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https://github.com/selimanac/defold-tile-raycast
Ray Casting in tiled worlds using DDA algorithm.
https://github.com/selimanac/defold-tile-raycast
defold defold-engine defold-game-engine defold-library defold-native-extension game-development gamedev
Last synced: 6 days ago
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Ray Casting in tiled worlds using DDA algorithm.
- Host: GitHub
- URL: https://github.com/selimanac/defold-tile-raycast
- Owner: selimanac
- License: mit
- Created: 2022-10-19T14:49:39.000Z (about 2 years ago)
- Default Branch: master
- Last Pushed: 2022-10-24T16:02:59.000Z (about 2 years ago)
- Last Synced: 2024-11-02T14:23:17.939Z (13 days ago)
- Topics: defold, defold-engine, defold-game-engine, defold-library, defold-native-extension, game-development, gamedev
- Language: Lua
- Homepage:
- Size: 842 KB
- Stars: 14
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- Funding: .github/FUNDING.yml
- License: LICENSE.md
Awesome Lists containing this project
- awesome-defold - Tile Raycast
README
![Tile Raycast](/assets/tile_raycast_2400x666.png)
# Tile Raycast
Ray Casting in tiled worlds using DDA algorithm. It is very effective solution for tile based worlds like platformers or any top-down games.
This implementation based on https://lodev.org/cgtutor/raycasting.html and https://www.youtube.com/watch?v=NbSee-XM7WA# Installation
You can use Tiled Ray Cast in your own project by adding this project as a [Defold library dependency](http://www.defold.com/manuals/libraries/). Open your game.project file and in the dependencies field under project add:https://github.com/selimanac/defold-tile-raycast/archive/refs/heads/master.zip
# Example
https://github.com/selimanac/defold-tile-raycast-platformer
# API
## raycast.init (`tile_width`, `tile_height`, `tilemap_width`, `tilemap_height`, `tiles`, `target_tiles`)
Initial setup for raycast.
**PARAMETERS**
* ```tile_width``` (int) - Single tile width
* ```tile_height``` (int) - Single tile height
* ```tilemap_width``` (int) - Tilemap width
* ```tilemap_height``` (int) - Tilemap height
* ```tiles``` (table) - Single dimensional tiles table generated from your tilemap (or from your source).
* ```target_tiles``` (table) - Not passible tile IDs from your tilesource (walls, grounds etc...).**EXAMPLE**
```lua
local tiles = {
4,2,2,2,0,2,2,2,2,2,
2,2,2,2,0,2,2,2,2,2,
2,2,2,2,0,2,2,2,2,2,
2,2,1,2,2,2,2,2,2,2,
2,2,2,2,2,2,2,2,2,2,
1,2,1,2,2,2,1,1,1,1,
1,1,1,2,2,2,1,1,1,1,
1,1,1,2,1,2,1,3,1,1,
1,1,1,1,2,1,1,1,4,1,
1,1,1,2,2,2,2,1,1,3,
1,1,1,1,1,1,1,1,1,1
}local tile_width = 32
local tile_height = 32
local target_tiles = {2, 3, 4}
local tilemap_width = 10
local tilemap_height = 11raycast.init(tile_width, tile_height, tilemap_width, tilemap_height, tiles, target_tiles)
```## raycast.cast (`ray_from`, `ray_to`)
Perform raycast on tilemap. Returns **only first** successful hit.**PARAMETERS**
* ```ray_from``` (Vector3) - Start position of ray
* ```ray_to``` (Vector3) - End position of ray**RETURN**
* ```hit``` (boolean) - If hit or not
* ```tile_x``` (int) - ile x position
* ```tile_y``` (int) - Tile y position
* ```array_id``` (int) - ID of the array for Tilemap array
* ```tile_id``` (int) - ID of the tile from tilesource for Tilemap
* ```intersection_x``` (number) - Ray intersection point x
* ```intersection_y``` (number) - Ray intersection point y
* ```side``` (int) - Which side hit. 0 for LEFT-RIGHT, 1 for TOP-BOTTOM**EXAMPLE**
```lua
local ray_from = go.get_position(ray_start_url)
local ray_to = go.get_position(ray_end_url)local hit, tile_x, tile_y, array_id, tile_id, intersection_x, intersection_y, side = raycast.cast(ray_from, ray_to)
if hit then
print("tile_x: " .. tile_x)
print("tile_y: " .. tile_y)
print("array_id " .. array_id)
print("tile_id " .. tile_id)
print("intersection_x " .. intersection_x)
print("intersection_y " .. intersection_y)
print("Side " .. side) -- 0 for LEFT-RIGHT, 1 for TOP-BOTTOM
else
print("No result found")
end
```## raycast.reset ()
Clear all tile and timemap data.