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1 file changed, 239 insertions
cubEngine.py(file created)
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| 1 | + | import math | |
| 2 | + | from kandinsky import * | |
| 3 | + | ||
| 4 | + | ||
| 5 | + | def shade_color(intensity, dist, way, color): | |
| 6 | + | if color >= 255 - 20: | |
| 7 | + | color = 255 - 20 | |
| 8 | + | if way: | |
| 9 | + | ret = ((color / 255.0) + 0.1) * (intensity * (dist / 255.0)) | |
| 10 | + | else: | |
| 11 | + | ret = ((color / 255.0) + 0.1) * (intensity * (255.0 / dist)) | |
| 12 | + | ||
| 13 | + | ret = color + 20 if ret > color + 20 else ret | |
| 14 | + | ret = 0 if ret < 0 else ret | |
| 15 | + | ||
| 16 | + | return int(ret) | |
| 17 | + | ||
| 18 | + | ||
| 19 | + | class CubColor: | |
| 20 | + | def __init__(self, r, g, b): | |
| 21 | + | self.r = r | |
| 22 | + | self.g = g | |
| 23 | + | self.b = b | |
| 24 | + | self.shadedR = 0 | |
| 25 | + | self.shadedG = 0 | |
| 26 | + | self.shadedB = 0 | |
| 27 | + | ||
| 28 | + | def shade(self, intensity, dist, way): | |
| 29 | + | self.shadedR = shade_color(intensity, dist, way, self.r) | |
| 30 | + | self.shadedG = shade_color(intensity, dist, way, self.g) | |
| 31 | + | self.shadedB = shade_color(intensity, dist, way, self.b) | |
| 32 | + | return [self.shadedR, self.shadedG, self.shadedB] | |
| 33 | + | ||
| 34 | + | def get_color(self): | |
| 35 | + | return [self.r, self.g, self.b] | |
| 36 | + | ||
| 37 | + | ||
| 38 | + | class CubVector: | |
| 39 | + | def __init__(self, x, y): | |
| 40 | + | self.x = x | |
| 41 | + | self.y = y | |
| 42 | + | ||
| 43 | + | def translate(self, x, y): | |
| 44 | + | self.x += x | |
| 45 | + | self.y += y | |
| 46 | + | ||
| 47 | + | def rotate(self, angle): | |
| 48 | + | old = CubVector(self.x, self.y) | |
| 49 | + | self.x = old.x * math.cos(math.radians(angle)) - old.y * math.sin(math.radians(angle)) | |
| 50 | + | self.y = old.x * math.sin(math.radians(angle)) + old.y * math.cos(math.radians(angle)) | |
| 51 | + | ||
| 52 | + | ||
| 53 | + | class CubPlayer: | |
| 54 | + | def __init__(self, pos, prov_dir): | |
| 55 | + | self.pos = pos | |
| 56 | + | self.dir = prov_dir | |
| 57 | + | self.plan = CubVector(0, 0.66) | |
| 58 | + | self.view_offset = 0 | |
| 59 | + | ||
| 60 | + | def move(self, angle, speed, prov_map): | |
| 61 | + | dire = CubVector(self.dir.x, self.dir.y) | |
| 62 | + | ||
| 63 | + | dire.rotate(angle) | |
| 64 | + | n_pos = CubVector( | |
| 65 | + | self.pos.x + dire.x / speed, | |
| 66 | + | self.pos.y + dire.y / speed | |
| 67 | + | ) | |
| 68 | + | ||
| 69 | + | if prov_map[int(n_pos.y + dire.y / (speed / 2))][int(n_pos.x + dire.x / (speed / 2))] == 1: | |
| 70 | + | return | |
| 71 | + | self.pos.x = n_pos.x | |
| 72 | + | self.pos.y = n_pos.y | |
| 73 | + | ||
| 74 | + | def look_sides(self, angle): | |
| 75 | + | self.dir.rotate(angle) | |
| 76 | + | self.plan.rotate(angle) | |
| 77 | + | ||
| 78 | + | def look_up(self, speed): | |
| 79 | + | if self.view_offset < 100: | |
| 80 | + | self.view_offset += speed | |
| 81 | + | ||
| 82 | + | def look_down(self, speed): | |
| 83 | + | if self.view_offset > -100: | |
| 84 | + | self.view_offset -= speed | |
| 85 | + | ||
| 86 | + | ||
| 87 | + | class CubRay: | |
| 88 | + | def __init__(self, cam): | |
| 89 | + | self.origin = CubVector(player.pos.x, player.pos.y) | |
| 90 | + | self.dir = CubVector( | |
| 91 | + | player.dir.x + player.plan.x * cam, | |
| 92 | + | player.dir.y + player.plan.y * cam | |
| 93 | + | ) | |
| 94 | + | self.mpos = CubVector(int(player.pos.x), int(player.pos.y)) | |
| 95 | + | self.dist = CubVector( | |
| 96 | + | 1 if self.dir.x == 0 else 0, | |
| 97 | + | 1 if self.dir.y == 0 else 0 | |
| 98 | + | ) | |
| 99 | + | if self.dir.x != 0 and self.dir.y != 0: | |
| 100 | + | self.dist.x = abs(1 / self.dir.x) | |
| 101 | + | self.dist.y = abs(1 / self.dir.y) | |
| 102 | + | self.step = CubVector(1, 1) | |
| 103 | + | self.sdist = CubVector( | |
| 104 | + | (self.mpos.x + 1.0 - player.pos.x) * self.dist.x, | |
| 105 | + | (self.mpos.y + 1.0 - player.pos.y) * self.dist.y | |
| 106 | + | ) | |
| 107 | + | if self.dir.x < 0: | |
| 108 | + | self.step.x = -1 | |
| 109 | + | self.sdist.x = (player.pos.x - self.mpos.x) * self.dist.x | |
| 110 | + | if self.dir.y < 0: | |
| 111 | + | self.step.y = -1 | |
| 112 | + | self.sdist.y = (player.pos.y - self.mpos.y) * self.dist.y | |
| 113 | + | self.hit = 0 | |
| 114 | + | self.side = 0 | |
| 115 | + | ||
| 116 | + | def cast(self): | |
| 117 | + | while self.hit == 0: | |
| 118 | + | if self.sdist.x < self.sdist.y: | |
| 119 | + | self.side = 0 | |
| 120 | + | self.sdist.x += self.dist.x | |
| 121 | + | self.mpos.x += self.step.x | |
| 122 | + | else: | |
| 123 | + | self.side = 1 | |
| 124 | + | self.sdist.y += self.dist.y | |
| 125 | + | self.mpos.y += self.step.y | |
| 126 | + | if prov_map[int(self.mpos.y)][int(self.mpos.x)] == 1: | |
| 127 | + | self.hit = 1 | |
| 128 | + | ||
| 129 | + | def calc(self, x): | |
| 130 | + | wall = CubColor(255, 55, 0) | |
| 131 | + | ||
| 132 | + | if self.side == 0: | |
| 133 | + | dist = (self.mpos.x - player.pos.x + (1 - self.step.x) / 2) / self.dir.x | |
| 134 | + | else: | |
| 135 | + | dist = (self.mpos.y - player.pos.y + (1 - self.step.y) / 2) / self.dir.y | |
| 136 | + | ||
| 137 | + | if dist == 0: | |
| 138 | + | line_height = 0 | |
| 139 | + | else: | |
| 140 | + | line_height = int(height / dist) | |
| 141 | + | ||
| 142 | + | start = int(-line_height / 2 + height / 2 + player.view_offset) | |
| 143 | + | end = int(line_height / 2 + height / 2 + player.view_offset) | |
| 144 | + | ||
| 145 | + | return [wall.shade(5, dist, False), x, start, end] | |
| 146 | + | ||
| 147 | + | ||
| 148 | + | prov_map = [ | |
| 149 | + | [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], | |
| 150 | + | [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 151 | + | [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 152 | + | [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 153 | + | [1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1], | |
| 154 | + | [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 155 | + | [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1], | |
| 156 | + | [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 157 | + | [1, 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1], | |
| 158 | + | [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 159 | + | [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 160 | + | [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 161 | + | [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 162 | + | [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 163 | + | [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 164 | + | [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 165 | + | [1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 166 | + | [1, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 167 | + | [1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 168 | + | [1, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 169 | + | [1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 170 | + | [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 171 | + | [1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], | |
| 172 | + | [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1] | |
| 173 | + | ] | |
| 174 | + | ||
| 175 | + | width = 320 | |
| 176 | + | height = 222 | |
| 177 | + | ||
| 178 | + | player = CubPlayer(CubVector(12.5, 10.5), CubVector(1, 0)) | |
| 179 | + | ceil = CubColor(50, 50, 50) | |
| 180 | + | floor = CubColor(20, 20, 20) | |
| 181 | + | running = True | |
| 182 | + | ||
| 183 | + | ||
| 184 | + | def draw_line(sc_x, sc_y, color): | |
| 185 | + | for i in range(sc_y[0], sc_y[1]): | |
| 186 | + | set_pixel(sc_x, i, color) | |
| 187 | + | ||
| 188 | + | ||
| 189 | + | def render(): | |
| 190 | + | ceil = CubColor(50, 50, 50) | |
| 191 | + | floor = CubColor(20, 20, 20) | |
| 192 | + | ||
| 193 | + | #for x in range(width): | |
| 194 | + | # draw_line(x, (0, height), (0,0,0)) | |
| 195 | + | ||
| 196 | + | for x in range(width): | |
| 197 | + | cam = 2 * x / width - 1 | |
| 198 | + | ray = CubRay(cam) | |
| 199 | + | ray.cast() | |
| 200 | + | lst = ray.calc(x) | |
| 201 | + | draw_line(lst[1], (0, lst[2]), ceil.get_color()) | |
| 202 | + | draw_line(lst[1], (lst[2], lst[3]), lst[0]) | |
| 203 | + | draw_line(lst[1], (lst[3], height), floor.get_color()) | |
| 204 | + | ||
| 205 | + | ||
| 206 | + | def update(keys): | |
| 207 | + | global running | |
| 208 | + | ||
| 209 | + | tm = 4 | |
| 210 | + | if "right" in keys: | |
| 211 | + | player.move(90, int(10 / tm), prov_map) | |
| 212 | + | elif "left" in keys: | |
| 213 | + | player.move(-90, int(10 / tm), prov_map) | |
| 214 | + | if "down" in keys: | |
| 215 | + | player.move(180, int(10 / tm), prov_map) | |
| 216 | + | elif "up" in keys: | |
| 217 | + | player.move(0, int(10 / tm), prov_map) | |
| 218 | + | if "8" in keys: | |
| 219 | + | player.look_up(int((height / 100)) * tm) | |
| 220 | + | elif "5" in keys: | |
| 221 | + | player.look_down(int((height / 100)) * tm) | |
| 222 | + | if "4" in keys: | |
| 223 | + | player.look_sides(int(width / -200) * tm) | |
| 224 | + | elif "6" in keys: | |
| 225 | + | player.look_sides(int(width / 200) * tm) | |
| 226 | + | if "0" in keys: | |
| 227 | + | running = False | |
| 228 | + | ||
| 229 | + | ||
| 230 | + | def game(): | |
| 231 | + | global running | |
| 232 | + | ||
| 233 | + | #render() | |
| 234 | + | running = True | |
| 235 | + | while running: | |
| 236 | + | keys = get_keys() | |
| 237 | + | if keys != set(): | |
| 238 | + | update(keys) | |
| 239 | + | render() | |
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