Beispiel #1
0
def ray_casting_npc_player(npc_x, npc_y, blocked_doors, world_map, player_pos):
    ox, oy = player_pos
    xm, ym = mapping(ox, oy)
    delta_x, delta_y = ox - npc_x, oy - npc_y
    angle = math.atan2(delta_y, delta_x)
    angle += math.pi
    # ray casting
    sin_a = math.sin(angle)
    cos_a = math.cos(angle)
    # verticals
    x, dx = (xm + TILE, 1) if cos_a >= 0 else (xm, -1)
    for i in range(int(abs(delta_x) // TILE)):
        depth_v = (x - ox) / cos_a
        yv = oy + depth_v * sin_a
        tile_v = mapping(x + dx, yv)
        if tile_v in world_map or tile_v in blocked_doors:
            return False
        x += dx * TILE
    # horizontals
    y, dy = (ym + TILE, 1) if sin_a >= 0 else (ym, -1)
    for i in range(int(abs(delta_y) // TILE)):
        depth_h = (y - oy) / sin_a
        xh = ox + depth_h * cos_a
        tile_h = mapping(xh, y + dy)
        if tile_h in world_map or tile_h in blocked_doors:
            return False
        y += dy * TILE
    return True
Beispiel #2
0
def ray_casting_npc_player(npc_x, npc_y, world_map, player_pos):
    ox, oy = player_pos
    xm, ym = mapping(ox, oy)
    delta_x, delta_y = ox - npc_x, oy - npc_y
    cur_angle = math.atan2(delta_y, delta_x)
    cur_angle += math.pi

    sin_a = math.sin(cur_angle)
    sin_a = sin_a if sin_a else 0.000001
    cos_a = math.cos(cur_angle)
    cos_a = cos_a if cos_a else 0.000001

    # verticals
    x, dx = (xm + TILE, 1) if cos_a >= 0 else (xm, -1)
    for i in range(0, int(abs(delta_x)) // TILE):
        depth_v = (x - ox) / cos_a
        yv = oy + depth_v * sin_a
        tile_v = mapping(x + dx, yv)
        if tile_v in world_map:
            return False
        x += dx * TILE

    # horizontals
    y, dy = (ym + TILE, 1) if sin_a >= 0 else (ym, -1)
    for i in range(0, int(abs(delta_y)) // TILE):
        depth_h = (y - oy) / sin_a
        xh = ox + depth_h * cos_a
        tile_h = mapping(xh, y + dy)
        if tile_h in world_map:
            return False
        y += dy * TILE
    return True
Beispiel #3
0
 def blocked_doors(self):
     blocked_doors = Dict.empty(key_type=types.UniTuple(int32, 2), value_type=int32)
     for obj in self.list_of_objects:
         if obj.flag in {'door_h', 'door_v'} and obj.blocked:
             i, j = mapping(obj.x, obj.y)
             blocked_doors[(i, j)] = 0
     return blocked_doors
def ray_casting_npc_player(npc_x, npc_y, blocked_doors, world_map, player_pos):
    """
    Sent one ray and define if player is reachable by npc
    :param npc_x:
    :param npc_y:
    :param world_map:
    :param player_pos:
    :return: True/False
    """
    ox, oy = player_pos
    xm, ym = mapping(ox, oy)
    delta_x, delta_y = ox - npc_x, oy - npc_y
    cur_angle = math.atan2(delta_y, delta_x)
    cur_angle += math.pi

    sin_a = math.sin(cur_angle)
    sin_a = sin_a if sin_a else 0.000001
    cos_a = math.cos(cur_angle)
    cos_a = cos_a if cos_a else 0.000001

    # verticals
    x, dx = (xm + TILE, 1) if cos_a >= 0 else (xm, -1)
    for i in range(0, int(abs(delta_x)) // TILE):
        depth_v = (x - ox) / cos_a
        yv = oy + depth_v * sin_a
        tile_v = mapping(x + dx, yv)
        # Check for blocked_doors. NPC doesn't see the player through the doors.
        if tile_v in world_map or tile_v in blocked_doors:
            return False
        x += dx * TILE

    # horizontals
    y, dy = (ym + TILE, 1) if sin_a >= 0 else (ym, -1)
    for i in range(0, int(abs(delta_y)) // TILE):
        depth_h = (y - oy) / sin_a
        xh = ox + depth_h * cos_a
        tile_h = mapping(xh, y + dy)
        # Check for blocked_doors. NPC doesn't see the player through the doors.
        if tile_h in world_map or tile_h in blocked_doors:
            return False
        y += dy * TILE
    return True
 def blocked_doors(self):
     """
     All closed doors on the map
     :return:
     """
     blocked_doors = Dict.empty(key_type=types.UniTuple(int32, 2),
                                value_type=int32)
     for obj in self.list_of_objects:
         if obj.flag in {"door_h", "door_v"} and obj.blocked:
             i, j = mapping(obj.x, obj.y)
             blocked_doors[(i, j)] = 0
     return blocked_doors