mirror of
https://github.com/badvision/lawless-legends.git
synced 2024-07-04 09:29:28 +00:00
Use real map data in Javascript raycaster, so I can more closely simulate the Apple II and thus debug problems more easily.
This commit is contained in:
parent
4cd450ecc9
commit
c8d8c22478
@ -40,6 +40,8 @@ class PackPartitions
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def debugCompression = false
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def javascriptOut = null
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def parseMap(map, tiles)
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{
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// Parse each row of the map
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@ -349,10 +351,58 @@ class PackPartitions
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}
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}
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def write3DMap(buf, mapName, rows) // [ref BigBlue1_50]
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/**
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* Dump map data to Javascript code, to help in debugging the raycaster. This way,
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* the Javascript version can run the same map, and we can compare its results to
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* the 6502 results.
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*/
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def dumpJsMap(rows, texMap)
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{
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def width = rows[0].size()
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def height = rows.size()
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// Write the map data. First comes the sentinel row.
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javascriptOut.println("var map = [")
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javascriptOut.print(" [")
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(0..width).each { javascriptOut.print("-1,") }
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javascriptOut.println("],")
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// Now the real map data
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rows.each { row ->
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javascriptOut.print(" [")
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row.each { tile ->
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def b = texMap[tile?.@id]
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if ((b & 0x80) == 0)
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javascriptOut.format("%2d,", b)
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else
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javascriptOut.print(" 0,")
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}
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javascriptOut.println("-1,],")
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}
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// Finish the map data with another sentinel row
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javascriptOut.print(" [")
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(0..width).each { javascriptOut.print("-1,") }
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javascriptOut.println("]")
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javascriptOut.println("];\n")
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// Then write out the sprites
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javascriptOut.println("var allSprites = [")
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rows.eachWithIndex { row, y ->
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row.eachWithIndex { tile, x ->
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def b = texMap[tile?.@id]
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if ((b & 0x80) != 0) {
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// y+1 below to account for initial sentinel row
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javascriptOut.format(" {type:%2d, x:%2d.5, y:%2d.5},\n", b & 0x7f, x, y+1)
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}
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}
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}
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javascriptOut.println("];\n")
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}
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def write3DMap(buf, mapName, rows) // [ref BigBlue1_50]
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{
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def width = rows[0].size() + 1 // Sentinel $FF at end of each row
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def height = rows.size() + 2 // Sentinel rows of $FF's at start and end
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// Determine the set of all referenced textures, and assign numbers to them.
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def texMap = [:]
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@ -389,12 +439,22 @@ class PackPartitions
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texList.each { buf.put((byte)it) }
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buf.put((byte)0)
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// Sentinel row of $FF at start of map
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(0..width).each { buf.put((byte)0xFF) }
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// After the header comes the raw data
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rows.each { row ->
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row.each { tile ->
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buf.put((byte)texMap[tile?.@id])
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}
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buf.put((byte)0xFF) // sentinel at end of row
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}
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// Sentinel row of $FF at end of map
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(0..width).each { buf.put((byte)0xFF) }
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if (javascriptOut)
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dumpJsMap(rows, texMap)
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}
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// The renderer wants bits of the two pixels interleaved in a special way.
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@ -697,7 +757,7 @@ class PackPartitions
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}
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}
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def pack(xmlPath, binPath)
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def pack(xmlPath, binPath, javascriptPath)
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{
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// Read in code chunks. For now these are hard coded, but I guess they ought to
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// be configured in a config file somewhere...?
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@ -731,6 +791,10 @@ class PackPartitions
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packTexture(image)
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}
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// If doing Javascript debugging, open that output file too.
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if (javascriptPath)
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javascriptOut = new File(javascriptPath).newPrintWriter()
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// Pack each map This uses the image and tile maps filled earlier.
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println "Packing maps."
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dataIn.map.each { map ->
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@ -746,6 +810,11 @@ class PackPartitions
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println "Writing output file."
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new File(binPath).withOutputStream { stream -> writePartition(stream) }
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// Finish up Javacript if necessary
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if (javascriptPath)
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javascriptOut.close()
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// Lastly, print stats
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println "Compression saved $compressionSavings bytes."
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if (compressionSavings > 0) {
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def endSize = new File(binPath).length()
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@ -773,13 +842,14 @@ class PackPartitions
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}
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// Check the arguments
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if (args.size() != 2) {
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println "Usage: convert yourOutlawFile.xml DISK.PART.0.bin"
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if (args.size() != 2 && args.size() != 3) {
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println "Usage: convert yourOutlawFile.xml game.part.0.bin [intcastMap.js]"
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println " (where intcastMap.js is to aid in debugging the Javascript raycaster)"
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System.exit(1);
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}
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// Go for it.
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new PackPartitions().pack(args[0], args[1])
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new PackPartitions().pack(args[0], args[1], args.size() > 2 ? args[2] : null)
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}
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}
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@ -4,55 +4,77 @@ var $ = function(id) { return document.getElementById(id); };
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var dc = function(tag) { return document.createElement(tag); };
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var map = [
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[1,4,3,4,2,3,2,4,3,2,4,3,4],
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[1,0,0,1,0,0,0,3,0,0,2,0,3],
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[1,1,0,1,1,0,0,1,0,0,3,0,2],
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[1,0,0,1,2,3,0,4,0,0,4,0,3],
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[1,0,0,0,0,4,0,0,0,0,0,0,4],
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[2,0,0,0,0,2,0,0,0,0,0,0,4],
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[0,2,2,2,0,0,0,3,0,0,3,0,1],
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[3,0,0,2,0,0,0,3,0,0,2,0,3],
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[1,0,0,2,0,3,0,2,0,0,4,0,3],
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[1,0,0,0,0,2,0,0,0,0,0,0,1],
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[3,0,0,0,0,1,0,0,0,0,0,0,3],
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[1,0,0,4,0,4,0,3,1,2,4,0,2],
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[4,0,0,0,0,0,0,0,0,0,0,0,3],
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[1,2,3,3,3,2,2,1,2,4,2,2,2]
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[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,],
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[ 0, 1, 2, 0, 1, 0, 0, 3, 0, 0, 1, 4, 5, 1, 0, 0, 0,-1,],
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[ 4, 0, 0, 7, 0, 2, 1, 0, 1, 2, 0, 0, 0, 0, 0, 1, 0,-1,],
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[ 0, 5, 0, 0, 0, 0, 0, 0, 7, 1, 8, 9, 0, 2, 1, 0, 0,-1,],
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[ 1, 0, 0, 2, 0,10,11, 0, 2, 0, 0, 8, 0, 7, 1, 0, 0,-1,],
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[ 0, 0, 0, 1, 9, 0,12, 0, 0, 0, 4, 5, 0, 0, 0, 3, 0,-1,],
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[ 3, 0, 0, 0, 0,12,13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-1,],
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[ 0, 4, 5, 2, 0, 0, 0, 0,14,15, 0, 7, 2, 0, 0, 0, 0,-1,],
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[ 2, 0, 0, 7, 0, 4, 5, 0, 2,14, 0, 9, 7, 0, 0, 2, 0,-1,],
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[ 0, 1, 0, 1, 0,11,10, 0, 8, 0, 0, 4, 0,10,11, 0, 0,-1,],
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[ 0, 8, 0, 0, 0,10,11, 0, 9, 0, 0, 5, 0, 0, 0, 0, 0,-1,],
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[ 0, 8, 9, 0, 1, 1, 0, 3, 0, 0, 0, 0, 0,10, 0, 0, 0,-1,],
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[ 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 0, 0,-1,],
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[ 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 0,-1,],
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[ 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0,-1,],
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[ 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0,-1,],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-1,],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-1,],
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[-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,]
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];
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var itemTypes = [
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{ img : "sprites/tablechairs.png", block : true }, // 0
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{ img : "sprites/armor.png", block : true }, // 1
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{ img : "sprites/plantgreen.png", block : true }, // 2
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{ img : "sprites/lamp.png", block : false } // 3
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{ img : "sprites/lamp.png", block : false }, // 3
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{ img : "sprites/lamp.png", block : false }, // 4
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{ img : "sprites/lamp.png", block : false }, // 5
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{ img : "sprites/lamp.png", block : false } // 6
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];
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var allSprites = [
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// lamp where tree would be
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{type:3, x:1.5, y:4.5},
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// lamps in center area
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{type:3, x:9.5, y:7.5},
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{type:3, x:15.5, y:7.5},
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// lamps in bottom corridor
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{type:3, x:5.5, y:12.5},
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{type:3, x:11.5, y:12.5},
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{type:3, x:11.5, y:12.5},
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// tables in long bottom room
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{type:0, x:10.5, y:10.5},
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{type:1, x:11.5, y:10.5},
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// lamps in long bottom room
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{type:3, x:8.5, y:10.5},
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{type:3, x:9.5, y:10.5}
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{type: 6, x: 1.5, y: 5.5},
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{type: 6, x:14.5, y: 1.5},
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{type: 6, x: 4.5, y: 4.5},
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{type: 6, x: 8.5, y: 5.5},
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{type: 6, x:14.5, y: 6.5},
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{type: 6, x:15.5, y: 7.5},
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{type: 6, x: 9.5, y: 9.5},
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{type: 6, x:12.5, y:10.5},
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{type: 6, x:14.5, y:10.5},
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{type: 6, x: 8.5, y:11.5},
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{type: 6, x:10.5, y:11.5},
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{type: 6, x:12.5, y:11.5},
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{type: 6, x: 6.5, y:12.5},
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{type: 6, x: 8.5, y:12.5},
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{type: 6, x: 9.5, y:12.5},
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{type: 6, x:10.5, y:12.5},
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{type: 6, x:11.5, y:12.5},
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{type: 6, x: 7.5, y:13.5},
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{type: 6, x: 9.5, y:13.5},
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{type: 6, x: 6.5, y:14.5},
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{type: 6, x:10.5, y:14.5},
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{type: 6, x: 8.5, y:15.5},
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{type: 6, x:12.5, y:15.5},
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{type: 6, x: 1.5, y:16.5},
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{type: 6, x: 3.5, y:16.5},
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{type: 6, x: 5.5, y:16.5},
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{type: 6, x: 6.5, y:16.5},
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{type: 6, x: 7.5, y:16.5},
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{type: 6, x: 9.5, y:16.5},
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{type: 6, x:10.5, y:16.5},
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{type: 6, x:11.5, y:16.5},
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{type: 6, x:13.5, y:16.5},
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{type: 6, x:14.5, y:16.5},
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];
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// Player attributes [ref BigBlue2_10]
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var player = {
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x : 1.5, // current x, y position
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y : 2.5,
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y : 3.5,
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dir : 0, // the direction that the player is turning, either -1 for left or 1 for right.
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angleNum : 4, // the current angle of rotation
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speed : 0, // is the playing moving forward (speed = 1) or backwards (speed = -1).
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@ -100,9 +122,6 @@ var wallTextures = [
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var userAgent = navigator.userAgent.toLowerCase();
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var isGecko = userAgent.indexOf("gecko") != -1 && userAgent.indexOf("safari") == -1;
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// enable this to use a single image file containing all wall textures. This performs better in Firefox. Opera likes smaller images.
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var useSingleTexture = isGecko;
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var screenStrips = [];
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var overlay;
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@ -414,6 +433,15 @@ function intRenderSprites()
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var dx = sprite.x - player.x;
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var dy = sprite.y - player.y;
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// Prevent things from overflowing
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if (dx > 8 || dy > 8) {
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if (sprite.index == debugSprite)
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console.log(" too far away (dx=" + dx + ", dy=" + dy + ")");
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sprite.visible = false;
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sprite.img.style.display = "none";
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continue;
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}
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// Apply rotation to the position
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var bSgnDx = (dx < 0) ? -1 : 1;
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var wLogDx = log2_w_w(uword(Math.abs(dx)*256));
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@ -470,7 +498,7 @@ function intRenderSprites()
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var wSpriteTop = 32 - (wSize >> 1);
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var wSpriteLeft = wX + wSpriteTop;
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if (sprite.index == debugSprite)
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console.log(" wX=$" + wordToHex(wX & 0xFFFF) + ", wSpriteTop=$" + wordToHex(wSpriteTop) + ", wSpriteLeft=$" + wordToHex(wSpriteLeft & 0xFFFF));
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console.log(" wX=$" + wordToHex(wX) + ", wSpriteTop=$" + wordToHex(wSpriteTop) + ", wSpriteLeft=$" + wordToHex(wSpriteLeft));
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var bStartTx = 0;
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if (wSpriteLeft < 0) {
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if (wSpriteLeft < -wSize) {
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@ -579,10 +607,6 @@ function initScreen() {
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strip.style.left = 0 + "px";
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strip.style.height = "0px";
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if (useSingleTexture) {
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strip.src = "walls/walls.png";
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}
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strip.oldStyles = {
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left : 0,
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top : 0,
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@ -728,14 +752,16 @@ function assert(flg, msg) {
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}
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function byteToHex(d) {
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assert(d >= 0 && d <= 255, "byte out of range");
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var hex = Number(d).toString(16).toUpperCase();
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assert(d >= -127 && d <= 255, "byte out of range");
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d = Number(d) & 0xFF;
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var hex = d.toString(16).toUpperCase();
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return "00".substr(0, 2 - hex.length) + hex;
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}
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function wordToHex(d) {
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assert(d >= 0 && d <= 65535, "word out of range");
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var hex = Number(d).toString(16).toUpperCase();
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assert(d >= -32767 && d <= 65535, "word out of range");
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d = Number(d) & 0xFFFF;
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var hex = d.toString(16).toUpperCase();
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return "0000".substr(0, 4 - hex.length) + hex;
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}
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@ -976,6 +1002,10 @@ function intCast(x)
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// Perform DDA - digital differential analysis
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while (true)
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{
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// Return immediately if we hit the edge of the map.
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if (bMapX < 0 || bMapY < 0 || map[bMapY][bMapX] < 0)
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return { wallType: -1, textureX: 0, height: 0, logHeight: 1, xWallHit: 0, yWallHit: 0 }
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// Jump to next map square in x-direction, OR in y-direction
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if (uless_bb(bSideDistX, bSideDistY)) {
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bMapX += bStepX;
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@ -1060,12 +1090,11 @@ function drawStrip(stripIdx, lineData)
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var imgTop = 0;
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var styleHeight;
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if (useSingleTexture) {
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// then adjust the top placement according to which wall texture we need
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imgTop = Math.floor(height * (lineData.wallType-1));
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var styleHeight = Math.floor(height * numTextures);
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if (lineData.wallType < 0) {
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var styleSrc = wallTextures[0];
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var styleHeight = 0;
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} else {
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var styleSrc = wallTextures[lineData.wallType-1];
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var styleSrc = wallTextures[(lineData.wallType-1) % wallTextures.length];
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if (strip.oldStyles.src != styleSrc) {
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strip.src = styleSrc;
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strip.oldStyles.src = styleSrc
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