Created
November 19, 2016 07:18
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Doom-style 3-D Engine Python (Prototype)
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# X is left-right | |
# Y is forwards-backwards | |
# Z is up-down | |
import pygame | |
import math | |
import time | |
def screen_coords(x, y): | |
return ((x / 2 + 0.5) * SCREEN_WIDTH, (-y / 2 + 0.5) * SCREEN_HEIGHT) | |
def rad(degrees): | |
return degrees / 180 * math.pi; | |
# Returns x of intersecting point with x-axis on graph | |
def intersect(x1, y1, x2, y2): | |
return (y1 * x2 - y2 * x1) / (y1 - y2) | |
def move_player_pos(mult, rot_disp): | |
global pos | |
x = pos[0] + math.sin(rad(rot + rot_disp)) * SPEED * mult | |
y = pos[1] + math.cos(rad(rot + rot_disp)) * SPEED * mult | |
pos = (x, y) | |
WIDTH = 1200 | |
HEIGHT = 400 | |
SCREENS = 3 | |
SCREEN_WIDTH = WIDTH / SCREENS | |
SCREEN_HEIGHT = HEIGHT | |
WALLS = [ | |
((-1.0, 1.0), (1.0, 1.0), (150, 150, 150)), | |
((1.0, 1.0), (1.0, -1.0), (255, 150, 255)), | |
((1.0, -1.0), (0.5, -1.5), (150, 255, 255)), | |
((-0.5, -1.5), (-1.0, -1.0), (255, 255, 150)), | |
((-1.0, -1.0), (-1.0, 1.0), (150, 255, 150))] | |
WALL_HEIGHT = 0.25 | |
SPEED = 0.01 | |
ROT_SPEED = 2 | |
RAY_LENGTH = 0.1 | |
PLAYER_COLOR = (0, 255, 0) | |
PLAYER_RAY_COLOR = (255, 0, 0) | |
CEILING_COLOR = (0, 0, 255) | |
FLOOR_COLOR = (255, 255, 0) | |
FRAME_MIN = 0.016 | |
pos = (0., 0.) | |
rot = 0. # 0 is north, clockwise, degrees | |
pygame.init() | |
screen = pygame.display.set_mode((WIDTH, HEIGHT)) | |
prev_time = time.time() | |
running = True | |
while running: | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
running = False | |
# Handle keys | |
keys = pygame.key.get_pressed() | |
if keys[pygame.K_LEFT]: | |
rot -= ROT_SPEED | |
if keys[pygame.K_RIGHT]: | |
rot += ROT_SPEED | |
if keys[pygame.K_UP] or keys[pygame.K_w]: | |
move_player_pos(1, 0) | |
if keys[pygame.K_DOWN] or keys[pygame.K_s]: | |
move_player_pos(-1, 0) | |
if keys[pygame.K_d]: | |
move_player_pos(1, 90) | |
if keys[pygame.K_a]: | |
move_player_pos(-1, 90) | |
# Set up split screen rendering surface | |
split_screen = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT)) | |
########################################################################### | |
# SCREEN 1: STATIC WORLD | |
# Clear split screen | |
split_screen.fill((0, 0, 0)) | |
# Draw wall | |
for wall in WALLS: | |
# Wall absolute positions | |
x1 = wall[0][0] | |
y1 = wall[0][1] | |
x2 = wall[1][0] | |
y2 = wall[1][1] | |
pygame.draw.line(split_screen, wall[2], | |
screen_coords(x1, y1), | |
screen_coords(x2, y2), 1) | |
# Draw player | |
pygame.draw.line(split_screen, PLAYER_RAY_COLOR, | |
screen_coords(pos[0], pos[1]), | |
screen_coords( | |
pos[0] + math.sin(rad(rot)) * RAY_LENGTH, | |
pos[1] + math.cos(rad(rot)) * RAY_LENGTH), 1) | |
pygame.draw.line(split_screen, PLAYER_COLOR, | |
screen_coords(pos[0], pos[1]), | |
screen_coords(pos[0], pos[1]), 1) | |
# Render split screen | |
screen.blit(split_screen, (0, 0)) | |
########################################################################### | |
# SCREEN 2: STATIC PLAYER | |
# Clear split screen | |
split_screen.fill((0, 0, 0)) | |
# Draw wall | |
for wall in WALLS: | |
# Wall absolute positions | |
x1 = wall[0][0] | |
y1 = wall[0][1] | |
x2 = wall[1][0] | |
y2 = wall[1][1] | |
# Wall positions relative to player's position | |
px1 = x1 - pos[0] | |
py1 = y1 - pos[1] | |
px2 = x2 - pos[0] | |
py2 = y2 - pos[1] | |
# Wall positions relative to player's position and rotation | |
rx1 = math.cos(rad(-rot)) * px1 + math.sin(rad(-rot)) * py1 | |
ry1 = math.cos(rad(-rot)) * py1 - math.sin(rad(-rot)) * px1 | |
rx2 = math.cos(rad(-rot)) * px2 + math.sin(rad(-rot)) * py2 | |
ry2 = math.cos(rad(-rot)) * py2 - math.sin(rad(-rot)) * px2 | |
pygame.draw.line(split_screen, wall[2], | |
screen_coords(rx1, ry1), | |
screen_coords(rx2, ry2), 1) | |
# Draw player | |
pygame.draw.line(split_screen, PLAYER_RAY_COLOR, | |
screen_coords(0, 0), | |
screen_coords(0, RAY_LENGTH), 1) | |
pygame.draw.line(split_screen, PLAYER_COLOR, | |
screen_coords(0, 0), | |
screen_coords(0, 0), 1) | |
# Render split screen | |
screen.blit(split_screen, (SCREEN_WIDTH, 0)) | |
########################################################################### | |
# SCREEN 3: PERSPECTIVE | |
# Clear split screen | |
split_screen.fill((0, 0, 0)) | |
# Draw wall, floor and ceiling | |
pygame.draw.rect(split_screen, CEILING_COLOR, pygame.Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT / 2)) | |
pygame.draw.rect(split_screen, FLOOR_COLOR, pygame.Rect(0, SCREEN_HEIGHT / 2, SCREEN_WIDTH, SCREEN_HEIGHT / 2)) | |
for wall in WALLS: | |
# Wall absolute positions | |
x1 = wall[0][0] | |
y1 = wall[0][1] | |
x2 = wall[1][0] | |
y2 = wall[1][1] | |
# Wall positions relative to player's position | |
px1 = x1 - pos[0] | |
py1 = y1 - pos[1] | |
px2 = x2 - pos[0] | |
py2 = y2 - pos[1] | |
# Wall positions relative to player's position and rotation | |
rx1 = math.cos(rad(-rot)) * px1 + math.sin(rad(-rot)) * py1 | |
ry1 = math.cos(rad(-rot)) * py1 - math.sin(rad(-rot)) * px1 | |
rx2 = math.cos(rad(-rot)) * px2 + math.sin(rad(-rot)) * py2 | |
ry2 = math.cos(rad(-rot)) * py2 - math.sin(rad(-rot)) * px2 | |
# Don't render walls behind us | |
if ry1 <= 0 and ry2 <= 0: | |
continue | |
# Clip walls intersecting with user plane | |
if ry1 <= 0 or ry2 <= 0: | |
ix1 = intersect(rx1, ry1, rx2, ry2) | |
if ry1 <= 0: | |
rx1 = ix1 | |
ry1 = 0.01 | |
if ry2 <= 0: | |
rx2 = ix1 | |
ry2 = 0.01 | |
# Wall positions relative to player's position, rotation and perspective | |
zx1 = rx1 / ry1 | |
zu1 = WALL_HEIGHT / ry1 # Up Z | |
zd1 = -WALL_HEIGHT / ry1 # Down Z | |
zx2 = rx2 / ry2 | |
zu2 = WALL_HEIGHT / ry2 # Up Z | |
zd2 = -WALL_HEIGHT / ry2 # Down Z | |
pygame.draw.polygon(split_screen, wall[2], [ | |
screen_coords(zx1, zd1), | |
screen_coords(zx1, zu1), | |
screen_coords(zx2, zu2), | |
screen_coords(zx2, zd2)], 0) | |
# Render split screen | |
screen.blit(split_screen, (SCREEN_WIDTH * 2, 0)) | |
# Render split screen lines | |
pygame.draw.line(screen, (255, 255, 255), | |
(SCREEN_WIDTH, 0), | |
(SCREEN_WIDTH, SCREEN_HEIGHT), 2) | |
pygame.draw.line(screen, (255, 255, 255), | |
(SCREEN_WIDTH * 2, 0), | |
(SCREEN_WIDTH * 2, SCREEN_HEIGHT), 2) | |
# Update screen | |
pygame.display.update() | |
# Sleep | |
new_time = time.time() | |
diff_time = new_time - prev_time | |
prev_time = new_time | |
if diff_time < FRAME_MIN: | |
time.sleep(FRAME_MIN - diff_time) |
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