#!/usr/bin/env python3 # RAYCASTER # Inspired by https://www.youtube.com/watch?v=gYRrGTC7GtA # # pip install pysdl2 pysdl2-dll import sys import sdl2.ext import math WIN_WIDTH = 640 WIN_HEIGHT = 480 DUNGEON_WIDTH = WIN_WIDTH DUNGEON_HEIGHT = WIN_HEIGHT PLAYER_SPEED = 10 RAY_LENGTH = 100 class Main: def __init__(self): # Graphics sdl2.ext.init() self.window = sdl2.ext.Window("Raycaster", size=(WIN_WIDTH, WIN_HEIGHT)) self.window.show() self.surface = self.window.get_surface() # Player self.player_position = {"x": int(DUNGEON_WIDTH/2), "y": int(DUNGEON_HEIGHT/2), "r": 0} # r is rotation in radiants return def run(self): running = True while running: events = sdl2.ext.get_events() for event in events: if event.type == sdl2.SDL_QUIT: running = False break if event.type == sdl2.SDL_KEYDOWN: # Rotate player if event.key.keysym.sym == sdl2.SDLK_LEFT: self.player_position["r"] = self.player_position["r"] - 0.1 elif event.key.keysym.sym == sdl2.SDLK_RIGHT: self.player_position["r"] = self.player_position["r"] + 0.1 # Compute deltax and deltay based on player direction player_delta_x = math.cos(self.player_position["r"]) * PLAYER_SPEED player_delta_y = math.sin(self.player_position["r"]) * PLAYER_SPEED # Move player based on its direction if event.key.keysym.sym == sdl2.SDLK_UP: self.player_position["y"] = int(self.player_position["y"] + player_delta_y) self.player_position["x"] = int(self.player_position["x"] + player_delta_x) elif event.key.keysym.sym == sdl2.SDLK_DOWN: self.player_position["y"] = int(self.player_position["y"] - player_delta_y) self.player_position["x"] = int(self.player_position["x"] - player_delta_x) # Limit position into dungeon bounds if self.player_position["x"] < 0: self.player_position["x"] = 0 if self.player_position["x"] > DUNGEON_WIDTH: self.player_position["x"] = DUNGEON_WIDTH if self.player_position["y"] < 0: self.player_position["y"] = 0 if self.player_position["y"] > DUNGEON_HEIGHT: self.player_position["y"] = DUNGEON_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 print(self.player_position) sdl2.ext.draw.fill(self.surface, sdl2.ext.Color(0,0,0,0)) # Clears screen self.draw() self.window.refresh() return 0 def draw(self): # Player in 2D map sdl2.ext.draw.fill(self.surface, sdl2.ext.Color(0,255,0,255), (self.player_position["x"] - 2, self.player_position["y"] - 2, 4, 4)) # Player line of sight in 2D map ray = { "x": int(self.player_position["x"] + math.cos(self.player_position["r"]) * 50), # deltaX + playerX "y": int(self.player_position["y"] + math.sin(self.player_position["r"]) * 50) # deltaY + playerY } print(self.player_position) sdl2.ext.draw.line(self.surface, sdl2.ext.Color(255,0,0,255), (self.player_position["x"], self.player_position["y"], ray["x"], ray["y"])) return if __name__ == '__main__': try: main = Main() main.run() except KeyboardInterrupt: exit(0)