104 lines
2.3 KiB
Python
104 lines
2.3 KiB
Python
import math
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import pygame
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# pygame setup
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pygame.init()
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screen = pygame.display.set_mode((1280, 720))
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clock = pygame.time.Clock()
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running = True
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dt = 0
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player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)
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walls = [
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pygame.Rect(980, 100, 50, 440),
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pygame.Rect(280, 650, 720, 35),
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]
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while running:
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# poll for events
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# pygame.QUIT event means the user clicked X to close your window
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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if event.key == pygame.K_ESCAPE:
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running = False
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# fill the screen with a color to wipe away anything from last frame
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screen.fill("black")
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for wall in walls:
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pygame.draw.rect(screen, "grey", wall)
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end_pos = pygame.Vector2(player_pos[0] + 300, player_pos[1])
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# pygame.draw.line(screen, "cyan", (640, 360), vector2)
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"""--------------------------------------- WICHTIG: Vector2.rotate() ---------------------------------------"""
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ray_end = pygame.Vector2()
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light_points = []
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vector = pygame.Vector2(300, 0)
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# Lichtstrahlen berechnen
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for i in range(360):
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rotated = vector.rotate(i)
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ray_end = player_pos + rotated
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# Überschneidung mit den Wänden prüfen
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for wall in walls:
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überschneidung = wall.clipline(player_pos, ray_end)
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if überschneidung:
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schnittpunkt = pygame.Vector2(überschneidung[0])
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ray_end = schnittpunkt
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light_points.append(ray_end)
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pygame.draw.polygon(
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screen,
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"yellow",
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light_points
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)
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pygame.draw.circle(screen, "red", player_pos, 40)
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keys = pygame.key.get_pressed()
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if keys[pygame.K_w]:
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player_pos.y -= 300 * dt
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if keys[pygame.K_s]:
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player_pos.y += 300 * dt
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if keys[pygame.K_a]:
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player_pos.x -= 300 * dt
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if keys[pygame.K_d]:
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player_pos.x += 300 * dt
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# flip() the display to put your work on screen
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pygame.display.flip()
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# limits FPS to 60
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# dt is delta time in seconds since last frame, used for framerate-
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# independent physics.
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dt = clock.tick(60) / 1000
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pygame.quit()
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