Hey can anyone help me convert this from C to C#. I don't know if this is the right place to post this, but thanks in advance!

  • Thread starter Thread starter CatTitan
  • Start date Start date
C

CatTitan

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#include <stdio.h>
#include <stdlib.h>
#include <GL/glut.h>
#include <math.h>
#define PI 3.141591653589
#define P2 PI/2
#define P3 3*PI/2
#define DR 0.0174533

float px,py,pdx,pdy,pa;

void drawPlayer()
{
glColor3f(1,1,0);
glPointSize(8);
glBegin(GL_POINTS);
glVertex2i(px,py);
glEnd();

glLineWidth(4);
glBegin(GL_LINES);
glVertex2i(px,py);
glVertex2i(px+pdx*4, py+pdy*4);
glEnd();

glBegin(GL_TRIANGLES);
glVertex3f( 0.0f, 1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
glEnd();
}

int mapX=8,mapY=8,mapS=64;
int map[]=
{
1,1,1,1,1,1,1,1,
1,0,0,1,0,0,0,1,
1,0,0,1,0,0,0,1,
1,0,0,1,1,0,0,1,
1,0,0,0,0,0,0,1,
1,0,0,0,0,1,0,1,
1,2,0,0,1,1,0,1,
1,1,1,1,1,1,1,1,
};

void drawMap2D()
{
int x,y,xo,yo;
for (y=0;y<mapY;y++)
{
for (x=0;x<mapX;x++)
{
if (map[y*mapX+x]==0){ glColor3f(0,0,0);} else if(map[y*mapX+x]==1){ glColor3f(1,1,1);} else { glColor3f(0,0,1);}
xo=x*mapS; yo=y*mapS;
glBegin(GL_QUADS);
glVertex2i(xo +1, yo +1);
glVertex2i(xo +1, yo+mapS-1);
glVertex2i(xo+mapS-1, yo+mapS-1);
glVertex2i(xo+mapS-1, yo +1);
glEnd();
}
}
}


float dist(float ax,float ay, float bx,float by,float and)
{
return ( sqrt((bx-ax)*(bx-ax) + (by-ay)*(by-ay)) );
}

void drawRays2D()
{
int r,mx,my,mp,dof; float rx,ry,ra,xo,yo,disT;
ra=pa-DR*30; if(ra<0){ ra+=2*PI;} if (ra>2*PI){ ra-=2*PI;}
for(r=0;r<60;r++)
{
dof=0;
float disH=1000000,hx=px,hy=py;
float aTan=-1/tan(ra);
if(ra>PI){ ry=(((int)py>>6)<<6)-0.0001; rx=(py-ry)*aTan+px; yo=-64; xo=-yo*aTan;}
if(ra<PI){ ry=(((int)py>>6)<<6)+64; rx=(py-ry)*aTan+px; yo= 64; xo=-yo*aTan;}
if(ra==0 || ra==PI){ rx=px; ry=py; dof=8;}
while(dof<8)
{
mx=(int)(rx)>>6; my=(int)(ry)>>6; mp=my*mapX+mx;
if(mp>0 && mp<mapX*mapY && map[mp]==1){ hx=rx; hy=ry; disH=dist(px,py,hx,hy,ra); dof=8;}//hit wall
else{ rx+=xo; ry+=yo; dof+=1;}
}

dof=0;
float disV=1000000,vx=px,vy=py;
float nTan=-tan(ra);
if(ra>P2 && ra<P3){ rx=(((int)px>>6)<<6)-0.0001; ry=(px-rx)*nTan+py; xo=-64; yo=-xo*nTan;}//looking left
if(ra<P2 || ra>P3){ rx=(((int)px>>6)<<6)+64; ry=(px-rx)*nTan+py; xo= 64; yo=-xo*nTan;}//looking right
if(ra==0 || ra==PI){ rx=px; ry=py; dof=8;}//looking straight up or down
while(dof<8)
{
mx=(int)(rx)>>6; my=(int)(ry)>>6; mp=my*mapX+mx;
if(mp>0 && mp<mapX*mapY && map[mp]==1){ vx=rx; vy=ry; disV=dist(px,py,vx,vy,ra); dof=8;}//hit wall
else{ rx+=xo; ry+=yo; dof+=1;}
}
if(disV<disH){ rx=vx; ry=vy; disT=disV; glColor3f(0.9,0,0);} //vertical wall hit
if(disH<disV){ rx=hx; ry=hy; disT=disH; glColor3f(0.7,0,0);} //horizontal wall hit
glLineWidth(3); glBegin(GL_LINES); glVertex2i(px,py); glVertex2i(rx,ry); glEnd();
//---Draw 3D Walls--
float ca=pa-ra; if(ca<0){ ca+=2*PI;} if (ca>2*PI){ ca-=2*PI;} disT=disT*cos(ca); //fixed fisheye
float lineH=(mapS*320)/disT; if(lineH>320){ lineH=320;} //line height
float lineO=160-lineH/2; //line offset
glLineWidth(8);glBegin(GL_LINES);glVertex2i(r*8+530,lineO);glVertex2i(r*8+530,lineH+lineO);glEnd();
ra+=DR; if(ra<0){ ra+=2*PI;} if (ra>2*PI){ ra-=2*PI;}
}
}


void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawMap2D();
drawRays2D();
drawPlayer();
glutSwapBuffers();
}

void buttons(unsigned char key,int x,int y)
{
if(key=='w'){ px+=pdx; py+=pdy;}
if(key=='a'){ pa-=0.1; if(pa< 0) { pa+=2*PI;} pdx=cos(pa)*5; pdy=sin(pa)*5;}
if(key=='s'){ px-=pdx; py-=pdy;}
if(key=='d'){ pa+=0.1; if(pa>2*PI) { pa-=2*PI;} pdx=cos(pa)*5; pdy=sin(pa)*5;}
glutPostRedisplay();
}

void init()
{
glClearColor(0.3,0.3,0.3,0);
gluOrtho2D(0,1024,512,0);
px=300; py=300; pdx=cos(pa)*5; pdy=sin(pa)*5;
}

int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(1024, 512);
glutCreateWindow("Reach The Blue Square");
init();
glutDisplayFunc(display);
glutKeyboardFunc(buttons);
glutMainLoop();
}

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