Adding references to Big Blue's story, so they can be reliably searched and thus linked to.

This commit is contained in:
Martin Haye 2013-09-29 11:46:49 -07:00
parent cb6637083b
commit fc0ccb441a

View File

@ -19,6 +19,7 @@ var map = [
[1,2,3,3,3,2,2,1,2,4,2,2,2]
];
// Player attributes [ref BigBlue2a]
var player = {
x : 11.0, // current x, y position
y : 10.5,
@ -107,6 +108,7 @@ function initScreen() {
}
// Set up data tables prior to rendering [ref BigBlue2b]
function initCast()
{
var i;
@ -262,7 +264,7 @@ function bindKeys() {
document.onkeydown = function(e) {
e = e || window.event;
switch (e.keyCode) { // which key was pressed?
switch (e.keyCode) { // which key was pressed? [ref BigBlue2c]
case 38: // up, move player forward, ie. increase speed
player.speed = 1;
@ -340,6 +342,7 @@ var prevY = -1;
var prevAngleNum = -1;
var prevOptions = -1;
// Cast all the rays from the player position and draw them [ref BigBlue2d]
function castRays(force)
{
// If we're already showing this location and angle, no need to re-do it.
@ -558,8 +561,9 @@ function wallCalc(x, dist, bDir1, bDir2, bStep2)
*/
}
// Let's try this with strictly integers. This should be the final
// step before the Apple II code.
// 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]
//
function intCast(x)
{
@ -626,7 +630,7 @@ function intCast(x)
var lineHeight;
var bWallX;
// Perform DDA
// Perform DDA - digital differential analysis
while (true)
{
// Jump to next map square in x-direction, OR in y-direction