Size refers to the height and width of the map (it's square)
Gradient for the ceiling
Gradient for the floor
Fog instance to set fogging properties. Remember that each map can have different fogging distances and colors.
An array describing the map (whether a cell has a wall or not): wall = 1, floor = 0
Note that the world is basically 2D, but saved as 1D in the array.
Map data according to wiki, see https://github.zhaw.ch/raycasters/docs/wiki/Map
Mapsize (side length)
To shoot rays and find out where they hit on (this) map.
Skybox image
Map of wall textures. Example entry: '2' -> Image2D("brick_wall.png")
Getter for ceil gradient
Get all map element counts (square of side with of the map)
Get all map elements
Getter for floor gradient
Getter for fog instance
Getter for map name
Getter for map size
Getter for skybox
Queries the element of a map at clamped coordinate (x,y), could be wall, floor, etc..
Position at which we want to get the map element
The ELEMENT of map at (x,y) ONLY if it's inside the map, othertype MapElementType.NONE (!)
Fill map with floors
Load and parse map file according to our map definition. Don't edit this method unless you know the map syntax: https://github.zhaw.ch/raycasters/docs/wiki/Map#example
Filepath to string
Testing callback for reading file
Cast a ray from an origin point in a certain direction with a range cutoff.
Origin position. The player's standing position.
Ray shooting angle in radians. The player's direction.
Maximum drawing distance. 1 unit = 1 MapElement.
Array of steps composing the ray casted.
Asynchronous method to read the map file.
Name of map file
callback for testing
map data file (see wiki for syntax)
Overwrite mapelement at position in this map.
Position of map element
New map element
Probably best used for debugging on the console.
String representation of the map.
Generated using TypeDoc
Map class contains the map elements and the skybox. Has the ability to do raycasting on itself.
Consult the Map Wiki: https://github.zhaw.ch/raycasters/docs/wiki/Map