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/*
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OneLoneCoder.com - Command Line First Person Shooter (FPS) Engine |
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"Why were games not done like this is 1990?" - @Javidx9 |
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Disclaimer |
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~~~~~~~~~~ |
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I don't care what you use this for. It's intended to be educational, and perhaps |
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to the oddly minded - a little bit of fun. Please hack this, change it and use it |
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in any way you see fit. BUT, you acknowledge that I am not responsible for anything |
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bad that happens as a result of your actions. However, if good stuff happens, I |
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would appreciate a shout out, or at least give the blog some publicity for me. |
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Cheers! |
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Background |
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~~~~~~~~~~ |
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Whilst waiting for TheMexicanRunner to start the finale of his NesMania project, |
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his Twitch stream had a counter counting down for a couple of hours until it started. |
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With some time on my hands, I thought it might be fun to see what the graphical |
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capabilities of the console are. Turns out, not very much, but hey, it's nice to think |
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Wolfenstein could have existed a few years earlier, and in just ~200 lines of code. |
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IMPORTANT!!!! |
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~~~~~~~~~~~~~ |
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READ ME BEFORE RUNNING!!! This program expects the console dimensions to be set to
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120 Columns by 40 Rows. I recommend a small font "Consolas" at size 16. You can do this |
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by running the program, and right clicking on the console title bar, and specifying
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the properties. You can also choose to default to them in the future. |
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Future Modifications |
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~~~~~~~~~~~~~~~~~~~~ |
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1) Shade block segments based on angle from player, i.e. less light reflected off |
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walls at side of player. Walls straight on are brightest. |
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2) Find an interesting and optimised ray-tracing method. I'm sure one must exist |
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to more optimally search the map space |
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3) Add bullets! |
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4) Add bad guys! |
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Author |
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~~~~~~ |
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Twitter: @javidx9 |
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Blog: www.onelonecoder.com |
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Video: |
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~~~~~~
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xxxxxxx |
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Last Updated: 27/02/2017 |
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*/ |
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#include <iostream> |
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#include <vector> |
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#include <utility> |
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#include <algorithm> |
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#include <chrono> |
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using namespace std; |
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#include <stdio.h> |
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#include <Windows.h> |
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int nScreenWidth = 120; // Console Screen Size X (columns)
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int nScreenHeight = 40; // Console Screen Size Y (rows)
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int nMapWidth = 16; // World Dimensions
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int nMapHeight = 16; |
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float fPlayerX = 14.7f; // Player Start Position
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float fPlayerY = 5.09f; |
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float fPlayerA = 0.0f; // Player Start Rotation
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float fFOV = 3.14159f / 4.0f; // Field of View
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float fDepth = 16.0f; // Maximum rendering distance
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float fSpeed = 5.0f; // Walking Speed
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int main() |
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{ |
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// Create Screen Buffer
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wchar_t *screen = new wchar_t[nScreenWidth*nScreenHeight]; |
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HANDLE hConsole = CreateConsoleScreenBuffer(GENERIC_READ | GENERIC_WRITE, 0, NULL, CONSOLE_TEXTMODE_BUFFER, NULL); |
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SetConsoleActiveScreenBuffer(hConsole); |
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DWORD dwBytesWritten = 0; |
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// Create Map of world space # = wall block, . = space
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wstring map; |
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map += L"#########......."; |
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map += L"#..............."; |
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map += L"#.......########"; |
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map += L"#..............#"; |
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map += L"#......##......#"; |
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map += L"#......##......#"; |
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map += L"#..............#"; |
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map += L"###............#"; |
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map += L"##.............#"; |
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map += L"#......####..###"; |
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map += L"#......#.......#"; |
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map += L"#......#.......#"; |
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map += L"#..............#"; |
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map += L"#......#########"; |
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map += L"#..............#"; |
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map += L"################"; |
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auto tp1 = chrono::system_clock::now(); |
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auto tp2 = chrono::system_clock::now(); |
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while (1) |
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{ |
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// We'll need time differential per frame to calculate modification
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// to movement speeds, to ensure consistant movement, as ray-tracing
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// is non-deterministic
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tp2 = chrono::system_clock::now(); |
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chrono::duration<float> elapsedTime = tp2 - tp1; |
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tp1 = tp2; |
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float fElapsedTime = elapsedTime.count(); |
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// Handle CCW Rotation
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if (GetAsyncKeyState((unsigned short)'A') & 0x8000) |
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fPlayerA -= (fSpeed * 0.75f) * fElapsedTime; |
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// Handle CW Rotation
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if (GetAsyncKeyState((unsigned short)'D') & 0x8000) |
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fPlayerA += (fSpeed * 0.75f) * fElapsedTime; |
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// Handle Forwards movement & collision
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if (GetAsyncKeyState((unsigned short)'W') & 0x8000) |
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{ |
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fPlayerX += sinf(fPlayerA) * fSpeed * fElapsedTime;; |
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fPlayerY += cosf(fPlayerA) * fSpeed * fElapsedTime;; |
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if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#') |
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{ |
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fPlayerX -= sinf(fPlayerA) * fSpeed * fElapsedTime;; |
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fPlayerY -= cosf(fPlayerA) * fSpeed * fElapsedTime;; |
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}
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} |
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// Handle backwards movement & collision
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if (GetAsyncKeyState((unsigned short)'S') & 0x8000) |
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{ |
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fPlayerX -= sinf(fPlayerA) * fSpeed * fElapsedTime;; |
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fPlayerY -= cosf(fPlayerA) * fSpeed * fElapsedTime;; |
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if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#') |
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{ |
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fPlayerX += sinf(fPlayerA) * fSpeed * fElapsedTime;; |
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fPlayerY += cosf(fPlayerA) * fSpeed * fElapsedTime;; |
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} |
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} |
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for (int x = 0; x < nScreenWidth; x++) |
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{ |
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// For each column, calculate the projected ray angle into world space
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float fRayAngle = (fPlayerA - fFOV/2.0f) + ((float)x / (float)nScreenWidth) * fFOV; |
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// Find distance to wall
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float fStepSize = 0.1f; // Increment size for ray casting, decrease to increase
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float fDistanceToWall = 0.0f; // resolution
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bool bHitWall = false; // Set when ray hits wall block
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bool bBoundary = false; // Set when ray hits boundary between two wall blocks
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float fEyeX = sinf(fRayAngle); // Unit vector for ray in player space
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float fEyeY = cosf(fRayAngle); |
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// Incrementally cast ray from player, along ray angle, testing for
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// intersection with a block
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while (!bHitWall && fDistanceToWall < fDepth) |
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{ |
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fDistanceToWall += fStepSize; |
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int nTestX = (int)(fPlayerX + fEyeX * fDistanceToWall); |
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int nTestY = (int)(fPlayerY + fEyeY * fDistanceToWall); |
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// Test if ray is out of bounds
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if (nTestX < 0 || nTestX >= nMapWidth || nTestY < 0 || nTestY >= nMapHeight) |
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{ |
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bHitWall = true; // Just set distance to maximum depth
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fDistanceToWall = fDepth; |
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} |
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else |
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{ |
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// Ray is inbounds so test to see if the ray cell is a wall block
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if (map.c_str()[nTestX * nMapWidth + nTestY] == '#') |
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{ |
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// Ray has hit wall
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bHitWall = true; |
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// To highlight tile boundaries, cast a ray from each corner
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// of the tile, to the player. The more coincident this ray
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// is to the rendering ray, the closer we are to a tile
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// boundary, which we'll shade to add detail to the walls
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vector<pair<float, float>> p; |
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// Test each corner of hit tile, storing the distance from
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// the player, and the calculated dot product of the two rays
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for (int tx = 0; tx < 2; tx++) |
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for (int ty = 0; ty < 2; ty++) |
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{ |
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// Angle of corner to eye
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float vy = (float)nTestY + ty - fPlayerY; |
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float vx = (float)nTestX + tx - fPlayerX; |
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float d = sqrt(vx*vx + vy*vy);
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float dot = (fEyeX * vx / d) + (fEyeY * vy / d); |
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p.push_back(make_pair(d, dot)); |
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} |
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// Sort Pairs from closest to farthest
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sort(p.begin(), p.end(), [](const pair<float, float> &left, const pair<float, float> &right) {return left.first < right.first; }); |
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// First two/three are closest (we will never see all four)
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float fBound = 0.01; |
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if (acos(p.at(0).second) < fBound) bBoundary = true; |
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if (acos(p.at(1).second) < fBound) bBoundary = true; |
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if (acos(p.at(2).second) < fBound) bBoundary = true; |
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} |
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} |
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} |
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// Calculate distance to ceiling and floor
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int nCeiling = (float)(nScreenHeight/2.0) - nScreenHeight / ((float)fDistanceToWall); |
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int nFloor = nScreenHeight - nCeiling; |
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// Shader walls based on distance
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short nShade = ' '; |
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if (fDistanceToWall <= fDepth / 4.0f) nShade = 0x2588; // Very close
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else if (fDistanceToWall < fDepth / 3.0f) nShade = 0x2593; |
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else if (fDistanceToWall < fDepth / 2.0f) nShade = 0x2592; |
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else if (fDistanceToWall < fDepth) nShade = 0x2591; |
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else nShade = ' '; // Too far away
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if (bBoundary) nShade = ' '; // Black it out
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for (int y = 0; y < nScreenHeight; y++) |
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{ |
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// Each Row
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if(y <= nCeiling) |
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screen[y*nScreenWidth + x] = ' '; |
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else if(y > nCeiling && y <= nFloor) |
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screen[y*nScreenWidth + x] = nShade; |
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else // Floor
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{
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// Shade floor based on distance
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float b = 1.0f - (((float)y -nScreenHeight/2.0f) / ((float)nScreenHeight / 2.0f)); |
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if (b < 0.25) nShade = '#'; |
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else if (b < 0.5) nShade = 'x'; |
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else if (b < 0.75) nShade = '.'; |
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else if (b < 0.9) nShade = '-'; |
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else nShade = ' '; |
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screen[y*nScreenWidth + x] = nShade; |
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} |
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} |
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} |
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// Display Stats
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swprintf_s(screen, 40, L"X=%3.2f, Y=%3.2f, A=%3.2f FPS=%3.2f ", fPlayerX, fPlayerY, fPlayerA, 1.0f/fElapsedTime); |
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// Display Map
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for (int nx = 0; nx < nMapWidth; nx++) |
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for (int ny = 0; ny < nMapWidth; ny++) |
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{ |
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screen[(ny+1)*nScreenWidth + nx] = map[ny * nMapWidth + nx]; |
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} |
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screen[((int)fPlayerX+1) * nScreenWidth + (int)fPlayerY] = 'P'; |
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// Display Frame
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screen[nScreenWidth * nScreenHeight - 1] = '\0'; |
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WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten); |
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} |
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return 0; |
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} |
@ -0,0 +1,137 @@ |
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/*
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OneLoneCoder.com - Program a Logitech Keyboard To Display Twitch Chat |
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"Put Your Money Where Your Mouth Is" - @Javidx9 |
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Disclaimer |
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~~~~~~~~~~ |
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I don't care what you use this for. It's intended to be educational, and perhaps |
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to the oddly minded - a little bit of fun. Please hack this, change it and use it |
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in any way you see fit. BUT, you acknowledge that I am not responsible for anything |
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bad that happens as a result of your actions. However, if good stuff happens, I |
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would appreciate a shout out, or at least give the blog some publicity for me. |
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Cheers! |
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Background |
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~~~~~~~~~~ |
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A very minimal example of using the Logitech SDK to interface with a keyboard display, |
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then uses a really sloppy implementation of sockets, to connect to a twitch chat |
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session, displaying the chat on the keybaord screen. |
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Future Modifications |
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~~~~~~~~~~~~~~~~~~~~ |
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1) Wrap around text display on screen |
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Author |
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~~~~~~ |
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Twitter: @javidx9 |
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Blog: www.onelonecoder.com |
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Video: |
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~~~~~~ |
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https://youtu.be/8UXCo-GhiF0
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Last Updated: 23/05/2017 |
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*/ |
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#include <iostream> |
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#include <list> |
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using namespace std; |
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// Include Winsock
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#include <winsock2.h> |
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#include <ws2tcpip.h> |
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// Include Logitech library
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#include "LogitechLCDLib.h" |
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int main() |
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{ |
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// Load the driver
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LogiLcdInit(L"OneLoneCoder Test", LOGI_LCD_TYPE_MONO); |
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// Check hardware is connected
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if (!LogiLcdIsConnected(LOGI_LCD_TYPE_MONO)) |
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wcout << "Hardware not found" << endl; |
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// Load WinSock
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WSADATA wsaData; |
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if (WSAStartup(MAKEWORD(2, 2), &wsaData) != 0) |
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wcout << "Could not start WinSock" << endl; |
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// Get address to twitch server
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struct addrinfo *addr = nullptr; |
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if (getaddrinfo("irc.chat.twitch.tv", "6667", nullptr, &addr) != 0) |
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wcout << "Failed to get address info" << endl; |
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// Create socket
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SOCKET sock = INVALID_SOCKET; |
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sock = socket(addr->ai_family, addr->ai_socktype, addr->ai_protocol); |
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// Connect to server via socket
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int i = connect(sock, addr->ai_addr, (int)addr->ai_addrlen); |
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if (i != SOCKET_ERROR) |
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{ |
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// Handshake with twitch
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string s; |
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// Authenticate
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s = "PASS oauth:###INSERT YOUR OAUTH HERE###\r\n"; |
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send(sock, s.c_str(), s.length(), 0); |
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// Register your twitch name
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s = "NICK javidx9\r\n"; |
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send(sock, s.c_str(), s.length(), 0); |
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// Join a twitch chat
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s = "JOIN #javidx9\r\n"; |
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send(sock, s.c_str(), s.length(), 0); |
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} |
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char buffer[100]; |
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string s; |
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list<string> sLines = { "","","","" }; |
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while (1) |
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{ |
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// Get Twitch Server Message
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int i = recv(sock, buffer, 100, 0); |
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for (int j = 0; j < i; j++) |
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{ |
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s.append(1, buffer[j]); |
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if (buffer[j] == '\n') |
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{ |
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// User name is between first ':' and '!'.
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// User chat is after second ':'
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size_t m = s.find('!'); |
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string sUserName = s.substr(1, m - 1); |
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size_t n = s.find(':', m); |
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if (n != string::npos) |
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{ |
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string chat = s.substr(n + 1); |
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cout << sUserName.c_str() << ": " << chat.c_str() << endl; |
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sLines.pop_front(); |
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sLines.push_back(sUserName + ": " + chat); |
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} |
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s.clear(); |
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} |
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} |
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// Display 4 lines of text from list
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int p = 0; |
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for (auto k : sLines) |
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{ |
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wstring ws; |
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ws.assign(k.begin(), k.end()); |
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LogiLcdMonoSetText(p, (wchar_t*)ws.c_str()); // yuck...
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p++; |
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} |
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// Update display
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LogiLcdUpdate(); |
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} |
||||||
|
|
||||||
|
LogiLcdShutdown(); |
||||||
|
return 0; |
||||||
|
} |
Loading…
Reference in new issue