-
Notifications
You must be signed in to change notification settings - Fork 71
/
awkaster.awk
647 lines (571 loc) · 17.5 KB
/
awkaster.awk
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
#Copyright (c) 2016 Fedor Kalugin
#MIT License
BEGIN {
#USER SETTINGS
#screen width and height, every "pixel" is 2 chars wide
w=64
h=48
#default color mode, change at runtime by pressing 1-4
#1 = no color, chars only, fast drawing
#2 = colored chars
#3 = background color only
#4 = background color with char textures
colormode = 4
#INITIALIZATION
srand()
PROCINFO["sorted_in"] = "@ind_num_asc"
buffer[w,h]
ZBuffer[w]
#ugly 2d array initialization
sprite[0][0]
delete sprite[0]
reloadTimeLeft = 0;
moveSpeed = 0.8
rotSpeed = 0.4
reloadTime = 10
score = 0
health = 100
moves = 1001
#key bindings
EXIT_KEY = "q"
MOVF_KEY = "w"
MOVB_KEY = "s"
MOVL_KEY = "a"
MOVR_KEY = "d"
ROTL_KEY = "j"
ROTR_KEY = "l"
FIRE_KEY = " "
UWIN_KEY = "x"
#initial player direction vector
dirX = 0.0
dirY = -1.0
#camera plane perpendicular to direction vector
planeX = -0.66
planeY = 0.0
#LEVEL DESIGN
mapWidth=44
mapHeight=44
map =\
"55555555566666666665555566666666655556666666"\
"5........666.6.6.65.....6...66665....7666666"\
"5.8.8.8.............88..6...66667.8..7.....6"\
"5........66666.6.6888...6.7.6667..88.7.....6"\
"5.8.8.8......6.6.6668..66.7.667......7.....6"\
"5........555.666..668.....7.65...7555666.666"\
"5.8.8.8..5.5.6667.766555557.67..75...666.666"\
"5....5...5...667...766665...6..76677.666.666"\
"555.5566.555.67.....76665.666..56667.66..666"\
"668.8666.....67..8..76665.....766667.6...666"\
"67...77666666667...766665....7666667....6666"\
"67....7666666666555666666777..566667...66666"\
"7......6777777777777777666665..56667..666666"\
"7..77..5...............6666665..5667.6666666"\
"67776..5...............66666665..767.6666666"\
"6666...5..8.........8..666666665.567.6666666"\
"6....8.5...............66666666...67..666666"\
"6.66.8.5...............6666667.....7...66666"\
"666....5.....33.33.....6666668...........666"\
"66...665.....3...3.....6666667.....7576...66"\
"6...6665.....3...3.....66666666...66666...66"\
"6.666665.....3...3.....666666665.5655666.666"\
"6.66...5.....33333.....6665666.5.55.5666.666"\
"6.6....5...............655.556......5666.666"\
"6.6....5...............6.....55...556666.666"\
"6......5..8.........8..6..........66666...66"\
"6555...5...............6.....66...566666.666"\
"65.....5...............655.55666...56666.666"\
"65.....56666668.8666666665.5666656566666.666"\
"65...6666666668.8666666555.5555555566666.666"\
"5...66666666668.8666666...........56666...66"\
"7.7666666666668.8666666...........5666.....6"\
"7.7666666666668.8666666............566.....6"\
"7.7666666666668.8666666............566.....6"\
"7.76........666.6666666............5666...66"\
"7.76...88888666.666666655555.......56666.666"\
"7.73...8...8666.6666666....5..............66"\
"7..........8666.6666666....5.......56668.866"\
"7773...8...8666.6666666....5.......5668...86"\
"6676...88888666............3.......568.....8"\
"6676........66666666665...........7668.....8"\
"66666666666666666666665555537777776668.....8"\
"666666666666666666666666666666666666668...86"\
"66666666666666666666666666666666666666688866"
ceilingTex = "=="
ceilingColor = 1
ceilingIsBright = 1
floorTex = "__"
floorColor = 4
floorIsBright = 0
monsterTex = "OOMMZZ[]FuLL"
monsterColor = 2
bulletTex = "**"
bulletColor = 3
bulletIsBright = 0
wallTex="kkrrggyybbmmccww"
#initial player position
posX = 37.5
posY = 9.5
for (i=0; i < 25; i++)
spawnMonster()
#ENTERING MAIN LOOP
main()
#EXITING
print "\n"
if(health <= 0)
print "GAME OVER! YOU LOSE!"
else if (moves == -1)
print "YOU WIN! YOUR SCORE: " score
else
print "You quit. Progress was not saved."
print "Credits: Fedor 'TheMozg' Kalugin"
print "https://github.com/TheMozg/awk-raycaster"
print "Gameplay testing - Alex 'Yakojo' & Danya 'bogych97'"
print "Go away!"
}
function addSprite(x,y, dX,dY, tex, color, isBright, type, uDiv, vDiv, vMove) {
n = length(sprite)+1
sprite[n]["dirX"]=dX
sprite[n]["dirY"]=dY
sprite[n]["posX"]=x
sprite[n]["posY"]=y
sprite[n]["tex"]=tex
sprite[n]["color"]=color
sprite[n]["isBright"]=isBright
sprite[n]["type"]=type
sprite[n]["vDiv"]=vDiv
sprite[n]["uDiv"]=uDiv
sprite[n]["vMove"]=vMove
}
function spawnMonster(){
do{
x = mapWidth*rand()
y = mapHeight*rand()
} while ((worldMap(x, y) != 0) || (distPP(x,y,posX,posY) < 10))
isBright = int(2*rand())
n = int(rand()*int(length(monsterTex)/2))+1
tex = substr(monsterTex, n*2-1, 2)
addSprite(x, y, dirX, dirY, tex, monsterColor, isBright, "monster", 1.0, 1.0, 0.0)
}
function shoot() {
addSprite(posX, posY, dirX, dirY, bulletTex, bulletColor, bulletIsBright, "bullet", 3.0, 3.0, 0)
n = length(sprite)
moveSprite(n, 0.1)
}
function worldMap(y, x) {
y = int(y)
x = int(x)
tile = substr(map, mapWidth*y+x+1, 1)
if (tile == ".")
return 0
return tile
}
function abs(x) {
if(x<0)
return -x
return x
}
function fillBackground(){
for(x = 0; x < w; x++){
for(y = 0; y < h/2; y++){
buffer[x,y] = getPixel(ceilingColor, ceilingIsBright, colormode, ceilingTex);
}
for(y = int(h/2); y < h; y++){
buffer[x,y] = getPixel(floorColor, floorIsBright, colormode, floorTex);
}
}
}
function redraw(){
printf "\033[H"
for(y = 0; y < h-2; y++){
str = ""
for(x = 0; x < w; x++){
str = str buffer[x,y]
}
print str
}
drawUI()
printf "\033[J"
}
function drawUI(){
if(colormode == 1 || colormode == 2){
fg_color = getANSICode(0, 0, 0);
bg_color = getANSICode(0, 0, 1);
}
if(colormode == 3 || colormode == 4){
fg_color = getANSICode(8, 1, 0);
bg_color = getANSICode(5, 0, 1);
}
help = toupper(MOVF_KEY)\
toupper(MOVL_KEY)\
toupper(MOVB_KEY)\
toupper(MOVR_KEY)\
" - move"
help = help ", " toupper(ROTL_KEY) "/" toupper(ROTR_KEY)\
"- turn left/right (shift = quicker)"
if(FIRE_KEY == " ")
help = help ", " "spacebar" " - shoot"
else
help = help ", " toupper(FIRE_KEY) " - shoot"
help = help ", 1-4 - change color mode"
info = "ELEVATOR COMING " moves " | HP " health " | SCORE " score " | GUN "
if(reloadTimeLeft == 0)
info = info "READY"
else
info = info "RELOADING"
if(inPosition())
if (moves != 0)
info = info " | WAIT FOR ELEVATOR"
else
info = info " | PRESS " toupper(UWIN_KEY) " TO WIN"
else
info = info " | find an elevator and press " toupper(UWIN_KEY)
while(length(help) < w*2)
help = help " "
while(length(info) < w*2)
info = info " "
print buildPixel(bg_color, fg_color, info)
print buildPixel(bg_color, fg_color, help)
}
function getWallTex(color, isBright){
tex = substr(wallTex, color*2-1, 2)
if(isBright == 1)
return toupper(tex)
return tex
}
function getANSICode(color, isBright, isBG){
if(color == 0)
color = 10
else if (isBright==1)
color+=60
if(isBG==1)
color+=10
color+=30-1
return color
}
function buildPixel(bg_color, fg_color, text){
pixel = "\033[" bg_color ";" fg_color "m" text "\033[0m";
return pixel;
}
function getPixel(basecolor, isBright, colormode, tex){
color = "??";
if (colormode==1) {
color = tex;
}
else if (colormode==2) {
fg_color = getANSICode(basecolor, isBright, 0);
bg_color = getANSICode(0, isBright, 1);
color = buildPixel(bg_color, fg_color, tex);
}
else if (colormode==3) {
tex = " ";
fg_color = getANSICode(0, isBright, 0);
bg_color = getANSICode(basecolor, isBright, 1);
color = buildPixel(bg_color, fg_color, tex);
}
else if (colormode==4){
bg_color = getANSICode(basecolor, isBright, 1);
if (isBright == 0)
isBright = 1;
else
isBright = 0;
fg_color = getANSICode(basecolor, isBright, 0);
color = buildPixel(bg_color, fg_color, tex);
}
return color;
}
function distSP(i, x, y){
return distPP(sprite[i]["posX"], sprite[i]["posY"], x, y)
}
function distSS(i, j){
return distPP(sprite[i]["posX"], sprite[i]["posY"], sprite[j]["posX"], sprite[j]["posY"])
}
function distPP(x1, y1, x2, y2){
return sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2))
}
function inPosition(){
if(posX <= 22 && posX >= 19.5 && posY >= 13 && posY <= 17)
return 1
return 0
}
function moveSprite(n, speed) {
newPosX = sprite[n]["posX"]+sprite[n]["dirX"]*speed
newPosY = sprite[n]["posY"]+sprite[n]["dirY"]*speed
if(worldMap(newPosX,sprite[n]["posY"]) == 0)
sprite[n]["posX"] = newPosX
if(worldMap(sprite[n]["posX"],newPosY) == 0)
sprite[n]["posY"] = newPosY
return (worldMap(newPosX,newPosY) == 0)
}
function compareSprites(i1, v1, i2, v2){
return (v2["dist"] - v1["dist"])
}
function main()
{
while (1) {
if(moves != 0)
moves--
if(reloadTimeLeft != 0)
reloadTimeLeft--
if(health <= 0)
break;
fillBackground();
for(x = 0; x < w; x++)
{
#calculate ray position and direction
cameraX = 2 * x / w - 1; #x-coordinate in camera space
rayPosX = posX;
rayPosY = posY;
rayDirX = dirX + planeX * cameraX;
rayDirY = dirY + planeY * cameraX;
#which box of the map we're in
mapX = int(rayPosX);
mapY = int(rayPosY);
#length of ray from current position to next x or y-side
sideDistX=0.0;
sideDistY=0.0;
#length of ray from one x or y-side to next x or y-side
if(rayDirX != 0)
deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX));
else
deltaDistX=999999;
if(rayDirY != 0)
deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY));
else
deltaDistY=999999;
perpWallDist=0.0;
#what direction to step in x or y-direction (either +1 or -1)
stepX=0;
stepY=0;
hit = 0; #was there a wall hit?
side = 0; #was a NS or a EW wall hit?
#calculate step and initial sideDist
if (rayDirX < 0) {
stepX = -1;
sideDistX = (rayPosX - mapX) * deltaDistX;
}
else {
stepX = 1;
sideDistX = (mapX + 1.0 - rayPosX) * deltaDistX;
}
if (rayDirY < 0) {
stepY = -1;
sideDistY = (rayPosY - mapY) * deltaDistY;
}
else {
stepY = 1;
sideDistY = (mapY + 1.0 - rayPosY) * deltaDistY;
}
#perform DDA
while (hit == 0) {
#jump to next map square, OR in x-direction, OR in y-direction
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
}
else{
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}
#Check if ray has hit a wall
if (worldMap(mapX,mapY) > 0)
hit = 1;
}
#Calculate distance projected on camera direction
if (side == 0)
perpWallDist = abs( (mapX - rayPosX + int((1 - stepX) / 2)) / rayDirX);
else
perpWallDist = abs( (mapY - rayPosY + int((1 - stepY) / 2)) / rayDirY);
#Calculate height of line to draw on screen
if(perpWallDist == 0)
lineHeight = h
else
lineHeight = abs(int(h / perpWallDist));
#calculate lowest and highest pixel to fill in current stripe
drawStart = int(int(h / 2)-int(lineHeight / 2) );
if(drawStart < 0) drawStart = 0;
drawEnd = int(lineHeight / 2 + h / 2);
if(drawEnd >= h) drawEnd = h - 1;
#choose wall color
tex = getWallTex(worldMap(mapX,mapY), side);
color = getPixel(worldMap(mapX,mapY), side, colormode, tex);
#draw the pixels of the stripe as a vertical line
for(y = drawStart; y <= drawEnd; y++) {
buffer[x,y] = color
}
#set ZBuffer for sprite casting
ZBuffer[x] = perpWallDist; #perpendicular distance is used
}
#sort sprites from far to close
for(i in sprite) {
sprite[i]["dist"] = distSP(i, posX, posY)
}
asort(sprite, sprite, "compareSprites")
#after sorting the sprites, do the projection and draw them
for(i in sprite)
{
#translate sprite position to relative to camera
spriteX = sprite[i]["posX"] - posX;
spriteY = sprite[i]["posY"] - posY;
#transform sprite with the inverse camera matrix
#required for correct matrix multiplication
invDet = 1.0 / (planeX * dirY - dirX * planeY);
transformX = invDet * (dirY * spriteX - dirX * spriteY);
#this is actually the depth inside the screen, that what Z is in 3D
transformY = invDet * (-planeY * spriteX + planeX * spriteY);
spriteScreenX = int((w / 2) * (1 + transformX / transformY));
#controls moving the sprite up or down
vMoveScreen = int(sprite[i]["vMove"] / transformY);
#calculate height of the sprite on screen
#using "transformY" instead of the real distance prevents fisheye
spriteHeight = abs(int((h / transformY) / sprite[i]["vDiv"]));
#calculate lowest and highest pixel to fill in current stripe
drawStartY = int(int(-spriteHeight/2) + h/2 + vMoveScreen);
if(drawStartY < 0) drawStartY = 0;
drawEndY = int(int(spriteHeight / 2) + h/2 + vMoveScreen);
if(drawEndY >= h) drawEndY = h - 1;
#calculate width of the sprite
spriteWidth = abs(int((h /transformY) / sprite[i]["uDiv"]));
drawStartX = int(spriteScreenX-int(spriteWidth / 2));
if(drawStartX < 0) drawStartX = 0;
drawEndX = int(int(spriteWidth / 2) + spriteScreenX);
if(drawEndX >= w) drawEndX = w - 1;
#loop through every vertical stripe of the sprite on screen
for(stripe = drawStartX; stripe <= drawEndX; stripe++){
if(transformY > 0 && stripe >= 0 && stripe < w && transformY < ZBuffer[stripe])
for(y = drawStartY; y <= drawEndY; y++){ #for every pixel of the current stripe
draw as circle
if((stripe-spriteScreenX)*(stripe-spriteScreenX)+(y-h/2)*(y-h/2) <= spriteHeight*spriteHeight/4){
pixel = getPixel(sprite[i]["color"], sprite[i]["isBright"], colormode, sprite[i]["tex"]);
buffer[stripe,y] = pixel;
}
}
}
}
redraw();
system("stty -echo")
#avoids depending on bash and gawk
#by izabera from #bash on freenode
cmd = "saved=$(stty -g); stty raw; var=$(dd bs=1 count=1 2>/dev/null); stty \"$saved\"; echo \"$var\""
cmd | getline input
close(cmd)
system("stty echo")
if (input == MOVF_KEY || input == MOVB_KEY || input == MOVL_KEY || input == MOVR_KEY){
newPosX = posX - dirX * moveSpeed
newPosY = posY - dirY * moveSpeed
if(input == MOVF_KEY){
newPosX = posX + dirX * moveSpeed
newPosY = posY + dirY * moveSpeed
}
if(input == MOVL_KEY){
newPosX = posX - dirY * moveSpeed
newPosY = posY + dirX * moveSpeed
}
if(input == MOVR_KEY){
newPosX = posX + dirY * moveSpeed
newPosY = posY - dirX * moveSpeed
}
ok = 1;
for(i in sprite) {
dist = distSP(i, newPosX, newPosY);
if(dist < 0.51 && sprite[i]["type"] == "monster")
ok = 0;
}
if(ok){
if(worldMap(newPosX,posY) == 0) posX = newPosX;
if(worldMap(posX,newPosY) == 0) posY = newPosY;
}
}
if (input == ROTL_KEY ||
input == ROTR_KEY ||
input == toupper(ROTL_KEY) ||
input == toupper(ROTR_KEY)){
rot = rotSpeed
if(input == toupper(ROTL_KEY) || input == toupper(ROTR_KEY))
rot = rot*2
if (input == ROTR_KEY || input == toupper(ROTR_KEY))
rot = -rot
#both camera direction and camera plane must be rotated
oldDirX = dirX
dirX = dirX * cos(rot) - dirY * sin(rot)
dirY = oldDirX * sin(rot) + dirY * cos(rot)
oldPlaneX = planeX
planeX = planeX * cos(rot) - planeY * sin(rot)
planeY = oldPlaneX * sin(rot) + planeY * cos(rot)
}
if(input == FIRE_KEY && reloadTimeLeft == 0){
shoot()
reloadTimeLeft = reloadTime
}
if(input == "1")
colormode = 1
if(input == "2")
colormode = 2
if(input == "3")
colormode = 3
if(input == "4")
colormode = 4
if(input == EXIT_KEY)
break
if(input == UWIN_KEY && moves == 0 && inPosition()){
moves = -1
break
}
spawnCount = 0
for(i in sprite){
if(!(i in sprite))
continue
if (sprite[i]["type"] == "monster"){
d = distSP(i, posX, posY)
sprite[i]["dirX"] = (posX - sprite[i]["posX"]) / d
sprite[i]["dirY"] = (posY - sprite[i]["posY"]) / d
x = sprite[i]["posX"]+sprite[i]["dirX"]*0.5
y = sprite[i]["posY"]+sprite[i]["dirY"]*0.5
if(d > 0.7){
#prevent clustering of monsters
ok = 1
for(j in sprite){
if(!(j in sprite))
continue
if(sprite[j]["type"] == "monster" && i != j && distSP(j,x,y) < 1)
ok = 0;
}
if(ok)
moveSprite(i, 0.5)
}
else{
health -= 10
delete sprite[i]
spawnCount++
}
}
}
for(i in sprite){
if(!(i in sprite))
continue
if (sprite[i]["type"] == "bullet"){
for(j in sprite){
if(!(j in sprite))
continue
if (sprite[j]["type"] == "monster"){
if(distSS(i,j) < 1){
delete sprite[j]
delete sprite[i]
score += 100
reloadTimeLeft = 0
spawnCount++
break
}
}
}
if(i in sprite)
if(!moveSprite(i, 1.2))
delete sprite[i]
}
}
for (i=0; i < spawnCount*3; i++) {
spawnMonster()
}
}
}