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2 - Raycasting walls.py
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173 lines (135 loc) · 6.19 KB
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import pygame as pg
import numpy as np
from numba import njit
def main():
pg.init()
screen = pg.display.set_mode((800,600))
running = True
clock = pg.time.Clock()
pg.mouse.set_visible(False)
hres = 200 #horizontal resolution
halfvres = 150 #vertical resolution/2
mod = hres/60 #scaling factor (60° fov)
size = 25
posx, posy, rot, maph, mapc, exitx, exity = gen_map(size)
frame = np.random.uniform(0,1, (hres, halfvres*2, 3))
sky = pg.image.load('skybox2.jpg')
sky = pg.surfarray.array3d(pg.transform.scale(sky, (360, halfvres*2)))/255
floor = pg.surfarray.array3d(pg.image.load('floor.jpg'))/255
wall = pg.surfarray.array3d(pg.image.load('wall.jpg'))/255
pg.event.set_grab(1)
while running:
if int(posx) == exitx and int(posy) == exity:
print("you got out of the maze!")
running = False
for event in pg.event.get():
if event.type == pg.QUIT or event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE:
running = False
frame = new_frame(posx, posy, rot, frame, sky, floor, hres, halfvres, mod, maph, size,
wall, mapc, exitx, exity)
surf = pg.surfarray.make_surface(frame*255)
surf = pg.transform.scale(surf, (800, 600))
fps = int(clock.get_fps())
pg.display.set_caption("Pycasting maze - FPS: " + str(fps))
screen.blit(surf, (0,0))
pg.display.update()
posx, posy, rot = movement(posx, posy, rot, maph, clock.tick()/500)
def movement(posx, posy, rot, maph, et):
pressed_keys = pg.key.get_pressed()
x, y, diag = posx, posy, rot
p_mouse = pg.mouse.get_rel()
rot = rot + np.clip((p_mouse[0])/200, -0.2, .2)
if pressed_keys[pg.K_UP] or pressed_keys[ord('w')]:
x, y, diag = x + et*np.cos(rot), y + et*np.sin(rot), 1
elif pressed_keys[pg.K_DOWN] or pressed_keys[ord('s')]:
x, y, diag = x - et*np.cos(rot), y - et*np.sin(rot), 1
if pressed_keys[pg.K_LEFT] or pressed_keys[ord('a')]:
et = et/(diag+1)
x, y = x + et*np.sin(rot), y - et*np.cos(rot)
elif pressed_keys[pg.K_RIGHT] or pressed_keys[ord('d')]:
et = et/(diag+1)
x, y = x - et*np.sin(rot), y + et*np.cos(rot)
if not(maph[int(x-0.2)][int(y)] or maph[int(x+0.2)][int(y)] or
maph[int(x)][int(y-0.2)] or maph[int(x)][int(y+0.2)]):
posx, posy = x, y
elif not(maph[int(posx-0.2)][int(y)] or maph[int(posx+0.2)][int(y)] or
maph[int(posx)][int(y-0.2)] or maph[int(posx)][int(y+0.2)]):
posy = y
elif not(maph[int(x-0.2)][int(posy)] or maph[int(x+0.2)][int(posy)] or
maph[int(x)][int(posy-0.2)] or maph[int(x)][int(posy+0.2)]):
posx = x
return posx, posy, rot
def gen_map(size):
mapc = np.random.uniform(0,1, (size,size,3))
maph = np.random.choice([0, 0, 0, 0, 1, 1], (size,size))
maph[0,:], maph[size-1,:], maph[:,0], maph[:,size-1] = (1,1,1,1)
posx, posy, rot = 1.5, np.random.randint(1, size -1)+.5, np.pi/4
x, y = int(posx), int(posy)
maph[x][y] = 0
count = 0
while True:
testx, testy = (x, y)
if np.random.uniform() > 0.5:
testx = testx + np.random.choice([-1, 1])
else:
testy = testy + np.random.choice([-1, 1])
if testx > 0 and testx < size -1 and testy > 0 and testy < size -1:
if maph[testx][testy] == 0 or count > 5:
count = 0
x, y = (testx, testy)
maph[x][y] = 0
if x == size-2:
exitx, exity = (x, y)
break
else:
count = count+1
return posx, posy, rot, maph, mapc, exitx, exity
@njit()
def new_frame(posx, posy, rot, frame, sky, floor, hres, halfvres, mod, maph, size, wall, mapc, exitx, exity):
for i in range(hres):
rot_i = rot + np.deg2rad(i/mod - 30)
sin, cos, cos2 = np.sin(rot_i), np.cos(rot_i), np.cos(np.deg2rad(i/mod - 30))
frame[i][:] = sky[int(np.rad2deg(rot_i)%359)][:]
x, y = posx, posy
while maph[int(x)%(size-1)][int(y)%(size-1)] == 0:
x, y = x +0.01*cos, y +0.01*sin
n = abs((x - posx)/cos)
h = int(halfvres/(n*cos2 + 0.001))
xx = int(x*3%1*99)
if x%1 < 0.02 or x%1 > 0.98:
xx = int(y*3%1*99)
yy = np.linspace(0, 3, h*2)*99%99
shade = 0.3 + 0.7*(h/halfvres)
if shade > 1:
shade = 1
ash = 0
if maph[int(x-0.33)%(size-1)][int(y-0.33)%(size-1)]:
ash = 1
if maph[int(x-0.01)%(size-1)][int(y-0.01)%(size-1)]:
shade, ash = shade*0.5, 0
c = shade*mapc[int(x)%(size-1)][int(y)%(size-1)]
for k in range(h*2):
if halfvres - h +k >= 0 and halfvres - h +k < 2*halfvres:
if ash and 1-k/(2*h) < 1-xx/99:
c, ash = 0.5*c, 0
frame[i][halfvres - h +k] = c*wall[xx][int(yy[k])]
if halfvres+3*h-k < halfvres*2:
frame[i][halfvres+3*h-k] = c*wall[xx][int(yy[k])]
for j in range(halfvres -h):
n = (halfvres/(halfvres-j))/cos2
x, y = posx + cos*n, posy + sin*n
xx, yy = int(x*2%1*99), int(y*2%1*99)
shade = 0.2 + 0.8*(1-j/halfvres)
if maph[int(x-0.33)%(size-1)][int(y-0.33)%(size-1)]:
shade = shade*0.5
elif ((maph[int(x-0.33)%(size-1)][int(y)%(size-1)] and y%1>x%1) or
(maph[int(x)%(size-1)][int(y-0.33)%(size-1)] and x%1>y%1)):
shade = shade*0.5
frame[i][halfvres*2-j-1] = shade*(floor[xx][yy]+frame[i][halfvres*2-j-1])/2
if int(x) == exitx and int(y) == exity and (x%1-0.5)**2 + (y%1-0.5)**2 < 0.2:
ee = j/(10*halfvres)
frame[i][j:2*halfvres-j] = (ee*np.ones(3)+frame[i][j:2*halfvres-j])/(1+ee)
return frame
if __name__ == '__main__':
main()
pg.quit()