Justlesia / cub3d

Summary: This project is inspired by the world-famous eponymous 90’s game, which was the first FPS ever. It will enable you to explore ray-casting. Your goal will be to make a dynamic view inside a maze, in which you’ll have to find your way.

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cub3D

RayCaster with miniLibX Summary: This project is inspired by the world-famous eponymous 90’s game, which was the first FPS ever. It will enable you to explore ray-casting. Your goal will be to make a dynamic view inside a maze, in which you’ll have to find your way.

This project’s objectives are similar to all this first year’s objectives: Rigor, use of C, use of basic algorithms, information research etc. As a graphic design project, cub3D will enable you to improve your skills in these areas: windows, colors, events, fill shapes, etc. To conclude cub3D is a remarkable playground to explore the playful practical appli- cations of mathematics without having to understand the specifics. With the help of the numerous documents available on the internet, you will use mathematics as a tool to create elegant and efficient algorithms.

The constraints are as follows: • You must use the miniLibX. Either the version that is available on the operating system, or from its sources. If you choose to work with the sources, you will need to apply the same rules for your libft as those written above in Common Instructions part. • The management of your window must remain smooth: changing to another win- dow, minimizing, etc. • Display different wall textures (the choice is yours) that vary depending on which side the wall is facing (North, South, East, West). 5 cub3D My first RayCaster with miniLibX • Your program must be able to display an item (sprite) instead of a wall. • Your program must be able to set the floor and ceilling colors to two different ones. • In case the Deepthought has eyes one day to evaluate your project, your program must save the first rendered image in bmp format when its second argument is "––save". • If no second argument is supllied, the program displays the image in a window and respects the following rules: ◦ The left and right arrow keys of the keyboard must allow you to look left and right in the maze. ◦ The W, A, S and D keys must allow you to move the point of view through the maze. ◦ Pressing ESC must close the window and quit the program cleanly. ◦ Clicking on the red cross on the window’s frame must close the window and quit the program cleanly. ◦ If the declared screen size in the map is greater than the display resolution, the window size will be set depending to the current display resolution. ◦ The use of images of the minilibX is strongly recommended. • Your program must take as a first argument a scene description file with the .cub extension. ◦ The map must be composed of only 4 possible characters: 0 for an empty space, 1 for a wall, 2 for an item and N,S,E or W for the player’s start position and spawning orientation. This is a simple valid map: ◦ The map must be closed/surrounded by walls, if not the program must return an error. ◦ Except for the map content, each type of element can be separated by one or more empty line(s). ◦ Except for the map content which always has to be the last, each type of element can be set in any order in the file. ◦ Except for the map, each type of information from an element can be separated by one or more space(s). ◦ The map must be parsed as it looks like in the file. Spaces are a valid part of the map, and is up to you to handle. You must be able to parse any kind of map, as long as it respects the maps rules. 111111 100101 102001 1100N1 111111 6

cub3D My first RayCaster with miniLibX ◦ Each element (except the map) firsts information is the type identifier (com- posed by one or two character(s)), followed by all specific informations for each object in a strict order such as : ∗ Resolution: R 1920 1080 · identifier: R · x render size · y render size ∗ North texture: NO ./path_to_the_north_texture · identifier: NO · path to the north texure ∗ South texture: SO ./path_to_the_south_texture · identifier: SO · path to the south texure ∗ West texture: WE ./path_to_the_west_texture · identifier: WE · path to the west texure ∗ East texture: EA ./path_to_the_east_texture · identifier: EA · path to the east texure ∗ Sprite texture: S ./path_to_the_sprite_texture · identifier: S · path to the sprite texure ∗ Floor color: F 220,100,0 · identifier: F · R,G,B colors in range [0,255]: 0, 255, 255 7

cub3D My first RayCaster with miniLibX ∗ Ceilling color: C 225,30,0 · identifier: C · R,G,B colors in range [0,255]: 0, 255, 255 ◦ Example of the mandatory part with a minimalist .cub scene: R 1920 1080 NO ./path_to_the_north_texture SO ./path_to_the_south_texture WE ./path_to_the_west_texture EA ./path_to_the_east_texture S ./path_to_the_sprite_texture F 220,100,0 C 225,30,0 1111111111111111111111111 1000000000110000000000001 1011000001110000002000001 1001000000000000000000001 111111111011000001110000000000001 100000000011000001110111111111111 11110111111111011100000010001 11110111111111011101010010001 11000000110101011100000010001 10002000000000001100000010001 10000000000000001101010010001 11000001110101011111011110N0111 11110111 1110101 101111010001 11111111 1111111 111111111111 ◦ If any misconfiguration of any kind is encountered in the file, the program must exit properly and return "Error\n" followed by an explicit error message of your choice.

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Summary: This project is inspired by the world-famous eponymous 90’s game, which was the first FPS ever. It will enable you to explore ray-casting. Your goal will be to make a dynamic view inside a maze, in which you’ll have to find your way.


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Language:C 74.8%Language:Swift 16.0%Language:Roff 7.3%Language:Makefile 1.8%