Casting X and Y collision rays
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19
raycaster.py
19
raycaster.py
@ -108,7 +108,6 @@ class Main:
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"x": int(self.player_position["x"] + math.cos(self.player_position["r"]) * 50), # deltaX + playerX
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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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"y": int(self.player_position["y"] + math.sin(self.player_position["r"]) * 50) # deltaY + playerY
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}
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}
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sdl2.ext.draw.line(self.mapSurface, sdl2.ext.Color(255,0,0,255), (self.player_position["x"], self.player_position["y"], ray["x"], ray["y"]))
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def draw2Dmap(self):
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def draw2Dmap(self):
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# 2D map
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# 2D map
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@ -124,7 +123,7 @@ class Main:
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# Casts rays for raycasting
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# Casts rays for raycasting
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rayAngle = self.player_position["r"]
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rayAngle = self.player_position["r"]
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for r in range(1):
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for r in range(1):
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'''
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# Check horizontal lines
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# Check horizontal lines
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dof = 0 # Depth of field
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dof = 0 # Depth of field
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if rayAngle == 0 or rayAngle == math.pi:
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if rayAngle == 0 or rayAngle == math.pi:
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@ -159,15 +158,20 @@ class Main:
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rayX = rayX + xOffset
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rayX = rayX + xOffset
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rayY = rayY + yOffset
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rayY = rayY + yOffset
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dof = dof + 1
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dof = dof + 1
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'''
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# Draw ray
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sdl2.ext.draw.line(self.mapSurface, sdl2.ext.Color(0,255,0,255), (self.player_position["x"], self.player_position["y"], rayX, rayY))
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# Check vertical lines
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# Check vertical lines
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dof = 0 # Depth of field
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dof = 0 # Depth of field
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nTan = -math.tan(rayAngle)
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nTan = -math.tan(rayAngle)
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xOffset = 0
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yOffset = 0
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if rayAngle == math.pi * 0.5 or rayAngle == math.pi * 1.5:
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if rayAngle == math.pi * 0.5 or rayAngle == math.pi * 1.5:
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#if rayAngle == 0 or rayAngle == math.pi:
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# Looking up or down (ray will never intersect vertical lines)
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# Looking up or down (ray will never intersect vertical lines)
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rayX = self.player_position["y"]
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rayX = self.player_position["x"]
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rayY = self.player_position["x"]
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rayY = self.player_position["y"]
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dof = DOF # Set depth of field to maximum to avoid unneeded checks
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dof = DOF # Set depth of field to maximum to avoid unneeded checks
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elif rayAngle > math.pi * 0.5 and rayAngle < math.pi * 1.5:
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elif rayAngle > math.pi * 0.5 and rayAngle < math.pi * 1.5:
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# Looking right
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# Looking right
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@ -187,8 +191,7 @@ class Main:
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mapX = int(rayX / MAP_SCALE)
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mapX = int(rayX / MAP_SCALE)
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mapY = int(rayY / MAP_SCALE)
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mapY = int(rayY / MAP_SCALE)
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mapArrayPosition = mapY * MAP_SIZE + mapX
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mapArrayPosition = mapY * MAP_SIZE + mapX
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print([rayX, rayY, mapX, mapY, mapArrayPosition])
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if mapArrayPosition >= 0 and mapArrayPosition < MAP_SIZE*MAP_SIZE-1 and MAP[mapArrayPosition] != 0:
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if mapArrayPosition < MAP_SIZE*MAP_SIZE and MAP[mapArrayPosition] != 0:
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dof = 8 # Hit the wall: we are done, no need to do other checks
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dof = 8 # Hit the wall: we are done, no need to do other checks
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else:
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else:
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# Didn't hit the wall: check successive horizontal line
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# Didn't hit the wall: check successive horizontal line
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@ -197,7 +200,7 @@ class Main:
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dof = dof + 1
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dof = dof + 1
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# Draw ray
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# Draw ray
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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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#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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