Fixes, fps counter, larger map, higher resolution rendering
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3c810497bf
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64
raycaster.py
64
raycaster.py
@ -8,38 +8,46 @@
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import sys
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import sdl2.ext
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import math
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from time import time
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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 = 900
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RAYCAST_WIN_HEIGHT = 600
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RAYCAST_WIN_WIDTH = 800
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RAYCAST_WIN_HEIGHT = 480
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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 = 80
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DOF = 8 # Depth Of Field
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MAP_SCALE = 40
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MAP = [
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 0, 0, 0, 1, 0, 0, 1,
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1, 0, 1, 0, 1, 0, 0, 1,
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1, 0, 0, 0, 1, 0, 0, 1,
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1, 0, 0, 0, 1, 0, 0, 1,
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1, 0, 1, 1, 1, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 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, 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, 1, 1, 1, 1, 1, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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 = 8
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MAP_SIZE = 16
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DOF = 2*MAP_SIZE # Depth Of Field
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class Main:
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def __init__(self):
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# Check valid map
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if len(MAP) != MAP_SIZE * MAP_SIZE:
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raise ValueError("Map size is {}, but should be a power of {}", len(MAP), MAP_SIZE)
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raise ValueError("Map size is {}, but should be a power of {}".format(len(MAP), MAP_SIZE))
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# Graphics
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sdl2.ext.init()
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@ -57,6 +65,9 @@ class Main:
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return
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def run(self):
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lastFpsCalcTime = 0
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frames = 0
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running = True
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while running:
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events = sdl2.ext.get_events()
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@ -97,14 +108,25 @@ class Main:
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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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sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(0,0,0,0)) # Clears screen
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sdl2.ext.draw.fill(self.raycastSurface, sdl2.ext.Color(0,0,0,0)) # Clears screen
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self.draw()
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self.mapWindow.refresh()
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self.raycastWindow.refresh()
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# Calculate FPS
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frames = frames + 1
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if time.time() - lastFpsCalcTime > 1:
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fps = frames/(time.time() - lastFpsCalcTime)
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print(int(fps))
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frames = 0
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lastFpsCalcTime = time.time()
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return 0
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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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self.drawRays()
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@ -165,12 +187,12 @@ class Main:
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xOffset = -yOffset * aTan
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# Check if we reached a wall
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while dof < 8:
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while dof < DOF:
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mapX = int(rayX / MAP_SCALE)
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mapY = int(rayY / MAP_SCALE)
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mapArrayPosition = mapY * MAP_SIZE + mapX
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if mapArrayPosition >= 0 and 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 = DOF # Hit the wall: we are done, no need to do other checks
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else:
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# Didn't hit the wall: check successive horizontal line
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rayX = rayX + xOffset
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@ -206,12 +228,12 @@ class Main:
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yOffset = -xOffset * nTan
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# Check if we reached a wall
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while dof < 8:
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while dof < DOF:
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mapX = int(rayX / MAP_SCALE)
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mapY = int(rayY / MAP_SCALE)
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mapArrayPosition = mapY * MAP_SIZE + mapX
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if mapArrayPosition >= 0 and mapArrayPosition < MAP_SIZE*MAP_SIZE-1 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 = DOF # Hit the wall: we are done, no need to do other checks
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else:
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# Didn't hit the wall: check successive horizontal line
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rayX = rayX + xOffset
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