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 | #include <iostream>
#include <math.h>
 
#include <SFML/Graphics.hpp>
 
const float PI = 3.1415f;
unsigned int WIDTHSCREEN = 800, HEIGHTSCREEN = 600;
 
inline float toRadian(float degree) { return (PI/180)*degree; }
inline float dCos(float degree) { return cos(toRadian(degree)); }
inline float dSin(float degree) { return sin(toRadian(degree)); }
 
int main()
{
    sf::RenderWindow m_window(sf::VideoMode(WIDTHSCREEN, HEIGHTSCREEN, 32), "FloorCasting", sf::Style::Titlebar);
    m_window.setFramerateLimit(60);
 
    sf::RenderWindow m_renderWindow(sf::VideoMode(WIDTHSCREEN, HEIGHTSCREEN, 32), "Render", sf::Style::Titlebar);
    m_renderWindow.setFramerateLimit(60);
 
    sf::Texture m_textureGround;
    m_textureGround.loadFromFile("ground.PNG");
 
    ///MISCEALLENOUS SFML///
    sf::Clock m_clock;
 
    std::vector<sf::VertexArray>m_vecBox;
 
    for (unsigned int i = 0 ; i < 1 ; i++)
    {
        sf::VertexArray m_2dBox(sf::Quads, 4);
            m_2dBox[0].position = {224+(i*32), 224};
            m_2dBox[1].position = {256+(i*32), 224};
            m_2dBox[2].position = {256+(i*32), 256};
            m_2dBox[3].position = {224+(i*32), 256};
        m_vecBox.push_back(m_2dBox);
    }
 
    ///BOXES///
    sf::VertexArray m_renderBox(sf::Quads, 4);
        m_renderBox[0].texCoords = {0, 0};
        m_renderBox[1].texCoords = {900, 0};
        m_renderBox[2].texCoords = {900, 900};
        m_renderBox[3].texCoords = {0, 900};
 
    ///VARIABLES///
    float m_fov = 60.0f;
    float m_angle = 0.0f;
    float m_rayLength = 200.0f;
    float m_speedMove = 100.0f;
    float m_speedAngle = 120.0f;
    sf::Vector2f m_position = {150,150};
 
    ///RAYS///
    sf::VertexArray m_rayLeft(sf::Lines, 2);
    sf::VertexArray m_rayRight(sf::Lines, 2);
 
    while(m_window.isOpen())
    {
        sf::Time dt = m_clock.restart();
        sf::Event event;
        while (m_window.pollEvent(event))
        {
            switch(event.type)
            {
            case sf::Event::Closed:
                m_window.close();
                break;
            case sf::Event::KeyReleased:
                if (event.key.code == sf::Keyboard::Escape)
                    m_window.close();
                break;
            }
        }
 
        ///MOVES///
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z))
        {
            m_position.x += (m_speedMove*dt.asSeconds()*dCos(m_angle));
            m_position.y += (m_speedMove*dt.asSeconds()*dSin(m_angle));
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
        {
            m_position.x -= (m_speedMove*dt.asSeconds()*dCos(m_angle));
            m_position.y -= (m_speedMove*dt.asSeconds()*dSin(m_angle));
        }
 
        ///ROTATION///
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q))
            m_angle-=m_speedAngle*dt.asSeconds();
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
            m_angle+=m_speedMove*dt.asSeconds();
 
        ///ANGLE PROTECTION///
        if (m_angle<0) m_angle = 360;
        if (m_angle>360) m_angle = 0;
 
        ///UPDATE POSITION///
        m_rayLeft[0].position = m_position;
        m_rayRight[0].position = m_position;
 
        ///UPDATE ANGLE///
        m_rayLeft[1].position = {m_position.x+m_rayLength*dCos(m_angle+m_fov/2),
                                 m_position.y+m_rayLength*dSin(m_angle+m_fov/2)};
        m_rayRight[1].position = {m_position.x+m_rayLength*dCos(m_angle-m_fov/2),
                                  m_position.y+m_rayLength*dSin(m_angle-m_fov/2)};
 
        m_renderWindow.clear();
 
        ///CLOSE RENDERWINDOW///
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
            m_renderWindow.close();
 
        ///MAIN FUNCTION///
        for (unsigned int t = 0 ; t < m_vecBox.size() ; t++)
        {
            for (unsigned int i = 0 ; i < 4 ; i++)
            {
            float d = atan2(m_vecBox[t][i].position.y-m_position.y,
                            m_vecBox[t][i].position.x-m_position.x) * 180/PI;
 
            if (d<0) d+= 360;
 
            float k = (d-m_angle)+m_fov/2;
 
            if (k<0) k+= 360;
 
            float distance = sqrt((m_position.x-m_vecBox[t][i].position.x)*(m_position.x-m_vecBox[t][i].position.x)+
                                  (m_position.y-m_vecBox[t][i].position.y)*(m_position.y-m_vecBox[t][i].position.y));
 
            float propWidth = (k/m_fov)*WIDTHSCREEN;
            float propHeight = 4000/((distance/1000)*HEIGHTSCREEN/2);
 
            if (propWidth>(360/m_fov)*WIDTHSCREEN/2)
                propWidth-=(360/m_fov)*WIDTHSCREEN;
 
            m_renderBox[i].position = {propWidth, propHeight+HEIGHTSCREEN/2};
 
            if (propWidth>-200 && propWidth<1000 && propHeight<300)
                m_renderWindow.draw(m_renderBox);
            }
        }
 
        m_window.clear();
 
        m_window.draw(m_rayLeft);
        m_window.draw(m_rayRight);
 
        for (auto& vvec : m_vecBox)
            m_window.draw(vvec);
 
        m_window.display();
 
        m_renderWindow.display();
    }
} | 
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