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This commit is contained in:
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d05ddef0cf
56
src/Keyboard.java
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56
src/Keyboard.java
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import javax.microedition.lcdui.*;
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public class Keyboard {
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private final int[] keys = {
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Canvas.UP, Canvas.DOWN, Canvas.LEFT, Canvas.RIGHT
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};
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private boolean[] states;
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public Keyboard() {
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states = new boolean[keys.length];
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for (int i = 0; i < states.length; i++) {
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states[i] = false;
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}
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}
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private int getKeyNum(int key) {
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if (key == Canvas.KEY_NUM0) Main.midlet.destroyApp(true);
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else if(key == Canvas.KEY_STAR) Main.midlet.dsp.setCurrent(null);
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else {
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for (int i = 0; i < keys.length; i++) {
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if (key == keys[i]) return i;
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}
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}
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return -1;
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}
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public void onPressed(int key, int act) {
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int iKey = getKeyNum(key);
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if (iKey != -1) {
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states[iKey] = true;
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}
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iKey = getKeyNum(act);
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if (iKey != -1) {
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states[iKey] = true;
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}
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}
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public void onReleased(int key, int act) {
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int iKey = getKeyNum(key);
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if (iKey != -1) {
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states[iKey] = false;
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}
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iKey = getKeyNum(act);
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if (iKey != -1) {
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states[iKey] = false;
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}
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}
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public boolean getKeyState(int key) {
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int iKey = getKeyNum(key);
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if (iKey != -1) return states[iKey];
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return false;
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}
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}
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28
src/Main.java
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28
src/Main.java
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import javax.microedition.midlet.*;
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import javax.microedition.lcdui.*;
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public class Main extends MIDlet {
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public Display dsp;
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public static Main midlet;
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private RayCanvas canvas;
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public Main() {
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dsp = Display.getDisplay(Main.this);
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midlet = Main.this;
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}
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public void startApp() {
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canvas = new RayCanvas();
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dsp.vibrate(1000);
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dsp.setCurrent(canvas);
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}
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public void pauseApp() {
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}
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public void destroyApp(boolean unconditional) {
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notifyDestroyed();
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}
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}
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250
src/RayCanvas.java
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250
src/RayCanvas.java
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@ -0,0 +1,250 @@
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import java.io.IOException;
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import javax.microedition.lcdui.*;
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public class RayCanvas extends Canvas {// implements Runnable {
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private Keyboard keyb;
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//private final int mapWidth = 24;
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//private final int mapHeight = 24;
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private int gluk;
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private Image pr;
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private final int[][] worldMap =
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{
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,3,3,3,3,3,0,3,0,3,3,3,2,2,2,2,0,0,1,0,0,1,4,0,4,0,3,3,3,3,3,0,1},
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{1,0,0,0,0,0,0,0,0,0,2,2,2,2,0,3,3,0,0,2,2,0,1,0,1,1,4,0,4,0,3,3,0,0,3,0,1},
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{1,0,0,0,0,0,2,2,2,2,2,0,0,0,0,1,0,0,0,2,2,0,1,0,1,0,4,0,4,0,3,0,3,3,3,0,1},
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{1,0,0,0,0,0,2,0,0,0,2,2,2,1,1,1,3,3,0,2,2,0,1,0,1,0,1,0,1,0,3,0,3,0,3,0,1},
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{1,0,0,0,0,0,2,0,0,0,2,0,0,0,0,1,1,1,0,2,2,2,1,0,1,0,1,0,1,3,3,0,3,0,3,3,1},
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{1,0,0,0,0,0,2,0,0,0,2,0,0,1,1,1,1,1,1,1,0,0,3,0,1,0,1,0,1,0,3,0,0,0,0,0,1},
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{1,0,0,1,0,0,2,2,0,2,2,0,0,1,0,0,0,0,0,0,0,0,3,0,1,0,2,0,2,0,3,0,3,0,0,0,1},
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{1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,3,0,2,0,2,0,2,0,2,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,3,0,2,0,2,0,0,0,0,0,0,0,1},
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{1,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,3,0,2,0,2,0,0,0,0,0,0,0,1},
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{1,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,3,0,3,0,3,0,0,0,0,0,0,0,1},
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{1,3,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,3,0,3,0,3,0,0,0,0,0,0,0,1},
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{1,2,0,2,0,2,2,1,1,1,1,0,0,0,0,0,0,0,0,0,3,3,3,0,3,0,3,0,3,0,0,0,0,0,0,0,1},
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{1,0,0,3,0,0,0,0,0,0,3,0,2,2,2,2,2,2,0,0,3,0,0,0,3,0,3,0,3,0,0,0,0,0,0,0,1},
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{1,4,4,4,4,4,4,4,4,0,3,0,2,0,0,2,2,2,2,0,2,0,3,0,0,4,1,0,1,0,0,0,0,0,0,0,1},
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{1,4,0,4,0,0,0,0,4,0,3,3,2,2,0,0,0,0,0,0,0,0,3,4,4,4,1,0,1,0,0,0,0,0,0,0,1},
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{1,4,0,0,0,0,5,0,4,0,0,0,0,4,0,4,0,4,4,4,4,4,4,4,0,0,1,0,1,0,0,0,0,0,0,0,1},
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{1,4,0,4,0,0,0,0,4,0,2,3,0,4,0,4,0,4,0,4,4,0,4,4,0,0,2,0,2,0,0,0,0,0,3,3,1},
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{1,4,0,4,4,4,4,4,4,0,3,3,0,0,0,4,0,4,0,0,0,0,0,4,0,0,3,0,3,0,0,0,0,0,3,0,1},
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{1,4,0,0,0,0,0,0,0,0,3,4,4,4,4,4,0,4,0,4,4,4,4,4,1,2,4,0,4,3,2,1,1,2,3,0,1},
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{1,4,4,4,4,4,4,4,4,3,3,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,1},
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
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};
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private int[][] colors = new int[][] {
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{0xcccc44, 0x444444, 0x333333, 0x222222, 0x111111},//gluk0
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{0xcccc44, 0xaaaaaa, 0x888888, 0x555555, 0xcccccc},//gluk1
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{0xcccc44, 0xcc4444, 0x44cc44, 0x4444cc, 0xcccccc},//gluk2
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{0xcccc44, 0xaa54a4, 0x803488, 0x5a5055, 0xc2087c} //gluk3
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};
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private double posX, posY; //x and y start position
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private double dirX, dirY; //initial direction vector
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private double planeX, planeY; //the 2d raycaster version of camera plane
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private int w,h;
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private long lastTime;
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private int iFps, iActFps, iTimeToCountFps;
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public RayCanvas() {
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setFullScreenMode(true);
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w = getWidth();
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h = getHeight();
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posX = 22;
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posY = 27.5;
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dirX = -1;
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dirY = planeX = 0;
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iFps = iActFps = iTimeToCountFps = 0;
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planeY = 0.66;
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gluk = 1;
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keyb = new Keyboard();
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try {
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pr = Image.createImage("/2.png");
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} catch (IOException ex) {}
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// new Thread(this).start();
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}
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// public void run() {
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// while (true) {
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// try {
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// repaint();
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// Thread.sleep(3);
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// } catch (Exception e) {}
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// }
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// }
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protected void keyPressed(int key) {
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keyb.onPressed(key, getGameAction(key));
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}
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protected void keyReleased(int key) {
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keyb.onReleased(key, getGameAction(key));
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}
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public void paint(Graphics g) {
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long thisTime = System.currentTimeMillis(); // òåêóùåå âðåìÿ
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int dTime = (int) (thisTime - lastTime); // âðåìÿ, ïðîøåäøåå ñ ïðîøëîãî êàäðà
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lastTime = thisTime;
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iTimeToCountFps += dTime;
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iFps++;
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if (iTimeToCountFps >= 1000) {// åñëè íàáðàëîñü 1 ñåêóíäà - îáíîâëÿåì ñ÷åò÷èê
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iActFps = iFps;
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iTimeToCountFps = iFps = 0;
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}
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g.setColor(0);
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g.fillRect(0, 0, w, h);
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for (int x = 0; x < w; x++) {
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//calculate ray position and direction
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double cameraX = 2 * x / (double) w - 1; //x-coordinate in camera space
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double rayPosX = posX;
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double rayPosY = posY;
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double rayDirX = dirX + planeX * cameraX;
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double rayDirY = dirY + planeY * cameraX;
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//which box of the map we're in
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int mapX = (int) rayPosX;
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int mapY = (int) rayPosY;
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//length of ray from current position to next x or y-side
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double sideDistX;
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double sideDistY;
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//length of ray from one x or y-side to next x or y-side
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double deltaDistX = Math.sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX));
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double deltaDistY = Math.sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY));
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double perpWallDist;
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//what direction to step in x or y-direction (either +1 or -1)
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int stepX;
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int stepY;
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int hit = 0; //was there a wall hit?
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int side = 0; //was a NS or a EW wall hit?
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//calculate step and initial sideDist
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if (rayDirX < 0) {
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stepX = -1;
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sideDistX = (rayPosX - mapX) * deltaDistX;
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} else {
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stepX = 1;
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sideDistX = (mapX + 1.0 - rayPosX) * deltaDistX;
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}
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if (rayDirY < 0) {
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stepY = -1;
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sideDistY = (rayPosY - mapY) * deltaDistY;
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} else {
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stepY = 1;
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sideDistY = (mapY + 1.0 - rayPosY) * deltaDistY;
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}
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//perform DDA
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while (hit == 0) {
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//jump to next map square, OR in x-direction, OR in y-direction
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if (sideDistX < sideDistY) {
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sideDistX += deltaDistX;
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mapX += stepX;
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side = 0;
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} else {
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sideDistY += deltaDistY;
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mapY += stepY;
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side = 1;
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}
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//Check if ray has hit a wall
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if (worldMap[mapX][mapY] > 0)
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hit = 1;
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}
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//Calculate distance projected on camera direction (oblique distance will give fisheye effect!)
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if (side == 0) {
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perpWallDist = Math.abs((mapX - rayPosX + (1 - stepX) / 2) / rayDirX);
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} else {
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perpWallDist = Math.abs((mapY - rayPosY + (1 - stepY) / 2) / rayDirY);
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}
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//Calculate height of line to draw on screen
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int lineHeight = Math.abs((int) (h / perpWallDist));
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//calculate lowest and highest pixel to fill in current stripe
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int drawStart = -lineHeight / 2 + h / 2;
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if (drawStart < 0) drawStart = 0;
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int drawEnd = lineHeight / 2 + h / 2;
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if (drawEnd >= h) drawEnd = h - 1;
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g.drawImage(pr, w / 2, h / 2, 3);
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//choose wall color
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if (posX < 8) gluk = 1;
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else if(posX > 8 && posX < 16) gluk = 2;
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else if (posX > 16 && posX < 24) gluk = 3;
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else if ((posX > 13) && posY < 11) gluk = 0;
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else if (posY < 9 && posX < 20 && posY > 4 && posX > 17) {
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g.setColor(0xff0000);
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g.drawString("Âû âûèãðàëè‘", w/2, h/2, 33);
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}
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int color = 0;
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try {
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color = colors[gluk][worldMap[mapX][mapY]];
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//give x and y sides different brightness
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if (side == 1) color -= 0x333333;
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} catch (Exception e) {
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color = 0xcccc44;
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}
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//draw the pixels of the stripe as a vertical line
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//verLine(x, drawStart, drawEnd, color);
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g.setColor(color);
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g.drawLine(x, drawStart, x, drawEnd);
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}
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//speed modifiers
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double moveSpeed = (((double) dTime) / 1000) * 5.0; //the constant value is in squares/second
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double rotSpeed = (((double) dTime) / 1000) * 3.0; //the constant value is in radians/second
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//move forward if no wall in front of you
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if (keyb.getKeyState(UP)) {
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if (worldMap[(int) (posX + dirX * moveSpeed)][(int) posY] == 0) {
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posX += dirX * moveSpeed;
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}
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if (worldMap[(int) posX][(int) (posY + dirY * moveSpeed)] == 0) {
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posY += dirY * moveSpeed;
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}
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}
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//move backwards if no wall behind you
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if (keyb.getKeyState(DOWN)) {
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if (worldMap[(int) (posX - dirX * moveSpeed)][(int) posY] == 0) {
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posX -= dirX * moveSpeed;
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}
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if (worldMap[(int) posX][(int) (posY - dirY * moveSpeed)] == 0) {
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posY -= dirY * moveSpeed;
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}
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}
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//rotate to the right
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if (keyb.getKeyState(RIGHT)) {
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//both camera direction and camera plane must be rotated
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double oldDirX = dirX;
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dirX = dirX * Math.cos(-rotSpeed) - dirY * Math.sin(-rotSpeed);
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dirY = oldDirX * Math.sin(-rotSpeed) + dirY * Math.cos(-rotSpeed);
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double oldPlaneX = planeX;
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planeX = planeX * Math.cos(-rotSpeed) - planeY * Math.sin(-rotSpeed);
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planeY = oldPlaneX * Math.sin(-rotSpeed) + planeY * Math.cos(-rotSpeed);
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}
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//rotate to the left
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if (keyb.getKeyState(LEFT)) {
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//both camera direction and camera plane must be rotated
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double oldDirX = dirX;
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dirX = dirX * Math.cos(rotSpeed) - dirY * Math.sin(rotSpeed);
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dirY = oldDirX * Math.sin(rotSpeed) + dirY * Math.cos(rotSpeed);
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double oldPlaneX = planeX;
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planeX = planeX * Math.cos(rotSpeed) - planeY * Math.sin(rotSpeed);
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planeY = oldPlaneX * Math.sin(rotSpeed) + planeY * Math.cos(rotSpeed);
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}
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// fps
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g.setColor(0xff);
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g.drawString("" + iActFps, 1, 1, 20);
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repaint();
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}
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}
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