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#!/usr/bin/env python3
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# PYTHON RAYCASTER
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# Inspired by https://www.youtube.com/watch?v=gYRrGTC7GtA
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# Copyright (C) 2023 Daniele Verducci
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
# REQUIREMENTS:
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# pip install pysdl2 pysdl2-dll pypng
import sys
import sdl2 . ext
import math
import time
import ctypes
import png
# Map cfg
MAP_HIDDEN = True
MAP_SCALE = 24
MAP_SIZE = 32
MAP_WIN_WIDTH = MAP_SIZE * MAP_SCALE
MAP_WIN_HEIGHT = MAP_SIZE * MAP_SCALE
MAP_DOOR_CELL_TYPE = 3
# Textures cfg
# Index is shifted by 1 relative to map, because 0 is no wall
TEXTURES = [
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" assets/texture_wall_brick.png " , # = map index 1
" assets/texture_wall_brick_door_left.png " , # = map index 2
" assets/texture_wall_brick_door_center.png " , # = map index 3
" assets/texture_wall_brick_door_right.png " , # = map index 4
" assets/texture_wall_brick_flag.png " , # = map index 5
" assets/texture_temple.png " , # = map index 6
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]
TEXTURE_SIZE = 64
# Raycast cfg
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RAYCAST_WIN_WIDTH = 1000
RAYCAST_WIN_HEIGHT = 1000
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RAYCAST_RENDER_WIDTH = int ( RAYCAST_WIN_WIDTH / 4 )
RAYCAST_RENDER_HEIGHT = int ( RAYCAST_WIN_HEIGHT / 4 )
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DOF = 2 * MAP_SIZE # Depth Of Field
CEILING_COLOR = sdl2 . ext . Color ( 0 , 128 , 255 , 255 )
FLOOR_COLOR = sdl2 . ext . Color ( 64 , 64 , 64 , 255 )
# Player cfg
PLAYER_SPEED = 8
PLAYER_ROTATION_SPEED = 0.1
PLAYER_SPAWN_POSITION = { " x " : 1.5 , " y " : 1.5 , " r " : 1.7 } # r is rotation in radiants
# Dungeon data
MAP = [
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1 , 1 , 1 , 1 , 1 , 5 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ,
1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 2 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 3 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 4 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 0 , 6 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 5 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 5 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 2 , 1 , 1 , 5 , 1 , 1 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 4 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 0 , 0 , 2 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 0 , 0 , 3 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 0 , 0 , 4 , 1 , 1 , 1 , 1 , 1 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
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1 , 0 , 1 , 1 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 0 , 0 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 1 , 1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 1 , 1 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 2 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 3 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 4 , 1 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 0 , 1 , 1 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
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1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
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1 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ,
1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ,
]
class Main :
def __init__ ( self ) :
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# Print instructions
print ( ' RAYCASTER by penguin86 \n \n Movement: up, down, left, right \n Open door: space \n \n FPS: ' )
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# Check valid map
if len ( MAP ) != MAP_SIZE * MAP_SIZE :
raise ValueError ( " Map size is {} , but should be a power of {} " . format ( len ( MAP ) , MAP_SIZE ) )
# Load textures
self . textures = [ ]
for texFile in TEXTURES :
self . textures . append ( self . loadTexture ( texFile ) )
# Graphics
sdl2 . ext . init ( )
if not MAP_HIDDEN :
self . mapWindow = sdl2 . ext . Window ( " 2D Map " , size = ( MAP_WIN_WIDTH , MAP_WIN_HEIGHT ) )
self . mapWindow . show ( )
self . mapSurface = self . mapWindow . get_surface ( )
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self . raycastWindow = sdl2 . SDL_CreateWindow ( b " 3D View " , 100 , 100 , RAYCAST_WIN_WIDTH , RAYCAST_WIN_HEIGHT , sdl2 . SDL_WINDOW_SHOWN )
self . raycastRenderer = sdl2 . SDL_CreateRenderer ( self . raycastWindow , - 1 , sdl2 . SDL_RENDERER_ACCELERATED | sdl2 . SDL_RENDERER_PRESENTVSYNC )
self . raycastSurface = sdl2 . SDL_CreateRGBSurface ( 0 , RAYCAST_WIN_WIDTH , RAYCAST_WIN_HEIGHT , 32 , 0 , 0 , 0 , 0 )
self . raycast_u32_pixels = ctypes . cast ( self . raycastSurface . contents . pixels , ctypes . POINTER ( ctypes . c_uint32 ) ) # Raw SDL surface pixel array
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# Player
self . player_position = { " x " : int ( MAP_SCALE * PLAYER_SPAWN_POSITION [ " x " ] ) , " y " : int ( MAP_SCALE * PLAYER_SPAWN_POSITION [ " y " ] ) , " r " : PLAYER_SPAWN_POSITION [ " r " ] } # r is rotation in radiants
return
def run ( self ) :
lastFpsCalcTime = 0
frames = 0
running = True
while running :
events = sdl2 . ext . get_events ( )
for event in events :
if event . type == sdl2 . SDL_QUIT or ( event . type == sdl2 . SDL_KEYDOWN and event . key . keysym . sym == sdl2 . SDLK_ESCAPE ) :
running = False
break
keystate = sdl2 . SDL_GetKeyboardState ( None )
# Rotate player
if keystate [ sdl2 . SDL_SCANCODE_LEFT ] :
self . player_position [ " r " ] = self . player_position [ " r " ] - PLAYER_ROTATION_SPEED
elif keystate [ sdl2 . SDL_SCANCODE_RIGHT ] :
self . player_position [ " r " ] = self . player_position [ " r " ] + PLAYER_ROTATION_SPEED
# Compute deltax and deltay based on player direction
player_delta_x = ( math . cos ( self . player_position [ " r " ] ) * PLAYER_SPEED ) + 1 # "+ 1": Adjust for rounding errors
player_delta_y = math . sin ( self . player_position [ " r " ] ) * PLAYER_SPEED
# Move player based on its direction
if keystate [ sdl2 . SDL_SCANCODE_UP ] :
self . movePlayerRelative ( player_delta_x , player_delta_y )
elif keystate [ sdl2 . SDL_SCANCODE_DOWN ] :
self . movePlayerRelative ( - player_delta_x , - player_delta_y )
# Limit position into dungeon bounds
if self . player_position [ " x " ] < 0 :
self . player_position [ " x " ] = 0
if self . player_position [ " x " ] > MAP_WIN_WIDTH :
self . player_position [ " x " ] = MAP_WIN_WIDTH
if self . player_position [ " y " ] < 0 :
self . player_position [ " y " ] = 0
if self . player_position [ " y " ] > MAP_WIN_HEIGHT :
self . player_position [ " y " ] = MAP_WIN_HEIGHT
if self . player_position [ " r " ] > 2 * math . pi :
self . player_position [ " r " ] = 0
if self . player_position [ " r " ] < 0 :
self . player_position [ " r " ] = 2 * math . pi
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# Open doors
if keystate [ sdl2 . SDL_SCANCODE_SPACE ] :
self . openDoor ( )
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self . draw ( )
if not MAP_HIDDEN :
self . mapWindow . refresh ( )
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#self.raycastWindow.refresh()
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# Calculate FPS
frames = frames + 1
if time . time ( ) - lastFpsCalcTime > 1 :
fps = frames / ( time . time ( ) - lastFpsCalcTime )
print ( int ( fps ) )
frames = 0
lastFpsCalcTime = time . time ( )
return 0
def movePlayerRelative ( self , player_delta_x , player_delta_y ) :
# Prevent player from going into walls (X axis)
newPlayerX = int ( self . player_position [ " x " ] + player_delta_x )
mapX = int ( newPlayerX / MAP_SCALE )
mapY = int ( self . player_position [ " y " ] / MAP_SCALE )
mapArrayPosition = mapY * MAP_SIZE + mapX
if mapArrayPosition > = 0 and mapArrayPosition < MAP_SIZE * MAP_SIZE - 1 and MAP [ mapArrayPosition ] == 0 :
# Move player (X)
self . player_position [ " x " ] = newPlayerX
# Prevent player from going into walls (Y axis)
newPlayerY = int ( self . player_position [ " y " ] + player_delta_y )
mapX = int ( self . player_position [ " x " ] / MAP_SCALE )
mapY = int ( newPlayerY / MAP_SCALE )
mapArrayPosition = mapY * MAP_SIZE + mapX
if mapArrayPosition > = 0 and mapArrayPosition < MAP_SIZE * MAP_SIZE - 1 and MAP [ mapArrayPosition ] == 0 :
# Move player (Y)
self . player_position [ " y " ] = newPlayerY
def draw ( self ) :
if not MAP_HIDDEN :
self . draw2Dmap ( )
self . drawPlayer ( )
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for i in range ( 0 , RAYCAST_WIN_WIDTH * RAYCAST_WIN_HEIGHT ) :
self . raycast_u32_pixels [ i ] = ( 64 << 16 ) + ( 64 << 8 ) + 64
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self . drawRays ( )
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sdl2 . SDL_RenderClear ( self . raycastRenderer )
raycastTexture = sdl2 . SDL_CreateTextureFromSurface ( self . raycastRenderer , self . raycastSurface )
sdl2 . SDL_RenderCopy ( self . raycastRenderer , raycastTexture , None , None )
sdl2 . SDL_RenderPresent ( self . raycastRenderer )
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def drawPlayer ( self ) :
# Player in 2D map
sdl2 . ext . draw . fill ( self . mapSurface , sdl2 . ext . Color ( 0 , 255 , 0 , 255 ) , ( self . player_position [ " x " ] - 2 , self . player_position [ " y " ] - 2 , 4 , 4 ) )
# Player line of sight in 2D map
ray = {
" x " : int ( self . player_position [ " x " ] + math . cos ( self . player_position [ " r " ] ) * 50 ) , # deltaX + playerX
" y " : int ( self . player_position [ " y " ] + math . sin ( self . player_position [ " r " ] ) * 50 ) # deltaY + playerY
}
sdl2 . ext . draw . line ( self . mapSurface , sdl2 . ext . Color ( 255 , 0 , 0 , 255 ) , ( self . player_position [ " x " ] , self . player_position [ " y " ] , ray [ " x " ] , ray [ " y " ] ) )
def draw2Dmap ( self ) :
# 2D map
sdl2 . ext . draw . fill ( self . mapSurface , sdl2 . ext . Color ( 0 , 0 , 0 , 255 ) ) # Clears map screen
for i in range ( len ( MAP ) ) :
posX = i % MAP_SIZE * MAP_SCALE
posY = math . floor ( i / MAP_SIZE ) * MAP_SCALE
color = 0
if MAP [ i ] > 0 :
color = 255
sdl2 . ext . draw . fill ( self . mapSurface , sdl2 . ext . Color ( color , color , color , 255 ) , ( posX , posY , MAP_SCALE - 1 , MAP_SCALE - 1 ) )
def drawRays ( self ) :
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#sdl2.ext.draw.fill(self.raycastSurface, CEILING_COLOR, (0, 0, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws ceiling)
#sdl2.ext.draw.fill(self.raycastSurface, FLOOR_COLOR, (0, RAYCAST_WIN_HEIGHT/2, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws floor)
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# Casts rays for raycasting
playerAngle = self . player_position [ " r " ]
# Cast one ray for every window pixel, from -0,5 rads to +0,5 rads (about 60° viewing angle)
for i in range ( RAYCAST_RENDER_WIDTH ) :
rayAngle = playerAngle + ( i / RAYCAST_RENDER_WIDTH ) - 0.5
if rayAngle < 0 :
rayAngle = math . pi * 2 + rayAngle
if rayAngle > math . pi * 2 :
rayAngle = rayAngle - math . pi * 2
# Which map wall tiles have been hit by rayX and rayY
mapBlockHitX = 0
mapBlockHitY = 0
# Check horizontal lines
dof = 0 # Depth of field
if rayAngle == 0 or rayAngle == math . pi :
# Looking left or right (ray will never intersect parallel lines)
rayY = self . player_position [ " y " ]
rayX = self . player_position [ " x " ] + DOF * MAP_SCALE
dof = DOF # Set depth of field to maximum to avoid unneeded checks
elif rayAngle > math . pi :
# Looking up
aTan = - 1 / math . tan ( rayAngle )
rayY = ( int ( self . player_position [ " y " ] / MAP_SCALE ) * MAP_SCALE ) - 0.00001
rayX = ( self . player_position [ " y " ] - rayY ) * aTan + self . player_position [ " x " ]
yOffset = - MAP_SCALE
xOffset = - yOffset * aTan
else :
# Looking down
aTan = - 1 / math . tan ( rayAngle )
rayY = ( int ( self . player_position [ " y " ] / MAP_SCALE ) * MAP_SCALE ) + MAP_SCALE
rayX = ( self . player_position [ " y " ] - rayY ) * aTan + self . player_position [ " x " ]
yOffset = MAP_SCALE
xOffset = - yOffset * aTan
# Check if we reached a wall
while dof < DOF :
mapX = int ( rayX / MAP_SCALE )
mapY = int ( rayY / MAP_SCALE )
mapArrayPosition = mapY * MAP_SIZE + mapX
if mapArrayPosition > = 0 and mapArrayPosition < MAP_SIZE * MAP_SIZE and MAP [ mapArrayPosition ] != 0 :
dof = DOF # Hit the wall: we are done, no need to do other checks
mapBlockHitY = MAP [ mapArrayPosition ] # Save which map wall tile we reached
else :
# Didn't hit the wall: check successive horizontal line
rayX = rayX + xOffset
rayY = rayY + yOffset
dof = dof + 1
# Save horyzontal probe rays for later comparison with vertical
horizRayX = rayX
horizRayY = rayY
# Check vertical lines
dof = 0 # Depth of field
nTan = - math . tan ( rayAngle )
xOffset = 0
yOffset = 0
if rayAngle == math . pi * 0.5 or rayAngle == math . pi * 1.5 :
#if rayAngle == 0 or rayAngle == math.pi:
# Looking up or down (ray will never intersect vertical lines)
rayX = self . player_position [ " x " ]
rayY = self . player_position [ " y " ] + DOF * MAP_SCALE
dof = DOF # Set depth of field to maximum to avoid unneeded checks
elif rayAngle > math . pi * 0.5 and rayAngle < math . pi * 1.5 :
# Looking left
rayX = ( int ( self . player_position [ " x " ] / MAP_SCALE ) * MAP_SCALE ) - 0.00001
rayY = ( self . player_position [ " x " ] - rayX ) * nTan + self . player_position [ " y " ]
xOffset = - MAP_SCALE
yOffset = - xOffset * nTan
else :
# Looking right
rayX = ( int ( self . player_position [ " x " ] / MAP_SCALE ) * MAP_SCALE ) + MAP_SCALE
rayY = ( self . player_position [ " x " ] - rayX ) * nTan + self . player_position [ " y " ]
xOffset = MAP_SCALE
yOffset = - xOffset * nTan
# Check if we reached a wall
while dof < DOF :
mapX = int ( rayX / MAP_SCALE )
mapY = int ( rayY / MAP_SCALE )
mapArrayPosition = mapY * MAP_SIZE + mapX
if mapArrayPosition > = 0 and mapArrayPosition < MAP_SIZE * MAP_SIZE - 1 and MAP [ mapArrayPosition ] != 0 :
dof = DOF # Hit the wall: we are done, no need to do other checks
mapBlockHitX = MAP [ mapArrayPosition ] # Save which map wall tile we reached
else :
# Didn't hit the wall: check successive horizontal line
rayX = rayX + xOffset
rayY = rayY + yOffset
dof = dof + 1
horizDist = self . dist ( self . player_position [ " x " ] , self . player_position [ " y " ] , horizRayX , horizRayY )
vertDist = self . dist ( self . player_position [ " x " ] , self . player_position [ " y " ] , rayX , rayY )
shortestDist = vertDist
if vertDist > horizDist :
rayX = horizRayX
rayY = horizRayY
shortestDist = horizDist
if not MAP_HIDDEN :
# Draw rays in 2D view
sdl2 . ext . draw . line ( self . mapSurface , sdl2 . ext . Color ( 0 , 0 , 255 , 255 ) , ( self . player_position [ " x " ] , self . player_position [ " y " ] , rayX , rayY ) )
# ------ Draw 3D view ------
# Calculate line height based on distance
lineHeight = MAP_SCALE * RAYCAST_RENDER_HEIGHT / shortestDist
# Center line vertically in window
lineOffset = RAYCAST_RENDER_HEIGHT / 2 - lineHeight / 2
# Draw pixels vertically from top to bottom to obtain a line
textureSegmentEnd = 0
for textureColumnPixel in range ( 0 , TEXTURE_SIZE ) :
# Calc texture segment length on screen
textureSegmentLength = lineHeight / TEXTURE_SIZE
if textureSegmentEnd == 0 :
# First iteration: calculate segment start
textureSegmentStart = lineOffset + textureColumnPixel * textureSegmentLength
else :
# Next iterations: use the previous segment end (avoids rounding errors)
textureSegmentStart = textureSegmentEnd
textureSegmentEnd = textureSegmentStart + textureSegmentLength
# Obtain texture value in the pixel representing the current segment and calculate shading
if vertDist > horizDist :
texIndex = mapBlockHitY - 1 # The texture covering the selected map tile (0 is no texture, 1 is texture at self.textures[0] etc)
texColumn = int ( rayX / ( MAP_SCALE / TEXTURE_SIZE ) % TEXTURE_SIZE )
shading = True
else :
texIndex = mapBlockHitX - 1 # The texture covering the selected map tile
texColumn = int ( rayY / ( MAP_SCALE / TEXTURE_SIZE ) % TEXTURE_SIZE )
shading = False
# Obtain texture pixel color
color = self . textures [ texIndex ] [ texColumn + textureColumnPixel * TEXTURE_SIZE ]
# Calculate color resulting from texture pixel value + shading
if shading :
color = self . shade ( color )
# Clipping
lineEnd = textureSegmentEnd
if lineEnd > RAYCAST_RENDER_HEIGHT :
lineEnd = RAYCAST_RENDER_HEIGHT
lineStart = textureSegmentStart
if lineStart < 0 :
lineStart = 0
if lineEnd < lineStart :
continue
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# Draw segment (all is scaled x4)
x = i * 4
for idx in range ( int ( lineStart * 4 ) * RAYCAST_WIN_WIDTH + x , int ( lineEnd * 4 ) * RAYCAST_WIN_WIDTH + x , RAYCAST_WIN_WIDTH ) :
self . raycast_u32_pixels [ idx ] = color
self . raycast_u32_pixels [ idx + 1 ] = color
self . raycast_u32_pixels [ idx + 2 ] = color
self . raycast_u32_pixels [ idx + 3 ] = color
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def shade ( self , color ) :
# Obtain channels
b = color & 0b000000000000000011111111
g = color >> 8 & 0b000000000000000011111111
r = color >> 16 & 0b000000000000000011111111
# Dim channels (and limit to 255, because python doesn't have a fixed byte length)
b = ( b >> 1 )
g = ( g >> 1 )
r = ( r >> 1 )
# Compose color
return b + ( g << 8 ) + ( r << 16 )
def dist ( self , ax , ay , bx , by ) :
return math . sqrt ( ( bx - ax ) * ( bx - ax ) + ( by - ay ) * ( by - ay ) )
def loadTexture ( self , pngFilePath ) :
# Loads a texture from png file and converts to sdl2-friendly format
reader = png . Reader ( filename = pngFilePath )
w , h , pixels , metadata = reader . read_flat ( )
if w != TEXTURE_SIZE or h != TEXTURE_SIZE :
raise ValueError ( " Texture {} is not {} x {} , but {} x {} " . format ( pngFilePath , TEXTURE_SIZE , TEXTURE_SIZE , w , h ) )
color_length = 3 # RGB
if metadata [ ' alpha ' ] :
color_length = 4 # RGBA (but alpha is ignored)
# Convert to sdl2-friendly format
converted = [ ]
for i in range ( 0 , len ( pixels ) , color_length ) :
# PNG is RGB, SDL surface is BGR
converted . append ( pixels [ i + 2 ] + ( pixels [ i + 1 ] << 8 ) + ( pixels [ i ] << 16 ) ) # BGR
return converted
2023-01-11 10:36:01 +01:00
def openDoor ( self ) :
# Opens a door near the user
# Works by modifying the map (removing the door)
# Find where is the user
mapX = int ( self . player_position [ " x " ] / MAP_SCALE )
mapY = int ( self . player_position [ " y " ] / MAP_SCALE )
mapArrayPosition = mapY * MAP_SIZE + mapX
# Find in which direction the user is looking
playerAngle = self . player_position [ " r " ]
lookingAtMapArrayPosition = 0
if playerAngle > math . pi / 4 and playerAngle < = 3 * math . pi / 4 :
# Looking up
lookingAtMapArrayPosition = mapArrayPosition - MAP_SIZE
elif playerAngle > 3 * math . pi / 4 and playerAngle < = 5 * math . pi / 4 :
# Looking left
lookingAtMapArrayPosition = mapArrayPosition - 1
elif playerAngle > 5 * math . pi / 4 and playerAngle < = 7 * math . pi / 4 :
# Looking down
lookingAtMapArrayPosition = mapArrayPosition + MAP_SIZE
else :
# Looking right
lookingAtMapArrayPosition = mapArrayPosition + 1
if MAP [ lookingAtMapArrayPosition ] == MAP_DOOR_CELL_TYPE :
# Player looking at a door: open it ("remove" it, leaving an empty space)
MAP [ lookingAtMapArrayPosition ] = 0
else :
print ( " Player looking at cell # {} of type {} : nothing to do " . format ( lookingAtMapArrayPosition , MAP [ lookingAtMapArrayPosition ] ) )
2023-01-11 10:07:11 +01:00
if __name__ == ' __main__ ' :
try :
main = Main ( )
main . run ( )
except KeyboardInterrupt :
exit ( 0 )