1,1,1,1,1,1,1,1,1,1},
  };
  
this.sprites = {
    {
"bomb.png"13},
    {
"door.png"31},
  };
  
this.texturewidth 64;
  
this.700;
  
this.zbuffer = new[this.w];
  
this.500;
  
this.off = {screenwidth/this.w/2screenheight/this.h/2};
  
this.off = {7070};
  
this.mapwidth this.map[0].size();
  
this.mapheight this.map.size();
  
this.posx 4;
  
this.posy 3;
  
this.dirx = -1;
  
this.diry 0;
  
this.planex 0.221;
  
this.planey 0.5;
  
this.time 0;
  
this.steps 0;
  
this.smode = -4;
  
this.wallcheck 8;
  
temp.rotspeed 0.08;
  
this.ntrig = {sin(temp.rotspeed), cos(temp.rotspeed)};
  
this.trig = {sin(-temp.rotspeed), cos(-temp.rotspeed)};
  if(
isobject("3D_R_GUN")){
    (@
"3D_R_GUN").destroy();
  }
  if(
isobject("Gunderak_3D")){
    (@
"Gunderak_3D").destroy();
  }
  
//return;
  
new GuiDrawingPanel("Gunderak_3D"){
    
useownprofile true;
    
profile.fontcolor "#FFFFFF";
    
width thiso.w;
    
height thiso.h;
    
thiso.off[0];
    
thiso.off[1];
    
clearall();
  }
  
onTimeout();
}
function 
sqrt(n) { 
  return 
n^0.5
}
function 
onTimeout(){
  
Gunderak_3D.drawimagestretched(00this.wthis.h/2"gunderak_sky.png"0011);
  
Gunderak_3D.drawimagestretched(0this.h/2this.wthis.h/2"gunderak_floor.png"0011);
  for(
temp.0temp.this.wtemp.++){
    
temp.camerax temp.x/this.-1;
    
temp.rayposx this.posx;
    
temp.rayposy this.posy;
    
temp.raydirx this.dirx this.planex temp.camerax;
    
temp.raydiry this.diry this.planey temp.camerax;
    
temp.mapx int(temp.rayposx);
    
temp.mapy int(temp.rayposy);
    
temp.sidedistx 0;
    
temp.sidedisty 0;
    
temp.deltadistx sqrt(+ (temp.raydiry temp.raydiry)/(temp.raydirx temp.raydirx));
    
temp.deltadisty sqrt(+ (temp.raydirx temp.raydirx)/(temp.raydiry temp.raydiry));
    
temp.perpwalldist 0;
    
temp.stepx 0;
    
temp.stepy 0;
    
temp.hit 0;
    
temp.side 0;
    if(
temp.raydirx 0){
      
temp.stepx = -1;
      
temp.sidedistx = (temp.rayposx temp.mapx)*temp.deltadistx;
    }else{
      
temp.stepx 1;
      
temp.sidedistx = (temp.mapx temp.rayposx) * temp.deltadistx;
    }
    if(
temp.raydiry 0){
      
temp.stepy = -1;
      
temp.sidedisty = (temp.rayposy temp.mapy) * temp.deltadisty;
    }else{
      
temp.stepy 1;
      
temp.sidedisty = (temp.mapy temp.rayposy) * temp.deltadisty;
    }
    
temp.count 0;
    while(
temp.hit == 0){
      
temp.count ++;
      if(
temp.sidedistx temp.sidedisty){
        
temp.sidedistx += temp.deltadistx;
        
temp.mapx += temp.stepx;
        
temp.side 0;
      }else{
        
temp.sidedisty += temp.deltadisty;
        
temp.mapy += temp.stepy;
        
temp.side 1;
      }
      if(
this.map[temp.mapx][temp.mapy] > 0){
        
temp.hit 1;
      }
    }
    if(
temp.side == 0){
      
temp.perpwalldist abs((temp.mapx temp.rayposx + (temp.stepx)/2)/temp.raydirx);
    }else{
      
temp.perpwalldist abs((temp.mapy temp.rayposy + (temp.stepy)/2)/temp.raydiry);
    }
    
temp.lineheight int(this.h/temp.perpwalldist);
    
temp.drawstart = (-temp.lineheight/2) + (this.h/2);
    
temp.drawend = (temp.lineheight/2)  + (this.h/2);
    
temp.this.map[temp.mapx][temp.mapy]-1;
    
temp.wallx 0;
    if(
temp.side == 0){
      
temp.wallx temp.rayposy temp.perpwalldist temp.raydiry;
    }else{
      
temp.wallx temp.rayposx temp.perpwalldist temp.raydirx;
    }
    
temp.wallx -= int(temp.wallx);
    
temp.texx int(temp.wallx *  this.texturewidth);
    if(
temp.side == && temp.raydirx 0){
      
temp.texx this.texturewidth temp.texx 1;
    }
    if(
temp.side == && temp.raydiry 0){
      
temp.texx this.texturewidth temp.texx 1;
    }
    
temp.texx this.texturewidth temp.texx 1;
    
temp.= {111};
    if(
temp.side == 1){
      
temp.= {0.650.650.65};
    }
    
temp.temp.drawend temp.drawstart;
    
Gunderak_3D.drawimagestretched(temp.xtemp.drawstart1temp.h"wolftextures.png"temp.texx+(thiso.texturewidth*temp.t), 01this.texturewidth);
    
this.zbuffer[temp.x] = temp.perpwalldist;
  }
    for(
temp.sprite this.sprites){
      
temp.spi temp.sprite[0];
      
temp.spx temp.sprite[1] - this.posx;
      
temp.spy temp.sprite[2] - this.posy;
      
temp.invdet 1/(this.planex this.diry this.dirx this.planey);
      
temp.transformx temp.invdet * (this.diry temp.spx this.dirx temp.spy);
      
temp.transformy temp.invdet * (-this.planey temp.spx this.planex temp.spy);
      
temp.spritescreenx int((this.w/2) * (temp.transformx temp.transformy));
      
temp.spriteheight abs(int(this.temp.transformy));
      
temp.drawstarty = -temp.spriteheight/this.h/2;
      if(
temp.drawstarty 0){
        
temp.drawstarty 0;
      }
      
temp.drawendy temp.spriteheight/this.h/2;
      if(
temp.drawendy >= this.h){
        
temp.drawendy this.-1;
      }
      
temp.spritewidth abs(int(this.h/temp.transformy));
      
temp.drawstartx = -temp.spritewidth/temp.spritescreenx;
      if(
temp.drawstartx 0){
        
temp.drawstartx 0;
      }
      
temp.drawendx temp.spritewidth/temp.spritescreenx;
      if(
temp.drawendx >= this.w){
        
temp.drawendx this.-1;
      }
      for(
temp.tx temp.drawstartxtemp.tx temp.drawendxtemp.tx ++){
        
temp.texx int(temp.tx - (-temp.spritewidth/temp.spritescreenx) * 32 temp.spritewidth);
        
temp.texx 0;
        
//Buggggs ugh
        
if(temp.transformy && temp.tx && temp.tx this.&& temp.transformy this.zbuffer[temp.tx]){
          
temp.sh temp.drawendy temp.drawstarty;
          
Gunderak_3D.drawimagestretched(temp.txtemp.drawstarty1temp.shtemp.spitemp.texx0132);
        }
      }
    }
  
temp.ms 0.1;
  if(
keydown(1)){
    
temp.olddirx this.dirx;
    
this.dirx this.dirx this.ntrig[1] - this.diry this.ntrig[0];
    
this.diry temp.olddirx this.ntrig[0] + this.diry this.ntrig[1];
    
temp.oldplanex this.planex;
    
this.planex this.planex this.ntrig[1] - this.planey this.ntrig[0];
    
this.planey temp.oldplanex this.ntrig[0] + this.planey this.ntrig[1];
  }
  if(
keydown(3)){
    
temp.olddirx this.dirx;
    
this.dirx this.dirx this.trig[1] - this.diry this.trig[0];
    
this.diry temp.olddirx this.trig[0] + this.diry this.trig[1];
    
temp.oldplanex this.planex;
    
this.planex this.planex this.trig[1] - this.planey this.trig[0];
    
this.planey temp.oldplanex this.trig[0] + this.planey this.trig[1];
  }
  if(
keydown(2)){
    
this.steps += this.smode;
    if(
this.map[int(this.posx this.dirx temp.ms*this.wallcheck)][int(this.posy)] == 0){
       
this.posx -= this.dirx temp.ms;
    }
    if(
this.map[int(this.posx)][int(this.posy this.diry temp.ms*this.wallcheck)] == 0){
      
this.posy -= this.diry temp.ms;
    }
  }
  if(
keydown(0)){
    
this.steps += this.smode;
    if(
this.map[int(this.posx this.dirx temp.ms*this.wallcheck)][int(this.posy)] == 0){
       
this.posx += this.dirx temp.ms;
    }
    if(
this.map[int(this.posx)][int(this.posy this.diry temp.ms*this.wallcheck)] == 0){
      
this.posy += this.diry temp.ms;
    }
  }
  if(
this.steps 10){
    
this.smode = -4;
  }
  if(
this.steps 1){
    
this.smode 4;
  }
  
temp.so int(this.steps);
  new 
GuiBitmapCtrl("3D_R_GUN") {
    
thiso.off[0] + thiso.w/35;
    
thiso.off[1] + thiso.64;
    
bitmaprectangle = {0,0,81,92 thiso.steps};
    
bitmap "gunderak_3d_gun.png";
    
thiso.catchevent(this"onMouseDown""onFireGun");
  }
  
settimer(0.05);
}
function 
onFireGun(){
  
//player.chat = "bang!";

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