Sub onkeydown
If completed = 1 Then
keypress = GraphicsWindow.LastKey
'move forward if nothing is in front
If keypress = "Up" Then
If worldMap[Math.Floor(posX + dirX * moveSpeed)][Math.Floor(posy)] = 0 Then
posX = posX + dirX * moveSpeed
Endif
If worldMap[Math.Floor(posx)][math.Floor(posY + dirY * movespeed)] = 0 Then
posY = posY + dirY * movespeed
Endif
Endif
' move backwards if nothing is behind
If keypress = "Down" Then
If worldMap[Math.Floor(posX - dirX * moveSpeed)][Math.Floor(posy)] = 0 Then
posX = posX - dirX * moveSpeed
Endif
If worldMap[Math.Floor(posx)][math.Floor(posY - dirY * movespeed)] = 0 Then
posY = posY - dirY * movespeed
Endif
Endif
sub main
completed = 0
'For x = 0 To w / 2 ' calculate ray position and direction
' cameraX = 2 * x / w - 1 ' x-coordinate in camera space
For x = 0 To w / size ' calculate ray position and direction
cameraX = 2 * x / (w / size) - 1 ' x-coordinate in camera space
rayPosX = posX
rayPosY = posY
rayDirX = dirX + planeX * cameraX
rayDirY = dirY + planeY * cameraX
'
'which box of the map we're in
mapX = Math.Floor(rayPosX)
mapY = Math.Floor(rayPosY)
'length of ray from current position to next x or y-side
sideDistX = 0
sideDistY = 0
'length of ray from one x or y-side to next x or y-side
deltaDistX = Math.SquareRoot(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX))
deltaDistY = Math.SquareRoot(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY))
perpWallDist = 0
'what direction to step in x or y-direction (either +1 or -1)
stepX = 0
stepY = 0
hit = 0 ' was there a wall hit?
side = 0 ' was a NS or a EW wall hit?
' perform DDA
While hit = 0 ' jump to next map square, OR in x-direction, OR in y-direction
If sideDistX < sideDistY Then
sideDistX = sideDistX + deltaDistX
mapX = mapx + stepX
side = 0
Else
sideDistY = sideDistY + deltaDistY
mapY = mapy + stepY
side = 1
EndIf
' Check if ray has hit a wall
If worldMap[mapX][mapY] > 0 Then
hit = 1
EndIf
EndWhile
' Calculate distance projected on camera direction (oblique distance will give fisheye effect!)
If side = 0 Then
perpWallDist = Math.Abs((mapX - rayPosX + (1 - stepX) / 2) / rayDirX)
Else
perpWallDist = Math.Abs((mapY - rayPosY + (1 - stepY) / 2) / rayDirY)
EndIf
' Calculate height of line to draw on screen
lineHeight = Math.Abs(h / perpWallDist)
lineHeight = Math.Round (lineheight)
If lineHeight > h Then
lineHeight = h
EndIf
'
' calculate lowest and highest pixel to fill in current stripe
drawStart = (lineHeight * -1) / 2 + h / 2
If drawStart < 0 Then
drawStart = 0
EndIf
drawEnd = lineHeight / 2 + h / 2
If drawEnd >= h Then
drawEnd = h - 1
EndIf
' set up the colours depending on the block numbers
coldistr = math.SquareRoot(lineHeight*50)
coldistg = math.SquareRoot(lineHeight*50)
coldistb = math.SquareRoot(lineHeight*50)
' red
If worldMap[mapx][mapy] = 2 Then
coldistr = math.SquareRoot(lineHeight*50)
coldistg = 2
coldistb = 2
EndIf
'green
If worldMap[mapx][mapy] = 3 Then
coldistr = 2
coldistg = math.SquareRoot(lineHeight*50)
coldistb = 2
EndIf
'blue
If worldMap[mapx][mapy] = 4 Then
coldistr = 2
coldistg = 2
coldistb = math.SquareRoot(lineHeight*50)
EndIf
'magenta
If worldMap[mapx][mapy] = 5 Then
coldistr = math.SquareRoot(lineHeight*50)
coldistg = 2
coldistb = math.SquareRoot(lineHeight*50)
EndIf
'yellow
If worldMap[mapx][mapy] = 6 Then
coldistr = math.SquareRoot(lineHeight*50)
coldistg = math.SquareRoot(lineHeight*50)
coldistb = 2
EndIf
If coldistr > 200 Then
coldistr = 200
EndIf
If coldistg > 200 Then
coldistg = 200
EndIf
If coldistb > 200 Then
coldistb = 200
EndIf
colour = GraphicsWindow.GetColorFromRGB(coldistr, coldistg, coldistb)
'colour = "#202020"
If side = 1 Then
colour = GraphicsWindow.GetColorFromRGB(coldistr / 2, coldistg / 2, coldistb / 2)
'colour = "#505050"
EndIf
'//draw the pixels of the stripe as a vertical line
GraphicsWindow.PenWidth = size
GraphicsWindow.PenColor = colour
'GraphicsWindow.DrawLine (x,drawStart,x,drawEnd)
GraphicsWindow.DrawLine (x * size,drawStart,x * size,drawEnd)
GraphicsWindow.PenColor = "blue"
GraphicsWindow.DrawLine (x * size,0,x*size,drawstart-1)
GraphicsWindow.PenColor = "black"
GraphicsWindow.DrawLine (x * size,drawend+1,x*size,h)
'
' define some parameters that state how big the map is
mapsizex = Text.GetLength (mapline[1])
mapsizey = array.GetItemCount (mapline)
'
'try to read this in and convert it into a two dimensional array
For yloop = 1 To mapsizey
For xloop = 1 To mapsizex
worldmap[xloop][yloop] = Text.GetSubText(mapline[yloop],xloop,1)
EndFor
EndFor
EndSub