Rearranged some stuff
This commit is contained in:
3
.gitmodules
vendored
3
.gitmodules
vendored
@@ -1,3 +0,0 @@
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[submodule "Box"]
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path = Box
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url = https://github.com/Ratstail91/Box.git
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24
Airport.sln
24
Airport.sln
@@ -3,19 +3,19 @@ Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.6.33801.468
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Airport", "Airport.vcxproj", "{B6819868-2E07-4E17-8B91-33E8B0D39530}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Airport", "Airport\Airport.vcxproj", "{B6819868-2E07-4E17-8B91-33E8B0D39530}"
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ProjectSection(ProjectDependencies) = postProject
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{26360002-CC2A-469A-9B28-BA0C1AF41657} = {26360002-CC2A-469A-9B28-BA0C1AF41657}
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{2937C4D3-5C8D-4E59-9B6D-452B409F4ABA} = {2937C4D3-5C8D-4E59-9B6D-452B409F4ABA}
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EndProjectSection
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Toy", "Box\Toy\Toy.vcxproj", "{26360002-CC2A-469A-9B28-BA0C1AF41657}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Box", "Box\Box.vcxproj", "{2937C4D3-5C8D-4E59-9B6D-452B409F4ABA}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Box", "Airport\Box\Box.vcxproj", "{2937C4D3-5C8D-4E59-9B6D-452B409F4ABA}"
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ProjectSection(ProjectDependencies) = postProject
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{26360002-CC2A-469A-9B28-BA0C1AF41657} = {26360002-CC2A-469A-9B28-BA0C1AF41657}
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EndProjectSection
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Toy", "Airport\Box\Toy\Toy.vcxproj", "{26360002-CC2A-469A-9B28-BA0C1AF41657}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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@@ -32,14 +32,6 @@ Global
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{B6819868-2E07-4E17-8B91-33E8B0D39530}.Release|x64.Build.0 = Release|x64
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{B6819868-2E07-4E17-8B91-33E8B0D39530}.Release|x86.ActiveCfg = Release|Win32
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{B6819868-2E07-4E17-8B91-33E8B0D39530}.Release|x86.Build.0 = Release|Win32
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Debug|x64.ActiveCfg = Debug|x64
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Debug|x64.Build.0 = Debug|x64
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Debug|x86.ActiveCfg = Debug|Win32
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Debug|x86.Build.0 = Debug|Win32
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Release|x64.ActiveCfg = Release|x64
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Release|x64.Build.0 = Release|x64
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Release|x86.ActiveCfg = Release|Win32
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Release|x86.Build.0 = Release|Win32
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{2937C4D3-5C8D-4E59-9B6D-452B409F4ABA}.Debug|x64.ActiveCfg = Debug|x64
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{2937C4D3-5C8D-4E59-9B6D-452B409F4ABA}.Debug|x64.Build.0 = Debug|x64
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{2937C4D3-5C8D-4E59-9B6D-452B409F4ABA}.Debug|x86.ActiveCfg = Debug|Win32
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@@ -48,6 +40,14 @@ Global
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{2937C4D3-5C8D-4E59-9B6D-452B409F4ABA}.Release|x64.Build.0 = Release|x64
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{2937C4D3-5C8D-4E59-9B6D-452B409F4ABA}.Release|x86.ActiveCfg = Release|Win32
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{2937C4D3-5C8D-4E59-9B6D-452B409F4ABA}.Release|x86.Build.0 = Release|Win32
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Debug|x64.ActiveCfg = Debug|x64
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Debug|x64.Build.0 = Debug|x64
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Debug|x86.ActiveCfg = Debug|Win32
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Debug|x86.Build.0 = Debug|Win32
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Release|x64.ActiveCfg = Release|x64
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Release|x64.Build.0 = Release|x64
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Release|x86.ActiveCfg = Release|Win32
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{26360002-CC2A-469A-9B28-BA0C1AF41657}.Release|x86.Build.0 = Release|Win32
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@@ -117,7 +117,7 @@
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<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<LanguageStandard_C>stdc17</LanguageStandard_C>
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<AdditionalIncludeDirectories>$(SDL2Dir)\include;$(SDL2ImageDir)\include;$(SDL2MixerDir)\include;$(SDL2TTFDir)\include;$(SolutionDir)Box/source;$(SolutionDir)Box/Toy/source;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SDL2Dir)\include;$(SDL2ImageDir)\include;$(SDL2MixerDir)\include;$(SDL2TTFDir)\include;$(ProjectDir)Box/source;$(ProjectDir)Box/Toy/source</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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@@ -131,8 +131,7 @@
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<Command>xcopy "$(SDL2Dir)\lib\x64\SDL2.dll" "$(OutDir)" /Y /I /E
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xcopy "$(SDL2ImageDir)\lib\x64\SDL2_image.dll" "$(OutDir)" /Y /I /E
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xcopy "$(SDL2MixerDir)\lib\x64\SDL2_mixer.dll" "$(OutDir)" /Y /I /E
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xcopy "$(SDL2TTFDir)\lib\x64\SDL2_ttf.dll" "$(OutDir)" /Y /I /E
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xcopy "$(ProjectDir)assets" "$(Outdir)assets" /Y /I /E</Command>
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xcopy "$(SDL2TTFDir)\lib\x64\SDL2_ttf.dll" "$(OutDir)" /Y /I /E</Command>
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</PostBuildEvent>
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<Bscmake>
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<OutputFile>$(Platform)\$(Configuration)\$(TargetName).bsc</OutputFile>
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@@ -147,7 +146,7 @@ xcopy "$(ProjectDir)assets" "$(Outdir)assets" /Y /I /E</Command>
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<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<LanguageStandard_C>stdc17</LanguageStandard_C>
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<AdditionalIncludeDirectories>$(SDL2Dir)\include;$(SDL2ImageDir)\include;$(SDL2MixerDir)\include;$(SDL2TTFDir)\include;$(SolutionDir)Box/source;$(SolutionDir)Box/Toy/source;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SDL2Dir)\include;$(SDL2ImageDir)\include;$(SDL2MixerDir)\include;$(SDL2TTFDir)\include;$(ProjectDir)Box/source;$(ProjectDir)Box/Toy/source</AdditionalIncludeDirectories>
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<DebugInformationFormat>None</DebugInformationFormat>
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</ClCompile>
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<Link>
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@@ -164,8 +163,7 @@ xcopy "$(ProjectDir)assets" "$(Outdir)assets" /Y /I /E</Command>
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<Command>xcopy "$(SDL2Dir)\lib\x64\SDL2.dll" "$(OutDir)" /Y /I /E
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xcopy "$(SDL2ImageDir)\lib\x64\SDL2_image.dll" "$(OutDir)" /Y /I /E
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xcopy "$(SDL2MixerDir)\lib\x64\SDL2_mixer.dll" "$(OutDir)" /Y /I /E
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xcopy "$(SDL2TTFDir)\lib\x64\SDL2_ttf.dll" "$(OutDir)" /Y /I /E
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xcopy "$(ProjectDir)assets" "$(Outdir)assets" /Y /I /E</Command>
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xcopy "$(SDL2TTFDir)\lib\x64\SDL2_ttf.dll" "$(OutDir)" /Y /I /E</Command>
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</PostBuildEvent>
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<Bscmake>
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<OutputFile>$(Platform)\$(Configuration)\$(TargetName).bsc</OutputFile>
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1
Box
1
Box
Submodule Box deleted from ed1da29186
@@ -69,7 +69,7 @@ fn shadowCastOctant(node: opaque, x: int, y: int, dirX: int, dirY: int, depth: i
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//for each tile, cast its shadow, and see if its already obscured
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for (var j: int = 0; abs(j) < depth; j += dirY) {
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for (var i: int = 0; abs(i) < depth; i += dirX) {
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for (var i: int = 0; abs(i) < abs(j); i += dirX) {
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//make sure this tile can actually cast a shadow
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var CACHE_ITERATION: int const = (y + j) * MAP_GRID_WIDTH * 2 + (x + i) * 2;
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var ITERATION: int const = (y + j) * MAP_GRID_WIDTH * 3 + (x + i) * 3;
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@@ -87,6 +87,10 @@ fn shadowCastOctant(node: opaque, x: int, y: int, dirX: int, dirY: int, depth: i
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//cast the shadow
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var shadow = shadowCastTile(i + x, j + y, dirX, dirY, depth);
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if (shadow == null) {
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continue;
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}
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//merge shadows if needed
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var index: int = 0;
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@@ -127,12 +131,17 @@ fn shadowCastOctant(node: opaque, x: int, y: int, dirX: int, dirY: int, depth: i
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if (index > 0 && shadows.length() > index && shadows[index -1][1] > shadow[0]) {
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print "second bracket";
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overlapping = true;
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shadows[index-1][1] = shadow[1]; //extend the prev shadow
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print "MARK one";
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shadows[index-1][1] = max(shadows[index-1][1], shadow[1]); //extend the prev shadow
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print "MARK two";
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//see if the newly extended prev overlaps the shadow at "index"
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if (shadows[index-1][1] >= shadows[index][0]) {
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//merge the two
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shadows[index-1][1] = shadows[index][1];
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shadows[index-1][1] = max(shadows[index-1][1], shadows[index][1]);
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shadows = shadows.remove(index);
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}
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}
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@@ -142,7 +151,7 @@ fn shadowCastOctant(node: opaque, x: int, y: int, dirX: int, dirY: int, depth: i
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print "third bracket";
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overlapping = true;
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//extend the next shadow
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shadows[index][1] = shadow[0];
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shadows[index][0] = min(shadows[index][0], shadow[0]);
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}
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if (!overlapping) {
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@@ -163,13 +172,22 @@ fn shadowCastTile(x: int, y: int, dirX: int, dirY: int, depth: int) {
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var start = abs(shadowCastPoint(x, y, depth));
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var end = abs(shadowCastPoint(x + sign(dirX), y + sign(dirY), depth));
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if (checkIsNaN(start) || checkIsNaN(end)) {
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return null;
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}
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if (start < end) {
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return [start, end];
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}
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else {
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return [end, start];
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}
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}
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fn shadowCastPoint(x: float, y: float, depth: int) {
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// if (y == 0) {
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// return sin(tan(INFINITY));
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// }
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if (y == 0) {
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return NAN;
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}
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return sin(tan(x/y)) * depth;
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}
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