77 lines
3.0 KiB
Python
77 lines
3.0 KiB
Python
import pygame
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from settings import *
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from map import world_map, WORLD_WIDTH, WORLD_HEIGHT
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from numba import njit
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@njit(fastmath=True, cache=True)
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def mapping(a, b):
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return int(a // TILE) * TILE, int(b // TILE) * TILE
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@njit(fastmath=True, cache=True)
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def ray_casting(player_pos, player_angle, world_map):
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casted_walls = []
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ox, oy = player_pos
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texture_v, texture_h = 1, 1
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xm, ym = mapping(ox, oy)
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cur_angle = player_angle - HALF_FOV
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for ray in range(NUM_RAYS):
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sin_a = math.sin(cur_angle)
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sin_a = sin_a if sin_a else 0.000001
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cos_a = math.cos(cur_angle)
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cos_a = cos_a if cos_a else 0.000001
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# verticals
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x, dx = (xm + TILE, 1) if cos_a >= 0 else (xm, -1)
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for i in range(0, WORLD_WIDTH, TILE):
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depth_v = (x - ox) / cos_a
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yv = oy + depth_v * sin_a
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tile_v = mapping(x + dx, yv)
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if tile_v in world_map:
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texture_v = world_map[tile_v]
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break
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x += dx * TILE
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# horizontals
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y, dy = (ym + TILE, 1) if sin_a >= 0 else (ym, -1)
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for i in range(0, WORLD_HEIGHT, TILE):
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depth_h = (y - oy) / sin_a
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xh = ox + depth_h * cos_a
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tile_h = mapping(xh, y + dy)
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if tile_h in world_map:
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texture_h = world_map[tile_h]
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break
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y += dy * TILE
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# projection
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depth, offset, texture = (depth_v, yv, texture_v) if depth_v < depth_h else (depth_h, xh, texture_h)
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offset = int(offset) % TILE
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depth *= math.cos(player_angle - cur_angle)
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depth = max(depth, 0.00001)
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proj_height = int(PROJ_COEFF / depth)
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casted_walls.append((depth, offset, proj_height, texture))
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cur_angle += DELTA_ANGLE
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return casted_walls
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def ray_casting_walls(player, textures):
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casted_walls = ray_casting(player.pos, player.angle, world_map)
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wall_shot = casted_walls[CENTER_RAY][0], casted_walls[CENTER_RAY][2]
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walls = []
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for ray, casted_values in enumerate(casted_walls):
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depth, offset, proj_height, texture = casted_values
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if proj_height > HEIGHT:
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coeff = proj_height / HEIGHT
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texture_height = TEXTURE_HEIGHT / coeff
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wall_column = textures[texture].subsurface(offset * TEXTURE_SCALE,
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HALF_TEXTURE_HEIGHT - texture_height // 2,
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TEXTURE_SCALE, texture_height)
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wall_column = pygame.transform.scale(wall_column, (SCALE, HEIGHT))
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wall_pos = (ray * SCALE, 0)
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else:
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wall_column = textures[texture].subsurface(offset * TEXTURE_SCALE, 0, TEXTURE_SCALE, TEXTURE_HEIGHT)
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wall_column = pygame.transform.scale(wall_column, (SCALE, proj_height))
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wall_pos = (ray * SCALE, HALF_HEIGHT - proj_height // 2)
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walls.append((depth, wall_column, wall_pos))
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return walls, wall_shot
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