forked from bedohswe/p3he
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64402f86b6
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16
main.py
16
main.py
@ -20,6 +20,8 @@ IROT = 1/ROT
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F = 5 * 10**7
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F = 5 * 10**7
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F_ = 10**9
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F_ = 10**9
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SKY = (127,127,255)
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GROUND = (102, 51, 0)
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class Segment:
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class Segment:
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def __init__(self,bA,cA,cB,trColor):
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def __init__(self,bA,cA,cB,trColor):
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@ -34,10 +36,10 @@ class DrawnSegment:
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self.color = color
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self.color = color
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level = [
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level = [
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Segment(False,.5,I*.5,(255,0,0)),
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Segment(False,.7,I*.7,(255,0,0)),
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Segment(False,.5,-I*.5,(0,255,0)),
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Segment(False,.7,-I*.7,(0,255,0)),
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Segment(False,-.5,-I*.5,(0,0,255)),
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Segment(False,-.7,-I*.7,(0,0,255)),
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Segment(False,-.5,I*.5,(255,255,0))
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Segment(False,-.7,I*.7,(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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def draw(level,gPlayer,fov,res):
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@ -54,7 +56,7 @@ def draw(level,gPlayer,fov,res):
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cInt = cLineIntersection(tA,tB,complex(0),rot)
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cInt = cLineIntersection(tA,tB,complex(0),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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rDist = cDist(0,cInt)
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rDist = cDist(0,cInt) * irot.real
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if cDot(cInt,rot) > 0:
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if cDot(cInt,rot) > 0:
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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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@ -92,9 +94,11 @@ def mainLoop():
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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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#pygame.draw.rect(display,BLACK, c_tr(Poincare2Klein(gPlayer.cPos) * -100) + (100,100),0)
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drawn = draw(level,gPlayer,PI/2,640)
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drawn = draw(level,gPlayer,PI/2,640)
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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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n = 0
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n = 0
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for i in drawn:
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for i in drawn:
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pygame.draw.rect(display,i.color, (n,360 - (cap(i.height) * 500),10,cap(i.height) * 1000))
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pygame.draw.rect(display,i.color, (n,360 - (cap(i.height) * 360),10,cap(i.height) * 1000))
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n += 2
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n += 2
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font.render_to(display, (20, 150), str(gPlayer.cPos), (0, 0, 0))
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font.render_to(display, (20, 150), str(gPlayer.cPos), (0, 0, 0))
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font.render_to(display, (20, 250), str(gPlayer.cRot), (0, 0, 0))
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font.render_to(display, (20, 250), str(gPlayer.cRot), (0, 0, 0))
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