Moving the BigBlue marks to be clearer.

This commit is contained in:
Martin Haye 2013-09-29 12:17:28 -07:00
parent fc0ccb441a
commit c57d935830

View File

@ -342,7 +342,7 @@ var prevY = -1;
var prevAngleNum = -1;
var prevOptions = -1;
// Cast all the rays from the player position and draw them [ref BigBlue2d]
// Cast all the rays from the player position and draw them
function castRays(force)
{
// If we're already showing this location and angle, no need to re-do it.
@ -355,10 +355,9 @@ function castRays(force)
console.log("Cast: x=" + player.x + ", y=" + player.y + ", angle=" + player.angleNum);
// Cast all the rays and record the data
// Cast all the rays and record the data [ref BigBlue2d]
lineData = [];
var rayNum;
for (rayNum = 0; rayNum < 63; rayNum++) {
for (var rayNum = 0; rayNum < 63; rayNum++) {
data = intCast(rayNum);
// For display on the PC, expand pixels 8x
data.height *= 8;
@ -562,11 +561,11 @@ function wallCalc(x, dist, bDir1, bDir2, bStep2)
}
// Cast one ray from the player's position through the map until we hit a wall.
// This version uses only strictly integers, making it easier to port to the
// 6502. [ref BigBlue2e]
//
// [ref BigBlue2e]
// This version uses only integers, making it easier to port to the 6502.
function intCast(x)
{
// Start with precalculated data for this ray direction
var data = precastData[player.angleNum][x];
// Calculate ray position and direction
@ -690,7 +689,7 @@ function intCast(x)
", wallX=$" + byteToHex(bWallX));
}
// Wrap it all in a nice package.
// Wrap it all in a nice package. [ref BigBlue2f]
return { wallType: map[bMapY][bMapX],
textureX: bWallX / 256.0,
height: lineHeight };