diff --git a/.gitignore b/.gitignore index 7bbc71c..d24fd00 100644 --- a/.gitignore +++ b/.gitignore @@ -99,3 +99,6 @@ ENV/ # mypy .mypy_cache/ + +# Emacs droppings +*~ diff --git a/README.md b/README.org similarity index 53% rename from README.md rename to README.org index 5fa48ca..30362e2 100644 --- a/README.md +++ b/README.org @@ -1,2 +1,5 @@ -# Py-Caster +* Py-Caster + Ray Casting implementation with Pygame. + +[[./screenshot.png]] diff --git a/py_caster.py b/py_caster.py new file mode 100755 index 0000000..e32e294 --- /dev/null +++ b/py_caster.py @@ -0,0 +1,273 @@ +#! /usr/bin/env python +import math +import pygame + +############################################################## +# Game parameters +############################################################## + +TITLE = "Py Caster" +FPS = 60 +SCREEN_SIZE = (800, 600) +CEILING_COLOR = (75, 119, 208) +FLOOR_COLOR = (229, 138, 132) +FOG_COLOR = (128, 128, 128) +FOG_NEAR = 1.0 +FOG_FAR = 5.0 + +############################################################## +# Projection parameters +############################################################## + +FB_SIZE = (320, 200) +DEG2RAD = 3.1415926535897932384626433 / 180.0 +FOV = 66.84962236520761 +ANGLE_INCREMENT = FOV / float(FB_SIZE[0]) + +############################################################## +# Player parameters +############################################################## + +PLAYER_TURN_SPEED = 2.0 * DEG2RAD +PLAYER_MOVE_SPEED = 0.1 + +############################################################## +# Vector Classes +############################################################## + +class vec3(object): + def __init__(self, x = 0, y = 0, z = 0): + self.x = x + self.y = y + self.z = z + + def dot(self, v): + return (self.x * v.x) + (self.y * v.y) + (self.z * v.z) + + def length(self): + return math.sqrt(self.dot(self)) + + def normalize(self): + norm = self.length() + if norm > 0: + self.x /= norm + self.y /= norm + self.z /= norm + return self + +class vec2(object): + def __init__(self, x = 0, y = 0): + self.x = x + self.y = y + + def __str__(self): + return "(" + str(self.x) + ", " + str(self.y) + ")" + + def add(self, v): + return vec2(self.x + v.x, self.y + v.y) + + def sub(self, v): + return vec2(self.x - v.x, self.y - v.y) + + def scale(self, k): + return vec2(self.x * k, self.y * k) + + def dot(self, v): + return (self.x * v.x) + (self.y * v.y) + + def length(self): + return math.sqrt(self.dot(self)) + + def distance(self, p): + return p.sub(self).length() + + def normalize(self): + norm = self.length() + if norm > 0: + self.x /= norm + self.y /= norm + return self + + def cross(self, v): + return vec3(0.0, 0.0, (self.x * v.y) - (self.y * v.x)) + +############################################################## +# Ray Class +############################################################## + +class Ray: + def __init__(self, origin = vec2(0.0, 0.0), direction = vec2(0.0, 1.0)): + self.o = origin + self.d = direction.normalize() + + + def __str__(self): + return "Origin: " + str(self.o) + " :: Direction: " + str(self.d) + +############################################################## +# Line Segment Class +############################################################## + +class LineSegment: + def __init__(self, a, b, c = (0, 0, 0)): + self.a = a + self.b = b + self.v = b.sub(a).normalize() + self.color = c + + def intersect(self, r): + def sign(n): + if n == 0: + return 0 + elif n > 0: + return 1 + else: + return -1 + + side = self._classifyPoint2D(r.o) + + v2 = self.b.sub(self.a) if sign(side) > 0 else self.a.sub(self.b) + v3 = vec2(-r.d.y, r.d.x) + + det = v2.dot(v3) + + if abs(det) < 0.00001: + return None + else: + v1 = r.o.sub(self.a) if sign(side) > 0 else self.a.sub(r.o) + t1 = v2.cross(v1).length() / det + t2 = v1.dot(v3) / det + + if t2 >= 0.0 and t2 <= 1.0: + if t1 > 0.0: + return r.o.add(r.d.scale(t1)) + else: + return None + else: + return None + + def _classifyPoint2D(self, point): + v1 = point.sub(self.a) + v2 = vec2(self.v.y, -self.v.x) + return v1.dot(v2) + +############################################################## +# Main Function +############################################################## + +def main(): + # Local variables. + done = False + fog_enabled = False + toggle_fog = False + player_pos = vec2(0.0, 0.0) + player_dir = vec2(-1.0, 0.0) + plane = vec2(0.0, 0.66) + + # Initialize Pygame. + pygame.init() + clock = pygame.time.Clock() + screen = pygame.display.set_mode(SCREEN_SIZE, pygame.HWSURFACE | pygame.DOUBLEBUF) + frame_buffer = pygame.Surface(FB_SIZE, pygame.HWSURFACE) + pygame.mouse.set_visible(False) + pygame.key.set_repeat(17, 17) + + # Define walls. + walls = [LineSegment(vec2(-3.0, 3.0), vec2(3.0, 3.0), (255, 0, 0)), + LineSegment(vec2(3.0, 3.0), vec2(3.0, -3.0), (0, 255, 0)), + LineSegment(vec2(1.5, 1.5), vec2(3.0, 3.0), (255, 255, 0)), + LineSegment(vec2(3.0, -3.0), vec2(-3.0, -3.0), (0, 0, 255)), + LineSegment(vec2(-3.0, -3.0), vec2(-3.0, 3.0), (255, 0, 255))] + + # Main game loop. + try: + while(not done): + fps = clock.get_fps() + 0.001 + pygame.display.set_caption(TITLE + ": " + str(int(fps))) + + # Input capture. + for event in pygame.event.get(): + if (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE) or event.type == pygame.QUIT: + done = True + + if event.type == pygame.KEYDOWN and event.key == pygame.K_UP: + player_pos = player_pos.sub(player_dir.scale(PLAYER_MOVE_SPEED)) + + if event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN: + player_pos = player_pos.add(player_dir.scale(PLAYER_MOVE_SPEED)) + + if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT: + oldDirX = player_dir.x; + player_dir.x = player_dir.x * math.cos(PLAYER_TURN_SPEED) - player_dir.y * math.sin(PLAYER_TURN_SPEED); + player_dir.y = oldDirX * math.sin(PLAYER_TURN_SPEED) + player_dir.y * math.cos(PLAYER_TURN_SPEED); + oldPlaneX = plane.x; + plane.x = plane.x * math.cos(PLAYER_TURN_SPEED) - plane.y * math.sin(PLAYER_TURN_SPEED); + plane.y = oldPlaneX * math.sin(PLAYER_TURN_SPEED) + plane.y * math.cos(PLAYER_TURN_SPEED); + + if event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT: + oldDirX = player_dir.x; + player_dir.x = player_dir.x * math.cos(-PLAYER_TURN_SPEED) - player_dir.y * math.sin(-PLAYER_TURN_SPEED); + player_dir.y = oldDirX * math.sin(-PLAYER_TURN_SPEED) + player_dir.y * math.cos(-PLAYER_TURN_SPEED); + oldPlaneX = plane.x; + plane.x = plane.x * math.cos(-PLAYER_TURN_SPEED) - plane.y * math.sin(-PLAYER_TURN_SPEED); + plane.y = oldPlaneX * math.sin(-PLAYER_TURN_SPEED) + plane.y * math.cos(-PLAYER_TURN_SPEED); + + if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE: + if not toggle_fog: + fog_enabled = not fog_enabled + toggle_fog = True + + if event.type == pygame.KEYUP and event.key == pygame.K_SPACE: + if toggle_fog: + toggle_fog = False + + # Render ceiling and floor. + frame_buffer.fill(CEILING_COLOR, pygame.Rect(0, 0, FB_SIZE[0], FB_SIZE[1] / 2)) + frame_buffer.fill(FLOOR_COLOR, pygame.Rect(0, FB_SIZE[1] / 2, FB_SIZE[0], FB_SIZE[1] / 2)) + + # Render walls. + angle = -FOV / 2.0 + for i in xrange(FB_SIZE[0]): + camera_x = 2.0 * (float(i) / float(FB_SIZE[0])) - 1; + r = Ray(vec2(player_pos.x, player_pos.y), vec2(player_dir.x + plane.x * camera_x, player_dir.y + plane.y * camera_x)) + + d = float('Inf') + c = (0, 0, 0) + for l in walls: + p = l.intersect(r) + if p is not None: + _d = player_pos.distance(p) + if _d < d: + d = _d + + def lerp(col, dst): + lt = 0.0 if dst < FOG_NEAR else (1.0 if dst > FOG_FAR else (dst - FOG_NEAR) / (FOG_FAR - FOG_NEAR)) + + red = (FOG_COLOR[0] * lt) + (col[0] * (1.0 - lt)) + green = (FOG_COLOR[1] * lt) + (col[1] * (1.0 - lt)) + blue = (FOG_COLOR[2] * lt) + (col[2] * (1.0 - lt)) + + return (red, green, blue) + + c = lerp(l.color, d) if fog_enabled else l.color + + if d < float('Inf'): + h = int(float(FB_SIZE[1]) / (d * math.cos(angle * DEG2RAD))) + h = FB_SIZE[1] if h > FB_SIZE[1] else h + frame_buffer.fill(c, pygame.Rect(i, -(h / 2) + (FB_SIZE[1] / 2), 1, h)) + + angle += ANGLE_INCREMENT + + pygame.transform.scale(frame_buffer, SCREEN_SIZE, screen) + + pygame.display.update() + clock.tick(FPS) + + except KeyboardInterrupt: + pass + + pygame.quit() + +if __name__ == "__main__": + main() + diff --git a/screenshot.png b/screenshot.png new file mode 100644 index 0000000..b59b5a1 Binary files /dev/null and b/screenshot.png differ