Moving character in 2d map

This commit is contained in:
Daniele Verducci 2022-12-31 09:53:18 +01:00
parent bfb038b036
commit 5984d60879

View File

@ -1,17 +1,20 @@
#!/usr/bin/env python3 #!/usr/bin/env python3
# RAYCASTER # RAYCASTER
# Inspired by https://www.youtube.com/watch?v=gYRrGTC7GtA
# #
# pip install pysdl2 pysdl2-dll # pip install pysdl2 pysdl2-dll
import sys import sys
import sdl2.ext import sdl2.ext
import math
WIN_WIDTH = 640 WIN_WIDTH = 640
WIN_HEIGHT = 480 WIN_HEIGHT = 480
DUNGEON_WIDTH = WIN_WIDTH DUNGEON_WIDTH = WIN_WIDTH
DUNGEON_HEIGHT = WIN_HEIGHT DUNGEON_HEIGHT = WIN_HEIGHT
PLAYER_SPEED = 10 PLAYER_SPEED = 10
RAY_LENGTH = 100
class Main: class Main:
@ -23,7 +26,7 @@ class Main:
self.surface = self.window.get_surface() self.surface = self.window.get_surface()
# Player # 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 return
@ -36,15 +39,25 @@ class Main:
running = False running = False
break break
if event.type == sdl2.SDL_KEYDOWN: if event.type == sdl2.SDL_KEYDOWN:
if event.key.keysym.sym == sdl2.SDLK_UP: # Rotate player
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)
if event.key.keysym.sym == sdl2.SDLK_LEFT: 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: elif event.key.keysym.sym == sdl2.SDLK_RIGHT:
self.player_position["x"] = int(self.player_position["x"] + PLAYER_SPEED) self.player_position["r"] = self.player_position["r"] + 0.1
# Limit position
# 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: if self.player_position["x"] < 0:
self.player_position["x"] = 0 self.player_position["x"] = 0
if self.player_position["x"] > DUNGEON_WIDTH: if self.player_position["x"] > DUNGEON_WIDTH:
@ -53,6 +66,11 @@ class Main:
self.player_position["y"] = 0 self.player_position["y"] = 0
if self.player_position["y"] > DUNGEON_HEIGHT: if self.player_position["y"] > DUNGEON_HEIGHT:
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 sdl2.ext.draw.fill(self.surface, sdl2.ext.Color(0,0,0,0)) # Clears screen
self.draw() self.draw()
@ -60,8 +78,15 @@ class Main:
return 0 return 0
def draw(self): 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"])) # Player in 2D map
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)) 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 return