Moving character in 2d map
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45
raycaster.py
45
raycaster.py
@ -1,17 +1,20 @@
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#!/usr/bin/env python3
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#!/usr/bin/env python3
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# RAYCASTER
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# RAYCASTER
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# Inspired by https://www.youtube.com/watch?v=gYRrGTC7GtA
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#
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#
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# pip install pysdl2 pysdl2-dll
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# pip install pysdl2 pysdl2-dll
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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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WIN_WIDTH = 640
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WIN_WIDTH = 640
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WIN_HEIGHT = 480
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WIN_HEIGHT = 480
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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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class Main:
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class Main:
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@ -23,7 +26,7 @@ class Main:
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self.surface = self.window.get_surface()
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self.surface = self.window.get_surface()
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# Player
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# Player
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self.player_position = {"x": WIN_WIDTH/2, "y": WIN_HEIGHT/2, "r": 0}
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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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return
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return
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@ -36,15 +39,25 @@ class Main:
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running = False
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running = False
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break
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break
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if event.type == sdl2.SDL_KEYDOWN:
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if event.type == sdl2.SDL_KEYDOWN:
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if event.key.keysym.sym == sdl2.SDLK_UP:
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# Rotate player
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self.player_position["y"] = int(self.player_position["y"] - PLAYER_SPEED)
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elif event.key.keysym.sym == sdl2.SDLK_DOWN:
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self.player_position["y"] = int(self.player_position["y"] + PLAYER_SPEED)
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if event.key.keysym.sym == sdl2.SDLK_LEFT:
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if event.key.keysym.sym == sdl2.SDLK_LEFT:
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self.player_position["x"] = int(self.player_position["x"] - PLAYER_SPEED)
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self.player_position["r"] = self.player_position["r"] - 0.1
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elif event.key.keysym.sym == sdl2.SDLK_RIGHT:
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elif event.key.keysym.sym == sdl2.SDLK_RIGHT:
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self.player_position["x"] = int(self.player_position["x"] + PLAYER_SPEED)
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self.player_position["r"] = self.player_position["r"] + 0.1
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# Limit position
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# Compute deltax and deltay based on player direction
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player_delta_x = math.cos(self.player_position["r"]) * PLAYER_SPEED
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player_delta_y = math.sin(self.player_position["r"]) * PLAYER_SPEED
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# Move player based on its direction
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if event.key.keysym.sym == sdl2.SDLK_UP:
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self.player_position["y"] = int(self.player_position["y"] + player_delta_y)
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self.player_position["x"] = int(self.player_position["x"] + player_delta_x)
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elif event.key.keysym.sym == sdl2.SDLK_DOWN:
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self.player_position["y"] = int(self.player_position["y"] - player_delta_y)
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self.player_position["x"] = int(self.player_position["x"] - player_delta_x)
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# Limit position into dungeon bounds
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if self.player_position["x"] < 0:
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if self.player_position["x"] < 0:
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self.player_position["x"] = 0
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self.player_position["x"] = 0
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if self.player_position["x"] > DUNGEON_WIDTH:
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if self.player_position["x"] > DUNGEON_WIDTH:
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@ -53,6 +66,11 @@ class Main:
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self.player_position["y"] = 0
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self.player_position["y"] = 0
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if self.player_position["y"] > DUNGEON_HEIGHT:
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if self.player_position["y"] > DUNGEON_HEIGHT:
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self.player_position["y"] = DUNGEON_HEIGHT
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self.player_position["y"] = DUNGEON_HEIGHT
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if self.player_position["r"] > 2*math.pi:
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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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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.surface, 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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@ -60,8 +78,15 @@ class Main:
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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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#sdl2.ext.draw.line(self.surface, sdl2.ext.Color(255,0,0,255), (0, 0, self.player_position["x"], self.player_position["y"]))
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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"] - 4, self.player_position["y"] - 4, 4, 4))
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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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# Player line of sight in 2D map
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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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"y": int(self.player_position["y"] + math.sin(self.player_position["r"]) * 50) # deltaY + playerY
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}
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print(self.player_position)
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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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return
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