Move some stuff around and make it so gPlayer is normalized every frame.
This commit is contained in:
parent
c79b5b2b5b
commit
6a89558273
8
constants.py
Normal file
8
constants.py
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@ -0,0 +1,8 @@
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from gyro import cNorm, deg2rad
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from cmath import exp
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I = complex(0,1)
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WHITE = (255,255,255)
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BLACK = (0,0,0)
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OFFSET = 0.015625
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ROT = cNorm(exp(deg2rad(2)*I))
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IROT = 1/ROT
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32
draw.py
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32
draw.py
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from cmath import exp
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from constants import *
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from gyro import *
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from lines import *
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class DrawnSegment:
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def __init__(self,height,color):
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self.height = height
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self.color = color
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def draw(level,gPlayer,fov,res):
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drawn = list()
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irot = exp(fov/res*I)
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iprot = gPlayer.cRot
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for i in range(res):
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m = DrawnSegment(0,BLACK)
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rot = irot**(i-(res/2)) * iprot
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for j in level:
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try: # Function "LineIntersection" faults from time to time
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cInt = MobiusInt(j.pointA,j.pointB,gPlayer.cPos,rot)
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except ZeroDivisionError:
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continue
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if cDot(rot,MobiusAdd(cInt,-gPlayer.cPos)) > 0:
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continue
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rDist = MobiusDist(cInt,gPlayer.cPos)*1.1
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if not (j.isFinite and cBetween(j.pointA,j.pointB,cInt)):
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continue
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if (1 - m.height) > rDist:
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m = DrawnSegment(1-rDist,j.color)
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drawn.append(m)
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return drawn
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10
gyro.py
10
gyro.py
@ -1,8 +1,16 @@
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from numba import jit
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from numba import jit
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from cmath import sqrt
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from cmath import sqrt
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from math import tanh, atanh
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from math import tanh, atanh, pi
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from lines import cLineIntersection
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from lines import cLineIntersection
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def deg2rad(rA): return rA/180*pi
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def rad2degd(rA): return rA*180/pi
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@jit
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def cap(rN):
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if rN < 0:
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return 0
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return rN
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@jit
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@jit
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def ZeroCheck(cN):
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def ZeroCheck(cN):
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if cN == complex(0,0):
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if cN == complex(0,0):
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33
levels.py
33
levels.py
@ -1,4 +1,10 @@
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from main import Segment
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from os import makedirs
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class Segment:
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def __init__(self,bA,cA,cB,trColor):
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self.isFinite = bA
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self.pointA = cA
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self.pointB = cB
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self.color = trColor
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def parse_level_from_string(string):
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def parse_level_from_string(string):
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level = []
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level = []
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@ -28,3 +34,28 @@ def save_level_to_string(level):
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string_level += '|'
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string_level += '|'
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return string_level
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return string_level
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def save_level(level):
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makedirs("./levels/", exist_ok=True)
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level_save = save_level_to_string(level)
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unix_timestamp = int(time())
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save = open(f"./levels/{unix_timestamp}.p3hel", "w")
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save.write(level_save)
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save.close()
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def open_level(path):
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save = open(path, "r")
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r = save.read()
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save.close()
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return r
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def make_wall(wall_buffer,level):
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if (len(wall_buffer) != 2):
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print('Warning: wall buffer not contains 2 points.')
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return
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level.append(
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Segment(True, wall_buffer[0], wall_buffer[1], (23,74,183))
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)
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89
main.py
89
main.py
@ -1,28 +1,18 @@
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#!/usr/bin/env python3
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#!/usr/bin/env python3
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from numba import jit
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from numba import jit
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from time import time_ns, sleep
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from math import copysign, pi
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from cmath import exp, pi
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from time import time
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from math import acos, copysign
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import pygame
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import pygame
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import pygame.freetype
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import pygame.freetype
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from os import makedirs
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from time import time
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from levels import Segment
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from gyro import *
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from gyro import *
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from lines import *
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from levels import *
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from levels import *
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from constants import *
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from draw import draw
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def deg2rad(rA): return rA/180*PI
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I = complex(0,1)
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WHITE = (255,255,255)
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BLACK = (0,0,0)
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OFFSET = 0.015625
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PI = pi
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ROT = cNorm(exp(deg2rad(2)*I))
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IROT = 1/ROT
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F = 5 * 10**7
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F_ = 10**9
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bCap = True
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bCap = True
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gOrigin = GyroVector(0,1)
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gOrigin = GyroVector(0,1)
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@ -30,18 +20,6 @@ gOrigin = GyroVector(0,1)
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SKY = (127,127,255)
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SKY = (127,127,255)
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GROUND = (102, 51, 0)
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GROUND = (102, 51, 0)
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class Segment:
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def __init__(self,bA,cA,cB,trColor):
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self.isFinite = bA
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self.pointA = cA
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self.pointB = cB
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self.color = trColor
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class DrawnSegment:
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def __init__(self,height,color):
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self.height = height
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self.color = color
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level = [
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level = [
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Segment(True,.6,I*.6,(255,0,0)),
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Segment(True,.6,I*.6,(255,0,0)),
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Segment(True,.6,-I*.6,(0,255,0)),
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Segment(True,.6,-I*.6,(0,255,0)),
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@ -49,32 +27,6 @@ level = [
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Segment(True,-.6,I*.6,(255,255,0))
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Segment(True,-.6,I*.6,(255,255,0))
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]
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]
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def draw(level,gPlayer,fov,res):
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drawn = list()
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irot = exp(fov/res*I)
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iprot = gPlayer.cRot
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for i in range(res):
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m = DrawnSegment(0,BLACK)
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rot = irot**(i-(res/2)) * iprot
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for j in level:
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try: # Function "LineIntersection" faults from time to time
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cInt = MobiusInt(j.pointA,j.pointB,gPlayer.cPos,rot)
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except ZeroDivisionError:
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continue
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if cDot(rot,MobiusAdd(cInt,-gPlayer.cPos)) > 0:
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continue
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rDist = MobiusDist(cInt,gPlayer.cPos)*1.1
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if not (j.isFinite and cBetween(j.pointA,j.pointB,cInt)):
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continue
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if (1 - m.height) > rDist:
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m = DrawnSegment(1-rDist,j.color)
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drawn.append(m)
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return drawn
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def cap(rN):
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if rN < 0:
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return 0
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return rN
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def renderDebugInfo(gPlayer, clock, fontSize = 18):
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def renderDebugInfo(gPlayer, clock, fontSize = 18):
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font = pygame.freetype.Font(None, fontSize)
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font = pygame.freetype.Font(None, fontSize)
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@ -87,30 +39,7 @@ def renderDebugInfo(gPlayer, clock, fontSize = 18):
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return fps_surf, cPos_surf, cRot_surf
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return fps_surf, cPos_surf, cRot_surf
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def make_wall(wall_buffer):
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if (len(wall_buffer) != 2):
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print('Warning: wall buffer not contains 2 points.')
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return
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level.append(
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Segment(True, wall_buffer[0], wall_buffer[1], (23,74,183))
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)
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def save_level(level):
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makedirs("./levels/", exist_ok=True)
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level_save = save_level_to_string(level)
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unix_timestamp = int(time())
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save = open(f"./levels/{unix_timestamp}.p3hel", "w")
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save.write(level_save)
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save.close()
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def open_level(path):
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save = open(path, "r")
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level = save.read() # don't know it working
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save.close()
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def mainLoop():
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def mainLoop():
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gPlayer = GyroVector(0,1)
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gPlayer = GyroVector(0,1)
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@ -135,7 +64,7 @@ def mainLoop():
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if event.key == pygame.K_F2:
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if event.key == pygame.K_F2:
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if (len(wall_buffer) == 1):
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if (len(wall_buffer) == 1):
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wall_buffer.append(gPlayer.cPos)
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wall_buffer.append(gPlayer.cPos)
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make_wall(wall_buffer)
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make_wall(wall_buffer, level)
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wall_buffer.clear()
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wall_buffer.clear()
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else:
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else:
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wall_buffer.append(gPlayer.cPos)
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wall_buffer.append(gPlayer.cPos)
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@ -161,7 +90,7 @@ def mainLoop():
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gPlayer += GyroVector(OFFSET * gPlayer.cRot, 1)
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gPlayer += GyroVector(OFFSET * gPlayer.cRot, 1)
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display.fill(WHITE)
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display.fill(WHITE)
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drawn = draw(level,gPlayer,PI/4,320)
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drawn = draw(level,gPlayer,pi/4,320)
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pygame.draw.rect(display,SKY, (0,0,1280,360))
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pygame.draw.rect(display,SKY, (0,0,1280,360))
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pygame.draw.rect(display,GROUND, (0,360,1280,360))
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pygame.draw.rect(display,GROUND, (0,360,1280,360))
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n = 0
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n = 0
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