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Add a cube. It is good practice to do this whenever you create a new Game Object. Select the cube in the Hierarchy. It will look like you only have one wall because they are identical and therefore occupying the same point in space.
Note: To look around the scene view, click the middle mouse button to pan and scroll to zoom in and out. Click and drag while holding the ALT key to rotate the view. Add a plane Game Object by selecting Create in the Hierarchy panel and use it for the floor. Rename it "Floor," and drag it under Stage in the Hierarchy. Note: you need to hit enter after renaming, or else the change may not take effect. Give the floor a Now we need physics. Make the player subject to the laws of physics by clicking Add Component at the bottom of the Inspector panel with the player selected.
Add Physics — Rigidbody. Leave all the default settings. Each cube, sphere, etc. If you turn off a collider, than the object becomes like a ghost, able to pass through other objects. See video for what happens when you turn off the player's collider component.
This will clear up your workspace a bit. Click Add Component at the bottom of the Inspector window. Select New Script, name the script something like "PlayerController," and choose a programming language. I use CSharp. Click Create and Add. For the sake of keeping files organized, open the Assets folder in the Project window, and create a folder called Scripts.
Put your new script in this folder. This opens a programming environment called MonoDevelop. Note: If this is your first time coding, you should know that it can be really nitpicky. Make sure that you are consistent with spelling, cases, and having opening and closing brackets, parentheses, curly brackets, quotations, etc. Also, watch out for errors that result from not having a semicolon at the end of a line of code. There should already be two sections included in your code by default: void Start and void Update.
Start runs as soon as the object comes into the game, and update runs continuously while the object is in the game. We will add a third, called FixedUpdate to handle physics-related protocols. It should look like this:.
Before we can input commands, we need to declare variables. This is done toward the top of the page, within the curly brackets following Public Class PlayerController or similar : Monobehaviour, but before the void Start function. Declare the variable type float and name speed like so:. The semicolon tells the program that this is the end of the line of code. Under FixedUpdate, declare two more floats, moveHorizontal and moveVertical. Still within FixedUpdate, create a new Vector3, a type of variable with three dimensions useful for moving objects around in 3D space.
Finally, input a force on the player to move it around, using rigidbody. We will adjust the speed variable later, in the Unity editor. Go to the Inspector panel for the player, and look at the movement script you have just created. There should be a box for your public variable, speed. You can change the value of public variables using the Inspector.
For now, make speed equal a number between , and click the play button at the top, middle of the screen. After the pixel array is cleared then it is time to move onto the main calculations. The program loops through every vertical bar on the screen and casts a ray to figure out what wall should be on the screen at that vertical bar. The beginning of the loop looks like this:. All that happens here is some variables that will be used by the rest of the loop are calculated. CameraX is the x-coordinate of the current vertical stripe on the camera plane, and the rayDir variables make a vector for the ray.
All of the variables ending in DistX or DistY are calculated so that the program only checks for collisions at the places where collisions could possibly occur. This will be calculated later. After that is done we need to figure out a few of the other variables based on the one we already calculated.
Once that is done it is time to figure out where the ray collides with a wall. To do this the program goes through a loop where it checks if the ray has come into contact with a wall, and if not moves to the next possible collision point before checking again.
Now that we know where the ray hits a wall we can start figuring out how the wall should look in the vertical stripe we are currently on. To do this we first calculate the distance to the wall, and then use that distance to figure out how tall the wall should appear in the vertical strip. We then translate that height to a start and finish in terms of the pixels on the screen.
The code looks like this:. After that is calculated it is time to begin figuring out what pixels from the texture of the wall will actually appear to the user. For this we first must figure out what texture is associated with the wall we just hit and then figure out the x-coordinate on the texture of the pixels that will appear to the user. The x-coordinate is calculated by taking the exact position of where the wall was hit on the 2D map and subtracting the integer value, leaving only the decimal.
This decimal wallX is then multiplied by the size of the texture of the wall to get the exact x-coordinate on the wall of the pixels we wish to draw. Once we know that the only thing left to do is calculate the y-coordinates of the pixels on the texture and draw them on the screen.
To do this we loop through all of the pixels on the screen in the vertical strip we are doing calculations for and calculate the the exact y-coordinate of the pixel on the texture.
Using this the program then writes the data from the pixel on the texture into the array of pixels on the screen.
The program also makes horizontal walls darker than vertical walls here to give a basic lighting effect. And the class is done. Now all we have to do is add a few lines of code in the Game class to get the screen working. With the variables at the top add this:. Question 5 weeks ago. Question 7 months ago on Step 1. Question 11 months ago. Question 1 year ago.
Does anyone have a hard maze map that I could try for this program? I'm not very good at making mazes, or maps in general. Thank you! Answer 11 months ago. Hi everyone, I would be ever so grateful if someone could explain how I could draw an image over the pre-existing display from the screen. Great tutorial! So glad I stumbled upon it.
Only issue I had was same thing a couple people on here did. Textures for wall displayed as black images only. Realized when I down loaded images, my browser saved them as a different format, even though it said.
Loaded them into gimp , then exported as. Also as my pic shows, added a 5th texture to serve as portal. Again great tutorial.
Hope you add more. Tip 1 year ago. Reply 1 year ago. It may be used to make very simple 3D games, although using a real game engine or library is advised for the purpose of creating more advanced games. It gets its name from the famous painter Pablo Picasso because of its use of the painter's algorithm for sorting the depths of faces in the geometry of the scene. Included is a demo game where the player controls a marble which must be rolled from the start to the finish without it falling off the edges of the level.
The entire project consists of lines of Java code across 32 classes. Feel free to modify, adapt, and learn from the project and entirely throw out the demo game and extend the engine to suit your needs or to make your own game. If you have any questions, don't hesitate to send me an email with the address posted on my GitHub profile.
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