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November 14, 2017 00:39
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pygame raycaster
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#!/usr/bin/env python | |
# -*- coding: utf-8 -*- | |
# | |
# pygame raycaster proto | |
# | |
import math | |
import time | |
import pygame | |
from pygame.locals import * | |
LEVEL = [ [1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2], | |
[1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2], | |
[2, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
[1, 0, 2, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 2, 3, 2, 3, 0, 0, 2], | |
[2, 0, 3, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
[1, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2], | |
[2, 3, 1, 0, 0, 2, 0, 0, 0, 2, 3, 2, 0, 0, 0, 0, 0, 0, 0, 1], | |
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 2, 0, 0, 0, 2], | |
[2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 0, 0, 2, 1, 0, 0, 0, 1], | |
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 1, 0, 0, 0, 0, 0, 0, 0, 2], | |
[2, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
[1, 0, 2, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2], | |
[2, 0, 3, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 3, 2, 1, 2, 0, 1], | |
[1, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 2], | |
[2, 3, 1, 0, 0, 2, 0, 0, 2, 1, 3, 2, 0, 2, 0, 0, 3, 0, 3, 1], | |
[1, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 2, 0, 0, 2], | |
[2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 2, 3, 0, 1, 2, 0, 1], | |
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 3, 0, 2], | |
[2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1], | |
[2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1]] | |
# constants | |
WIDTH = 1024 | |
HEIGHT = 768 | |
ROTSPEED = 0.02 | |
MOVPSEED = 0.03 | |
# trig constants | |
TGM = (math.cos(ROTSPEED), math.sin(ROTSPEED)) | |
ITGM = (math.cos(-ROTSPEED), math.sin(-ROTSPEED)) | |
COS, SIN = 0, 1 | |
# init vars | |
position_x = 3.0 | |
position_y = 7.0 | |
direction_x = 1.0 | |
direction_y = 0.0 | |
plane_x = 0.0 | |
plane_y = 0.5 | |
# init pygame | |
pygame.init() | |
screen = pygame.display.set_mode((WIDTH, HEIGHT)) | |
key_state = [False] * 324 # pygame key states | |
while True: | |
for event in pygame.event.get(): | |
if event.type == KEYDOWN: | |
key_state[event.key] = True | |
elif event.type == KEYUP: | |
key_state[event.key] = False | |
if key_state[K_ESCAPE]: | |
pygame.display.quit() | |
pygame.quit() | |
if key_state[K_LEFT]: | |
tmp_direction_x = direction_x | |
direction_x = direction_x * ITGM[COS] - direction_y * ITGM[SIN] | |
direction_y = tmp_direction_x * ITGM[SIN] + direction_y * ITGM[COS] | |
old_plane_x = plane_x | |
plane_x = plane_x * ITGM[COS] - plane_y * ITGM[SIN] | |
plane_y = old_plane_x * ITGM[SIN] + plane_y * ITGM[COS] | |
if key_state[K_RIGHT]: | |
tmp_direction_x = direction_x | |
direction_x = direction_x * TGM[COS] - direction_y * TGM[SIN] | |
direction_y = tmp_direction_x * TGM[SIN] + direction_y * TGM[COS] | |
old_plane_x = plane_x | |
plane_x = plane_x * TGM[COS] - plane_y * TGM[SIN] | |
plane_y = old_plane_x * TGM[SIN] + plane_y * TGM[COS] | |
if key_state[K_UP]: | |
if not LEVEL[int(position_x + direction_x * MOVPSEED)][int(position_y)]: | |
position_x += direction_x * MOVPSEED | |
if not LEVEL[int(position_x)][int(position_y + direction_y * MOVPSEED)]: | |
position_y += direction_y * MOVPSEED | |
if key_state[K_DOWN]: | |
if not LEVEL[int(position_x - direction_x * MOVPSEED)][int(position_y)]: | |
position_x -= direction_x * MOVPSEED | |
if not LEVEL[int(position_x)][int(position_y - direction_y * MOVPSEED)]: | |
position_y -= direction_y * MOVPSEED | |
# draw roof and floor | |
screen.fill((25,25,25)) | |
pygame.draw.rect(screen, (50,50,50), (0, HEIGHT/2, WIDTH, HEIGHT/2)) | |
column = 0 | |
while column < WIDTH: | |
map_x = int(position_x) | |
map_y = int(position_y) | |
camera_x = 2.0 * column / WIDTH - 1.0 | |
ray_direction_x = direction_x + plane_x * camera_x | |
ray_direction_y = direction_y + plane_y * camera_x + .0000001 # ZDE | |
delta_distance_x = math.sqrt(1.0 + (ray_direction_y * ray_direction_y) / (ray_direction_x * ray_direction_x)) | |
delta_distance_y = math.sqrt(1.0 + (ray_direction_x * ray_direction_x) / (ray_direction_y * ray_direction_y)) | |
if ray_direction_x < 0: | |
step_x = -1 | |
side_distance_x = (position_x - map_x) * delta_distance_x | |
else: | |
step_x = 1 | |
side_distance_x = (map_x + 1.0 - position_x) * delta_distance_x | |
if ray_direction_y < 0: | |
step_y = -1 | |
side_distance_y = (position_y - map_y) * delta_distance_y | |
else: | |
step_y = 1 | |
side_distance_y = (map_y + 1.0 - position_y) * delta_distance_y | |
# Finding distance to a wall | |
hit = False | |
while not hit: | |
if side_distance_x < side_distance_y: | |
side_distance_x += delta_distance_x | |
map_x += step_x | |
side = False | |
else: | |
side_distance_y += delta_distance_y | |
map_y += step_y | |
side = True | |
if LEVEL[map_x][map_y] > 0: | |
hit = True | |
# correction against fish eye effect | |
if not side: | |
perp_wall_distance = abs((map_x - position_x + ( 1.0 - step_x ) / 2.0) / ray_direction_x) | |
else: | |
perp_wall_distance = abs((map_y - position_y + ( 1.0 - step_y ) / 2.0) / ray_direction_y) | |
# calc line height | |
line_height = abs(int(HEIGHT / (perp_wall_distance + .0000001))) | |
draw_start = -line_height / 2.0 + HEIGHT / 2.0 | |
# ensure doesn't draw outside screen | |
if draw_start < 0: | |
draw_start = 0 | |
draw_end = line_height / 2.0 + HEIGHT / 2.0 | |
if draw_end >= HEIGHT: | |
draw_end = HEIGHT - 1 | |
# colors | |
wall_colors = [ [], [150,0,0], [0,150,0], [0,0,150] ] | |
color = wall_colors[ LEVEL[map_x][map_y] ] | |
if side: | |
for i,v in enumerate(color): | |
color[i] = int(v / 1.2) | |
# draw line | |
pygame.draw.line(screen, color, (column, draw_start), (column, draw_end), 2) | |
column += 2 | |
# update screen | |
pygame.event.pump() | |
pygame.display.flip() |
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