raycaster/raycaster.py

100 lines
3.1 KiB
Python
Executable File

#!/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)