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by a_e_k
1598 days ago
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That's exactly what it's doing: let rayAngle = player.angle - player.fieldOfView / 2;
for(let rayCount = 0; rayCount < screen.width; rayCount++) {
// ... SNIP ...
// the ray moves at constant increments
let rayCos = Math.cos(degreeToRadians(rayAngle)) / precision;
let raySin = Math.sin(degreeToRadians(rayAngle)) / precision;
// ... SNIP ...
// increment the angle for the next ray
rayAngle += incrementAngle;
}
It's also using Euclidean distance rather than planar distance for the apparent wall height calculation. |
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