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, ): screen.fill(pygame.Color(64,64,64)) pygame.draw.rect(screen, "blue", pygame.Rect( (player_pos)-(2.5,2.5) + (pygame.Vector2(screen.size) // 2),(5,5))) pygame.draw.line( screen, "blue", (player_pos) + (pygame.Vector2(screen.size) // 2), (player_pos) + (player_dir) + (pygame.Vector2(screen.size) // 2), ) 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, 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 world_map[x, y]: pygame.draw.rect(screen, pygame.Color(255,255,255), pygame.Rect( (pygame.Vector2(x, y)) + (pygame.Vector2(screen.size) // 2), (1, 1))) 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).rotate(player_dir.as_polar()[1]) 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) 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 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 = 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_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 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 not world_map[int(map_pos.x),int(map_pos.y)] ): 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 return perp_wall_dist, side def game_loop(): pygame.init() pygame.display.set_caption("Maze Raycaster") screen = pygame.display.set_mode((1280, 720)) top_view = pygame.Surface((screen.get_width() // 2, screen.get_height())) game_view = pygame.Surface((screen.get_width() // 2, screen.get_height())) myfont = pygame.font.SysFont("monospace", 15) clock = pygame.time.Clock() running = True dt = 0 player_pos = pygame.Vector2(6, 6) player_dir = pygame.Vector2(-4, 0) # world_map = Maze(maze.RecursiveBacktracker(63), 4) # world_map = Maze(maze.VectorWrapper(maze.BinaryTree(31)), 4) # world_map = Maze(maze.Sidewinder(63), 4) # world_map = Maze(maze.RecursiveDivision(63), 4) # world_map = Maze(maze.RecursiveDivision(63, binary=True), 4) # world_map = Maze(maze.VectorWrapper(maze.Prim(31)), 4) world_map = Maze(maze.VectorWrapper(maze.Wilson(31)), 4) world_map.run() while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False 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]: player_pos += player_dir * dt if keys[pygame.K_s]: player_pos -= player_dir * dt if keys[pygame.K_a]: player_pos -= player_dir.rotate(90) * dt if keys[pygame.K_d]: player_pos += player_dir.rotate(90) * dt if keys[pygame.K_q]: player_dir.rotate_ip(-90 * dt) if keys[pygame.K_e]: player_dir.rotate_ip(90 * dt) if keys[pygame.K_n]: player_dir.scale_to_length(player_dir.length() / 1.01) if keys[pygame.K_m]: player_dir.scale_to_length(player_dir.length() * 1.01) if keys[pygame.K_ESCAPE]: running = False screen.blit(top_view, (0,0)) screen.blit(game_view, (screen.get_width() // 2,0)) label = myfont.render( f"Player: {player_pos} {player_dir} {round(player_dir.length())}", True, (192,192,192) ) screen.blit(label, (10, 10)) pygame.display.update() dt = clock.tick(60) / 1000 pygame.quit() game_loop()