randomouscrap98 / arduboy_raycast Goto Github PK
View Code? Open in Web Editor NEWA raycasting library for arduboy
License: MIT License
A raycasting library for arduboy
License: MIT License
I don't want to mutilate the code but a lot of it is tied up all together with this new "container" object, meaning you have to pull in all the sprite code even if you're not using it. One alternative is to build the container yourself, but it'd be nice if there were just a flag or something...
Sprites are expensive both codewise and processing-wise, so show an example of doing the raycast walls manually.
and rename the file to ArduboyRaycast_Render, and rename the variable inside the container to "render".
I hate those repos that have a huge pile of examples but nowhere to start. I think I could just number each example based on how much "prior knowledge" you need, so the two tile examples would be 1 and the sprite example would be 2
When you walk under the chandelier, when you're like right below it, the sprite jumps down to start at the top of the screen. probably some precision thing.
I'm not sure if this is really an issue or if I just need to make people aware: when you make an array in code, it goes from top to bottom, with y = 0 at the top. When you're viewing it in a 3d plane, y=0 is on the left, so everything feels mirrored when looking in that direction.
It's tripped me up enough times that I'm wondering if it should be fixed, I just don't want to make it more confusing/complicated for people who are already expecting this as part of 3d/etc.
currently 0 is "normal" and each higher shrinks it by one. instead, i want 1 to be normal, 2 and 3 are both smaller sizes, and 0 is larger. not sure how much larger, but just make a small array or something that represents the sizes. then maybe people can set it themselves since I believe it's all in "render"?
Right now they're not tied to sprites, which is fine (I don't have the memory to do that and maybe people don't need bounding boxes for most sprites) but how will a person be able to:
For instance, if you have a sprite that's some obstacle and then you break it, the bounding box should go away. The obvious solution is to simply store it in the internal data, it only requires one extra byte. I think that should be left up to the user, as that starts to get a little complicated. Instead, you could add a simple function that's similar to "addSprite" but for bounding boxes.
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