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(Discuss on Makecode Arcade forum at: Raycasting 3D render with directional animation sprites )

Brief:

An extension for Makecode Arcade, render a tilemap into 2.5D view, a kind of less calculation consuming 3D perspective view, with directional animations of sprites, based on mmoskal's 3d map

Quick Start

  • Basically, this render just draw a traditional tilemap game into "3D view"
  • setTilemap(), walk around with arrow keys
  • Do your game as usual
    • sprites, suggest sprite.setScale(0.5) for each, set directional animations with provided animation block.
    • work together with most of Arcade blocks and extensions, sprite, projectile, overlap,...
    • except these drawing screen directly, sprite effects ...
  • Operate view pos and collision size with provided "myself sprite", and view direction with "setViewAngle" block
  • Switch view mode with block "setViewMode to tilemap(2D)/raycasting(3D)"
  • Zoom in/out by set fov

Features:

  • Switch Tilemap(original 2D)/Raycasting(3D by default) view mode with provided "set mode" block
    • The Tilemap mode, basically rendered all stuff via original Arcade functions, so should works as usual
  • Work together with most exsiting Arcade blocks:
    • Tilemap: Tilemap designer, all blocks: Place sprite on a specific/random tile, ...
    • Sprite: Manipulate sprite the same way in other tilemap prj before, with almost all blocks:
      • set image,position,speed, acceleration, scale, kind, follow, detroy, ...
      • note, one-tile size sprite and wall are disproportionate in 3D view, so suggest shrink to 0.5 or less by setScale(), or set small images for sprites.
      • except z (diff from 3D world)
      • except funtions drawing screen directly(effects, say)
    • Projectile: all, except creating from side(side in 3D is diff from 2D)
    • Arcade physical engine: wall, bounce, overlap events, ... (see known issues)
  • Predefined "myself" Sprite, for physical events in your code, kind=player, camera followed by default. Operate it as of an ordinary sprits, except can't see it in 3D view.
  • Porvide a block for set directional animations of sprite, with the Arcade out-of-box animation editor. Max 4 directions by now, but can be any count, let me know if you need more.
  • Porvide a event handler block running codes when direction between myself and sprite changed, can work together with out-of-box Animation blocks and richard Character Animation extension.
  • FOV(field of view), zoom in/out, by change "fov" property value
  • Mimimap, removed, cause we have real-size and real-time tilemap already. Let me know if you need.
  • The offsetZ for sprite, for floating effect, only worked when rendering in 3D view, so collisions could happen even they are far away at Z axis in 3D view
  • Porvide jump/move with height&duration parameters for sprites, calculate velocity and acceleration value auto.
  • Support original Spirte.sayText(), scaled with sprites together
  • Other incompatible: splash/showLongText, they can work, but transparent part is empty, which should be rendered 3D view.

Known issues:

  • Performing: To compactible with existing blocks, many codes are added in, the perf goes down significantly, need tuning later.
  • The Arcade phyical engine worked fine if sprite image is square. But if not, say a tall tree, collision will occured before hit the wall at y axis.
    • Reason: The physical engine working in 2D mode, that consider sprite image as its size(x&y direction). But 3D render consider the image width as size for both x & y axises, height as sprite Z-axis size. This could be fix by override the physical engine, in future, if needed.

Todo:

  • Particles Effects
  • Override physic engine. Any one need?
  • Pose depended animations, stand, walk, attack. Any one need?
  • Perf tuning, Fx8
  • Tutorial

Open this page at https://aqeeaqee.github.io/pxt-raycasting/

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