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3 Commits
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0c7e0db7ad | ||
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2d5e115bea | ||
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fc62c1c167 |
58
raycaster.py
58
raycaster.py
@@ -8,8 +8,9 @@ from tkinter import *
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# constants
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mapWidth = 24
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mapHeight = 24
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screenWidth = 900 #640
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screenHeight = 600 #480
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screenWidth = 640
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screenHeight = 480
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# world map
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worldMap = [
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@@ -46,7 +47,7 @@ pygame.init()
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pygame.font.init()
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# create the screen
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screen = pygame.display.set_mode((screenWidth, screenHeight))
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screen = pygame.display.set_mode((screenWidth, 2 * screenHeight))
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pygame.display.set_caption("Python Raycaster")
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# create game clock
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@@ -67,6 +68,15 @@ def switch(number: int):
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}
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return switcher.get(number, pygame.Color("#ffff00")) # default is yellow
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def switch_default_black(number: int):
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switcher = {
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1: (255, 0, 0), # red
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2: (0, 255, 0), # green
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3: (0, 0, 255), # blue
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4: (255, 255, 255), # white
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5: (255,255,0) # yellow
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}
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return switcher.get(number, pygame.Color("#000000")) # default is yellow
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def stop():
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pygame.quit()
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quit()
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@@ -133,6 +143,31 @@ def game_intro():
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pygame.display.update()
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clock.tick(30)
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def draw_topdown(size: int, posX: float, posY: float, dirX: float, dirY: float):
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draw_y = screenHeight
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draw_x = 0
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for y in range(mapHeight):
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for x in range(mapWidth):
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square = worldMap[x][y]
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# pygame.draw.rect(screen, color, (x,y,width,height), thickness)
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# draw the map
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pygame.draw.rect(screen, switch_default_black(square), (draw_x, draw_y, size, size), 0)
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draw_x += size
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draw_y += size
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draw_x = 0
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x_start = posX * size
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y_start = posY * size + screenHeight
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x_end = x_start + 2 * dirX
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y_end = y_start + 2 * dirY
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# player
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points = [(x_start,y_start),(x_end,y_end ),(x_start+1,y_start+1),(x_end+1, y_end+1),(x_start-1,y_start-1),(x_end-1, y_end-1)]
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# direction
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pygame.draw.line(screen,(255, 255, 0),(x_start, y_start),(x_start + 10 * dirX, y_start + 10 * dirY), 2)
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pygame.draw.lines(screen,(0, 255, 255),True,points,5)
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def game_loop(clock, screen):
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"""main game loop that runs the game.
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@@ -150,6 +185,12 @@ def game_loop(clock, screen):
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planeX = 0.0 # 2d raycaster version of camera plane x
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planeY = 0.66 # 2d raycaster version of camera plane y
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width = int(screenWidth / mapWidth)
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print("width: ",width)
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height = int(screenHeight / mapHeight)
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print("heigth: ", height)
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print("mapwidth: ", mapWidth)
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running = True
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rotateLeft = False
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rotateRight = False
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@@ -209,6 +250,7 @@ def game_loop(clock, screen):
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# loop that goes over every x (vertical line)
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screen.fill((0, 0, 0))
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draw_topdown(height,posX,posY,dirX,dirY)
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for x in range(screenWidth):
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# calculate camera x, the x coordinate on the camera plane that the current
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@@ -222,6 +264,8 @@ def game_loop(clock, screen):
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# which box of the map we're in
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mapX = int(posX)
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mapY = int(posY)
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map_ray_x = posX
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map_ray_y = posY
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# length of the ray from current position to next x or y side
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sideDistX = 0.0 # (double)
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@@ -242,8 +286,7 @@ def game_loop(clock, screen):
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# if the ray direction has a negative x-component, stepX will be -1. If it has a positive x-component,
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# it will be +1. If the x-component is 0 the value of stepX won't matter because it won't be used.
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# same for stepY
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stepX = 0 # (int)
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stepY = 0 # (int)
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stepX = 0 #
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hit = 0 # was there a wall hit?
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side = 0 # (int) was a vertical or horizontal wall hit?
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@@ -273,10 +316,12 @@ def game_loop(clock, screen):
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if (sideDistX < sideDistY): # the ray is going morea horizontal than vertical
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sideDistX += deltaDistX
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mapX += stepX
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map_ray_x += stepX
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side = 0
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else:
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sideDistY += deltaDistY
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mapY += stepY
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map_ray_y += stepY
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side = 1
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# check if the ray has hit a wall
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# if it is not 0, so the square does not contain a walkable square, so a wall
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@@ -309,6 +354,9 @@ def game_loop(clock, screen):
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pygame.draw.line(screen, color, (x, int(drawStart)),
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(x, int(drawEnd)), 1)
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pygame.draw.line(screen, (255, 0, 0), (posX * height, posY * height + screenHeight), (mapX *height , mapY * height + screenHeight), 1)
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if moveForward:
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movePosX = int(posX + dirX * moveSpeed) # x position to move to next
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movePosY = int(posY + dirY * moveSpeed) # y position to move to next
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