import pygame from settings import * from map import world_map, WORLD_WIDTH, WORLD_HEIGHT from numba import njit @njit(fastmath=True, cache=True) def mapping(a, b): return int(a // TILE) * TILE, int(b // TILE) * TILE @njit(fastmath=True, cache=True) def ray_casting(player_pos, player_angle, world_map): casted_walls = [] ox, oy = player_pos texture_v, texture_h = 1, 1 xm, ym = mapping(ox, oy) cur_angle = player_angle - HALF_FOV for ray in range(NUM_RAYS): 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, WORLD_WIDTH, 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: texture_v = world_map[tile_v] break x += dx * TILE # horizontals y, dy = (ym + TILE, 1) if sin_a >= 0 else (ym, -1) for i in range(0, WORLD_HEIGHT, 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: texture_h = world_map[tile_h] break y += dy * TILE # projection depth, offset, texture = (depth_v, yv, texture_v) if depth_v < depth_h else (depth_h, xh, texture_h) offset = int(offset) % TILE depth *= math.cos(player_angle - cur_angle) depth = max(depth, 0.00001) proj_height = int(PROJ_COEFF / depth) casted_walls.append((depth, offset, proj_height, texture)) cur_angle += DELTA_ANGLE return casted_walls def ray_casting_walls(player, textures): casted_walls = ray_casting(player.pos, player.angle, world_map) wall_shot = casted_walls[CENTER_RAY][0], casted_walls[CENTER_RAY][2] walls = [] for ray, casted_values in enumerate(casted_walls): depth, offset, proj_height, texture = casted_values if proj_height > HEIGHT: coeff = proj_height / HEIGHT texture_height = TEXTURE_HEIGHT / coeff wall_column = textures[texture].subsurface(offset * TEXTURE_SCALE, HALF_TEXTURE_HEIGHT - texture_height // 2, TEXTURE_SCALE, texture_height) wall_column = pygame.transform.scale(wall_column, (SCALE, HEIGHT)) wall_pos = (ray * SCALE, 0) else: wall_column = textures[texture].subsurface(offset * TEXTURE_SCALE, 0, TEXTURE_SCALE, TEXTURE_HEIGHT) wall_column = pygame.transform.scale(wall_column, (SCALE, proj_height)) wall_pos = (ray * SCALE, HALF_HEIGHT - proj_height // 2) walls.append((depth, wall_column, wall_pos)) return walls, wall_shot