.:: Ray Casting Demo ::.
Simple 3d walk through
This is a quick simple attempt at creating a 3D level using ray casting. Ray casting is when you shoot a beam out of the avatar. When the beam hits a wall you use the distance variable to draw walls in the output canvas. If the ray hits something close then the wall segment will be large. If the ray hits something far away then the wall segment will be small. You have to shoot many rays out of the avatar in order to make a complete set of walls.
This project is a demo of a 3D walk through game written in c# using ray casting.
Nothing too special.
Q + ENTER = Go forward
A + ENTER = Go backward
Z + ENTER = Turn left
X + ENTER = Turn right
Here is the code I wrote.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 | using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Threading; namespace ConsoleApp9 { class Ray { public double dist; public int col; } class Program { static void DrawWalls(Stack<Ray> h1) { Console.ForegroundColor = ConsoleColor.Green; Console.Clear(); int frm = 10; int cnt = 0; int lastn = 0; foreach (Ray n in h1) { cnt++; if (n.col == 1) { Console.ForegroundColor = ConsoleColor.Green; } if (n.col == 2) { Console.ForegroundColor = ConsoleColor.Blue; } if (n.col == 3) { Console.ForegroundColor = ConsoleColor.Yellow; } Console.SetCursorPosition(cnt, frm - (10 - (int)n.dist)); Console.Write("#"); Console.SetCursorPosition(cnt, frm + (10 - (int)n.dist)); Console.Write("#"); if (n.dist != lastn) { for (int i = (frm - (10 - (int)n.dist)); i < (frm + (10 - (int)n.dist)); i++) { Console.SetCursorPosition(cnt, i); Console.Write("|"); } } lastn = (int)n.dist; } } static void Main(string[] args) { double playerX = 2; double playerY = 2; double playerAngle = 45; Stack<Ray> stk1 = new Stack<Ray>(); double slopeX = 0; double slopeY = 0; // create level int[,] level1 = new int[12, 12]; for (int y = 0; y < 12; y++) { for (int x = 0; x < 12; x++) { if ((x == 0) || (x == 11) || (y == 0) || (y == 11)) { level1[x, y] = 1; } } } level1[5, 5] = 2; level1[5, 6] = 2; level1[5, 7] = 2; level1[5, 8] = 2; level1[5, 9] = 2; level1[5, 10] = 2; level1[5, 11] = 2; level1[8, 8] = 3; while (true) { // user input string btn1 = Console.ReadLine(); if (btn1 == "q") { slopeX = Math.Cos(playerAngle * (3.14 / 180)); slopeY = Math.Sin(playerAngle * (3.14 / 180)); playerX += slopeX; playerY += slopeY; } if (btn1 == "a") { slopeX = Math.Cos(playerAngle * (3.14 / 180)); slopeY = Math.Sin(playerAngle * (3.14 / 180)); playerX -= slopeX; playerY -= slopeY; } if (btn1 == "x") { playerAngle -= 10; } if (btn1 == "z") { playerAngle += 10; } // raster angle stk1.Clear(); for (double j = playerAngle - 35; j < playerAngle + 35; j++) { slopeX = Math.Cos(j * (3.14 / 180)); slopeY = Math.Sin(j * (3.14 / 180)); double xx = playerX; double yy = playerY; double dstcount = 0; while (true) { xx += slopeX; yy += slopeY; dstcount++; //if ((xx > 12) || (xx < 0) || (yy > 12) || (yy < 0)) { break; } if (level1[(int)xx, (int)yy] > 0) { break; } } Ray ry1 = new Ray(); ry1.dist = dstcount; ry1.col = level1[(int)xx, (int)yy]; stk1.Push(ry1); } Console.Clear(); DrawWalls(stk1); Console.ForegroundColor = ConsoleColor.Red; for (int y = 0; y < 12; y++) { for (int x = 0; x < 12; x++) { Console.SetCursorPosition(x, y); if (level1[x, y] > 0) { Console.Write("#"); } else { Console.Write("."); } } } Console.ForegroundColor = ConsoleColor.Yellow; Console.SetCursorPosition((int)playerX, (int)playerY); Console.Write("X"); Thread.Sleep(30); } } } } |