Posted: 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...
Posted: 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
Posted: 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
Posted: 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
Posted: 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.