Working horizontal ray casting and interception
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5984d60879
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100
raycaster.py
100
raycaster.py
@ -8,22 +8,41 @@
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import sys
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import sys
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import sdl2.ext
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import sdl2.ext
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import math
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import math
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from time import time
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WIN_WIDTH = 640
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WIN_WIDTH = 640
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WIN_HEIGHT = 480
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WIN_HEIGHT = 640
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DUNGEON_WIDTH = WIN_WIDTH
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DUNGEON_WIDTH = WIN_WIDTH
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DUNGEON_HEIGHT = WIN_HEIGHT
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DUNGEON_HEIGHT = WIN_HEIGHT
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PLAYER_SPEED = 10
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PLAYER_SPEED = 10
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RAY_LENGTH = 100
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RAY_LENGTH = 100
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MAP_SCALE = 80
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DOF = 8 # Depth Of Field
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MAP = [
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 0, 0, 0, 1, 0, 0, 1,
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1, 0, 0, 0, 1, 1, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 1, 0, 0, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 1,
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1, 1, 1, 1, 1, 1, 1, 1,
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]
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MAP_SIZE = 8
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class Main:
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class Main:
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def __init__(self):
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def __init__(self):
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# Check valid map
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if len(MAP) != MAP_SIZE * MAP_SIZE:
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raise ValueError("Map size is {}, but should be a power of {}", len(MAP), MAP_SIZE)
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# Graphics
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# Graphics
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sdl2.ext.init()
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sdl2.ext.init()
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self.window = sdl2.ext.Window("Raycaster", size=(WIN_WIDTH, WIN_HEIGHT))
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self.mapWindow = sdl2.ext.Window("2D Map", size=(WIN_WIDTH, WIN_HEIGHT))
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self.window.show()
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self.mapWindow.show()
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self.surface = self.window.get_surface()
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self.mapSurface = self.mapWindow.get_surface()
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# Player
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# Player
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self.player_position = {"x": int(DUNGEON_WIDTH/2), "y": int(DUNGEON_HEIGHT/2), "r": 0} # r is rotation in radiants
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self.player_position = {"x": int(DUNGEON_WIDTH/2), "y": int(DUNGEON_HEIGHT/2), "r": 0} # r is rotation in radiants
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@ -70,24 +89,83 @@ class Main:
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self.player_position["r"] = 0
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self.player_position["r"] = 0
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if self.player_position["r"] < 0:
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if self.player_position["r"] < 0:
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self.player_position["r"] = 2*math.pi
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self.player_position["r"] = 2*math.pi
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print(self.player_position)
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sdl2.ext.draw.fill(self.surface, sdl2.ext.Color(0,0,0,0)) # Clears screen
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sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(0,0,0,0)) # Clears screen
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self.draw()
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self.draw()
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self.window.refresh()
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self.mapWindow.refresh()
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return 0
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return 0
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def draw(self):
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def draw(self):
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self.draw2Dmap()
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self.drawPlayer()
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self.drawRays()
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def drawPlayer(self):
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# Player in 2D map
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# Player in 2D map
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sdl2.ext.draw.fill(self.surface, sdl2.ext.Color(0,255,0,255), (self.player_position["x"] - 2, self.player_position["y"] - 2, 4, 4))
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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))
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# Player line of sight in 2D map
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# Player line of sight in 2D map
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ray = {
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ray = {
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"x": int(self.player_position["x"] + math.cos(self.player_position["r"]) * 50), # deltaX + playerX
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"x": int(self.player_position["x"] + math.cos(self.player_position["r"]) * 50), # deltaX + playerX
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"y": int(self.player_position["y"] + math.sin(self.player_position["r"]) * 50) # deltaY + playerY
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"y": int(self.player_position["y"] + math.sin(self.player_position["r"]) * 50) # deltaY + playerY
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}
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}
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print(self.player_position)
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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"]))
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sdl2.ext.draw.line(self.surface, sdl2.ext.Color(255,0,0,255), (self.player_position["x"], self.player_position["y"], ray["x"], ray["y"]))
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return
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def draw2Dmap(self):
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# 2D map
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for i in range(len(MAP)):
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posX = i % MAP_SIZE * MAP_SCALE
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posY = math.floor(i / MAP_SIZE) * MAP_SCALE
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color = 0
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if MAP[i] == 1:
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color = 255
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sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(color,color,color,255), (posX, posY, MAP_SCALE - 1, MAP_SCALE - 1))
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def drawRays(self):
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# Casts rays for raycasting
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rayAngle = self.player_position["r"]
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for r in range(1):
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# Check horizontal lines
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dof = 0 # Depth of field
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if rayAngle == 0 or rayAngle == math.pi:
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print("horiz")
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# Looking left or right (ray will never intersect parallel lines)
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rayY = self.player_position["y"]
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rayX = self.player_position["x"]
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dof = DOF # Set depth of field to maximum to avoid unneeded checks
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elif rayAngle > math.pi:
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aTan = -1/math.tan(rayAngle)
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print("down")
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# Looking up
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rayY = (int(self.player_position["y"] / MAP_SCALE) * MAP_SCALE) - 0.00001
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rayX = (self.player_position["y"] - rayY) * aTan + self.player_position["x"]
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yOffset = -MAP_SCALE
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xOffset = -yOffset * aTan
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else:
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aTan = -1/math.tan(rayAngle)
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print("up")
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# Looking down
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rayY = (int(self.player_position["y"] / MAP_SCALE) * MAP_SCALE) + MAP_SCALE
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rayX = (self.player_position["y"] - rayY) * aTan + self.player_position["x"]
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yOffset = MAP_SCALE
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xOffset = -yOffset * aTan
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# Check if we reached a wall
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while dof < 8:
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mapX = int(rayX / MAP_SCALE)
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mapY = int(rayY / MAP_SCALE)
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mapArrayPosition = mapY * MAP_SIZE + mapX
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if mapArrayPosition < MAP_SIZE*MAP_SIZE and MAP[mapArrayPosition] != 0:
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dof = 8 # Hit the wall: we are done, no need to do other checks
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else:
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# Didn't hit the wall: check successive horizontal line
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rayX = rayX + xOffset
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rayY = rayY + yOffset
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dof = dof + 1
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# Draw ray
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sdl2.ext.draw.line(self.mapSurface, sdl2.ext.Color(0,255,0,255), (self.player_position["x"], self.player_position["y"], rayX, rayY))
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