raycaster/v3/raycaster.py

483 lines
20 KiB
Python
Executable File

#!/usr/bin/env python3
# PYTHON RAYCASTER
# Inspired by https://www.youtube.com/watch?v=gYRrGTC7GtA
# Copyright (C) 2023 Daniele Verducci
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
# REQUIREMENTS:
# pip install pysdl2 pysdl2-dll pypng
import sys
import sdl2.ext
import math
import time
import ctypes
import png
# Map cfg
MAP_HIDDEN = True
MAP_SCALE = 24
MAP_SIZE = 32
MAP_WIN_WIDTH = MAP_SIZE * MAP_SCALE
MAP_WIN_HEIGHT = MAP_SIZE * MAP_SCALE
MAP_DOOR_CELL_TYPE = 3
# Textures cfg
# Index is shifted by 1 relative to map, because 0 is no wall
TEXTURES = [
"assets/texture_wall_brick.png", # = map index 1
"assets/texture_wall_brick_door_left.png", # = map index 2
"assets/texture_wall_brick_door_center.png", # = map index 3
"assets/texture_wall_brick_door_right.png", # = map index 4
"assets/texture_wall_brick_flag.png", # = map index 5
"assets/texture_temple.png", # = map index 6
]
TEXTURE_SIZE = 64
# Raycast cfg
RAYCAST_WIN_WIDTH = 1000
RAYCAST_WIN_HEIGHT = 1000
RAYCAST_RENDER_MULTIPLIER = 4
RAYCAST_RENDER_WIDTH = int(RAYCAST_WIN_WIDTH / RAYCAST_RENDER_MULTIPLIER)
RAYCAST_RENDER_HEIGHT = int(RAYCAST_WIN_HEIGHT / RAYCAST_RENDER_MULTIPLIER)
DOF = 2*MAP_SIZE # Depth Of Field
CEILING_COLOR = [0,128,255]
FLOOR_COLOR = [64,64,64]
# Player cfg
PLAYER_SPEED = 8
PLAYER_ROTATION_SPEED = 0.1
PLAYER_SPAWN_POSITION = {"x": 1.5, "y": 1.5, "r": 1.7} # r is rotation in radiants
# Dungeon data
MAP = [
1, 1, 1, 1, 1, 5, 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,
1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 4, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 6, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 5, 0, 0, 0, 0, 0, 0, 0, 5, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 2, 1, 1, 5, 1, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 3, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 4, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 0, 4, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 2, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 3, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 4, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1,
]
class Main:
def __init__(self):
# Print instructions
print('RAYCASTER by penguin86\n\nMovement: up, down, left, right\nOpen door: space\n\nFPS:')
# Check valid map
if len(MAP) != MAP_SIZE * MAP_SIZE:
raise ValueError("Map size is {}, but should be a power of {}".format(len(MAP), MAP_SIZE))
# Load textures
self.textures = []
for texFile in TEXTURES:
self.textures.append(self.loadTexture(texFile))
# Graphics
sdl2.ext.init()
if not MAP_HIDDEN:
self.mapWindow = sdl2.ext.Window("2D Map", size=(MAP_WIN_WIDTH, MAP_WIN_HEIGHT))
self.mapWindow.show()
self.mapSurface = self.mapWindow.get_surface()
self.raycastWindow = sdl2.SDL_CreateWindow(b"3D View", 100, 100, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT,sdl2.SDL_WINDOW_SHOWN)
self.raycastRenderer = sdl2.SDL_CreateRenderer(self.raycastWindow, -1,sdl2.SDL_RENDERER_ACCELERATED |sdl2.SDL_RENDERER_PRESENTVSYNC)
self.raycastSurface = sdl2.SDL_CreateRGBSurface(0,RAYCAST_WIN_WIDTH,RAYCAST_WIN_HEIGHT,32,0,0,0,0)
# Player
self.player_position = {"x": int(MAP_SCALE * PLAYER_SPAWN_POSITION["x"]), "y": int(MAP_SCALE * PLAYER_SPAWN_POSITION["y"]), "r": PLAYER_SPAWN_POSITION["r"]} # r is rotation in radiants
return
def run(self):
lastFpsCalcTime = 0
frames = 0
running = True
while running:
events = sdl2.ext.get_events()
for event in events:
if event.type == sdl2.SDL_QUIT or (event.type == sdl2.SDL_KEYDOWN and event.key.keysym.sym == sdl2.SDLK_ESCAPE):
running = False
break
keystate = sdl2.SDL_GetKeyboardState(None)
# Rotate player
if keystate[sdl2.SDL_SCANCODE_LEFT]:
self.player_position["r"] = self.player_position["r"] - PLAYER_ROTATION_SPEED
elif keystate[sdl2.SDL_SCANCODE_RIGHT]:
self.player_position["r"] = self.player_position["r"] + PLAYER_ROTATION_SPEED
# 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_y = math.sin(self.player_position["r"]) * PLAYER_SPEED
# Move player based on its direction
if keystate[sdl2.SDL_SCANCODE_UP]:
self.movePlayerRelative(player_delta_x, player_delta_y)
elif keystate[sdl2.SDL_SCANCODE_DOWN]:
self.movePlayerRelative(-player_delta_x, -player_delta_y)
# Limit position into dungeon bounds
if self.player_position["x"] < 0:
self.player_position["x"] = 0
if self.player_position["x"] > MAP_WIN_WIDTH:
self.player_position["x"] = MAP_WIN_WIDTH
if self.player_position["y"] < 0:
self.player_position["y"] = 0
if 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
if keystate[sdl2.SDL_SCANCODE_SPACE]:
self.openDoor()
self.draw()
if not MAP_HIDDEN:
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 movePlayerRelative(self, player_delta_x, player_delta_y):
# Prevent player from going into walls (X axis)
newPlayerX = int(self.player_position["x"] + player_delta_x)
mapX = int(newPlayerX / MAP_SCALE)
mapY = int(self.player_position["y"] / MAP_SCALE)
mapArrayPosition = mapY * MAP_SIZE + mapX
if mapArrayPosition >= 0 and mapArrayPosition < MAP_SIZE*MAP_SIZE-1 and MAP[mapArrayPosition] == 0:
# Move player (X)
self.player_position["x"] = newPlayerX
# Prevent player from going into walls (Y axis)
newPlayerY = int(self.player_position["y"] + player_delta_y)
mapX = int(self.player_position["x"] / MAP_SCALE)
mapY = int(newPlayerY / MAP_SCALE)
mapArrayPosition = mapY * MAP_SIZE + mapX
if mapArrayPosition >= 0 and mapArrayPosition < MAP_SIZE*MAP_SIZE-1 and MAP[mapArrayPosition] == 0:
# Move player (Y)
self.player_position["y"] = newPlayerY
def draw(self):
if not MAP_HIDDEN:
self.draw2Dmap()
self.drawPlayer()
self.drawRays()
sdl2.SDL_RenderPresent(self.raycastRenderer)
def drawPlayer(self):
# Player in 2D map
sdl2.ext.draw.fill(self.mapSurface, 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
}
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"]))
def draw2Dmap(self):
# 2D map
sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(0,0,0,255)) # Clears map screen
for i in range(len(MAP)):
posX = i % MAP_SIZE * MAP_SCALE
posY = math.floor(i / MAP_SIZE) * MAP_SCALE
color = 0
if MAP[i] > 0:
color = 255
sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(color,color,color,255), (posX, posY, MAP_SCALE - 1, MAP_SCALE - 1))
def drawRays(self):
# Ceiling
sdl2.SDL_SetRenderDrawColor(self.raycastRenderer, CEILING_COLOR[0], CEILING_COLOR[1], CEILING_COLOR[2], sdl2.SDL_ALPHA_OPAQUE)
sdl2.SDL_RenderClear(self.raycastRenderer)
# Floor
sdl2.SDL_SetRenderDrawColor(self.raycastRenderer, FLOOR_COLOR[0], FLOOR_COLOR[1], FLOOR_COLOR[2], sdl2.SDL_ALPHA_OPAQUE)
sdl2.SDL_RenderFillRect(self.raycastRenderer, sdl2.SDL_Rect(0, int(RAYCAST_WIN_HEIGHT/2), RAYCAST_WIN_WIDTH, int(RAYCAST_WIN_HEIGHT)))
# Casts rays for raycasting
playerAngle = self.player_position["r"]
# Cast one ray for every window pixel, from -0,5 rads to +0,5 rads (about 60° viewing angle)
for i in range(RAYCAST_RENDER_WIDTH):
rayAngle = playerAngle + (i/RAYCAST_RENDER_WIDTH) - 0.5
if rayAngle < 0:
rayAngle = math.pi * 2 + rayAngle
if rayAngle > math.pi * 2:
rayAngle = rayAngle - math.pi * 2
# Which map wall tiles have been hit by rayX and rayY
mapBlockHitX = 0
mapBlockHitY = 0
# Check horizontal lines
dof = 0 # Depth of field
if rayAngle == 0 or rayAngle == math.pi:
# Looking left or right (ray will never intersect parallel lines)
rayY = self.player_position["y"]
rayX = self.player_position["x"] + DOF * MAP_SCALE
dof = DOF # Set depth of field to maximum to avoid unneeded checks
elif rayAngle > math.pi:
# Looking up
aTan = -1/math.tan(rayAngle)
rayY = (int(self.player_position["y"] / MAP_SCALE) * MAP_SCALE) - 0.00001
rayX = (self.player_position["y"] - rayY) * aTan + self.player_position["x"]
yOffset = -MAP_SCALE
xOffset = -yOffset * aTan
else:
# Looking down
aTan = -1/math.tan(rayAngle)
rayY = (int(self.player_position["y"] / MAP_SCALE) * MAP_SCALE) + MAP_SCALE
rayX = (self.player_position["y"] - rayY) * aTan + self.player_position["x"]
yOffset = MAP_SCALE
xOffset = -yOffset * aTan
# Check if we reached a wall
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 = DOF # Hit the wall: we are done, no need to do other checks
mapBlockHitY = MAP[mapArrayPosition] # Save which map wall tile we reached
else:
# Didn't hit the wall: check successive horizontal line
rayX = rayX + xOffset
rayY = rayY + yOffset
dof = dof + 1
# Save horyzontal probe rays for later comparison with vertical
horizRayX = rayX
horizRayY = rayY
# Check vertical lines
dof = 0 # Depth of field
nTan = -math.tan(rayAngle)
xOffset = 0
yOffset = 0
if rayAngle == math.pi * 0.5 or rayAngle == math.pi * 1.5:
#if rayAngle == 0 or rayAngle == math.pi:
# Looking up or down (ray will never intersect vertical lines)
rayX = self.player_position["x"]
rayY = self.player_position["y"] + DOF * MAP_SCALE
dof = DOF # Set depth of field to maximum to avoid unneeded checks
elif rayAngle > math.pi * 0.5 and rayAngle < math.pi * 1.5:
# Looking left
rayX = (int(self.player_position["x"] / MAP_SCALE) * MAP_SCALE) - 0.00001
rayY = (self.player_position["x"] - rayX) * nTan + self.player_position["y"]
xOffset = -MAP_SCALE
yOffset = -xOffset * nTan
else:
# Looking right
rayX = (int(self.player_position["x"] / MAP_SCALE) * MAP_SCALE) + MAP_SCALE
rayY = (self.player_position["x"] - rayX) * nTan + self.player_position["y"]
xOffset = MAP_SCALE
yOffset = -xOffset * nTan
# Check if we reached a wall
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 = DOF # Hit the wall: we are done, no need to do other checks
mapBlockHitX = MAP[mapArrayPosition] # Save which map wall tile we reached
else:
# Didn't hit the wall: check successive horizontal line
rayX = rayX + xOffset
rayY = rayY + yOffset
dof = dof + 1
horizDist = self.dist(self.player_position["x"], self.player_position["y"], horizRayX, horizRayY)
vertDist = self.dist(self.player_position["x"], self.player_position["y"], rayX, rayY)
shortestDist = vertDist
if vertDist > horizDist:
rayX = horizRayX
rayY = horizRayY
shortestDist = horizDist
if not MAP_HIDDEN:
# Draw rays in 2D view
sdl2.ext.draw.line(self.mapSurface, sdl2.ext.Color(0,0,255,255), (self.player_position["x"], self.player_position["y"], rayX, rayY))
# ------ Draw 3D view ------
# Calculate line height based on distance
lineHeight = MAP_SCALE * RAYCAST_RENDER_HEIGHT / shortestDist
# Center line vertically in window
lineOffset = RAYCAST_RENDER_HEIGHT / 2 - lineHeight / 2
# Draw pixels vertically from top to bottom to obtain a line
textureSegmentEnd = 0
for textureColumnPixel in range(0, TEXTURE_SIZE):
# Calc texture segment length on screen
textureSegmentLength = lineHeight / TEXTURE_SIZE
if textureSegmentEnd == 0:
# First iteration: calculate segment start
textureSegmentStart = lineOffset + textureColumnPixel * textureSegmentLength
else:
# Next iterations: use the previous segment end (avoids rounding errors)
textureSegmentStart = textureSegmentEnd
textureSegmentEnd = textureSegmentStart + textureSegmentLength
# Obtain texture value in the pixel representing the current segment and calculate shading
if vertDist > horizDist:
texIndex = mapBlockHitY - 1 # The texture covering the selected map tile (0 is no texture, 1 is texture at self.textures[0] etc)
texColumn = int(rayX / (MAP_SCALE / TEXTURE_SIZE) % TEXTURE_SIZE)
shading = True
else:
texIndex = mapBlockHitX - 1 # The texture covering the selected map tile
texColumn = int(rayY / (MAP_SCALE / TEXTURE_SIZE) % TEXTURE_SIZE)
shading = False
# Obtain texture pixel color
color = self.textures[texIndex][texColumn + textureColumnPixel * TEXTURE_SIZE]
# Calculate color resulting from texture pixel value + shading
if shading:
color = self.shade(color)
# Clipping
lineEnd = textureSegmentEnd
if lineEnd > RAYCAST_RENDER_HEIGHT:
lineEnd = RAYCAST_RENDER_HEIGHT
lineStart = textureSegmentStart
if lineStart < 0:
lineStart = 0
if lineEnd < lineStart:
continue
# Draw segment (all is scaled x4)
b = color & 0b000000000000000011111111
g = color >> 8 & 0b000000000000000011111111
r = color >> 16 & 0b000000000000000011111111
sdl2.SDL_SetRenderDrawColor(self.raycastRenderer, r, g, b, sdl2.SDL_ALPHA_OPAQUE) # Non fare in tutti i cicli
x = i * RAYCAST_RENDER_MULTIPLIER
#sdl2.SDL_RenderFillRect(self.raycastRenderer, sdl2.SDL_Rect(x, int(lineStart * RAYCAST_RENDER_MULTIPLIER), RAYCAST_RENDER_MULTIPLIER, int((lineEnd - lineStart) * RAYCAST_RENDER_MULTIPLIER) + 1))
sdl2.SDL_RenderFillRectF(self.raycastRenderer, sdl2.SDL_FRect(x, lineStart * RAYCAST_RENDER_MULTIPLIER, RAYCAST_RENDER_MULTIPLIER, (lineEnd - lineStart) * RAYCAST_RENDER_MULTIPLIER))
def shade(self, color):
# Obtain channels
b = color & 0b000000000000000011111111
g = color >> 8 & 0b000000000000000011111111
r = color >> 16 & 0b000000000000000011111111
# Dim channels (and limit to 255, because python doesn't have a fixed byte length)
b = (b >> 1)
g = (g >> 1)
r = (r >> 1)
# Compose color
return b + (g << 8) + (r << 16)
def dist(self, ax, ay, bx, by):
return math.sqrt((bx-ax)*(bx-ax) + (by-ay)*(by-ay))
def loadTexture(self, pngFilePath):
# Loads a texture from png file and converts to sdl2-friendly format
reader = png.Reader(filename=pngFilePath)
w, h, pixels, metadata = reader.read_flat()
if w != TEXTURE_SIZE or h != TEXTURE_SIZE:
raise ValueError("Texture {} is not {}x{}, but {}x{}".format(pngFilePath, TEXTURE_SIZE, TEXTURE_SIZE, w, h))
color_length = 3 # RGB
if metadata['alpha']:
color_length = 4 # RGBA (but alpha is ignored)
# Convert to sdl2-friendly format
converted = []
for i in range(0, len(pixels), color_length):
# PNG is RGB, SDL surface is BGR
converted.append(pixels[i+2] + (pixels[i+1] << 8) + (pixels[i] << 16)) # BGR
return converted
def openDoor(self):
# Opens a door near the user
# Works by modifying the map (removing the door)
# Find where is the user
mapX = int(self.player_position["x"] / MAP_SCALE)
mapY = int(self.player_position["y"] / MAP_SCALE)
mapArrayPosition = mapY * MAP_SIZE + mapX
# Find in which direction the user is looking
playerAngle = self.player_position["r"]
lookingAtMapArrayPosition = 0
if playerAngle > math.pi / 4 and playerAngle <= 3 * math.pi / 4:
# Looking up
lookingAtMapArrayPosition = mapArrayPosition - MAP_SIZE
elif playerAngle > 3 * math.pi / 4 and playerAngle <= 5 * math.pi / 4:
# Looking left
lookingAtMapArrayPosition = mapArrayPosition - 1
elif playerAngle > 5 * math.pi / 4 and playerAngle <= 7 * math.pi / 4:
# Looking down
lookingAtMapArrayPosition = mapArrayPosition + MAP_SIZE
else:
# Looking right
lookingAtMapArrayPosition = mapArrayPosition + 1
if MAP[lookingAtMapArrayPosition] == MAP_DOOR_CELL_TYPE:
# Player looking at a door: open it ("remove" it, leaving an empty space)
MAP[lookingAtMapArrayPosition] = 0
else:
print("Player looking at cell #{} of type {}: nothing to do".format(lookingAtMapArrayPosition, MAP[lookingAtMapArrayPosition]))
if __name__ == '__main__':
try:
main = Main()
main.run()
except KeyboardInterrupt:
exit(0)