World is recognizable
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parent
5942305f15
commit
f79b8bdb3e
113
game.py
113
game.py
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@ -1,46 +1,74 @@
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import pygame
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import maze
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class Maze(maze.Maze):
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def __init__(self, m: maze.Maze, s: int = 1):
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self.__maze = m
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self.__scale = s
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@property
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def width(self) -> int: return self.__maze.width * self.__scale
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@property
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def height(self) -> int: return self.__maze.height * self.__scale
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@property
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def highlighted(self) -> tuple[int,int] | None:
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if self.__maze.highlighted is None: return None
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return (
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self.__maze.highlighted[0] * self.__scale,
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self.__maze.highlighted[1] * self.__scale
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)
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def __getitem__(self, index: tuple[int,int]) -> bool:
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return self.__maze[index[0] // self.__scale, index[1] // self.__scale]
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def step(self) -> bool: return self.__maze.step()
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def run(self, i=1_000_000) -> bool: return self.__maze.run(i)
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def draw_map(
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screen: pygame.Surface,
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player_pos: pygame.Vector2,
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player_dir: pygame.Vector2,
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world_map: maze.Maze,
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):
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cell_size = 10
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screen.fill(pygame.Color(64,64,64))
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pygame.draw.rect(screen, "blue", pygame.Rect(
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(player_pos/cell_size)-(2.5,2.5) + (pygame.Vector2(screen.size) // 2),(5,5)))
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(player_pos)-(2.5,2.5) + (pygame.Vector2(screen.size) // 2),(5,5)))
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pygame.draw.line(
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screen,
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"blue",
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(player_pos/cell_size) + (pygame.Vector2(screen.size) // 2),
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(player_pos/cell_size) + (player_dir) + (pygame.Vector2(screen.size) // 2),
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(player_pos) + (pygame.Vector2(screen.size) // 2),
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(player_pos) + (player_dir) + (pygame.Vector2(screen.size) // 2),
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)
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plane = pygame.Vector2(0,0.66)
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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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camera = 2 * x / screen.width - 1
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# if True:
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# camera = 0
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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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pygame.draw.line(
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screen,
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pygame.Color(192,192,192) if side else pygame.Color(255,255,255),
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(player_pos/cell_size) + (pygame.Vector2(screen.size) // 2),
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(player_pos/cell_size) + (ray_dir * wall_dist) + (pygame.Vector2(screen.size) // 2),
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)
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wall_dist, side = ray(player_pos, ray_dir, world_map, debug=True)
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if side is not None:
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pygame.draw.line(
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screen,
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pygame.Color(0,255,0) if side else pygame.Color(255,0,0),
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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 x in range(world_map.width):
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if not world_map[x, y]:
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pygame.draw.rect(screen, pygame.Color(255,255,255), pygame.Rect(
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(pygame.Vector2(x, y) * cell_size) +
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(pygame.Vector2(screen.size) // 2),
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(cell_size, cell_size),
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))
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(pygame.Vector2(x, y)) +
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(pygame.Vector2(screen.size) // 2), (1, 1)))
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def draw_game(
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screen: pygame.Surface,
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@ -50,7 +78,7 @@ def draw_game(
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):
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screen.fill(pygame.Color(0,0,0))
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plane = pygame.Vector2(0,0.66)
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plane = pygame.Vector2(0,0.66).rotate(player_dir.as_polar()[1])
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for x in range(screen.width):
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camera = 2 * x / screen.width - 1
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@ -58,31 +86,35 @@ def draw_game(
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wall_dist, side = ray(player_pos, ray_dir, world_map)
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lineHeight = int(screen.height / wall_dist)
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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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draw_start = -lineHeight / 2 + screen.height / 2
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if draw_start < 0: draw_start = 0
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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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draw_start = -lineHeight / 2 + screen.height / 2
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if draw_start < 0: draw_start = 0
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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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pygame.draw.line(
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screen,
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pygame.Color(192,192,192) if side else pygame.Color(255,255,255),
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(x, draw_start),
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(x, draw_end),
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)
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pygame.draw.line(
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screen,
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pygame.Color(192,192,192) if side else pygame.Color(255,255,255),
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(x, draw_start),
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(x, draw_end),
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)
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def ray(
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ray_pos: pygame.Vector2,
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ray_dir: pygame.Vector2,
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world_map: maze.Maze,
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max_dis_squared: int = 100,
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) -> tuple[float, int]:
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max_dis_squared: int = 10_000,
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debug: bool = False
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) -> tuple[float, int | None]:
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delta = pygame.Vector2(1/max(abs(ray_dir.x),1e-3),1/max(abs(ray_dir.y),1e-3))
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map_pos = pygame.Vector2(int(ray_dir.x),int(ray_dir.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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side_dis = pygame.Vector2(0,0)
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# if debug: print(map_pos)
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if ray_dir.x < 0:
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step.x = -1
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side_dis.x = (ray_pos.x - map_pos.x) * delta.x
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@ -114,8 +146,17 @@ def ray(
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map_pos.x < world_map.width and
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map_pos.y < world_map.height and
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world_map[int(map_pos.x),int(map_pos.y)]
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) or side_dis.length_squared() > max_dis_squared:
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break
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): break
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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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): return 0, None
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# if debug: print(map_pos, side_dis)
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if 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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@ -137,10 +178,10 @@ def game_loop():
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running = True
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dt = 0
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player_pos = pygame.Vector2(10, 10)
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player_dir = pygame.Vector2(-10, 0)
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player_pos = pygame.Vector2(6, 6)
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player_dir = pygame.Vector2(-4, 0)
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world_map = maze.RecursiveBacktracker(15)
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world_map = Maze(maze.RecursiveBacktracker(63), 4)
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world_map.run()
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while running:
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