Hideable map screen, raycast upscaling, bettere controls
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3c927778e2
commit
5b8b45e793
224
v2/raycaster.py
224
v2/raycaster.py
@ -10,62 +10,81 @@ import sdl2.ext
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import math
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import time
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MAP_WIN_WIDTH = 640
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MAP_WIN_HEIGHT = 640
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RAYCAST_WIN_WIDTH = 400
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RAYCAST_WIN_HEIGHT = 255
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DUNGEON_WIDTH = MAP_WIN_WIDTH
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DUNGEON_HEIGHT = MAP_WIN_HEIGHT
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PLAYER_SPEED = 10
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PLAYER_ROTATION_SPEED = 0.17
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RAY_LENGTH = 100
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MAP_SCALE = 40
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COLLISION = True
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# Map cfg
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MAP_HIDDEN = True
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MAP_SCALE = 24
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MAP_SIZE = 17
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MAP_WIN_WIDTH = MAP_SIZE * MAP_SCALE
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MAP_WIN_HEIGHT = MAP_SIZE * MAP_SCALE
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MAP = [
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 2, 2, 2, 0, 0, 0, 2, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 2, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 2, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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]
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MAP_SIZE = 16
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# Textures cfg
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TEXTURE_SIZE = 8
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# Raycast cfg
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RAYCAST_WIN_WIDTH = 1000
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RAYCAST_WIN_HEIGHT = 600
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RAYCAST_RESOLUTION_SCALING = 4
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RAYCAST_RENDER_WIDTH = int(RAYCAST_WIN_WIDTH / RAYCAST_RESOLUTION_SCALING)
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RAYCAST_RENDER_HEIGHT = int(RAYCAST_WIN_HEIGHT / RAYCAST_RESOLUTION_SCALING)
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DOF = 2*MAP_SIZE # Depth Of Field
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# Player cfg
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PLAYER_SPEED = 8
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PLAYER_ROTATION_SPEED = 0.1
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PLAYER_SPAWN_POSITION = {"x": int(MAP_SCALE * 2), "y": int(MAP_SCALE * 5), "r": 0} # r is rotation in radiants
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# Dungeon data
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MAP = [
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1,
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2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 0, 3, 3, 3, 3, 3, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1,
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2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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]
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TEXTURES = [
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[
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0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 1, 1, 1, 1, 1, 0,
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0, 1, 0, 1, 1, 1, 1, 0,
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0, 1, 1, 0, 1, 1, 1, 0,
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0, 1, 1, 1, 0, 1, 1, 0,
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0, 1, 1, 1, 1, 0, 1, 0,
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0, 1, 1, 1, 1, 1, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 0, 1, 1, 1, 1,
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1, 1, 0, 0, 0, 1, 1, 1,
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1, 1, 0, 0, 0, 1, 1, 1,
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1, 1, 1, 0, 1, 1, 1, 1,
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1, 1, 0, 0, 0, 1, 1, 1,
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1, 1, 1, 0, 1, 1, 1, 1,
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],
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[
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1, 1, 1, 0, 0, 1, 1, 1,
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1, 1, 0, 1, 1, 0, 1, 1,
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1, 0, 1, 1, 1, 1, 0, 1,
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0, 1, 1, 1, 1, 1, 1, 0,
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0, 1, 1, 1, 1, 1, 1, 0,
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1, 0, 1, 1, 1, 1, 0, 1,
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1, 1, 0, 1, 1, 0, 1, 1,
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1, 1, 1, 0, 0, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 0, 1, 0, 1, 1, 1,
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1, 1, 1, 0, 0, 0, 1, 1,
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1, 1, 0, 0, 0, 1, 1, 1,
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1, 1, 1, 0, 1, 0, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1,
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],
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[
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 0, 1, 0, 1, 1, 1, 1,
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1, 0, 0, 0, 1, 1, 1, 1,
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1, 0, 0, 0, 1, 1, 1, 1,
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1, 1, 0, 1, 1, 1, 1, 1,
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1, 1, 0, 1, 1, 1, 1, 1,
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1, 1, 0, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1,
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]
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]
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TEXTURE_SIZE = 8
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class Main:
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@ -76,16 +95,17 @@ class Main:
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# Graphics
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sdl2.ext.init()
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self.mapWindow = sdl2.ext.Window("2D Map", size=(MAP_WIN_WIDTH, MAP_WIN_HEIGHT))
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self.mapWindow.show()
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self.mapSurface = self.mapWindow.get_surface()
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if not MAP_HIDDEN:
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self.mapWindow = sdl2.ext.Window("2D Map", size=(MAP_WIN_WIDTH, MAP_WIN_HEIGHT))
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self.mapWindow.show()
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self.mapSurface = self.mapWindow.get_surface()
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self.raycastWindow = sdl2.ext.Window("3D View", size=(RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT))
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self.raycastWindow.show()
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self.raycastSurface = self.raycastWindow.get_surface()
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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 = PLAYER_SPAWN_POSITION
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return
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@ -97,42 +117,44 @@ class Main:
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while running:
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events = sdl2.ext.get_events()
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for event in events:
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if event.type == sdl2.SDL_QUIT:
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if event.type == sdl2.SDL_QUIT or (event.type == sdl2.SDL_KEYDOWN and event.key.keysym.sym == sdl2.SDLK_ESCAPE):
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running = False
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break
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if event.type == sdl2.SDL_KEYDOWN:
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# Rotate player
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if event.key.keysym.sym == sdl2.SDLK_LEFT:
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self.player_position["r"] = self.player_position["r"] - PLAYER_ROTATION_SPEED
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elif event.key.keysym.sym == sdl2.SDLK_RIGHT:
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self.player_position["r"] = self.player_position["r"] + PLAYER_ROTATION_SPEED
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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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keystate = sdl2.SDL_GetKeyboardState(None)
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# Rotate player
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if keystate[sdl2.SDL_SCANCODE_LEFT]:
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self.player_position["r"] = self.player_position["r"] - PLAYER_ROTATION_SPEED
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elif keystate[sdl2.SDL_SCANCODE_RIGHT]:
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self.player_position["r"] = self.player_position["r"] + PLAYER_ROTATION_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.movePlayerRelative(player_delta_x, player_delta_y)
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elif event.key.keysym.sym == sdl2.SDLK_DOWN:
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self.movePlayerRelative(-player_delta_x, -player_delta_y)
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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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# Limit position into dungeon bounds
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if 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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self.player_position["x"] = DUNGEON_WIDTH
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if 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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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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# Move player based on its direction
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if keystate[sdl2.SDL_SCANCODE_UP]:
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self.movePlayerRelative(player_delta_x, player_delta_y)
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elif keystate[sdl2.SDL_SCANCODE_DOWN]:
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self.movePlayerRelative(-player_delta_x, -player_delta_y)
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# Limit position into dungeon bounds
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if self.player_position["x"] < 0:
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self.player_position["x"] = 0
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if self.player_position["x"] > MAP_WIN_WIDTH:
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self.player_position["x"] = MAP_WIN_WIDTH
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if self.player_position["y"] < 0:
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self.player_position["y"] = 0
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if self.player_position["y"] > MAP_WIN_HEIGHT:
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self.player_position["y"] = MAP_WIN_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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self.draw()
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self.mapWindow.refresh()
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if not MAP_HIDDEN:
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self.mapWindow.refresh()
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self.raycastWindow.refresh()
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# Calculate FPS
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@ -165,12 +187,9 @@ class Main:
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self.player_position["y"] = newPlayerY
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def draw(self):
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sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(0,0,0,255)) # Clears map screen
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sdl2.ext.draw.fill(self.raycastSurface, sdl2.ext.Color(0,0,128,255), (0, 0, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws ceiling)
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sdl2.ext.draw.fill(self.raycastSurface, sdl2.ext.Color(0,128,0,255), (0, RAYCAST_WIN_HEIGHT/2, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws floor)
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self.draw2Dmap()
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self.drawPlayer()
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if not MAP_HIDDEN:
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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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@ -186,6 +205,7 @@ class Main:
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def draw2Dmap(self):
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# 2D map
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sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(0,0,0,255)) # Clears map screen
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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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@ -195,12 +215,15 @@ class Main:
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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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sdl2.ext.draw.fill(self.raycastSurface, sdl2.ext.Color(0,0,128,255), (0, 0, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws ceiling)
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sdl2.ext.draw.fill(self.raycastSurface, sdl2.ext.Color(0,128,0,255), (0, RAYCAST_WIN_HEIGHT/2, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws floor)
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# Casts rays for raycasting
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playerAngle = self.player_position["r"]
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# Cast one ray for every window pixel, from -0,5 rads to +0,5 rads (about 60° viewing angle)
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for i in range(RAYCAST_WIN_WIDTH):
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rayAngle = playerAngle + (i/RAYCAST_WIN_WIDTH) - 0.5
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for i in range(RAYCAST_RENDER_WIDTH):
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rayAngle = playerAngle + (i/RAYCAST_RENDER_WIDTH) - 0.5
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if rayAngle < 0:
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rayAngle = math.pi * 2 + rayAngle
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if rayAngle > math.pi * 2:
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@ -296,16 +319,17 @@ class Main:
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rayY = horizRayY
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shortestDist = horizDist
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# Draw rays in 2D view
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sdl2.ext.draw.line(self.mapSurface, sdl2.ext.Color(0,0,255,255), (self.player_position["x"], self.player_position["y"], rayX, rayY))
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if not MAP_HIDDEN:
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# Draw rays in 2D view
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sdl2.ext.draw.line(self.mapSurface, sdl2.ext.Color(0,0,255,255), (self.player_position["x"], self.player_position["y"], rayX, rayY))
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# ------ Draw 3D view ------
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# Calculate line height based on distance
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lineHeight = MAP_SCALE * RAYCAST_WIN_HEIGHT / shortestDist
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lineHeight = MAP_SCALE * RAYCAST_RENDER_HEIGHT / shortestDist
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# Center line vertically in window
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lineOffset = RAYCAST_WIN_HEIGHT / 2 - lineHeight / 2
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lineOffset = RAYCAST_RENDER_HEIGHT / 2 - lineHeight / 2
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# Draw pixels vertically from top to bottom to obtain a line
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textureSegmentEnd = 0
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@ -331,13 +355,21 @@ class Main:
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texel = TEXTURES[texIndex][texColumn + textureColumnPixel * TEXTURE_SIZE]
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# Calculate color resulting from texture pixel value + shading
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color = sdl2.ext.Color(texel*shading,texel*shading,texel*shading,255)
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color = sdl2.ext.Color(texel*shading,texel*(shading/5),texel*(shading/5),255)
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# Clipping
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lineEnd = textureSegmentEnd
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if textureSegmentEnd > lineOffset + lineHeight:
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textureSegmentEnd = lineOffset + lineHeight
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if lineEnd > lineOffset + lineHeight:
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lineEnd = lineOffset + lineHeight
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lineStart = textureSegmentStart
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if lineStart < 0:
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lineStart = 0
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# Upscaling
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lineStart = lineStart * RAYCAST_RESOLUTION_SCALING
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lineEnd = lineEnd * RAYCAST_RESOLUTION_SCALING
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# Draw segment
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sdl2.ext.draw.line(self.raycastSurface, color, (i, int(textureSegmentStart), i, int(textureSegmentEnd)))
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for repeat in range(1, RAYCAST_RESOLUTION_SCALING + 1):
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x = i * RAYCAST_RESOLUTION_SCALING + repeat
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sdl2.ext.draw.line(self.raycastSurface, color, (x, int(lineStart), x, int(lineEnd)))
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def dist(self, ax, ay, bx, by):
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