asdqwde
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@@ -142,23 +142,16 @@ export class FirstPersonRenderer {
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const screenWidth = this.window.width;
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/** @type {Map<number,Tile} The coordinates of all the tiles checked while rendering this frame*/
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const coordsCheckedFrame = new Map();
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const coordsChecked = new Map();
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for (let x = 0; x < screenWidth; x++) {
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/** @type {Map<number,Tile} The coordinates of all the tiles checked while casting this single ray*/
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const coordsCheckedRay = new Map();
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const angleOffset = (x / screenWidth - 0.5) * this.fov; // in radians
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const rayAngle = dirAngle + angleOffset;
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const rayDirX = Math.cos(rayAngle);
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const rayDirY = Math.sin(rayAngle);
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// Cast ray using our DDA function
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const ray = this.castRay(posX, posY, rayDirX, rayDirY, coordsCheckedRay);
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coordsCheckedRay.forEach((tile, idx) => {
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coordsCheckedFrame.set(idx, tile);
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});
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const ray = this.castRay(posX, posY, rayDirX, rayDirY, coordsChecked);
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//
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// Render a single screen column
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@@ -195,83 +188,97 @@ export class FirstPersonRenderer {
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* @protected
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*/
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renderColumn(x, ray, rayDirX, rayDirY, angleOffset) {
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// //
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// // Check if we hit anything at all
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// if (ray.collisions.length === 0) {
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// //
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// // We didn't hit anything. Just paint floor, wall, and darkness
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// for (let y = 0; y < this.window.height; y++) {
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// const [char, color] = this.shades[y];
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// this.window.put(x, y, char, color);
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// }
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// return;
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// }
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//
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// Check if we hit anything at all
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if (ray.collisions.length === 0) {
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//
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// We didn't hit anything. Just paint floor, wall, and darkness
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for (let y = 0; y < this.window.height; y++) {
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const [char, color] = this.shades[y];
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this.window.put(x, y, char, color);
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}
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return;
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// // ALTERNATIVE always paint floor and ceiling
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for (let y = 0; y < this.window.height; y++) {
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const [char, color] = this.shades[y];
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this.window.put(x, y, char, color);
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}
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const { rayLength, side, sampleU, tile: wallTile } = ray.collisions[0];
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for (const { rayLength, side, sampleU, tile } of ray.collisions) {
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let distance = Math.max(rayLength * Math.cos(angleOffset), 1e-12); // Avoid divide by zero
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const distance = Math.max(rayLength * Math.cos(angleOffset), 1e-12); // Avoid divide by zero
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//
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// Calculate perspective.
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//
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const screenHeight = this.window.height;
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const lineHeight = Math.round(screenHeight / distance); // using round() because floor() gives aberrations when distance == (n + 0.500)
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const halfScreenHeight = screenHeight / 2;
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const halfLineHeight = lineHeight / 2;
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let minY = Math.floor(halfScreenHeight - halfLineHeight);
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let maxY = Math.floor(halfScreenHeight + halfLineHeight);
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let unsafeMinY = minY; // can be lower than zero - it happens when we get so close to a wall we cannot see top or bottom
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if (minY < 0) {
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minY = 0;
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}
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if (maxY >= screenHeight) {
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maxY = screenHeight - 1;
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}
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//
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// Pick texture (here grid value decides which texture)
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//
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const wallTexture = this.textures[wallTile.textureId];
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for (let y = 0; y < screenHeight; y++) {
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//
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// Are we hitting the ceiling?
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// Calculate perspective.
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//
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if (y < minY || y > maxY) {
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const [char, color] = this.shades[y];
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this.window.put(x, y, char, color);
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continue;
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const screenHeight = this.window.height;
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const lineHeight = Math.round(screenHeight / distance); // using round() because floor() gives aberrations when distance == (n + 0.500)
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const halfScreenHeight = screenHeight / 2;
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const halfLineHeight = lineHeight / 2;
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let minY = Math.floor(halfScreenHeight - halfLineHeight);
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let maxY = Math.floor(halfScreenHeight + halfLineHeight);
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let unsafeMinY = minY; // can be lower than zero - it happens when we get so close to a wall we cannot see top or bottom
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if (minY < 0) {
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minY = 0;
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}
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if (y === minY) {
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this.window.put(x, y, "m", "#0F0");
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continue;
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}
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if (y === maxY) {
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this.window.put(x, y, "M", "#F00");
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continue;
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if (maxY >= screenHeight) {
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maxY = screenHeight - 1;
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}
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//
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// Map screen y to texture y
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let sampleV = (y - unsafeMinY) / lineHeight; // y- coordinate of the texture point to sample
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const color = wallTexture.sample(sampleU, sampleV);
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// Pick texture (here grid value decides which texture)
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//
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// North-south walls are shaded differently from east-west walls
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let shade = side === Side.X_AXIS ? 0.8 : 1.0; // MAGIC NUMBERS
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const texture = this.textures[tile.textureId];
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//
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// Dim walls that are far away
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const lightLevel = 1 - rayLength / this.viewDistance;
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for (let y = 0; y < screenHeight; y++) {
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//
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// Are we hitting the ceiling?
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//
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if (y < minY || y > maxY) {
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const [char, color] = this.shades[y];
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this.window.put(x, y, char, color);
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continue;
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}
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// // DEBUG LINES
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// if (y === minY) {
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// this.window.put(x, y, "m", "#0F0");
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// continue;
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// }
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// if (y === maxY) {
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// this.window.put(x, y, "M", "#F00");
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// continue;
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// }
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//
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// Darken the image
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color.mulRGB(shade * lightLevel);
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//
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// Map screen y to texture y
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let sampleV = (y - unsafeMinY) / lineHeight; // y- coordinate of the texture point to sample
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this.window.put(x, y, this.wallChar, color.toCSS());
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const color = texture.sample(sampleU, sampleV);
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if (!Number.isFinite(color.a)) {
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throw new Error("Waaat");
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}
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if (color.a === 0) {
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continue;
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}
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//
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// North-south walls are shaded differently from east-west walls
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let shade = side === Side.X_AXIS ? 0.8 : 1.0; // MAGIC NUMBERS
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//
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// Dim walls that are far away
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const lightLevel = 1 - rayLength / this.viewDistance;
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//
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// Darken the image
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color.mulRGB(shade * lightLevel);
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this.window.put(x, y, tile.sprite ? "#" : this.wallChar, color.toCSS()); // MAGIC CONSTANT "S"
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}
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}
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}
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@@ -382,35 +389,37 @@ export class FirstPersonRenderer {
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const tile = this.map.get(mapX, mapY);
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coordsChecked.set(this.map.tileIdx(mapX, mapY), tile);
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//
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// --------------------------
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// No collision? Move on
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// --------------------------
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if (!tile.collision) {
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continue;
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}
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const rayLength = Math.hypot(
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wallDist * dirX, //
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wallDist * dirY, //
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);
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//
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// --------------------------
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// Add a Sprite to the result
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// --------------------------
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if (tile.sprite || tile.wall) {
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//
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// Prepend the element to the array so rear-most sprites
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// appear first in the array,
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// enabling us to simply draw from back to front
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const collision = new RayCollision();
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collision.mapX = mapX;
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collision.mapY = mapY;
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collision.rayLength = rayLength;
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collision.tile = tile;
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collision.sampleU = sampleU;
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collision.side = side;
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result.collisions.unshift(collision);
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}
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// Prepend the element to the array so rear-most sprites
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// appear first in the array,
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// enabling us to simply draw from back to front
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const collision = new RayCollision();
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collision.mapX = mapX;
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collision.mapY = mapY;
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collision.rayLength = rayLength;
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collision.tile = tile;
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collision.sampleU = sampleU;
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collision.side = side;
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result.collisions.unshift(collision);
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//
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// --------------------------
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// Add a Wall to the result
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// (and return)
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// --------------------------
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// --------------------------------
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// Algorithm stops if the ray hits
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// a wall.
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// -------------------------------
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if (tile.wall) {
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result.hitWall = true;
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return result;
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