"This project is inspired by the world-famous Wolfenstein 3D game, which was the first FPS ever. It will enable you to explore ray-casting. Your goal will be to make a dynamic view inside a maze, in which you’ll have to find your way."
Program name | cub3D |
---|---|
Turn in files | All your files |
Makefile | NAME, all, clean, fclean, re, bonus |
Arguments | a map in format *.cub |
External functions |
|
Libft authorized | Yes |
Description | You must create a “realistic” 3D graphical representation of the inside of a maze from a first-person perspective. You have to create this representation using the Ray-Casting principles mentioned earlier. |
The constraints are as follows:
- You must use the
miniLibX
. Either the version that is available on the operating system, or from its sources. If you choose to work with the sources, you will need to apply the same rules for yourlibft
as those written above inCommon Instructions
part. - The management of your window must remain smooth: changing to another window, minimizing, etc.
- Display different wall textures (the choice is yours) that vary depending on which side the wall is facing (North, South, East, West).
- Your program must be able to set the floor and ceiling colors to two different ones.
- The program displays the image in a window and respects the following rules:
- 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
must close the window and quit the program cleanly. - Clicking on the red cross on the window’s frame must close the window and quit the program cleanly.
- The use of
images
of theminilibX
is strongly recommended.
- Your program must take as a first argument a scene description file with the .cub extension.
- 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. This is a simple valid map:
111111 100101 101001 1100N1 111111
- The map must be closed/surrounded by walls, if not the program must return an error.
- Except for the map content, each type of element can be separated by one or more empty line(s).
- 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.
- Except for the map, each type of information from an element can be separated by one or more space(s).
- The map must be parsed as it looks in the file. Spaces are a valid part of the map and are up to you to handle. You must be able to parse any kind of map, as long as it respects the rules of the map.
- Each element (except the map) firsts information is the type identifier (com- posed by one or two character(s)), followed by all specific informations for each object in a strict order such as :
- North texture:
NO ./path_to_the_north_texture
- identifier: NO
- path to the north texture
- South texture:
SO ./path_to_the_south_texture
- identifier: SO
- path to the south texture
- West texture:
WE ./path_to_the_west_texture
- identifier: WE
- path to the west texture
- East texture:
EA ./path_to_the_east_texture
- identifier: EA
- path to the east texture
- Floor color:
F 220,100,0
- identifier: F
- R,G,B colors in range
[0,255]
: 0, 255, 255
- Ceiling color:
C 225,30,0
- identifier: C
- R,G,B colors in range
[0,255]
: 0, 255, 255
- North texture:
- Example of the mandatory part with a minimalist .cub scene:
NO ./path_to_the_north_texture SO ./path_to_the_south_texture WE ./path_to_the_west_texture EA ./path_to_the_east_texture F 220,100,0 C 225,30,0 1111111111111111111111111 1000000000110000000000001 1011000001110000000000001 1001000000000000000000001 111111111011000001110000000000001 100000000011000001110111111111111 11110111111111011100000010001 11110111111111011101010010001 11000000110101011100000010001 10000000000000001100000010001 10000000000000001101010010001 11000001110101011111011110N0111 11110111 1110101 101111010001 11111111 1111101 111111111111
- If any misconfiguration of any kind is encountered in the file, the program must exit properly and return
Error\n
followed by an explicit error message of your choice.
Bonus list:
- Wall collisions.
- A minimap system.
- Doors which can open and close.
- animated sprite.
- Rotate the point of view with the mouse.