diff --git a/assets/texture_wall1.png b/assets/texture_wall1.png deleted file mode 100644 index b4a13f5..0000000 Binary files a/assets/texture_wall1.png and /dev/null differ diff --git a/assets/texture_wall2.png b/assets/texture_wall2.png deleted file mode 100644 index e3f9dbe..0000000 Binary files a/assets/texture_wall2.png and /dev/null differ diff --git a/assets/texture_wall3.png b/assets/texture_wall_brick.png similarity index 100% rename from assets/texture_wall3.png rename to assets/texture_wall_brick.png diff --git a/assets/texture_wall_brick_door_center.png b/assets/texture_wall_brick_door_center.png new file mode 100644 index 0000000..4ecd183 Binary files /dev/null and b/assets/texture_wall_brick_door_center.png differ diff --git a/assets/texture_wall_brick_door_left.png b/assets/texture_wall_brick_door_left.png new file mode 100644 index 0000000..b4e5ec0 Binary files /dev/null and b/assets/texture_wall_brick_door_left.png differ diff --git a/assets/texture_wall_brick_door_right.png b/assets/texture_wall_brick_door_right.png new file mode 100644 index 0000000..f650c69 Binary files /dev/null and b/assets/texture_wall_brick_door_right.png differ diff --git a/v3/raycaster.py b/v3/raycaster.py new file mode 100755 index 0000000..94533ef --- /dev/null +++ b/v3/raycaster.py @@ -0,0 +1,429 @@ +#!/usr/bin/env python3 + +# RAYCASTER +# Inspired by https://www.youtube.com/watch?v=gYRrGTC7GtA +# +# 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 = [ + "../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 +] +TEXTURE_SIZE = 64 + +# Raycast cfg +RAYCAST_WIN_WIDTH = 1000 +RAYCAST_WIN_HEIGHT = 1000 +RAYCAST_RESOLUTION_SCALING = 1 +RAYCAST_RENDER_WIDTH = int(RAYCAST_WIN_WIDTH / RAYCAST_RESOLUTION_SCALING) +RAYCAST_RENDER_HEIGHT = int(RAYCAST_WIN_HEIGHT / RAYCAST_RESOLUTION_SCALING) +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 = [ + 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, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 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, 1, 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, 1, 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, 1, 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, 1, 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, 1, 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, 1, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, + 1, 0, 2, 1, 1, 1, 1, 1, 0, 0, 1, 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, 0, 0, 0, 0, 0, 0, 1, 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, 1, 1, 1, 1, 1, 1, 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, 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, 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, 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, + 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, 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): + # 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() + + self.raycastWindow = sdl2.ext.Window("3D View", size=(RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT)) + self.raycastWindow.show() + self.raycastSurface = self.raycastWindow.get_surface() + self.raycast_u32_pixels = ctypes.cast(self.raycastSurface.pixels, ctypes.POINTER(ctypes.c_uint32)) # Raw SDL surface pixel array + + # 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 + + self.draw() + if not MAP_HIDDEN: + self.mapWindow.refresh() + self.raycastWindow.refresh() + + # 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() + self.drawRays() + + 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): + 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) + + # 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 + + # Upscaling + lineStart = lineStart * RAYCAST_RESOLUTION_SCALING + lineEnd = lineEnd * RAYCAST_RESOLUTION_SCALING + + # Draw segment + for repeat in range(1, RAYCAST_RESOLUTION_SCALING + 1): + x = i * RAYCAST_RESOLUTION_SCALING + repeat + self.drawVline(self.raycastSurface, color, x, int(lineStart), int(lineEnd)) + + def drawVline(self, surface, color, x, startY, endY): + if x < 0 or x > RAYCAST_WIN_WIDTH or startY < 0 or endY > RAYCAST_WIN_HEIGHT or endY < startY: + print("Trying to write outside bounds: vertical line with x {} from y {} to y {}".format(x, startY, endY)) + return + + startIdx = startY * RAYCAST_WIN_WIDTH + x + for idx in range(startIdx, endY * RAYCAST_WIN_WIDTH + x, RAYCAST_WIN_WIDTH): + self.raycast_u32_pixels[idx] = color + + 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 + + + +if __name__ == '__main__': + try: + main = Main() + main.run() + except KeyboardInterrupt: + exit(0)