World is recognizable

This commit is contained in:
Kyler Olsen 2024-11-09 23:39:33 -07:00
parent 5942305f15
commit f79b8bdb3e
1 changed files with 77 additions and 36 deletions

113
game.py
View File

@ -1,46 +1,74 @@
import pygame
import maze
class Maze(maze.Maze):
def __init__(self, m: maze.Maze, s: int = 1):
self.__maze = m
self.__scale = s
@property
def width(self) -> int: return self.__maze.width * self.__scale
@property
def height(self) -> int: return self.__maze.height * self.__scale
@property
def highlighted(self) -> tuple[int,int] | None:
if self.__maze.highlighted is None: return None
return (
self.__maze.highlighted[0] * self.__scale,
self.__maze.highlighted[1] * self.__scale
)
def __getitem__(self, index: tuple[int,int]) -> bool:
return self.__maze[index[0] // self.__scale, index[1] // self.__scale]
def step(self) -> bool: return self.__maze.step()
def run(self, i=1_000_000) -> bool: return self.__maze.run(i)
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/cell_size)-(2.5,2.5) + (pygame.Vector2(screen.size) // 2),(5,5)))
(player_pos)-(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),
(player_pos) + (pygame.Vector2(screen.size) // 2),
(player_pos) + (player_dir) + (pygame.Vector2(screen.size) // 2),
)
plane = pygame.Vector2(0,0.66)
plane = pygame.Vector2(0,0.66).rotate(player_dir.as_polar()[1])
for x in range(0, screen.width, 50):
camera = 2 * x / screen.width - 1
# if True:
# camera = 0
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),
)
wall_dist, side = ray(player_pos, ray_dir, world_map, debug=True)
if side is not None:
pygame.draw.line(
screen,
pygame.Color(0,255,0) if side else pygame.Color(255,0,0),
(player_pos) + (pygame.Vector2(screen.size) // 2),
(player_pos) + (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),
))
(pygame.Vector2(x, y)) +
(pygame.Vector2(screen.size) // 2), (1, 1)))
def draw_game(
screen: pygame.Surface,
@ -50,7 +78,7 @@ def draw_game(
):
screen.fill(pygame.Color(0,0,0))
plane = pygame.Vector2(0,0.66)
plane = pygame.Vector2(0,0.66).rotate(player_dir.as_polar()[1])
for x in range(screen.width):
camera = 2 * x / screen.width - 1
@ -58,31 +86,35 @@ def draw_game(
wall_dist, side = ray(player_pos, ray_dir, world_map)
lineHeight = int(screen.height / wall_dist)
if side is not None:
lineHeight = int(screen.height / max(wall_dist, 1e-3))
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
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),
)
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]:
max_dis_squared: int = 10_000,
debug: bool = False
) -> tuple[float, int | None]:
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))
map_pos = pygame.Vector2(int(ray_pos.x),int(ray_pos.y))
step = pygame.Vector2(0,0)
side_dis = pygame.Vector2(0,0)
# if debug: print(map_pos)
if ray_dir.x < 0:
step.x = -1
side_dis.x = (ray_pos.x - map_pos.x) * delta.x
@ -114,8 +146,17 @@ def ray(
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
): break
if (
map_pos.x < 0 or
map_pos.y < 0 or
map_pos.x > world_map.width or
map_pos.y > world_map.height or
side_dis.length_squared() > max_dis_squared
): return 0, None
# if debug: print(map_pos, side_dis)
if side == 0: perp_wall_dist = side_dis.x - delta.x
else: perp_wall_dist = side_dis.y - delta.y
@ -137,10 +178,10 @@ def game_loop():
running = True
dt = 0
player_pos = pygame.Vector2(10, 10)
player_dir = pygame.Vector2(-10, 0)
player_pos = pygame.Vector2(6, 6)
player_dir = pygame.Vector2(-4, 0)
world_map = maze.RecursiveBacktracker(15)
world_map = Maze(maze.RecursiveBacktracker(63), 4)
world_map.run()
while running: