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RAYCAST.py
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#This is the script where all the code for raycasting goes. The screen rendering in 2.5D will also go here.
import SETTINGS
import PLAYER
import pygame
import math
pygame.init()
class Slice:
def __init__(self, location, surface, width, vh):
self.slice = surface.subsurface(pygame.Rect(location, (1, width))).convert()
self.rect = self.slice.get_rect(center = (0, SETTINGS.canvas_target_height/2))
self.distance = None
self.type = 'slice'
self.vh = vh
self.xpos = 0
if SETTINGS.shade:
self.shade_slice = pygame.Surface(self.slice.get_size()).convert_alpha()
sv = SETTINGS.shade_visibility / 10
self.shade_intensity = [sv*1, sv*2, sv*3, sv*4, sv*5, sv*6, sv*7, sv*8, sv*9, sv*10]
def update_rect(self, new_slice):
self.tempslice = new_slice
self.rect = new_slice.get_rect(center = (self.xpos, int(SETTINGS.canvas_target_height/2)))
if self.vh == 'v':
self.darkslice = pygame.Surface(self.tempslice.get_size()).convert_alpha()
self.darkslice.fill((0,0,0,SETTINGS.texture_darken))
if SETTINGS.shade:
#Shade intensity table
intensity = 0
if self.distance < self.shade_intensity[0]:
intensity = 0
elif self.distance < self.shade_intensity[1]:
intensity = 0.1
elif self.distance < self.shade_intensity[2]:
intensity = 0.2
elif self.distance < self.shade_intensity[3]:
intensity = 0.3
elif self.distance < self.shade_intensity[4]:
intensity = 0.4
elif self.distance < self.shade_intensity[5]:
intensity = 0.5
elif self.distance < self.shade_intensity[6]:
intensity = 0.6
elif self.distance < self.shade_intensity[7]:
intensity = 0.7
elif self.distance < self.shade_intensity[8]:
intensity = 0.8
elif self.distance < self.shade_intensity[9]:
intensity = 0.9
else:
intensity = 1
self.shade_slice = pygame.Surface(self.tempslice.get_size()).convert_alpha()
self.shade_slice.fill((SETTINGS.shade_rgba[0]*intensity, SETTINGS.shade_rgba[1]*intensity,
SETTINGS.shade_rgba[2]*intensity, SETTINGS.shade_rgba[3]*intensity))
class Raycast:
'''== Raycasting class ==\ncanvas -> Game canvas'''
def __init__(self, canvas, canvas2):
self.res = SETTINGS.resolution
self.fov = SETTINGS.fov
self.render = SETTINGS.render
self.tile_size = SETTINGS.tile_size
self.door_size = self.tile_size / 2
self.wall_width = int(SETTINGS.canvas_target_width / self.res)
self.canvas = canvas
self.canvas2 = canvas2
self.current_vtile = None
self.current_htile = None
def calculate(self):
self.res = SETTINGS.resolution
self.fov = SETTINGS.fov
angle = SETTINGS.player_angle
step = self.fov / self.res
fov = int(self.fov/2)
ray = -fov
ray_number = 0
for tile in SETTINGS.all_solid_tiles:
tile.distance = tile.get_dist(SETTINGS.player_rect.center)
while ray < fov:
degree = angle - ray
if degree <= 0:
degree += 360
elif degree > 360:
degree -= 360
self.beta = abs(degree - angle)
self.cast(SETTINGS.player_rect, degree, ray_number)
ray_number += 1
ray += step
def find_offset(self, position, ray_number, angle, tile, hv):
#position is H_x or V_y
if hv == 'v':
if tile.type == 'vdoor':
offset = abs(int(position - tile.rect.y)) - tile.open
else:
offset = abs(int(position - tile.rect.y))
else:
if tile.type == 'hdoor':
offset = abs(int(position - tile.rect.x)) - tile.open
else:
offset = abs(int(position - tile.rect.x))
#Fuck it. Catch all the crashes.
if offset >= SETTINGS.tile_size:
offset = SETTINGS.tile_size - 1
return(offset)
def check_hit(self, V_hit, H_hit, H_distance, V_distance, full_check):
#Break loop if any ray has hit a wall
if H_hit and V_hit:
return True
elif full_check:
if H_hit:
if H_distance < V_distance:
return True
elif V_hit:
if V_distance < H_distance:
return True
def cast(self, player_rect, angle, ray_number):
H_hit = False
V_hit = False
H_offset = V_offset = 0
end_pos = (0, 0)
angle -= 0.001
#Horizontal
if angle < 180:
H_y = int(player_rect.center[1] / self.tile_size) * self.tile_size
else:
H_y = int(player_rect.center[1] / self.tile_size) * self.tile_size + self.tile_size
H_x = player_rect.center[0] + (player_rect.center[1] - H_y) / math.tan(math.radians(angle))
#Vertical
if angle > 270 or angle < 90:
V_x = int(player_rect.center[0] / self.tile_size) * self.tile_size + self.tile_size
else:
V_x = int(player_rect.center[0] / self.tile_size) * self.tile_size
V_y = player_rect.center[1] + (player_rect.center[0] - V_x) * math.tan(math.radians(angle))
#Extend
for x in range(0, SETTINGS.render):
H_distance = abs((player_rect.center[0] - H_x) / math.cos(math.radians(angle)))
V_distance = abs((player_rect.center[0] - V_x) / math.cos(math.radians(angle)))
if self.check_hit(V_hit, H_hit, H_distance, V_distance, True):
break
for tile in SETTINGS.rendered_tiles:
if self.check_hit(V_hit, H_hit, H_distance, V_distance, False):
break
if not H_hit:
if (H_y == tile.rect.bottom and H_x >= tile.rect.bottomleft[0] and H_x <= tile.rect.bottomright[0]) and player_rect.centery > tile.rect.bottom:
H_hit = True
H_texture = SETTINGS.tile_texture[tile.ID]
self.current_htile = tile
if tile.type == 'hdoor':
H_y -= self.door_size
H_x += self.door_size / math.tan(math.radians(angle))
H_offset = offset = self.find_offset(H_x, ray_number, angle, tile, 'h')
if H_offset < 0:
H_hit = False
H_y += self.door_size
H_x -= self.door_size / math.tan(math.radians(angle))
else:
H_offset = offset = self.find_offset(H_x, ray_number, angle, tile, 'h')
elif (H_y == tile.rect.top and H_x >= tile.rect.topleft[0] and H_x <= tile.rect.topright[0]) and player_rect.centery < tile.rect.top:
H_hit = True
H_texture = SETTINGS.tile_texture[tile.ID]
self.current_htile = tile
if tile.type == 'hdoor':
H_y += self.door_size
H_x -= self.door_size / math.tan(math.radians(angle))
H_offset = offset = self.find_offset(H_x, ray_number, angle, tile, 'h')
if H_offset < 0:
H_hit = False
H_y -= self.door_size
H_x += self.door_size / math.tan(math.radians(angle))
else:
H_offset = self.find_offset(H_x, ray_number, angle, tile, 'h')
if self.check_hit(V_hit, H_hit, H_distance, V_distance, False):
break
if not V_hit:
if (V_x == tile.rect.left and V_y >= tile.rect.topleft[1] and V_y <= tile.rect.bottomleft[1]) and player_rect.centerx < tile.rect.left:
V_hit = True
V_texture = SETTINGS.tile_texture[tile.ID]
self.current_vtile = tile
if tile.type == 'vdoor':
V_x += self.door_size
V_y -= self.door_size * math.tan(math.radians(angle))
V_offset = self.find_offset(V_y, ray_number, angle, tile, 'v')
if V_offset < 0:
V_hit = False
V_x -= self.door_size
V_y += self.door_size * math.tan(math.radians(angle))
else:
V_offset = self.find_offset(V_y, ray_number, angle, tile, 'v')
elif (V_x == tile.rect.right and V_y >= tile.rect.topright[1] and V_y <= tile.rect.bottomright[1]) and player_rect.centerx > tile.rect.right:
V_hit = True
V_texture = SETTINGS.tile_texture[tile.ID]
self.current_vtile = tile
if tile.type == 'vdoor':
V_x -= self.door_size
V_y += self.door_size * math.tan(math.radians(angle))
V_offset = self.find_offset(V_y, ray_number, angle, tile, 'v')
if V_offset < 0:
V_hit = False
V_x += self.door_size
V_y -= self.door_size * math.tan(math.radians(angle))
else:
V_offset = self.find_offset(V_y, ray_number, angle, tile, 'v')
#Extend actual ray
if not H_hit:
if angle < 180:
H_y -= self.tile_size
else:
H_y += self.tile_size
if angle >= 180:
H_x -= self.tile_size / math.tan(math.radians(angle))
else:
H_x += self.tile_size / math.tan(math.radians(angle))
if not V_hit:
if angle > 270 or angle < 90: # ->
V_x += self.tile_size
else:
V_x -= self.tile_size
if angle >= 270 or angle < 90: # <-
V_y -= self.tile_size * math.tan(math.radians(angle))
else:
V_y += self.tile_size * math.tan(math.radians(angle))
if V_hit and H_hit:
H_hit, V_hit = False, False
if H_distance < V_distance:
end_pos = (H_x, H_y)
texture = H_texture
tile_len = H_distance
offset = H_offset
current_tile = self.current_htile
H_hit = True
else:
end_pos = (V_x, V_y)
texture = V_texture
tile_len = V_distance
offset = V_offset
current_tile = self.current_vtile
V_hit = True
elif H_hit and not V_hit:
end_pos = (H_x, H_y)
texture = H_texture
tile_len = H_distance
offset = H_offset
current_tile = self.current_htile
elif V_hit and not H_hit:
end_pos = (V_x, V_y)
texture = V_texture
tile_len = V_distance
offset = V_offset
current_tile = self.current_vtile
else:
end_pos = (SETTINGS.player_rect[0],SETTINGS.player_rect[1])
texture = None
tile_len = None
offset = 0
current_tile = None
if V_hit:
vh = 'v'
else:
vh = 'h'
#Mode
self.control(end_pos, ray_number, tile_len, player_rect, texture, offset, current_tile, vh)
def control(self, end_pos, ray_number, tile_len, player_rect, texture, offset, current_tile, vh):
if SETTINGS.mode == 1:
if tile_len:
wall_dist = tile_len * math.cos(math.radians(self.beta))
else:
wall_dist = None
self.render_screen(ray_number, wall_dist, texture, int(offset), current_tile, vh, end_pos)
else:
self.draw_line(player_rect, end_pos)
def render_screen(self, ray_number, wall_dist, texture, offset, current_tile, vh, end_pos):
if wall_dist:
wall_height = int((self.tile_size / wall_dist) * (360 / math.tan(math.radians(SETTINGS.fov * 0.8))))
SETTINGS.zbuffer.append(Slice((texture.slices[offset], 0), texture.texture, texture.rect.width, vh))
SETTINGS.zbuffer[ray_number].distance = wall_dist
rendered_slice = pygame.transform.scale(SETTINGS.zbuffer[ray_number].slice, (self.wall_width, wall_height))
SETTINGS.zbuffer[ray_number].update_rect(rendered_slice)
SETTINGS.zbuffer[ray_number].xpos = ((ray_number) * self.wall_width)
else:
SETTINGS.zbuffer.append(None)
#Middle ray info
if ray_number == int(self.res/2):
SETTINGS.middle_slice_len = wall_dist
SETTINGS.middle_slice = current_tile
SETTINGS.middle_ray_pos = end_pos
def draw_line(self, player_rect, end_pos):
SETTINGS.raylines.append((player_rect.center, end_pos))