feat(walls): player can create walls by pressing F2 #3
20
main.py
20
main.py
@ -7,6 +7,7 @@ except ImportError:
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from time import time_ns, sleep
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from time import time_ns, sleep
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from cmath import exp, pi
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from cmath import exp, pi
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from math import acos
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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 gyro import *
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from gyro import *
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@ -56,15 +57,13 @@ def draw(level,gPlayer,fov,res):
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m = DrawnSegment(0,BLACK)
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m = DrawnSegment(0,BLACK)
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rot = irot**(i-(res/2)) * iprot
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rot = irot**(i-(res/2)) * iprot
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for j in level:
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for j in level:
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#tA = MobiusAdd(j.pointA,-gPlayer.cPos)
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#tB = MobiusAdd(j.pointB,-gPlayer.cPos)
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try: # Function "LineIntersection" faults from time to time
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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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cInt = MobiusInt(j.pointA,j.pointB,gPlayer.cPos,rot)
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except ZeroDivisionError:
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except ZeroDivisionError:
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continue
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continue
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if cDot(rot,MobiusAdd(cInt,-gPlayer.cPos)) > 0:
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if cDot(rot,MobiusAdd(cInt,-gPlayer.cPos)) > 0:
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continue
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continue
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rDist = MobiusDist(cInt,gPlayer.cPos)
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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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if not (j.isFinite and cBetween(j.pointA,j.pointB,cInt)):
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continue
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continue
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if (1 - m.height) > rDist:
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if (1 - m.height) > rDist:
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@ -84,7 +83,7 @@ def renderDebugInfo(gPlayer, clock, fontSize = 18):
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fps_surf = font.render("FPS: " + str(int(clock.get_fps())), font_fg, font_bg)[0]
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fps_surf = font.render("FPS: " + str(int(clock.get_fps())), font_fg, font_bg)[0]
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cPos_surf = font.render("cPos: " + str(gPlayer.cPos), font_fg, font_bg)[0]
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cPos_surf = font.render("cPos: " + str(gPlayer.cPos), font_fg, font_bg)[0]
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cRot_surf = font.render("cRot: " + str(gPlayer.cRot), font_fg, font_bg)[0]
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cRot_surf = font.render("cRot: " + str(acos(gPlayer.cRot.real) / pi * 180), font_fg, font_bg)[0]
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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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@ -106,13 +105,11 @@ def mainLoop():
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wall_buffer = []
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wall_buffer = []
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while True:
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while True:
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#framestart = time_ns()
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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return True
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return True
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if event.type == pygame.KEYDOWN:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_q:
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if event.key == pygame.K_r:
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gPlayer.cRot *= -1
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gPlayer.cRot *= -1
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if event.key == pygame.K_F3:
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if event.key == pygame.K_F3:
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debugInfo = not debugInfo
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debugInfo = not debugInfo
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@ -129,14 +126,17 @@ def mainLoop():
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gPlayer.rotate(ROT)
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gPlayer.rotate(ROT)
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if keys[pygame.K_a]:
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if keys[pygame.K_a]:
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gPlayer.rotate(IROT)
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gPlayer.rotate(IROT)
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if keys[pygame.K_q]:
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gPlayer += GyroVector(OFFSET * gPlayer.cRot*I, 1)
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if keys[pygame.K_e]:
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gPlayer -= GyroVector(OFFSET * gPlayer.cRot*I, 1)
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if keys[pygame.K_w]:
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if keys[pygame.K_w]:
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gPlayer -= GyroVector(OFFSET * gPlayer.cRot, 1)
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gPlayer -= GyroVector(OFFSET * gPlayer.cRot, 1)
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if keys[pygame.K_s]:
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if keys[pygame.K_s]:
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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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#pygame.draw.rect(display,BLACK, c_tr(Poincare2Klein(gPlayer.cPos) * -100) + (100,100),0)
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drawn = draw(level,gPlayer,PI/4,320)
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drawn = draw(level,gPlayer,PI/2,320)
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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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@ -157,9 +157,7 @@ def mainLoop():
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pygame.display.update()
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pygame.display.update()
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#frameend = time_ns()
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clock.tick()
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clock.tick()
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#sleep((frameend-framestart) / F_)
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return True
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return True
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def main():
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def main():
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Reference in New Issue
Block a user