399 lines
14 KiB
Python
Executable File
399 lines
14 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
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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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# Map cfg
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MAP_HIDDEN = True
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MAP_SCALE = 24
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MAP_SIZE = 17
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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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# Textures cfg
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TEXTURE_SIZE = 8
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# Raycast cfg
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RAYCAST_WIN_WIDTH = 1000
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RAYCAST_WIN_HEIGHT = 600
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RAYCAST_RESOLUTION_SCALING = 4
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RAYCAST_RENDER_WIDTH = int(RAYCAST_WIN_WIDTH / RAYCAST_RESOLUTION_SCALING)
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RAYCAST_RENDER_HEIGHT = int(RAYCAST_WIN_HEIGHT / RAYCAST_RESOLUTION_SCALING)
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DOF = 2*MAP_SIZE # Depth Of Field
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SHADING_COLOR = 128 + (128 << 8) + (128 << 16) # Color to subtract to obtain shading (128 in every channel)
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CEILING_COLOR = sdl2.ext.Color(0,128,255,255)
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FLOOR_COLOR = sdl2.ext.Color(0,128,0,255)
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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": int(MAP_SCALE * 2), "y": int(MAP_SCALE * 5), "r": 0} # 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,
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2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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3, 3, 3, 3, 3, 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, 0, 0, 0, 0, 0, 0, 0, 1,
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2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 0, 3, 3, 3, 3, 3, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1,
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2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 1, 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,
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]
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TEXTURES = [
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[
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 0, 1, 1, 1, 1,
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1, 1, 0, 0, 0, 1, 1, 1,
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1, 1, 0, 0, 0, 1, 1, 1,
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1, 1, 1, 0, 1, 1, 1, 1,
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1, 1, 0, 0, 0, 1, 1, 1,
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1, 1, 1, 0, 1, 1, 1, 1,
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],
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[
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 0, 1, 0, 1, 1, 1,
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1, 1, 1, 0, 0, 0, 1, 1,
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1, 1, 0, 0, 0, 1, 1, 1,
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1, 1, 1, 0, 1, 0, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1,
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],
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[
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1, 1, 1, 1, 1, 1, 1, 1,
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1, 0, 1, 0, 1, 1, 1, 1,
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1, 0, 0, 0, 1, 1, 1, 1,
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1, 0, 0, 0, 1, 1, 1, 1,
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1, 1, 0, 1, 1, 1, 1, 1,
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1, 1, 0, 1, 1, 1, 1, 1,
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1, 1, 0, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1,
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]
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]
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class Main:
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def __init__(self):
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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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# 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 = PLAYER_SPAWN_POSITION
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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
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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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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
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lineOffset = RAYCAST_RENDER_HEIGHT / 2 - lineHeight / 2
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# Draw pixels vertically from top to bottom to obtain a line
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textureSegmentEnd = 0
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for textureColumnPixel in range(0, TEXTURE_SIZE):
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# Calc texture segment length on screen
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textureSegmentLength = lineHeight / TEXTURE_SIZE
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if textureSegmentEnd == 0:
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# First iteration: calculate segment start
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textureSegmentStart = lineOffset + textureColumnPixel * textureSegmentLength
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else:
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# Next iterations: use the previous segment end (avoids rounding errors)
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textureSegmentStart = textureSegmentEnd
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textureSegmentEnd = textureSegmentStart + textureSegmentLength
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# Obtain texture value in the pixel representing the current segment and calculate shading
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if vertDist > horizDist:
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texIndex = mapBlockHitY - 1 # The texture covering the selected map tile (0 is no texture, 1 is texture at TEXTURES[0] etc)
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texColumn = int(rayX / (MAP_SCALE / TEXTURE_SIZE) % TEXTURE_SIZE)
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shading = True
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else:
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texIndex = mapBlockHitX - 1 # The texture covering the selected map tile
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texColumn = int(rayY / (MAP_SCALE / TEXTURE_SIZE) % TEXTURE_SIZE)
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shading = False
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texel = TEXTURES[texIndex][texColumn + textureColumnPixel * TEXTURE_SIZE]
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# Calculate color resulting from texture pixel value + shading
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color = (texel * 255) # TODO: Remove "* 255" when the texel will contain the full color integer (3 channels shifted by 8 bit each)
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if shading:
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color = color * (-SHADING_COLOR)
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# Clipping
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lineEnd = textureSegmentEnd
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if lineEnd > lineOffset + lineHeight:
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lineEnd = lineOffset + lineHeight
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lineStart = textureSegmentStart
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if lineStart < 0:
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lineStart = 0
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# Upscaling
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lineStart = lineStart * RAYCAST_RESOLUTION_SCALING
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lineEnd = lineEnd * RAYCAST_RESOLUTION_SCALING
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# Draw segment
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for repeat in range(1, RAYCAST_RESOLUTION_SCALING + 1):
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x = i * RAYCAST_RESOLUTION_SCALING + repeat
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self.drawVline(self.raycastSurface, color, x, int(lineStart), int(lineEnd))
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def drawVline(self, surface, color, x, startY, endY):
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startIdx = startY * RAYCAST_WIN_WIDTH + x
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for idx in range(startIdx, endY * RAYCAST_WIN_WIDTH + x, RAYCAST_WIN_WIDTH):
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self.raycast_u32_pixels[idx] = color
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def dist(self, ax, ay, bx, by):
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return math.sqrt((bx-ax)*(bx-ax) + (by-ay)*(by-ay))
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if __name__ == '__main__':
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try:
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main = Main()
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main.run()
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except KeyboardInterrupt:
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exit(0)
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