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 Using Raycasting in Turing
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kane8290




PostPosted: Sat May 05, 2012 11:29 am   Post subject: Re: Using Raycasting in Turing

Thanks, but my main issue at the moment is getting the detection system to work. Here is what I have soo far, it uses the same map as last time. Having the walls be detected and drawn is proving difficult (or buggy). Also, I need a way to check a pixel on a picture (like whatdotcolour), but without having to draw the image out...


thing.t
 Description:
New version, uses same map

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 Filename:  thing.t
 Filesize:  1.79 KB
 Downloaded:  56 Time(s)

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kane8290




PostPosted: Tue May 08, 2012 6:33 pm   Post subject: RE:Using Raycasting in Turing

In an attempt to redo the who system, I came across a new system to use. But I have a tiny problem...how do do have it so that you have an array of points that start 30 points to the left of you and end 30 points right of you, then they all move up the Y axis by one each time unitl they hit something. I hate arrays...
Raknarg




PostPosted: Tue May 08, 2012 6:42 pm   Post subject: RE:Using Raycasting in Turing

Maybe you should try rephrasing a bit, that didnt make much sense.


And dont worry, one day you'll realize they're a beautiful paracosm to a world of amazing programming magic. Trust me.
Amarylis




PostPosted: Wed May 09, 2012 9:12 pm   Post subject: RE:Using Raycasting in Turing

If you have all the values of the colour codes for the pixels, you can use a 2D array to check with the coordinates
kane8290




PostPosted: Thu May 17, 2012 1:05 pm   Post subject: Re: Using Raycasting in Turing

I tried that, thanks. Here is the new program. Everything runs okay, but still no walls being drawn.


test.bmp
 Description:
map
 Filesize:  7.55 KB
 Viewed:  787 Time(s)

test.bmp



Main Game.t
 Description:
game

Download
 Filename:  Main Game.t
 Filesize:  2.6 KB
 Downloaded:  65 Time(s)

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