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  raycast style lighting glitches.  (Read 202 times)
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Offline lcass
« Posted 2013-08-20 14:13:41 »

ive been playing around with doing ray cast lighting on a 32bit scale but its not very efficient and nor is it very accurate.

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public void tick(int x, int y) {// updates the light
     if (lighting) {
         for (int xx = core.xoffset / 32; xx < (core.xoffset
               + Core.core.WIDTH + 32) / 32; xx++) {
            for (int yy = core.yoffset / 32; yy < (core.yoffset
                  + Core.core.HEIGHT + 32) / 32; yy++) {
               core.addtomap(xx * 32, yy * 32, nolight);
            }

         }
         for (double i = -3.15; i < 3.15; i += 0.02) {
            rays[0].tick(player.x, player.y + 1, i,20);
         }
         

      }
   }


Currently i run it off of an array because I was testing out using multiple rays. that is the main lighting handler.

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public void ray() {

      boolean candraw = true;
      nx = Math.sin(dir);
      ny = Math.cos(dir);
     
      for (int i = 0; i < dist; i++) {// err CHECKS!
        x += nx;
         y += ny;
         sx = (int) x;
         sy = (int) y;
         
         if (sx < ((Core.core.WIDTH * 18) + 16) / 32
               && sy < ((Core.core.HEIGHT * 18) + 16) / 32) {
            if (sx >= 0 && sy >= 0) {
               if (core.world.tilemap[ sx][ sy] != null) {
                  if (candraw) {
                     core.addtomap( sx * 32,  sy * 32,
                           core.world.tilemap[ sx][ sy]
                                 .getgraphics());
                  }
                  if (core.world.tilemap[ sx][ sy].isopaque()) {
                     candraw = false;
                     continue;
                  }
               }
               

            }
         }
      }
     

     
   }

   public void tick(int x, int y, double dir, int dist) {
      this.x = x / 32;
      this.y = y / 32;
      this.dir = dir;
      this.dist = dist;
      ray();
   }


this is the actual ray code it runs through a set direction based off of the dir value.
here is one of the issues i get with it.



Im mainly wandering if there is a way i could do this more efficiently.
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