mazes2/game.py

318 lines
10 KiB
Python

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)
@property
def maze(self) -> maze.Maze:
return self.__maze
def draw_map(
screen: pygame.Surface,
player_pos: pygame.Vector2,
player_dir: pygame.Vector2,
world_map: maze.Maze,
max_dis: float,
):
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, max_dis*max_dis)#, debug=True)
if side is None: color = pygame.Color(255,0,0)
elif side == 0: color = pygame.Color(255,255,0)
else: color = pygame.Color(0,255,255)
pygame.draw.line(
screen,
color,
(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,
max_dis: float,
fog: bool = True,
):
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, max_dis*max_dis)
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
if side == 0: c = pygame.Vector3(255,255,255) / 256
else: c = pygame.Vector3(192,192,192) / 256
if fog: c *= max(min(1 - (wall_dist / (3 * max_dis / 4)), 1), 0)
color = pygame.Color.from_normalized(c) # type: ignore
pygame.draw.line(
screen,
color,
(x, draw_start),
(x, draw_end),
)
def ray(
ray_pos: pygame.Vector2,
ray_dir: pygame.Vector2,
world_map: maze.Maze,
max_dis_squared: float,
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))
# delta = pygame.Vector2(
# 1e-31 if ray_dir.x == 0 else 1/abs(ray_dir.x),
# 1e-31 if ray_dir.y == 0 else 1/abs(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)
test_dist = 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
test_dist.x = (side_dis.x - delta.x) if \
(side_dis.x - delta.x) > -1e-5 else min(side_dis.x, 15)
test_dist.y = (side_dis.y - delta.y) if \
(side_dis.y - delta.y) > -1e-5 else min(side_dis.y, 15)
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
# (side == 0 and side_dis.x > max_dis_squared) or
# (side == 1 and side_dis.y > max_dis_squared)
# (side_dis - delta).length_squared() > max_dis_squared
test_dist.length_squared() > max_dis_squared
):
side = None
break
if debug: print(ray_pos, map_pos, test_dist, side_dis, delta, side)
if side is None: perp_wall_dist = side_dis.length()
elif 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))
show_top = False# or True
if show_top:
top_view = pygame.Surface(
(screen.get_width() // 2, screen.get_height()))
game_view = pygame.Surface(
(screen.get_width() // 2, screen.get_height()))
else: game_view = pygame.Surface((screen.get_width(), 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.Sidewinder(63, run_param=0), 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 = Maze(maze.VectorWrapper(maze.Wilson(7)), 4)
world_map.run()
# world_map = Maze(maze.VectorWrapper.convert(world_map.maze), 4)
s = 0
s_param = 0.35
max_dis = 1000
fog = False
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if isinstance(world_map.maze, maze.VectorWrapper) and \
isinstance(world_map.maze.maze, maze.OriginShift) and s > s_param:
world_map = Maze(
maze.VectorWrapper.convert(world_map.maze), 4)
world_map.step()
s -= s_param
if show_top:
draw_map(top_view, player_pos, player_dir, world_map, max_dis)
draw_game(game_view, player_pos, player_dir, world_map, max_dis, fog)
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
new_pos = player_pos + (player_dir * dt)
if not world_map[int(new_pos[0]),int(new_pos[1])]:
player_pos = new_pos
if keys[pygame.K_s]:
new_pos = player_pos - (player_dir * dt)
if not world_map[int(new_pos[0]),int(new_pos[1])]:
player_pos = new_pos
if keys[pygame.K_a]:
new_pos = player_pos - (player_dir.rotate(90) * dt)
if not world_map[int(new_pos[0]),int(new_pos[1])]:
player_pos = new_pos
if keys[pygame.K_d]:
new_pos = player_pos + (player_dir.rotate(90) * dt)
if not world_map[int(new_pos[0]),int(new_pos[1])]:
player_pos = new_pos
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_u]:
player_dir.rotate_ip(-1 * dt)
if keys[pygame.K_o]:
player_dir.rotate_ip(1 * 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_COMMA]:
max_dis = max_dis / 1.01
if keys[pygame.K_PERIOD]:
max_dis = max_dis * 1.01
# if keys[pygame.K_t]:
# show_top = not show_top
if keys[pygame.K_ESCAPE]:
running = False
if show_top:
screen.blit(top_view, (0,0))
screen.blit(game_view, (screen.get_width() // 2,0))
else: screen.blit(game_view, (0,0))
label = myfont.render(
f"Player: {player_pos} {player_dir} {round(player_dir.length())}"
f" | FPS: {int(clock.get_fps())} | Change: {round(s, 2)}"
f" | View Distance: {round(max_dis,1)}",
True, (192,192,192)
)
screen.blit(label, (10, 10))
pygame.display.update()
dt = clock.tick(60) / 1000
s += dt
pygame.quit()
game_loop()