Properly fixed missing chunks
This commit is contained in:
parent
901225ac21
commit
de165606cb
103
game.py
103
game.py
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@ -38,6 +38,7 @@ def draw_map(
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player_pos: pygame.Vector2,
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player_pos: pygame.Vector2,
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player_dir: pygame.Vector2,
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player_dir: pygame.Vector2,
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world_map: maze.Maze,
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world_map: maze.Maze,
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max_dis: float,
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):
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):
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screen.fill(pygame.Color(64,64,64))
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screen.fill(pygame.Color(64,64,64))
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@ -52,21 +53,24 @@ def draw_map(
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plane = pygame.Vector2(0,0.66).rotate(player_dir.as_polar()[1])
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plane = pygame.Vector2(0,0.66).rotate(player_dir.as_polar()[1])
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for x in range(0, screen.width, 50):
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# for x in range(0, screen.width, 50):
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camera = 2 * x / screen.width - 1
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# camera = 2 * x / screen.width - 1
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# if True:
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if True:
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# camera = 0
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camera = 0
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ray_dir = player_dir.normalize() + (plane * camera)
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ray_dir = player_dir.normalize() + (plane * camera)
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wall_dist, side = ray(player_pos, ray_dir, world_map, debug=True)
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wall_dist, side = ray(
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if side is not None:
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player_pos, ray_dir, world_map, max_dis*max_dis, debug=True)
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pygame.draw.line(
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if side is None: color = pygame.Color(255,0,0)
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screen,
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elif side == 0: color = pygame.Color(255,255,0)
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pygame.Color(0,255,0) if side else pygame.Color(255,0,0),
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else: color = pygame.Color(0,255,255)
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(player_pos) + (pygame.Vector2(screen.size) // 2),
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pygame.draw.line(
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(player_pos) + (ray_dir * wall_dist) +
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screen,
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(pygame.Vector2(screen.size) // 2),
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color,
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)
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(player_pos) + (pygame.Vector2(screen.size) // 2),
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(player_pos) + (ray_dir * wall_dist) +
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(pygame.Vector2(screen.size) // 2),
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)
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for y in range(world_map.height):
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for y in range(world_map.height):
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for x in range(world_map.width):
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for x in range(world_map.width):
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@ -80,6 +84,8 @@ def draw_game(
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player_pos: pygame.Vector2,
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player_pos: pygame.Vector2,
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player_dir: pygame.Vector2,
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player_dir: pygame.Vector2,
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world_map: maze.Maze,
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world_map: maze.Maze,
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max_dis: float,
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fog: bool = True,
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):
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):
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screen.fill(pygame.Color(0,0,0))
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screen.fill(pygame.Color(0,0,0))
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@ -89,7 +95,7 @@ def draw_game(
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camera = 2 * x / screen.width - 1
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camera = 2 * x / screen.width - 1
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ray_dir = player_dir.normalize() + (plane * camera)
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ray_dir = player_dir.normalize() + (plane * camera)
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wall_dist, side = ray(player_pos, ray_dir, world_map)
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wall_dist, side = ray(player_pos, ray_dir, world_map, max_dis*max_dis)
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if side is not None:
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if side is not None:
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lineHeight = int(screen.height / max(wall_dist, 1e-3))
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lineHeight = int(screen.height / max(wall_dist, 1e-3))
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@ -99,10 +105,14 @@ def draw_game(
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draw_end = lineHeight / 2 + screen.height / 2
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draw_end = lineHeight / 2 + screen.height / 2
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if draw_end >= screen.height: draw_end = screen.height - 1
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if draw_end >= screen.height: draw_end = screen.height - 1
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if side == 0: c = pygame.Vector3(255,255,255) / 256
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else: c = pygame.Vector3(192,192,192) / 256
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if fog: c *= max(min(1 - (wall_dist / (3 * max_dis / 4)), 1), 0)
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color = pygame.Color.from_normalized(c) # type: ignore
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pygame.draw.line(
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pygame.draw.line(
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screen,
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screen,
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pygame.Color(192,192,192) if side else
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color,
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pygame.Color(255,255,255),
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(x, draw_start),
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(x, draw_start),
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(x, draw_end),
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(x, draw_end),
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)
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)
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@ -111,14 +121,19 @@ def ray(
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ray_pos: pygame.Vector2,
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ray_pos: pygame.Vector2,
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ray_dir: pygame.Vector2,
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ray_dir: pygame.Vector2,
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world_map: maze.Maze,
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world_map: maze.Maze,
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max_dis_squared: int = 10_000,
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max_dis_squared: float,
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debug: bool = False
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debug: bool = False
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) -> tuple[float, int | None]:
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) -> tuple[float, int | None]:
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delta = pygame.Vector2(
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delta = pygame.Vector2(
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1/max(abs(ray_dir.x),1e-3),1/max(abs(ray_dir.y),1e-3))
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1/max(abs(ray_dir.x),1e-3),1/max(abs(ray_dir.y),1e-3))
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# delta = pygame.Vector2(
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# 1e-31 if ray_dir.x == 0 else 1/abs(ray_dir.x),
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# 1e-31 if ray_dir.y == 0 else 1/abs(ray_dir.y)
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# )
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map_pos = pygame.Vector2(int(ray_pos.x),int(ray_pos.y))
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map_pos = pygame.Vector2(int(ray_pos.x),int(ray_pos.y))
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step = pygame.Vector2(0,0)
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step = pygame.Vector2(0,0)
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side_dis = pygame.Vector2(0,0)
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side_dis = pygame.Vector2(0,0)
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test_dist = pygame.Vector2(0,0)
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# if debug: print(map_pos)
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# if debug: print(map_pos)
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@ -155,17 +170,29 @@ def ray(
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not world_map[int(map_pos.x),int(map_pos.y)]
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not world_map[int(map_pos.x),int(map_pos.y)]
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): break
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): break
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# if (
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test_dist.x = (side_dis.x - delta.x) if \
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# map_pos.x < 0 or
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(side_dis.x - delta.x) > -1e-5 else min(side_dis.x, 15)
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# map_pos.y < 0 or
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test_dist.y = (side_dis.y - delta.y) if \
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# map_pos.x > world_map.width or
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(side_dis.y - delta.y) > -1e-5 else min(side_dis.y, 15)
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# map_pos.y > world_map.height or
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# side_dis.length_squared() > max_dis_squared
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# ): return 0, None
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# if debug: print(map_pos, side_dis)
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if (
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map_pos.x < 0 or
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map_pos.y < 0 or
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map_pos.x > world_map.width or
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map_pos.y > world_map.height or
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# side_dis.length_squared() > max_dis_squared
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# (side == 0 and side_dis.x > max_dis_squared) or
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# (side == 1 and side_dis.y > max_dis_squared)
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# (side_dis - delta).length_squared() > max_dis_squared
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test_dist.length_squared() > max_dis_squared
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):
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side = None
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break
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if side == 0: perp_wall_dist = side_dis.x - delta.x
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if debug: print(ray_pos, map_pos, test_dist, side_dis, delta, side)
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if side is None: perp_wall_dist = side_dis.length()
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elif side == 0: perp_wall_dist = side_dis.x - delta.x
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else: perp_wall_dist = side_dis.y - delta.y
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else: perp_wall_dist = side_dis.y - delta.y
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return perp_wall_dist, side
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return perp_wall_dist, side
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@ -176,7 +203,7 @@ def game_loop():
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pygame.display.set_caption("Maze Raycaster")
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pygame.display.set_caption("Maze Raycaster")
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screen = pygame.display.set_mode((1280, 720))
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screen = pygame.display.set_mode((1280, 720))
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show_top = False
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show_top = False# or True
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if show_top:
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if show_top:
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top_view = pygame.Surface(
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top_view = pygame.Surface(
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@ -196,7 +223,8 @@ def game_loop():
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# world_map = Maze(maze.RecursiveBacktracker(63), 4)
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# world_map = Maze(maze.RecursiveBacktracker(63), 4)
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# world_map = Maze(maze.VectorWrapper(maze.BinaryTree(31)), 4)
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# world_map = Maze(maze.VectorWrapper(maze.BinaryTree(31)), 4)
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# world_map = Maze(maze.Sidewinder(63, run_param=0.2), 4)
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# world_map = Maze(maze.Sidewinder(63), 4)
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# world_map = Maze(maze.Sidewinder(63, run_param=0), 4)
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# world_map = Maze(maze.RecursiveDivision(63), 4)
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# world_map = Maze(maze.RecursiveDivision(63), 4)
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# world_map = Maze(maze.RecursiveDivision(63, binary=True), 4)
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# world_map = Maze(maze.RecursiveDivision(63, binary=True), 4)
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# world_map = Maze(maze.VectorWrapper(maze.Prim(31)), 4)
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# world_map = Maze(maze.VectorWrapper(maze.Prim(31)), 4)
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@ -209,6 +237,9 @@ def game_loop():
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s = 0
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s = 0
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s_param = 0.35
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s_param = 0.35
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max_dis = 1000
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fog = False
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while running:
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while running:
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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@ -221,8 +252,9 @@ def game_loop():
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world_map.step()
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world_map.step()
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s -= s_param
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s -= s_param
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if show_top: draw_map(top_view, player_pos, player_dir, world_map)
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if show_top:
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draw_game(game_view, player_pos, player_dir, world_map)
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draw_map(top_view, player_pos, player_dir, world_map, max_dis)
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draw_game(game_view, player_pos, player_dir, world_map, max_dis, fog)
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keys = pygame.key.get_pressed()
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keys = pygame.key.get_pressed()
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if keys[pygame.K_w]:
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if keys[pygame.K_w]:
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@ -237,10 +269,18 @@ def game_loop():
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player_dir.rotate_ip(-90 * dt)
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player_dir.rotate_ip(-90 * dt)
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if keys[pygame.K_e]:
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if keys[pygame.K_e]:
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player_dir.rotate_ip(90 * dt)
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player_dir.rotate_ip(90 * dt)
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if keys[pygame.K_u]:
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player_dir.rotate_ip(-1 * dt)
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if keys[pygame.K_o]:
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player_dir.rotate_ip(1 * dt)
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if keys[pygame.K_n]:
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if keys[pygame.K_n]:
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player_dir.scale_to_length(player_dir.length() / 1.01)
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player_dir.scale_to_length(player_dir.length() / 1.01)
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if keys[pygame.K_m]:
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if keys[pygame.K_m]:
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player_dir.scale_to_length(player_dir.length() * 1.01)
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player_dir.scale_to_length(player_dir.length() * 1.01)
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if keys[pygame.K_COMMA]:
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max_dis = max_dis / 1.01
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if keys[pygame.K_PERIOD]:
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max_dis = max_dis * 1.01
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# if keys[pygame.K_t]:
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# if keys[pygame.K_t]:
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# show_top = not show_top
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# show_top = not show_top
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if keys[pygame.K_ESCAPE]:
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if keys[pygame.K_ESCAPE]:
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@ -253,7 +293,8 @@ def game_loop():
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label = myfont.render(
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label = myfont.render(
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f"Player: {player_pos} {player_dir} {round(player_dir.length())}"
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f"Player: {player_pos} {player_dir} {round(player_dir.length())}"
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f" | FPS: {int(clock.get_fps())} | Change: {round(s, 2)}",
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f" | FPS: {int(clock.get_fps())} | Change: {round(s, 2)}"
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f" | View Distance: {round(max_dis,1)}",
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True, (192,192,192)
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True, (192,192,192)
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)
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)
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screen.blit(label, (10, 10))
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screen.blit(label, (10, 10))
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