Worked on game.py

This commit is contained in:
Kyler Olsen 2024-11-07 23:57:59 -07:00
parent 4b2b06a929
commit 5942305f15
1 changed files with 126 additions and 9 deletions

135
game.py
View File

@ -1,11 +1,126 @@
import pygame
import math
import maze
def draw_map(screen, player_pos, player_dir):
def draw_map(
screen: pygame.Surface,
player_pos: pygame.Vector2,
player_dir: pygame.Vector2,
world_map: maze.Maze,
):
cell_size = 10
screen.fill(pygame.Color(64,64,64))
pygame.draw.rect(screen, "blue", pygame.Rect(player_pos-(2.5,2.5),(5,5)))
pygame.draw.line(screen, "blue", player_pos, player_pos+(player_dir))
pygame.draw.rect(screen, "blue", pygame.Rect(
(player_pos/cell_size)-(2.5,2.5) + (pygame.Vector2(screen.size) // 2),(5,5)))
pygame.draw.line(
screen,
"blue",
(player_pos/cell_size) + (pygame.Vector2(screen.size) // 2),
(player_pos/cell_size) + (player_dir) + (pygame.Vector2(screen.size) // 2),
)
plane = pygame.Vector2(0,0.66)
for x in range(0, screen.width, 50):
camera = 2 * x / screen.width - 1
ray_dir = player_dir.normalize() + (plane * camera)
wall_dist, side = ray(player_pos, ray_dir, world_map)
pygame.draw.line(
screen,
pygame.Color(192,192,192) if side else pygame.Color(255,255,255),
(player_pos/cell_size) + (pygame.Vector2(screen.size) // 2),
(player_pos/cell_size) + (ray_dir * wall_dist) + (pygame.Vector2(screen.size) // 2),
)
for y in range(world_map.height):
for x in range(world_map.width):
if not world_map[x, y]:
pygame.draw.rect(screen, pygame.Color(255,255,255), pygame.Rect(
(pygame.Vector2(x, y) * cell_size) +
(pygame.Vector2(screen.size) // 2),
(cell_size, cell_size),
))
def draw_game(
screen: pygame.Surface,
player_pos: pygame.Vector2,
player_dir: pygame.Vector2,
world_map: maze.Maze,
):
screen.fill(pygame.Color(0,0,0))
plane = pygame.Vector2(0,0.66)
for x in range(screen.width):
camera = 2 * x / screen.width - 1
ray_dir = player_dir.normalize() + (plane * camera)
wall_dist, side = ray(player_pos, ray_dir, world_map)
lineHeight = int(screen.height / wall_dist)
draw_start = -lineHeight / 2 + screen.height / 2
if draw_start < 0: draw_start = 0
draw_end = lineHeight / 2 + screen.height / 2
if draw_end >= screen.height: draw_end = screen.height - 1
pygame.draw.line(
screen,
pygame.Color(192,192,192) if side else pygame.Color(255,255,255),
(x, draw_start),
(x, draw_end),
)
def ray(
ray_pos: pygame.Vector2,
ray_dir: pygame.Vector2,
world_map: maze.Maze,
max_dis_squared: int = 100,
) -> tuple[float, int]:
delta = pygame.Vector2(1/max(abs(ray_dir.x),1e-3),1/max(abs(ray_dir.y),1e-3))
map_pos = pygame.Vector2(int(ray_dir.x),int(ray_dir.y))
step = pygame.Vector2(0,0)
side_dis = pygame.Vector2(0,0)
if ray_dir.x < 0:
step.x = -1
side_dis.x = (ray_pos.x - map_pos.x) * delta.x
else:
step.x = 1
side_dis.x = (map_pos.x + 1.0 - ray_pos.x) * delta.x
if ray_dir.y < 0:
step.y = -1
side_dis.y = (ray_pos.y - map_pos.y) * delta.y
else:
step.y = 1
side_dis.y = (map_pos.y + 1.0 - ray_pos.y) * delta.y
side = 0
while True:
if side_dis.x < side_dis.y:
side_dis.x += delta.x
map_pos.x += step.x
side = 0
else:
side_dis.y += delta.y
map_pos.y += step.y
side = 1
if not (
map_pos.x >= 0 and
map_pos.y >= 0 and
map_pos.x < world_map.width and
map_pos.y < world_map.height and
world_map[int(map_pos.x),int(map_pos.y)]
) or side_dis.length_squared() > max_dis_squared:
break
if side == 0: perp_wall_dist = side_dis.x - delta.x
else: perp_wall_dist = side_dis.y - delta.y
return perp_wall_dist, side
def game_loop():
@ -22,17 +137,19 @@ def game_loop():
running = True
dt = 0
player_pos = pygame.Vector2(200, 200)
player_dir = pygame.Vector2(-100, 0)
player_pos = pygame.Vector2(10, 10)
player_dir = pygame.Vector2(-10, 0)
world_map = maze.RecursiveBacktracker(15)
world_map.run()
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
game_view.fill(pygame.Color(0,0,0))
draw_map(top_view, player_pos, player_dir)
draw_map(top_view, player_pos, player_dir, world_map)
draw_game(game_view, player_pos, player_dir, world_map)
keys = pygame.key.get_pressed()
if keys[pygame.K_w]: