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main.py
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190 lines (153 loc) · 7.62 KB
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import pygame
import sys
import math
MAP = [
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,0,0,0,0,0,0,0,0,1,0,0,0,0,1,1,1,1,0,1,
1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,0,0,1,
1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,1,1,0,0,1,
1,0,0,0,0,0,0,1,0,0,0,0,0,1,1,0,0,0,1,1,
1,0,0,0,0,0,0,1,0,0,0,1,1,1,1,1,0,0,1,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,1,1,1,1,0,0,0,0,0,1,1,1,0,0,0,1,
1,0,0,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,1,0,0,1,
1,0,0,1,1,0,0,0,0,0,1,0,0,0,0,1,1,0,0,1,
1,0,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,0,0,0,1,0,0,1,0,0,0,1,
1,0,0,0,0,1,0,0,0,0,0,0,1,0,1,1,1,0,0,1,
1,1,0,0,0,0,0,1,1,0,0,0,0,0,0,1,0,0,0,1,
1,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,
1,1,0,0,0,0,0,0,1,1,1,1,1,0,1,1,1,1,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,
1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
]
screen_height = 480
screen_width = screen_height * 2
map_size = 20
block_size = screen_height / map_size
max_depth = int(map_size * block_size)
FOV = math.pi / 3
half_FOV = FOV / 2
casted_rays = 120
angle = FOV / casted_rays
scale = (screen_width / 2) / casted_rays
moving_forward = True
player_coordenate_x = screen_height / 4
player_coordenate_y = screen_height / 4
player_angle = 2 * math.pi
pygame.init()
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Raycaster 2D')
clock = pygame.time.Clock()
# exibe o FPS na tela
def display_FPS():
FPS = str(int(clock.get_fps()))
# puxa a fonte padrão do sistema
font = pygame.font.SysFont('Monospace Regular', 60)
textsurface = font.render(FPS, False, (255, 255, 255))
# o blit serve para colocar uma superfície por cima da outra. Nesse caso, os FPS por cima do mapa
screen.blit(textsurface, (480, 0))
def map_draw():
for row in range(map_size):
for col in range(map_size):
square = row * map_size + col
if MAP[square] == 1:
# desenha o bloco com a borda de 1 pixel caso identifique uma parede
pygame.draw.rect(
screen,
(200, 200, 200),
(col * block_size, row * block_size, block_size - 1, block_size - 1)
)
else:
# desenha o bloco completo para o chão ser "liso" caso não tenha parede
pygame.draw.rect(
screen,
(126, 112, 113),
(col * block_size, row * block_size, block_size, block_size)
)
pygame.draw.circle(screen, (255, 255, 0), (int(player_coordenate_x), int(player_coordenate_y)), 10)
# desenha na tela a direção na qual o player vai estar virado
pygame.draw.line(screen, (190, 0, 0), (player_coordenate_x, player_coordenate_y),
(player_coordenate_x - math.sin(player_angle) * 50,
player_coordenate_y + math.cos(player_angle) * 50), 3)
# desenha na tela o FOV do player
pygame.draw.line(screen, (190, 0, 0), (player_coordenate_x, player_coordenate_y),
(player_coordenate_x - math.sin(player_angle - half_FOV) * 50,
player_coordenate_y + math.cos(player_angle - half_FOV) * 50), 3)
pygame.draw.line(screen, (190, 0, 0), (player_coordenate_x, player_coordenate_y),
(player_coordenate_x - math.sin(player_angle + half_FOV) * 50,
player_coordenate_y + math.cos(player_angle + half_FOV) * 50), 3)
# função responsável pelo algoritmo do ray casting
def raycaster():
starter_angle = player_angle - half_FOV
# loop para alongar o tamanho de cada raio
for ray in range(casted_rays):
for depth in range(max_depth):
# Pega as coordenadas do raio através da coordenada do player
target_x = player_coordenate_x - math.sin(starter_angle) * depth
target_y = player_coordenate_y + math.cos(starter_angle) * depth
col = int(target_x / block_size)
row = int(target_y / block_size)
if 0 <= col < map_size and 0 <= row < map_size:
square = row * map_size + col
# responsável por identificar os blocos sendo "vistos" pelo ray emitido do jogador e os pintar como verde
if MAP[square] == 1:
pygame.draw.rect(screen, (0, 255, 0), (col * block_size, row * block_size, block_size - 1, block_size - 1))
# desenha o ray na tela
pygame.draw.line(screen, (255, 0, 0), (player_coordenate_x, player_coordenate_y), (target_x, target_y))
# deetermina a cor das paredes pela distância do jogador a cada uma delas
color_by_depth = 255 / (1 + depth * depth * 0.0001)
# conserta a distorção visual
depth *= math.cos(player_angle - starter_angle)
# calcula o tamanho dos blocos/paredes que serão exibidos no mapa em 3D
block_height = 21000 / (depth + 0.0001)
# resolve caso fique preso na parede. O problema surge quando a altura do bloco (block_height) é maior que a altura da tela
if block_height > screen_height: block_height = screen_height
# vai desenhar a projeção 3D na tela
pygame.draw.rect(screen, (color_by_depth, color_by_depth, color_by_depth), (
screen_height + ray * scale,
(screen_height / 2) - block_height / 2,
scale, block_height))
break
# aumenta o ângulo por pequenos segmentos
starter_angle += angle
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(0)
# responsável por adicionar colisões
col = int(player_coordenate_x / block_size)
row = int(player_coordenate_y / block_size)
square = row * map_size + col
# se o player acertar a parede, não pode mais se mover para frente. Gerando uma "colisão" de certa forma
if MAP[square] == 1:
if moving_forward:
player_coordenate_x -= -math.sin(player_angle)
player_coordenate_y -= math.cos(player_angle)
else:
player_coordenate_x += -math.sin(player_angle)
player_coordenate_y += math.cos(player_angle)
# atualiza o mapa 2D
pygame.draw.rect(screen, (0, 0, 0), (0, 0, screen_height, screen_height))
# atualiza o mapa 3D
pygame.draw.rect(screen, (100, 100, 100), (480, screen_height / 2, screen_height, screen_height))
pygame.draw.rect(screen, (200, 200, 200), (480, -screen_height / 2, screen_height, screen_height))
map_draw()
raycaster()
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]: player_angle -= 0.1
if keys[pygame.K_RIGHT]: player_angle += 0.1
if keys[pygame.K_UP]:
moving_forward = True
player_coordenate_x += -math.sin(player_angle)
player_coordenate_y += math.cos(player_angle)
if keys[pygame.K_DOWN]:
moving_forward = False
player_coordenate_x -= -math.sin(player_angle)
player_coordenate_y -= math.cos(player_angle)
clock.tick(60)
display_FPS()
pygame.display.flip()