Example #1
0
    def raycasting(self):
        current_angle = self.player.angle - (self.player.fov / 2)
        current_angle %= 360
        inc_angle = self.player.fov / self.width
        player_rad = calc.dg_to_rad(self.player.angle)
        for x in range(self.width):
            rad = calc.dg_to_rad(current_angle)

            cos = math.cos(rad) / self.precision
            sin = math.sin(rad) / self.precision

            level_x = self.player.x
            level_y = self.player.y
            tile = None
            while tile is None or not tile.solid:
                identifier = self.level.wall_map[math.floor(level_y)][
                    math.floor(level_x)]
                tile = self.level.get_tile_by_id(identifier)

                level_x += cos
                level_y += sin
                if self.minimap and self.minimap.show_ray_cast:
                    self.minimap.set_pixel(level_x, level_y,
                                           self.minimap.ray_cast_color)

            # Calculate distance (Pythagoras)
            distance = calc.pythagoras(level_x, level_y, self.player.x,
                                       self.player.y) * self.tile_size

            # Fisheye fix
            distance = abs(math.cos(rad - player_rad) * distance)

            # Calculate wall height
            wall_height = self._calculate_wall_height(distance)

            # Render wall
            if tile.texture is not None:
                self._draw_textured_wall(x, wall_height, tile, level_x,
                                         level_y)
            else:
                self._draw_wall(x, wall_height, tile)

            # Render ceil
            if self.level.cast_ceil_map:
                self._draw_textured_ceil(x, wall_height)
            else:
                self._draw_ceil(x, wall_height)

            # Render floor
            if self.level.cast_floor_map or self.level.cast_ceil_map:
                self._draw_textured_floor_ceil(x, wall_height, rad)
            else:
                self._draw_floor(x, wall_height)

            current_angle += inc_angle
            current_angle %= 360
Example #2
0
 def move_back(self):
     cos = math.cos(calc.dg_to_rad(self.angle))
     sin = math.sin(calc.dg_to_rad(self.angle))
     newx = self.x - (cos * self.move_speed)
     newy = self.y - (sin * self.move_speed)
     half_dist = self.level.tile_size / 2
     colx = self.x - (cos * (half_dist / self.level.tile_size))
     coly = self.y - (sin * (half_dist / self.level.tile_size))
     if not self.will_collide(colx, coly):
         self.x = newx
         self.y = newy
Example #3
0
    def _draw_textured_floor_ceil(self, x, wall_height, ray_rad):
        pr = calc.dg_to_rad(self.player.angle)
        cos = math.cos(ray_rad)
        sin = math.sin(ray_rad)
        start = math.floor(self.half_height + wall_height / 2)
        end = self.height

        for y in range(start, end):
            dist = (self.height / (2 * y - self.height))
            dist = dist / math.cos(pr - ray_rad)
            pos_x = dist * cos
            pos_y = dist * sin
            pos_x += self.player.x
            pos_y += self.player.y

            if self.minimap and self.minimap.show_floor_cast:
                self.minimap.set_pixel(pos_x, pos_y,
                                       self.minimap.floor_cast_color)

            if self.level.cast_floor_map:
                floor_tile_id = self.level.get_floor_map_tile_by_coords(
                    math.floor(pos_x), math.floor(pos_y))
                floor_tile = self.level.get_tile_by_id(floor_tile_id)
                tx = math.floor(pos_x * floor_tile.texture.width)
                ty = math.floor(pos_y * floor_tile.texture.height)
                tex_width = floor_tile.texture.width
                tex_height = floor_tile.texture.height
                pixels = floor_tile.texture.pixels
                pixel = pixels[tx % tex_width, ty % tex_height]
                self._set_pixel(x, y, pixel)

            if self.level.cast_ceil_map:
                ceil_tile_id = self.level.get_ceil_map_tile_by_coords(
                    math.floor(pos_x), math.floor(pos_y))
                ceil_tile = self.level.get_tile_by_id(ceil_tile_id)
                tx = math.floor(pos_x * ceil_tile.texture.width)
                ty = math.floor(pos_y * ceil_tile.texture.height)
                tex_width = ceil_tile.texture.width
                tex_height = ceil_tile.texture.height
                pixels = ceil_tile.texture.pixels
                pixel = pixels[tx % tex_width, ty % tex_height]
                mirrored = self.height - y - 1
                self._set_pixel(x, mirrored, pixel)
Example #4
0
 def _calculate_distance_projection_plane(self, half_width):
     return half_width / math.tan(calc.dg_to_rad(Player.DEFAULT_FOV) / 2)