Fixes, fps counter, larger map, higher resolution rendering

This commit is contained in:
Daniele Verducci (Slimpenguin) 2023-01-05 10:38:37 +01:00
parent 3c810497bf
commit c62fd0403b

View File

@ -8,38 +8,46 @@
import sys
import sdl2.ext
import math
from time import time
import time
MAP_WIN_WIDTH = 640
MAP_WIN_HEIGHT = 640
RAYCAST_WIN_WIDTH = 900
RAYCAST_WIN_HEIGHT = 600
RAYCAST_WIN_WIDTH = 800
RAYCAST_WIN_HEIGHT = 480
DUNGEON_WIDTH = MAP_WIN_WIDTH
DUNGEON_HEIGHT = MAP_WIN_HEIGHT
PLAYER_SPEED = 10
PLAYER_ROTATION_SPEED = 0.17
RAY_LENGTH = 100
MAP_SCALE = 80
DOF = 8 # Depth Of Field
MAP_SCALE = 40
MAP = [
1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 0, 0, 1, 0, 0, 1,
1, 0, 1, 0, 1, 0, 0, 1,
1, 0, 0, 0, 1, 0, 0, 1,
1, 0, 0, 0, 1, 0, 0, 1,
1, 0, 1, 1, 1, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
]
MAP_SIZE = 8
MAP_SIZE = 16
DOF = 2*MAP_SIZE # Depth Of Field
class Main:
def __init__(self):
# Check valid map
if len(MAP) != MAP_SIZE * MAP_SIZE:
raise ValueError("Map size is {}, but should be a power of {}", len(MAP), MAP_SIZE)
raise ValueError("Map size is {}, but should be a power of {}".format(len(MAP), MAP_SIZE))
# Graphics
sdl2.ext.init()
@ -57,6 +65,9 @@ class Main:
return
def run(self):
lastFpsCalcTime = 0
frames = 0
running = True
while running:
events = sdl2.ext.get_events()
@ -97,14 +108,25 @@ class Main:
if self.player_position["r"] < 0:
self.player_position["r"] = 2*math.pi
sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(0,0,0,0)) # Clears screen
sdl2.ext.draw.fill(self.raycastSurface, sdl2.ext.Color(0,0,0,0)) # Clears screen
self.draw()
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 draw(self):
sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(0,0,0,255)) # Clears map screen
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)
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)
self.draw2Dmap()
self.drawPlayer()
self.drawRays()
@ -165,12 +187,12 @@ class Main:
xOffset = -yOffset * aTan
# Check if we reached a wall
while dof < 8:
while dof < DOF:
mapX = int(rayX / MAP_SCALE)
mapY = int(rayY / MAP_SCALE)
mapArrayPosition = mapY * MAP_SIZE + mapX
if mapArrayPosition >= 0 and mapArrayPosition < MAP_SIZE*MAP_SIZE and MAP[mapArrayPosition] != 0:
dof = 8 # Hit the wall: we are done, no need to do other checks
dof = DOF # Hit the wall: we are done, no need to do other checks
else:
# Didn't hit the wall: check successive horizontal line
rayX = rayX + xOffset
@ -206,12 +228,12 @@ class Main:
yOffset = -xOffset * nTan
# Check if we reached a wall
while dof < 8:
while dof < DOF:
mapX = int(rayX / MAP_SCALE)
mapY = int(rayY / MAP_SCALE)
mapArrayPosition = mapY * MAP_SIZE + mapX
if mapArrayPosition >= 0 and mapArrayPosition < MAP_SIZE*MAP_SIZE-1 and MAP[mapArrayPosition] != 0:
dof = 8 # Hit the wall: we are done, no need to do other checks
dof = DOF # Hit the wall: we are done, no need to do other checks
else:
# Didn't hit the wall: check successive horizontal line
rayX = rayX + xOffset