It is a group project, inspired by the world-famous Wolfenstein 3D game, which was the first FPS ever. Our goal is to make a dynamic view inside a maze, using ray-casting.
- You must use the miniLibX
- Display different wall textures that vary depending on which side the wall is facing (North, South, East, West).
- The left and right arrow keys of the keyboard must allow you to look left and right in the maze.
- The W, A, S, and D keys must allow you to move the point of view through the maze.
- Pressing ESC or on the red cross on the window’s frame must close the window and quit the program cleanly.
- Your program must take as a first argument a scene description file with the .cub extension.
Scene:
- The map must be composed of only 6 possible characters: 0 for an empty space, 1 for a wall, and N,S,E or W for the player’s start position and spawning orientation.
- The map must be closed/surrounded by walls
- Except for the map content which always has to be the last, each type of element can be set in any order in the file and separated by one or more empty line(s).
- Each elements (except the map) first information is the type identifier, followed by all informations:
- Texture:
- NO, SO, WE, EA - North, South, West, East
ex: NO ./path_to_the_north_texture
- NO, SO, WE, EA - North, South, West, East
- Floor color:
- identifier: F
- RGB colors in range [0,255]: 0, 255, 255
ex: F 220,100,0
- Ceiling color:
- identifier: C
- RGB colors in range [0,255]: 0, 255, 255
ex: C 225,30,0
- Texture:
To start program:
- Clone repo
- Download and install MLX42 library inside of Cub3D repo: https://github.com/codam-coding-college/MLX42
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make ./cub3D maps/0.cub