WIP fps-independent movement speed

This commit is contained in:
Daniele Verducci 2023-01-11 19:50:37 +01:00
parent 33f7a62c0f
commit 6e7f560bc9

View File

@ -40,8 +40,8 @@ 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_SPEED = 120
PLAYER_ROTATION_SPEED = 2.0
PLAYER_SPAWN_POSITION = {"x": 1.5, "y": 1.5, "r": 1.7} # r is rotation in radiants
# Dungeon data
@ -113,7 +113,7 @@ class Main:
return
def run(self):
lastFpsCalcTime = 0
lastDraw = 0
frames = 0
running = True
@ -124,16 +124,30 @@ class Main:
running = False
break
# Calculate speed based on FPS
elapsed = time.time() - lastDraw
player_speed = int(PLAYER_SPEED * elapsed)
player_rot_speed = PLAYER_ROTATION_SPEED * elapsed
lastDraw = time.time()
keystate = sdl2.SDL_GetKeyboardState(None)
# Rotate player
if keystate[sdl2.SDL_SCANCODE_LEFT]:
self.player_position["r"] = self.player_position["r"] - PLAYER_ROTATION_SPEED
self.player_position["r"] = self.player_position["r"] - player_rot_speed
elif keystate[sdl2.SDL_SCANCODE_RIGHT]:
self.player_position["r"] = self.player_position["r"] + PLAYER_ROTATION_SPEED
self.player_position["r"] = self.player_position["r"] + player_rot_speed
# Fix rotation
if self.player_position["r"] < 0:
self.player_position["r"] = math.pi * 2 + self.player_position["r"]
if self.player_position["r"] > math.pi * 2:
self.player_position["r"] = self.player_position["r"] - math.pi * 2
# 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
player_delta_x = math.cos(self.player_position["r"]) * player_speed
player_delta_y = math.sin(self.player_position["r"]) * player_speed
print(self.player_position["r"])
# Move player based on its direction
if keystate[sdl2.SDL_SCANCODE_UP]:
@ -150,10 +164,6 @@ class Main:
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
# Open doors
if keystate[sdl2.SDL_SCANCODE_SPACE]:
@ -164,14 +174,6 @@ class Main:
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):