457 lines
18 KiB
Python
Executable File
457 lines
18 KiB
Python
Executable File
#!/usr/bin/env python3
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# RAYCASTER
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# Inspired by https://www.youtube.com/watch?v=gYRrGTC7GtA
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#
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# pip install pysdl2 pysdl2-dll pypng
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import sys
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import sdl2.ext
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import math
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import time
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import ctypes
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import png
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# Map cfg
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MAP_HIDDEN = True
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MAP_SCALE = 24
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MAP_SIZE = 32
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MAP_WIN_WIDTH = MAP_SIZE * MAP_SCALE
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MAP_WIN_HEIGHT = MAP_SIZE * MAP_SCALE
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MAP_DOOR_CELL_TYPE = 3
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# Textures cfg
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# Index is shifted by 1 relative to map, because 0 is no wall
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TEXTURES = [
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"../assets/texture_wall_brick.png", # = map index 1
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"../assets/texture_wall_brick_door_left.png", # = map index 2
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"../assets/texture_wall_brick_door_center.png", # = map index 3
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"../assets/texture_wall_brick_door_right.png", # = map index 4
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]
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TEXTURE_SIZE = 64
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# Raycast cfg
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RAYCAST_WIN_WIDTH = 600
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RAYCAST_WIN_HEIGHT = 600
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RAYCAST_RENDER_WIDTH = int(RAYCAST_WIN_WIDTH / 4)
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RAYCAST_RENDER_HEIGHT = int(RAYCAST_WIN_HEIGHT / 4)
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DOF = 2*MAP_SIZE # Depth Of Field
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CEILING_COLOR = sdl2.ext.Color(0,128,255,255)
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FLOOR_COLOR = sdl2.ext.Color(64,64,64,255)
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# Player cfg
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PLAYER_SPEED = 8
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PLAYER_ROTATION_SPEED = 0.1
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PLAYER_SPAWN_POSITION = {"x": 1.5, "y": 1.5, "r": 1.7} # r is rotation in radiants
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# Dungeon data
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MAP = [
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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,
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1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 1, 0, 0, 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, 1,
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1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 2, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 3, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 4, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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]
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class Main:
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def __init__(self):
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# Print instructions
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print('RAYCASTER by penguin86\n\nMovement: up, down, left, right\nOpen door: space\n\nFPS:')
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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 {}".format(len(MAP), MAP_SIZE))
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# Load textures
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self.textures = []
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for texFile in TEXTURES:
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self.textures.append(self.loadTexture(texFile))
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# Graphics
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sdl2.ext.init()
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if not MAP_HIDDEN:
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self.mapWindow = sdl2.ext.Window("2D Map", size=(MAP_WIN_WIDTH, MAP_WIN_HEIGHT))
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self.mapWindow.show()
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self.mapSurface = self.mapWindow.get_surface()
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self.raycastWindow = sdl2.ext.Window("3D View", size=(RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT))
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self.raycastWindow.show()
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self.raycastSurface = self.raycastWindow.get_surface()
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self.raycast_u32_pixels = ctypes.cast(self.raycastSurface.pixels, ctypes.POINTER(ctypes.c_uint32)) # Raw SDL surface pixel array
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# Player
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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
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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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for event in events:
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if event.type == sdl2.SDL_QUIT or (event.type == sdl2.SDL_KEYDOWN and event.key.keysym.sym == sdl2.SDLK_ESCAPE):
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running = False
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break
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keystate = sdl2.SDL_GetKeyboardState(None)
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# Rotate player
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if keystate[sdl2.SDL_SCANCODE_LEFT]:
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self.player_position["r"] = self.player_position["r"] - PLAYER_ROTATION_SPEED
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elif keystate[sdl2.SDL_SCANCODE_RIGHT]:
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self.player_position["r"] = self.player_position["r"] + PLAYER_ROTATION_SPEED
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# Compute deltax and deltay based on player direction
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player_delta_x = (math.cos(self.player_position["r"]) * PLAYER_SPEED) + 1 # "+ 1": Adjust for rounding errors
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player_delta_y = math.sin(self.player_position["r"]) * PLAYER_SPEED
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# Move player based on its direction
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if keystate[sdl2.SDL_SCANCODE_UP]:
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self.movePlayerRelative(player_delta_x, player_delta_y)
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elif keystate[sdl2.SDL_SCANCODE_DOWN]:
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self.movePlayerRelative(-player_delta_x, -player_delta_y)
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# Limit position into dungeon bounds
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if self.player_position["x"] < 0:
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self.player_position["x"] = 0
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if self.player_position["x"] > MAP_WIN_WIDTH:
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self.player_position["x"] = MAP_WIN_WIDTH
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if self.player_position["y"] < 0:
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self.player_position["y"] = 0
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if self.player_position["y"] > MAP_WIN_HEIGHT:
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self.player_position["y"] = MAP_WIN_HEIGHT
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if self.player_position["r"] > 2*math.pi:
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self.player_position["r"] = 0
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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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# Open doors
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if keystate[sdl2.SDL_SCANCODE_SPACE]:
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self.openDoor()
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self.draw()
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if not MAP_HIDDEN:
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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 movePlayerRelative(self, player_delta_x, player_delta_y):
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# Prevent player from going into walls (X axis)
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newPlayerX = int(self.player_position["x"] + player_delta_x)
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mapX = int(newPlayerX / MAP_SCALE)
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mapY = int(self.player_position["y"] / 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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# Move player (X)
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self.player_position["x"] = newPlayerX
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# Prevent player from going into walls (Y axis)
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newPlayerY = int(self.player_position["y"] + player_delta_y)
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mapX = int(self.player_position["x"] / MAP_SCALE)
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mapY = int(newPlayerY / 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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# Move player (Y)
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self.player_position["y"] = newPlayerY
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def draw(self):
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if not MAP_HIDDEN:
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self.draw2Dmap()
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self.drawPlayer()
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self.drawRays()
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def drawPlayer(self):
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# Player in 2D map
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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))
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# Player line of sight in 2D map
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ray = {
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"x": int(self.player_position["x"] + math.cos(self.player_position["r"]) * 50), # deltaX + playerX
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"y": int(self.player_position["y"] + math.sin(self.player_position["r"]) * 50) # deltaY + playerY
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}
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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"]))
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def draw2Dmap(self):
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# 2D map
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sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(0,0,0,255)) # Clears map screen
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for i in range(len(MAP)):
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posX = i % MAP_SIZE * MAP_SCALE
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posY = math.floor(i / MAP_SIZE) * MAP_SCALE
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color = 0
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if MAP[i] > 0:
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color = 255
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sdl2.ext.draw.fill(self.mapSurface, sdl2.ext.Color(color,color,color,255), (posX, posY, MAP_SCALE - 1, MAP_SCALE - 1))
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def drawRays(self):
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sdl2.ext.draw.fill(self.raycastSurface, CEILING_COLOR, (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, FLOOR_COLOR, (0, RAYCAST_WIN_HEIGHT/2, RAYCAST_WIN_WIDTH, RAYCAST_WIN_HEIGHT/2)) # Clears upper raycast screen (draws floor)
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# Casts rays for raycasting
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playerAngle = self.player_position["r"]
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# Cast one ray for every window pixel, from -0,5 rads to +0,5 rads (about 60° viewing angle)
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for i in range(RAYCAST_RENDER_WIDTH):
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rayAngle = playerAngle + (i/RAYCAST_RENDER_WIDTH) - 0.5
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if rayAngle < 0:
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rayAngle = math.pi * 2 + rayAngle
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if rayAngle > math.pi * 2:
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rayAngle = rayAngle - math.pi * 2
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# Which map wall tiles have been hit by rayX and rayY
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mapBlockHitX = 0
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mapBlockHitY = 0
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# Check horizontal lines
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dof = 0 # Depth of field
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if rayAngle == 0 or rayAngle == math.pi:
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# Looking left or right (ray will never intersect parallel lines)
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rayY = self.player_position["y"]
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rayX = self.player_position["x"] + DOF * MAP_SCALE
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dof = DOF # Set depth of field to maximum to avoid unneeded checks
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elif rayAngle > math.pi:
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# Looking up
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aTan = -1/math.tan(rayAngle)
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rayY = (int(self.player_position["y"] / MAP_SCALE) * MAP_SCALE) - 0.00001
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rayX = (self.player_position["y"] - rayY) * aTan + self.player_position["x"]
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yOffset = -MAP_SCALE
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xOffset = -yOffset * aTan
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else:
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# Looking down
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aTan = -1/math.tan(rayAngle)
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rayY = (int(self.player_position["y"] / MAP_SCALE) * MAP_SCALE) + MAP_SCALE
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rayX = (self.player_position["y"] - rayY) * aTan + self.player_position["x"]
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yOffset = MAP_SCALE
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xOffset = -yOffset * aTan
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# Check if we reached a wall
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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 = DOF # Hit the wall: we are done, no need to do other checks
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mapBlockHitY = MAP[mapArrayPosition] # Save which map wall tile we reached
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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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rayY = rayY + yOffset
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dof = dof + 1
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# Save horyzontal probe rays for later comparison with vertical
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horizRayX = rayX
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horizRayY = rayY
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# Check vertical lines
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dof = 0 # Depth of field
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nTan = -math.tan(rayAngle)
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xOffset = 0
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yOffset = 0
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if rayAngle == math.pi * 0.5 or rayAngle == math.pi * 1.5:
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#if rayAngle == 0 or rayAngle == math.pi:
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# Looking up or down (ray will never intersect vertical lines)
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rayX = self.player_position["x"]
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rayY = self.player_position["y"] + DOF * MAP_SCALE
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dof = DOF # Set depth of field to maximum to avoid unneeded checks
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elif rayAngle > math.pi * 0.5 and rayAngle < math.pi * 1.5:
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# Looking left
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rayX = (int(self.player_position["x"] / MAP_SCALE) * MAP_SCALE) - 0.00001
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rayY = (self.player_position["x"] - rayX) * nTan + self.player_position["y"]
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xOffset = -MAP_SCALE
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yOffset = -xOffset * nTan
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else:
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# Looking right
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rayX = (int(self.player_position["x"] / MAP_SCALE) * MAP_SCALE) + MAP_SCALE
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rayY = (self.player_position["x"] - rayX) * nTan + self.player_position["y"]
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xOffset = MAP_SCALE
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yOffset = -xOffset * nTan
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# Check if we reached a wall
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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 = DOF # Hit the wall: we are done, no need to do other checks
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mapBlockHitX = MAP[mapArrayPosition] # Save which map wall tile we reached
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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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rayY = rayY + yOffset
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dof = dof + 1
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horizDist = self.dist(self.player_position["x"], self.player_position["y"], horizRayX, horizRayY)
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vertDist = self.dist(self.player_position["x"], self.player_position["y"], rayX, rayY)
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shortestDist = vertDist
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if vertDist > horizDist:
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rayX = horizRayX
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rayY = horizRayY
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shortestDist = horizDist
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if not MAP_HIDDEN:
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# Draw rays in 2D view
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sdl2.ext.draw.line(self.mapSurface, sdl2.ext.Color(0,0,255,255), (self.player_position["x"], self.player_position["y"], rayX, rayY))
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# ------ Draw 3D view ------
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# Calculate line height based on distance
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lineHeight = MAP_SCALE * RAYCAST_RENDER_HEIGHT / shortestDist
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# 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)
|
|
x = i * 4
|
|
for idx in range(int(lineStart * 4) * RAYCAST_WIN_WIDTH + x, int(lineEnd * 4) * RAYCAST_WIN_WIDTH + x, RAYCAST_WIN_WIDTH):
|
|
self.raycast_u32_pixels[idx] = color
|
|
self.raycast_u32_pixels[idx + 1] = color
|
|
self.raycast_u32_pixels[idx + 2] = color
|
|
self.raycast_u32_pixels[idx + 3] = color
|
|
|
|
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)
|