From 5984d608797c0134747eebd876a2b99d524d0a89 Mon Sep 17 00:00:00 2001 From: Daniele Verducci Date: Sat, 31 Dec 2022 09:53:18 +0100 Subject: [PATCH] Moving character in 2d map --- raycaster.py | 45 +++++++++++++++++++++++++++++++++++---------- 1 file changed, 35 insertions(+), 10 deletions(-) diff --git a/raycaster.py b/raycaster.py index ee60b20..2e9f264 100755 --- a/raycaster.py +++ b/raycaster.py @@ -1,17 +1,20 @@ #!/usr/bin/env python3 # RAYCASTER +# Inspired by https://www.youtube.com/watch?v=gYRrGTC7GtA # # pip install pysdl2 pysdl2-dll import sys import sdl2.ext +import math WIN_WIDTH = 640 WIN_HEIGHT = 480 DUNGEON_WIDTH = WIN_WIDTH DUNGEON_HEIGHT = WIN_HEIGHT PLAYER_SPEED = 10 +RAY_LENGTH = 100 class Main: @@ -23,7 +26,7 @@ class Main: self.surface = self.window.get_surface() # Player - self.player_position = {"x": WIN_WIDTH/2, "y": WIN_HEIGHT/2, "r": 0} + self.player_position = {"x": int(DUNGEON_WIDTH/2), "y": int(DUNGEON_HEIGHT/2), "r": 0} # r is rotation in radiants return @@ -36,15 +39,25 @@ class Main: running = False break if event.type == sdl2.SDL_KEYDOWN: - if event.key.keysym.sym == sdl2.SDLK_UP: - self.player_position["y"] = int(self.player_position["y"] - PLAYER_SPEED) - elif event.key.keysym.sym == sdl2.SDLK_DOWN: - self.player_position["y"] = int(self.player_position["y"] + PLAYER_SPEED) + # Rotate player if event.key.keysym.sym == sdl2.SDLK_LEFT: - self.player_position["x"] = int(self.player_position["x"] - PLAYER_SPEED) + self.player_position["r"] = self.player_position["r"] - 0.1 elif event.key.keysym.sym == sdl2.SDLK_RIGHT: - self.player_position["x"] = int(self.player_position["x"] + PLAYER_SPEED) - # Limit position + self.player_position["r"] = self.player_position["r"] + 0.1 + + # Compute deltax and deltay based on player direction + player_delta_x = math.cos(self.player_position["r"]) * PLAYER_SPEED + player_delta_y = math.sin(self.player_position["r"]) * PLAYER_SPEED + + # Move player based on its direction + if event.key.keysym.sym == sdl2.SDLK_UP: + self.player_position["y"] = int(self.player_position["y"] + player_delta_y) + self.player_position["x"] = int(self.player_position["x"] + player_delta_x) + elif event.key.keysym.sym == sdl2.SDLK_DOWN: + self.player_position["y"] = int(self.player_position["y"] - player_delta_y) + self.player_position["x"] = int(self.player_position["x"] - player_delta_x) + + # Limit position into dungeon bounds if self.player_position["x"] < 0: self.player_position["x"] = 0 if self.player_position["x"] > DUNGEON_WIDTH: @@ -53,6 +66,11 @@ class Main: self.player_position["y"] = 0 if self.player_position["y"] > DUNGEON_HEIGHT: self.player_position["y"] = DUNGEON_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 + print(self.player_position) sdl2.ext.draw.fill(self.surface, sdl2.ext.Color(0,0,0,0)) # Clears screen self.draw() @@ -60,8 +78,15 @@ class Main: return 0 def draw(self): - #sdl2.ext.draw.line(self.surface, sdl2.ext.Color(255,0,0,255), (0, 0, self.player_position["x"], self.player_position["y"])) - sdl2.ext.draw.fill(self.surface, sdl2.ext.Color(0,255,0,255), (self.player_position["x"] - 4, self.player_position["y"] - 4, 4, 4)) + # Player in 2D map + 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)) + # 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 + } + print(self.player_position) + 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"])) return