Compare commits
1 Commits
master
...
fps-indepe
Author | SHA1 | Date | |
---|---|---|---|
6e7f560bc9 |
@ -40,8 +40,8 @@ CEILING_COLOR = sdl2.ext.Color(0,128,255,255)
|
|||||||
FLOOR_COLOR = sdl2.ext.Color(64,64,64,255)
|
FLOOR_COLOR = sdl2.ext.Color(64,64,64,255)
|
||||||
|
|
||||||
# Player cfg
|
# Player cfg
|
||||||
PLAYER_SPEED = 8
|
PLAYER_SPEED = 120
|
||||||
PLAYER_ROTATION_SPEED = 0.1
|
PLAYER_ROTATION_SPEED = 2.0
|
||||||
PLAYER_SPAWN_POSITION = {"x": 1.5, "y": 1.5, "r": 1.7} # r is rotation in radiants
|
PLAYER_SPAWN_POSITION = {"x": 1.5, "y": 1.5, "r": 1.7} # r is rotation in radiants
|
||||||
|
|
||||||
# Dungeon data
|
# Dungeon data
|
||||||
@ -113,7 +113,7 @@ class Main:
|
|||||||
return
|
return
|
||||||
|
|
||||||
def run(self):
|
def run(self):
|
||||||
lastFpsCalcTime = 0
|
lastDraw = 0
|
||||||
frames = 0
|
frames = 0
|
||||||
|
|
||||||
running = True
|
running = True
|
||||||
@ -124,16 +124,30 @@ class Main:
|
|||||||
running = False
|
running = False
|
||||||
break
|
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)
|
keystate = sdl2.SDL_GetKeyboardState(None)
|
||||||
# Rotate player
|
# Rotate player
|
||||||
if keystate[sdl2.SDL_SCANCODE_LEFT]:
|
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]:
|
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
|
# 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_x = math.cos(self.player_position["r"]) * player_speed
|
||||||
player_delta_y = math.sin(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
|
# Move player based on its direction
|
||||||
if keystate[sdl2.SDL_SCANCODE_UP]:
|
if keystate[sdl2.SDL_SCANCODE_UP]:
|
||||||
@ -150,10 +164,6 @@ class Main:
|
|||||||
self.player_position["y"] = 0
|
self.player_position["y"] = 0
|
||||||
if self.player_position["y"] > MAP_WIN_HEIGHT:
|
if self.player_position["y"] > MAP_WIN_HEIGHT:
|
||||||
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
|
# Open doors
|
||||||
if keystate[sdl2.SDL_SCANCODE_SPACE]:
|
if keystate[sdl2.SDL_SCANCODE_SPACE]:
|
||||||
@ -164,14 +174,6 @@ class Main:
|
|||||||
self.mapWindow.refresh()
|
self.mapWindow.refresh()
|
||||||
self.raycastWindow.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
|
return 0
|
||||||
|
|
||||||
def movePlayerRelative(self, player_delta_x, player_delta_y):
|
def movePlayerRelative(self, player_delta_x, player_delta_y):
|
||||||
|
Loading…
Reference in New Issue
Block a user