I have a java project who makes the "windows' maze" and use the ray casting algorithm. Here's a screenshot :
Like you can see all the walls have the same height size. I would like to do the same but with different height size
private void castRay(int xOnScreen,double angle,double direction) {
    R rx = castRayInX(angle,direction);
    R ry = castRayInY(angle,direction);
    // In case of out-of-space rays
    if (rx.getDistance()==Double.MAX_VALUE && ry.getDistance()==Double.MAX_VALUE) {
        graphics.setColor(BACKGROUND);
        graphics.drawLine(xOnScreen,0,xOnScreen,this.image.getHeight());
        return;
    }
    double distance = rx.getDistance();
    double normal = rx.getNormal();
    Color c = rx.getColor();
    double coef = Math.cos((angle+direction+Math.PI)-normal);
    Plot collision = rx.getPlot();
    if (ry.getDistance()<rx.getDistance()) {
        distance = ry.getDistance();
        normal = ry.getNormal();
        c = ry.getColor();
        coef = Math.cos((angle+direction+Math.PI)-normal);
        collision = ry.getPlot();
    }
    coef = Math.abs(coef);
    int factor = map.length*SQUARE_SIZE;
    double d = (double)(distance+factor)/factor;
    coef *= 1/(d*d);
    Color c2 = new Color((int)(c.getRed()*coef),(int)(c.getGreen()*coef),(int)(c.getBlue()*coef));
    graphics.setColor(c2);
//  graphics.setColor(c);  // no illumination
    distance *= Math.cos(angle); // lens correction
    int h = (int)(this.screenDistance/distance*WALL_HEIGHT); // perspective height
    int vh = this.image.getHeight();
    graphics.drawLine(xOnScreen,(vh-h)/2,xOnScreen,(vh+h)/2);
    drawEye(direction,collision);
}
private R castRayInX(double angleRay,double direction) {
    double angle = angleRay+direction;
    double x1 = eye.getX()+SQUARE_SIZE*Math.cos(angle);
    double y1 = eye.getY()+SQUARE_SIZE*Math.sin(angle);
    double slope = (y1-eye.getY())/(x1-eye.getX());
    if (Math.cos(angle)==0) {
        if (Math.sin(angle)>0)
            return new R(Double.MAX_VALUE,3*Math.PI/2,BACKGROUND,null);
        else
            return new R(Double.MAX_VALUE,Math.PI/2,BACKGROUND,null);
    }
    if (Math.cos(angle)>0) {
        int firstX = ((eye.getX()/SQUARE_SIZE)+1)*SQUARE_SIZE;
        R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
        for (int x = firstX; x<map[0].length*SQUARE_SIZE; x += SQUARE_SIZE) {
            int y = (int)(slope*(x-eye.getX())+eye.getY());
            if (isOutside(x,y,Color.MAGENTA,this.showRayCastingX)) break;
            Color c = colorAt(x,y);
            if (c==null) c = colorAt(x,y-1);
            if (c==null) c = colorAt(x-1,y);
            if (c==null) c = colorAt(x-1,y-1);
            if (c!=null) {
                int DX = x-eye.getX();
                double DY = y-eye.getY();
                return new R(Math.sqrt(DX*DX+DY*DY),Math.PI,c,new Plot((int)x,(int)y, WALL_HEIGHT));
            }
        }
        return r;
    } else {
        int firstX = ((eye.getX()/SQUARE_SIZE))*SQUARE_SIZE;
        R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
        for (int x = firstX; x>=0; x -= SQUARE_SIZE) {
            int y = (int)(slope*(x-eye.getX())+eye.getY());
            if (isOutside(x,y,Color.MAGENTA,this.showRayCastingX)) break;
            Color c = colorAt(x,y);
            if (c==null) c = colorAt(x,y-1);
            if (c==null) c = colorAt(x-1,y);
            if (c==null) c = colorAt(x-1,y-1);
            if (c!=null) {
                int DX = x-eye.getX();
                double DY = y-eye.getY();
                return new R(Math.sqrt(DX*DX+DY*DY),0,c,new Plot((int)x,(int)y, WALL_HEIGHT));
            }
        }
        return r;           
    }
}
private R castRayInY(double angleRay,double direction) {
//  System.out.println("cast ray 2 Y "+angleRay+" "+direction);
    double angle = angleRay+direction;
    double x1 = eye.getX()+SQUARE_SIZE*Math.cos(angle);
    double y1 = eye.getY()+SQUARE_SIZE*Math.sin(angle);
//  System.out.println(eye+" "+x1+" "+y1);
    double slope = (y1-eye.getY())/(x1-eye.getX());
    if (Math.sin(angle)==0) {
        if (Math.cos(angle)>0)
            return new R(Double.MAX_VALUE,Math.PI,BACKGROUND,null);
        else
            return new R(Double.MAX_VALUE,0,BACKGROUND,null);
    }
    if (Math.sin(angle)>0) {
        int firstY = ((eye.getY()/SQUARE_SIZE)+1)*SQUARE_SIZE;
        R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
        for (int y = firstY; y<map.length*SQUARE_SIZE; y += SQUARE_SIZE) {
            int x = (int)((y-eye.getY())/slope)+eye.getX();
            if (isOutside(x,y,Color.CYAN,this.showRayCastingY)) break;
            Color c = colorAt(x,y);
            if (c==null) c = colorAt(x,y-1);
            if (c==null) c = colorAt(x-1,y);
            if (c==null) c = colorAt(x-1,y-1);
            if (c!=null) {
                double DX = x-eye.getX();
                int DY = y-eye.getY();
                return new R(Math.sqrt(DX*DX+DY*DY),3*Math.PI/2,c,new Plot((int)x,(int)y, WALL_HEIGHT));
                }
            }
            return r;
        } else {
            int firstY = ((eye.getY()/SQUARE_SIZE))*SQUARE_SIZE;
            R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
            for (int y = firstY; y>=0; y -= SQUARE_SIZE) {
                int x = (int)((y-eye.getY())/slope)+eye.getX();
                if (isOutside(x,y,Color.CYAN,this.showRayCastingY)) break;
                Color c = colorAt(x,y);
                if (c==null) c = colorAt(x,y-1);
                if (c==null) c = colorAt(x-1,y);
                if (c==null) c = colorAt(x-1,y-1);
                if (c!=null) {
                    double DX = x-eye.getX();
                    int DY = y-eye.getY();
                    return new R(Math.sqrt(DX*DX+DY*DY),Math.PI/2,c,new Plot((int)x,(int)y, WALL_HEIGHT));
                }
            }
            return r;           
        }
    }
My Rclass has a Plot (x, y, z) for now I use WALL_HEIGHT a color, a distance and a normal for the light. For now this works but I would like to add a new function like castRayInZ but I don't have all the mathematics theory behind. My maze is made from a map like that :
private String [][]map = {  // each: SQUARE_SIZE x SQUARE_SIZE
        { "Y300", "Z500", "X230", "Y112", "Z321", "X120", "X354" },
        { "X89", " ", " ", " ", "Y120", " ", "X232" },
        { "Z124", " ", "X276", " ", "X123", " ", "X" },
        { "Y290", " ", " ", " ", " ", " ", "X100" },
        { "X32", "Z430", " ", "Y500", "X120", " ", "X123" },
        { "X222", " ", " ", " ", " ", " ", "X210" },
        { "X12", "Y98", "Y763", "X146", "Y111", "Y333", "X321" }
where X Y Z is for the color (X for Red, Y for Green and Z for Blue just testing my light function) and I add a height for each square of my map. I set all of length to SQUARE_LENGTH for now maybe later I will reduce the size of each square to a pixel and enlarge my map by generating it. But I really want to know how can I change the height of each square. I'm working on it since 4 days now and I don't have any clues...
EDIT
I have some news, I changed the size of my walls but I have some strange stuff, here's a screenshot :
Like you can see I there's some strange things appear here. Here's my code :
private void castRay(int xOnScreen,double angle,double direction) {
    R rx = castRayInX(angle,direction);
    R ry = castRayInY(angle,direction);
    // In case of out-of-space rays
    if (rx.getDistance()==Double.MAX_VALUE && ry.getDistance()==Double.MAX_VALUE) {
        graphics.setColor(BACKGROUND);
        graphics.drawLine(xOnScreen,0,xOnScreen,this.image.getHeight());
        return;
    }
    double distance = rx.getDistance();
    double normal = rx.getNormal();
    Color c = rx.getColor();
    double coef = Math.cos((angle+direction+Math.PI)-normal);
    Plot collision = rx.getPlot();
    if (ry.getDistance()<rx.getDistance()) {
        distance = ry.getDistance();
        normal = ry.getNormal();
        c = ry.getColor();
        coef = Math.cos((angle+direction+Math.PI)-normal);
        collision = ry.getPlot();
    }
    coef = Math.abs(coef);
    int factor = map.length*SQUARE_SIZE;
    double d = (double)(distance+factor)/factor;
    coef *= 1/(d*d);
    Color c2 = new Color((int)(c.getRed()*coef),(int)(c.getGreen()*coef),(int)(c.getBlue()*coef));
graphics.setColor(c);
    distance *= Math.cos(angle); // lens correction
    int h;
    int hw = (int)(this.screenDistance/distance*WALL_HEIGHT); //WALL_HEIGHT value is 300px at default
    if(rx.getPlot() != null)
        h = (int)(this.screenDistance/distance*rx.getPlot().getZ()); // perspective height
    else
        h = (int)(this.screenDistance/distance*WALL_HEIGHT);
    int vh = this.image.getHeight();
    int y0 = (hw+vh)/2;
    int y1 = (vh-h)/2;
    graphics.drawLine(xOnScreen,y0,xOnScreen,y1);
    drawEye(direction,collision);
My problem should be from castRayInXfunction :
private R castRayInX(double angleRay,double direction) {
    double angle = angleRay+direction;
    double x1 = eye.getX()+SQUARE_SIZE*Math.cos(angle);
    double y1 = eye.getY()+SQUARE_SIZE*Math.sin(angle);
    double slope = (y1-eye.getY())/(x1-eye.getX());
    if (Math.cos(angle)==0) {
        if (Math.sin(angle)>0)
            return new R(Double.MAX_VALUE,3*Math.PI/2,BACKGROUND,null);
        else
            return new R(Double.MAX_VALUE,Math.PI/2,BACKGROUND,null);
    }
    if (Math.cos(angle)>0) {
        int firstX = ((eye.getX()/SQUARE_SIZE)+1)*SQUARE_SIZE;
        R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
        for (int x = firstX; x<map[0].length*SQUARE_SIZE; x += SQUARE_SIZE) {
            int y = (int)(slope*(x-eye.getX())+eye.getY());
            if (isOutside(x,y,Color.MAGENTA,this.showRayCastingX)) break;
            Color c = colorAt(x,y);
            int z = heightAt(x,y);
            if (c==null) c = colorAt(x,y-1);
            if (c==null) c = colorAt(x-1,y);
            if (c==null) c = colorAt(x-1,y-1);
            if (z == 0) z = heightAt(x,y-1);
            if (z == 0) z = heightAt(x-1,y);
            if (z == 0) z = heightAt(x-1,y-1);
            if (c!=null) {
                int DX = x-eye.getX();
                double DY = y-eye.getY();
                return new R(Math.sqrt(DX*DX+DY*DY),Math.PI,c,new Plot((int)x,(int)y,(int)z));
            }
        }
        return r;
    } else {
        int firstX = ((eye.getX()/SQUARE_SIZE))*SQUARE_SIZE;
        R r = new R(Double.MAX_VALUE,angle+Math.PI,BACKGROUND,null);
        for (int x = firstX; x>=0; x -= SQUARE_SIZE) {
            int y = (int)(slope*(x-eye.getX())+eye.getY());
            if (isOutside(x,y,Color.MAGENTA,this.showRayCastingX)) break;
            Color c = colorAt(x,y);
            int z = heightAt(x,y);
            if (c==null) c = colorAt(x,y-1);
            if (c==null) c = colorAt(x-1,y);
            if (c==null) c = colorAt(x-1,y-1);
            if (z == 0) z = heightAt(x,y-1);
            if (z == 0) z = heightAt(x-1,y);
            if (z == 0) z = heightAt(x-1,y-1);
            if (c!=null) {
                int DX = x-eye.getX();
                double DY = y-eye.getY();
                return new R(Math.sqrt(DX*DX+DY*DY),0,c,new Plot((int)x,(int)y,(int)z));
            }
        }
        return r;           
    }
}
Should I make a castRayInZfunction ? Or should I get my z value somewhere else ?


 
    





 
    