In a Java "windows' maze" project using the ray casting algorithm, all walls have the same height size. The goal is to create a version with different height sizes.
1. Add Height Information to the Map:
Add a third value to each cell in the map to represent the height of the wall in that cell. For example, pmap[y][x] = (color, distance, height).
2. Update Ray-Casting Algorithm:
Adjust Rendering:
3. Consider Mouse Wheel Input:
Allow users to adjust the height of walls (in map editor mode) using the mouse wheel.
Detailed Code Snippets: Here is a snippet from the revised castRayInX function:
// Check for hits on front or back wall based on direction boolean hit = false; Color c = null; int z = 0; if (slope > 0) { int firstX = ((eye.getX() / SQUARE_SIZE) + 1) * SQUARE_SIZE; for (int x = firstX; x < map[0].length * SQUARE_SIZE; x += SQUARE_SIZE) { int y = (int) (slope * (x - eye.getX()) + eye.getY()); if (isOutside(x, y, Color.MAGENTA, this.showRayCastingX)) break; c = colorAt(x, y); z = heightAt(x, y); if (c == null) c = colorAt(x, y - 1); if (c == null) c = colorAt(x - 1, y); if (c == null) c = colorAt(x - 1, y - 1); if (c != null) { int DX = x - eye.getX(); double DY = y - eye.getY(); hit = true; break; } } if (!hit && slope != Double.POSITIVE_INFINITY) // check back wall for (int x = firstX; x >= 0; x -= SQUARE_SIZE) { int y = (int) (slope * (x - eye.getX()) + eye.getY()); if (isOutside(x, y, Color.MAGENTA, this.showRayCastingX)) break; c = colorAt(x, y); z = heightAt(x, y); if (c == null) c = colorAt(x, y - 1); if (c == null) c = colorAt(x - 1, y); if (c == null) c = colorAt(x - 1, y - 1); if (c != null) { int DX = x - eye.getX(); double DY = y - eye.getY(); hit = true; break; } } } else { int firstX = ((eye.getX() / SQUARE_SIZE)) * SQUARE_SIZE; for (int x = firstX; x >= 0; x -= SQUARE_SIZE) { int y = (int) (slope * (x - eye.getX()) + eye.getY()); if (isOutside(x, y, Color.MAGENTA, this.showRayCastingX)) break; Color c = colorAt(x, y); int z = heightAt(x, y); if (c == null) c = colorAt(x, y - 1); if (c == null) c = colorAt(x - 1, y); if (c == null) c = colorAt(x - 1, y - 1); if (c != null) { int DX = x - eye.getX(); double DY = y - eye.getY(); hit = true; break; } } if (!hit && slope != Double.POSITIVE_INFINITY) // check back wall for (int x = firstX; x < map[0].length * SQUARE_SIZE; x += SQUARE_SIZE) { int y = (int) (slope * (x - eye.getX()) + eye.getY()); if (isOutside(x, y, Color.MAGENTA, this.showRayCastingX)) break; Color c = colorAt(x, y); int z = heightAt(x, y); if (c == null) c = colorAt(x, y - 1); if (c == null) c = colorAt(x - 1, y); if (c == null) c = colorAt(x - 1, y - 1); if (c != null) { int DX = x - eye.getX(); double DY = y - eye.getY(); hit = true; break; } } } // If hit, compute projected height and adjust rendering if (hit) { h = (int) (this.screenDistance / distance * z); int hw = (int) (this.screenDistance / distance * WALL_HEIGHT); // WALL_HEIGHT value is 300px at default int y0 = (hw + vh) / 2; int y1 = (vh - h) / 2; graphics.drawLine(xOnScreen, y0, xOnScreen, y1); }
Additional Notes:
To detect back faces of walls, simply add another slope condition:
} else if (slope > 0 && slope < Double.POSITIVE_INFINITY) {...} // back face
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