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main.py
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350 lines (277 loc) · 11.4 KB
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import math
import tkinter as tk
import numpy as np
import time
class Constants:
"""Game configuration constants"""
WINDOW_WIDTH = 800
WINDOW_HEIGHT = 800
# Rendering settings
NUM_RAYS = 800
FOV = math.pi / 3 # 60 degrees field of view
RENDER_DISTANCE = 20
# Movement settings
MOVEMENT_SPEED = 0.15
ROTATION_SPEED = 0.08
# Visual settings
WALL_HEIGHT_SCALE = 600
MIN_BRIGHTNESS = 0.2
# Colors
SKY_COLOR = "#87CEEB"
FLOOR_COLOR = "#D2B48C"
WALL_BASE_COLOR = "#D3D3D3"
class Player:
"""Handles player position, rotation and movement"""
def __init__(self, x=2.0, y=2.0, direction=math.pi/4):
self.x = x
self.y = y
self.direction = direction
def move(self, dx, dy):
"""Move player by delta x and y"""
self.x += dx
self.y += dy
def rotate(self, angle_delta):
"""Rotate player by angle delta"""
self.direction += angle_delta
# Keep angle in 0-2π range
self.direction = self.direction % (2 * math.pi)
class GameMap:
"""Handles map data and collision detection"""
def __init__(self, arena_data):
self.arena = arena_data
self.height = len(arena_data)
self.width = len(arena_data[0]) if self.height > 0 else 0
def is_wall(self, x, y):
"""Check if position contains a wall"""
try:
grid_x, grid_y = int(x), int(y)
if 0 <= grid_x < self.height and 0 <= grid_y < self.width:
return self.arena[grid_x][grid_y] != 0
return True # Consider out-of-bounds as walls
except (IndexError, ValueError):
return True
def is_valid_position(self, x, y):
"""Check if position is valid for player movement"""
return not self.is_wall(x, y)
class RaycastRenderer:
"""Handles all rendering operations"""
def __init__(self, canvas, width, height):
self.canvas = canvas
self.width = width
self.height = height
def clear_screen(self):
"""Clear the canvas and draw sky/floor"""
self.canvas.delete("all")
# Draw sky
self.canvas.create_rectangle(
0, 0, self.width, self.height // 2,
fill=Constants.SKY_COLOR, outline=""
)
# Draw floor
self.canvas.create_rectangle(
0, self.height // 2, self.width, self.height,
fill=Constants.FLOOR_COLOR, outline=""
)
def cast_ray(self, game_map, start_x, start_y, angle):
"""Cast a single ray and return distance to wall"""
ray_dx = math.cos(angle)
ray_dy = math.sin(angle)
distance = 0.0
step_size = 0.05
x, y = start_x, start_y
while distance < Constants.RENDER_DISTANCE:
x += ray_dx * step_size
y += ray_dy * step_size
distance += step_size
if game_map.is_wall(x, y):
return distance
return Constants.RENDER_DISTANCE
def calculate_wall_brightness(self, distance):
"""Calculate wall brightness based on distance"""
if distance <= 0:
return 1.0
brightness = 1.0 - (distance / Constants.RENDER_DISTANCE)
return max(Constants.MIN_BRIGHTNESS, brightness)
def get_wall_color(self, brightness):
"""Get wall color based on brightness level"""
base_color = 0x69 # Base gray value
color_value = int(base_color * brightness)
return f"#{color_value:02x}{color_value:02x}{color_value:02x}"
def draw_wall_slice(self, x, wall_height, distance):
"""Draw a single vertical wall slice"""
brightness = self.calculate_wall_brightness(distance)
wall_color = self.get_wall_color(brightness)
# Calculate wall position
wall_top = (self.height - wall_height) // 2
wall_bottom = (self.height + wall_height) // 2
# Draw the wall slice
slice_width = self.width // Constants.NUM_RAYS
self.canvas.create_rectangle(
x, wall_top, x + slice_width, wall_bottom,
fill=wall_color, outline=""
)
def render_scene(self, player, game_map):
"""Render the complete 3D scene"""
self.clear_screen()
# Calculate ray angles
start_angle = player.direction - Constants.FOV / 2
angle_step = Constants.FOV / Constants.NUM_RAYS
for i in range(Constants.NUM_RAYS):
ray_angle = start_angle + i * angle_step
# Cast ray and get distance
distance = self.cast_ray(game_map, player.x, player.y, ray_angle)
# Apply fish-eye correction
corrected_distance = distance * math.cos(ray_angle - player.direction)
# Calculate wall height
if corrected_distance > 0:
wall_height = Constants.WALL_HEIGHT_SCALE / corrected_distance
else:
wall_height = Constants.WALL_HEIGHT_SCALE
# Limit wall height to screen
wall_height = min(wall_height, self.height)
# Draw wall slice
x_position = i * (self.width // Constants.NUM_RAYS)
self.draw_wall_slice(x_position, wall_height, corrected_distance)
class InputHandler:
"""Handles continuous input for smooth movement"""
def __init__(self, root):
self.root = root
self.keys_pressed = set()
self.setup_key_bindings()
def setup_key_bindings(self):
"""Setup key press and release event handlers"""
self.root.bind('<KeyPress>', self.on_key_press)
self.root.bind('<KeyRelease>', self.on_key_release)
self.root.focus_set() # Ensure window has focus for key events
def on_key_press(self, event):
"""Handle key press events"""
self.keys_pressed.add(event.keysym.lower())
def on_key_release(self, event):
"""Handle key release events"""
self.keys_pressed.discard(event.keysym.lower())
def is_key_pressed(self, key):
"""Check if a specific key is currently pressed"""
return key.lower() in self.keys_pressed
class Game:
"""Main game class that orchestrates everything"""
def __init__(self):
# Initialize game components
self.setup_window()
self.setup_game_objects()
self.setup_input()
# Game loop control
self.running = True
self.last_update_time = time.time()
self.target_fps = 60
def setup_window(self):
"""Initialize the tkinter window and canvas"""
self.root = tk.Tk()
self.root.title("Enhanced 2.5D Raycasting Engine")
self.root.geometry(f"{Constants.WINDOW_WIDTH}x{Constants.WINDOW_HEIGHT}")
self.root.resizable(False, False)
self.canvas = tk.Canvas(
self.root,
width=Constants.WINDOW_WIDTH,
height=Constants.WINDOW_HEIGHT,
bg=Constants.SKY_COLOR
)
self.canvas.pack()
def setup_game_objects(self):
"""Initialize game objects"""
# Game map
arena_data = [
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 1, 1, 1, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 1, 0, 1],
[1, 0, 0, 1, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 1, 0, 0, 0, 0, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
]
self.game_map = GameMap(arena_data)
self.player = Player(2.0, 2.0, math.pi/4)
self.renderer = RaycastRenderer(
self.canvas, Constants.WINDOW_WIDTH, Constants.WINDOW_HEIGHT
)
def setup_input(self):
"""Setup input handling"""
self.input_handler = InputHandler(self.root)
# Bind escape key to quit
self.root.bind('<Escape>', lambda e: self.quit_game())
def update_player_movement(self):
"""Update player position based on currently pressed keys"""
moved = False
# Movement keys
if self.input_handler.is_key_pressed('w'):
dx = math.cos(self.player.direction) * Constants.MOVEMENT_SPEED
dy = math.sin(self.player.direction) * Constants.MOVEMENT_SPEED
self.try_move_player(dx, dy)
moved = True
if self.input_handler.is_key_pressed('s'):
dx = -math.cos(self.player.direction) * Constants.MOVEMENT_SPEED
dy = -math.sin(self.player.direction) * Constants.MOVEMENT_SPEED
self.try_move_player(dx, dy)
moved = True
if self.input_handler.is_key_pressed('a'):
dx = math.sin(self.player.direction) * Constants.MOVEMENT_SPEED
dy = -math.cos(self.player.direction) * Constants.MOVEMENT_SPEED
self.try_move_player(dx, dy)
moved = True
if self.input_handler.is_key_pressed('d'):
dx = -math.sin(self.player.direction) * Constants.MOVEMENT_SPEED
dy = math.cos(self.player.direction) * Constants.MOVEMENT_SPEED
self.try_move_player(dx, dy)
moved = True
# Rotation keys
if self.input_handler.is_key_pressed('left'):
self.player.rotate(-Constants.ROTATION_SPEED)
moved = True
if self.input_handler.is_key_pressed('right'):
self.player.rotate(Constants.ROTATION_SPEED)
moved = True
return moved
def try_move_player(self, dx, dy):
"""Attempt to move player with collision detection"""
new_x = self.player.x + dx
new_y = self.player.y + dy
# Check collision for new position
if self.game_map.is_valid_position(new_x, new_y):
self.player.move(dx, dy)
def update(self):
"""Main game update loop"""
current_time = time.time()
# Update player movement
moved = self.update_player_movement()
# Render scene if something changed or enough time has passed
if moved or (current_time - self.last_update_time) > (1.0 / self.target_fps):
self.renderer.render_scene(self.player, self.game_map)
self.last_update_time = current_time
# Schedule next update
if self.running:
self.root.after(16, self.update) # ~60 FPS
def quit_game(self):
"""Quit the game"""
self.running = False
self.root.quit()
def run(self):
"""Start the game loop"""
# Initial render
self.renderer.render_scene(self.player, self.game_map)
# Start update loop
self.update()
# Start tkinter main loop
self.root.mainloop()
def main():
"""Main entry point"""
try:
game = Game()
game.run()
except KeyboardInterrupt:
print("\nGame interrupted by user")
except Exception as e:
print(f"Game error: {e}")
if __name__ == "__main__":
main()