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pytracing render choices.py
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871 lines (762 loc) · 42.5 KB
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import numpy as np
import pygame as pg
from numba import njit
def main():
running, pause, fps_lock, score, maxscore, fullscreen = 1, 1, 59, 0, 0, 0
timer, autores, checker, count, enhealth = 0, 1, 2, 0, 0
renders = [' R: Standard. ', ' R: Doubled pixels. ', ' R: Checkerboard. ', ' R: Radial window. ', ' R: Squared window. ']
endmsg = ' Numba compiling, please wait... '
rr, gg, bb = np.linspace(0,0.8, 25*14), np.linspace(0.5,.1, 25*14), np.linspace(1,0.1, 25*14)
drawing(rr, gg, bb, 14, 25, 1, endmsg, 0, 10, 10, np.zeros([3,3]), score, fullscreen, False)
pg.time.wait(200)
clock = pg.time.Clock()
pg.mouse.set_visible(False)
pg.mixer.init()
ambient, runfx, shotfx, killfx, respawnfx, successfx, failfx, fr, fg, fb = sfx()
ambient.set_volume(0.5)
ambient.play(-1)
endmsg = " Numba may need more compiling..."
(mr, mg, mb, maph, mapr, exitx, exity, mapt, maps, posx, posy, posz, size, rot, rot_v, minimap,
width, height, mod, rr, gg, bb, count, enx, eny, seenx, seeny, lock, run, shoot, sx, sy, sz, sstart,
et, health, sdir, sdirz, sdir2, sdirz2, shoot2, sx2, sy2, sz2, sstart2, won, respawn, move) = new_game(fb, fg, fr, endmsg, score)
while running:
ticks = pg.time.get_ticks()/100000
if np.random.uniform() > 0.99:
pg.display.set_caption(endmsg + ' Options: P or C - Pause, F - Fulscreen, Q/W - FPS lock/Res, R - Render type, T - AutoRes ')
for event in pg.event.get():
if event.type == pg.QUIT or (event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE):
if not pause:
pause = 1
respawnfx.play()
endmsg = " Game paused. Current score: " + str(score) + ' '
else:
endmsg = " Thanks for playing! Max score: " + str(maxscore) + ' '
killfx.play()
running = False
if sstart == None and(event.type == pg.MOUSEBUTTONDOWN or event.type == pg.MOUSEBUTTONUP):
shoot = 1
if event.type == pg.KEYDOWN:
if event.key == ord('p') or event.key == ord('c'): # pause
if not pause:
pause = 1
respawnfx.play()
endmsg = " Game paused. Current score: " + str(score)
elif (int(posx) != exitx or int(posy) != exity):
if health == 0:
health = 5
animate(width, height, mod, move, posx, posy, .01, rot, rot_v, mr, mg, mb, lx, ly, lz,
mplayer, exitx, exity, mapr, mapt, maps, rr, gg, bb, enx, eny, sx, sy, sx2, sy2,
size, checker, count,fb, fg, fr, pause, endmsg, won, health, minimap, score, .5/61, fps)
pause = 0
respawnfx.play()
if pause and event.key == ord('n'): # new game
pause = 0
(mr, mg, mb, maph, mapr, exitx, exity, mapt, maps, posx, posy, posz, size, rot, rot_v, minimap,
width, height, mod, rr, gg, bb, count, enx, eny, seenx, seeny, lock, run, shoot, sx, sy, sz, sstart,
et, health, sdir, sdirz, sdir2, sdirz2, shoot2, sx2, sy2, sz2, sstart2, won, respawn, move) = new_game(fb, fg, fr, endmsg, score)
respawnfx.play()
if event.key == ord('t'): # toggle auto resolution
autores = not(autores)
if event.key == ord('r'): # toggle rendering method
checker += 1
if checker > 4:
checker = 0
if event.key == ord('f'): # toggle fullscreen
pg.display.toggle_fullscreen()
fullscreen = not(fullscreen)
if event.key == ord('q'): # change resolution or fps
if autores:
fps_lock = max(19, fps_lock - 10)
else:
if width > 100 :
width, height, mod, rr, gg, bb, count = adjust_resol(int(width*0.8))
if event.key == ord('e'): # change resolution or fps
if autores:
fps_lock = min(120, fps_lock + 10)
else:
width, height, mod, rr, gg, bb, count = adjust_resol(int(width*1.1))
if pause:
clock.tick(30)
drawing(rr*.7, gg*.7, bb*.7, height, width, pause, endmsg, won, health, enhealth, minimap, score, fullscreen)
else:
mplayer = np.zeros([size, size])
(enx, eny, mplayer, et, shoot, sx, sy, sz, sdir, sdirz, shoot2,
sx2, sy2, sz2, sdir2, sdirz2, seenx, seeny, lock, enhealth, health) = agents(enx, eny, maph, posx, posy, rot, rot_v, et, shoot, sx, sy, sz, sdir,
sdirz, shoot2, sx2, sy2, sz2, sdir2, sdirz2, mplayer,
seenx, seeny, lock, size, enhealth, health, score)
lx, ly, lz = size/2 + 1500*np.cos(ticks), size/2 + 1000*np.sin(ticks), 1000
rwr = checker
if shoot2:
rwr = 3
rr, gg, bb = super_fast(width, height, mod, move, posx, posy, posz, rot, rot_v, mr, mg, mb, lx, ly, lz,
mplayer, exitx, exity, mapr, mapt, maps, rr, gg, bb, enx, eny, sx, sy, sx2, sy2,
size, rwr, count, fb, fg, fr, sz, sz2)
count += 1
if enhealth != 0 and lock:
endmsg = 'Pytracing Maze - Watch out! Score:'+str(score)+' Res: '+ str(width) +'x'+str(height)+' FPS: '+str(int(clock.get_fps()))+renders[checker]
else:
endmsg = 'Pytracing Maze - Find the exit! Score:'+str(score)+' Res: '+ str(width) +'x'+str(height)+' FPS: '+str(int(clock.get_fps()))+renders[checker]
minimap[int(posy)][int(posx)] = (50, 50, 255)
drawing(rr, gg, bb, height, width, pause, endmsg, won, health, enhealth, minimap, score, fullscreen)
minimap[int(posy)][int(posx)] = (100, 100, 0)
fps = int(1000/(pg.time.get_ticks() - ticks*100000 +1e-16))
if autores and count > 10: #auto adjust render resolution
if fps < fps_lock - 10 and width > 100:
width, height, mod, rr, gg, bb, count = adjust_resol(int(width*0.8))
elif fps > fps_lock + 15:
width, height, mod, rr, gg, bb, count = adjust_resol(int(width*1.1))
if (int(posx) == exitx and int(posy) == exity):
endmsg, won = " You escaped safely! ", 1
successfx.play()
animate(width, height, mod, move, posx, posy, .5, rot, rot_v, mr, mg, mb, lx, ly, lz,
mplayer, exitx, exity, mapr, mapt, maps, rr, gg, bb, enx, eny, sx, sy, sx2, sy2,
size, checker, count,fb, fg, fr, pause, endmsg, won, health, minimap, score, .5/61, clock.get_fps())
pause = 1
score += 1
maxscore = max(score, maxscore)
et = min(clock.tick()/500, 0.1)*(0.8+move)
if shoot or sstart != None:
if sstart == None:
shotfx.play()
if fps < fps_lock and autores:
width, height, mod, rr, gg, bb, count = adjust_resol(int(width*0.8))
sstart = pg.time.get_ticks()
elif pg.time.get_ticks() - sstart > 500:
shoot, sx, sy, sstart = 0, -1, -1, None
if enhealth == 0:
if not respawn:
if shoot:
health = min(health+5, 10)
shoot2, sx2, sy2, run, respawn, sstart2 = 0, -1, -1, 1, 1, None
killfx.play()
else:
if respawn:
respawn = 0
respawnfx.play()
if shoot2 or sy2 == 0 or sstart2 != None:
if run:
run = 0
runfx.play()
if sstart2 == None:
shotfx.play()
sstart2 = pg.time.get_ticks()
elif pg.time.get_ticks() - sstart2 > 500:
shoot2, sx2, sy2, sstart2 = 0, -1, -1, None
if health <= 0:
won, pause, health = -1, 1, 0
if score > 0:
score -= 1
endmsg = " You died! Current score: " + str(score) + ' '
failfx.play()
animate(width, height, mod, move, posx, posy, .5, rot, rot_v, mr, mg, mb, lx, ly, lz,
mplayer, exitx, exity, mapr, mapt, maps, rr, gg, bb, enx, eny, sx, sy, sx2, sy2,
size, checker, count,fb, fg, fr, pause, endmsg, won, health, minimap, score, -.5/61, clock.get_fps())
enx, eny, seenx, seeny, lock, won, enhealth = 0, 0, 0, 0, 0, 0, 0
posx, posy, rot, rot_v, shoot, move = movement(pg.key.get_pressed(),posx, posy, rot, rot_v, maph, et, shoot, sstart, move)
pg.mouse.set_pos([640, 360])
pg.display.update()
pg.mixer.fadeout(1000)
print(endmsg)
posz, ani = 0.5, .5/61
if health <= 0:
posz, ani = 0.01, .99/61
elif int(posx) == exitx and int(posy) == exity:
posz, ani = 0.99, -.99/61
animate(width, height, mod, move, posx, posy, posz, rot, rot_v, mr, mg, mb, size/2 + 1500, size/2 + 1000, 1000,
maph, exitx, exity, mapr, mapt, maps, rr, gg, bb, enx, eny, sx, sy, sx2, sy2,
size, checker, count,fb, fg, fr, pause, endmsg, won, health, minimap, score, ani, fps)
pg.quit()
def new_map(score):
size = np.random.randint(20+score*5,30+score*10) # size of the map
posx, posy, posz = np.random.randint(1, size -2)+0.5, np.random.randint(1, size -2)+0.5, 0.5
x, y = int(posx), int(posy)
rot, rot_v = (np.pi/4, 0)
mr, mg, mb = np.random.uniform(0,1, (size,size)), np.random.uniform(0,1, (size,size)), np.random.uniform(0,1, (size,size))
mapr = np.random.choice([0, 0, 0, 0, 1], (size,size))
maps = np.random.choice([0, 0, 0, 0, 1], (size,size))
mapt = np.random.choice([0, 0, 0, 1, 2, 3], (size,size))
maptemp = np.random.choice([0,0, 1], (size,size))
maph = np.random.uniform(0.25, 0.99, (size,size))
maph[np.where(maptemp == 0)] = 0
maph[0,:], maph[size-1,:], maph[:,0], maph[:,size-1] = (1,1,1,1) # outer walls
maps[0,:], maps[size-1,:], maps[:,0], maps[:,size-1] = (0,0,0,0) # no spheres
maph[x][y], mapr[x][y] = (0, 0)
count = 0
while 1:
testx, testy = (x, y)
if np.random.uniform() > 0.5:
testx = testx + np.random.choice([-1, 1])
else:
testy = testy + np.random.choice([-1, 1])
if testx > 0 and testx < size -1 and testy > 0 and testy < size -1:
if maph[testx][testy] == 0 or count > 5:
count = 0
x, y = (testx, testy)
maph[x][y], mapr[x][y] = (0, 0)
dtx = np.sqrt((x-posx)**2 + (y-posy)**2)
if (dtx > size*.6 and np.random.uniform() > .99) or np.random.uniform() > .99999:
exitx, exity = (x, y)
break
else:
count = count+1
return mr, mg, mb, maph, mapr, exitx, exity, mapt, maps, posx, posy, posz, size, rot, rot_v
def new_game(fb, fg, fr, endmsg, score):
width, height, mod, rr, gg, bb, count = adjust_resol(200)
mr, mg, mb, maph, mapr, exitx, exity, mapt, maps, posx, posy, posz, size, rot, rot_v = new_map(score)
minimap = np.zeros((size, size, 3))
animate(width, height, mod, 0, posx, posy, .99, rot, rot_v, mr, mg, mb, size/2 + 1500, size/2 + 1000, 1000, maph, exitx, exity, mapr, mapt, maps,
rr, gg, bb, 0, 0, -1, -1, -1, -1, size, 2, 0, fb, fg, fr, 0, endmsg, 0, 10, minimap, score, -.5/61)
return (mr, mg, mb, maph, mapr, exitx, exity, mapt, maps, posx, posy, posz, size, rot, rot_v, minimap, width, height, mod, rr, gg, bb, count,
-1, -1, 0, 0, 0, 1, 0, -1, -1, -1, None, 0.1, 10, 0, 0, 0, 0, 0, -1, -1, -1, None, 0, 1, 0)
#enx, eny, seenx, seeny, lock, run, shoot, sx, sy, sz, sstart, et, health, sdir, sdirz, sdir2, sdirz2, shoot2, sx2, sy2, sz2, sstart2, won, respawn, move
def movement(pressed_keys,posx, posy, rot, rot_v, maph, et, shoot, sstart, move):
x, y = (posx, posy)
p_mouse = pg.mouse.get_pos()
rot, rot_v = rot - np.clip((p_mouse[0]-640)/200, -0.2, .2), rot_v -(p_mouse[1]-360)/400
rot_v = np.clip(rot_v, -1, 1)
diag = 0
if pressed_keys[pg.K_UP] or pressed_keys[ord('w')]:
diag = 0.5
x, y, move, diag = x + et*np.cos(rot), y + et*np.sin(rot), move + et/4, 1
elif pressed_keys[pg.K_DOWN] or pressed_keys[ord('s')]:
x, y, move, diag = x - et*np.cos(rot), y - et*np.sin(rot), move - et/2, 1
if pressed_keys[pg.K_LEFT] or pressed_keys[ord('a')]:
et = et/(diag+1)
x, y = x - et*np.sin(rot), y + et*np.cos(rot)
elif pressed_keys[pg.K_RIGHT] or pressed_keys[ord('d')]:
et = et/(diag+1)
x, y = x + et*np.sin(rot), y - et*np.cos(rot)
if x == posx and y == posy:
move = move - et/2
if maph[int(x-0.05)][int(y)] == 0 and maph[int(x+0.05)][int(y)] == 0 and maph[int(x)][int(y+0.05)] == 0:
posx, posy = x, y
elif maph[int(posx-0.05)][int(y)] == 0 and maph[int(posx+0.05)][int(y)] == 0 and maph[int(posx)][int(y+0.05)] == 0:
posy = y
elif maph[int(x-0.05)][int(posy)] == 0 and maph[int(x+0.05)][int(posy)] == 0 and maph[int(x)][int(posy+0.05)] == 0:
posx = x
else:
move = move - et/2
if not shoot and sstart == None and pressed_keys[pg.K_SPACE]:
shoot = 1
move = np.clip(move, 0, 0.4)
return posx, posy, rot, rot_v, shoot, move
@njit(cache=True)
def lodev(x, y, z, cos, sin, sinz, maph, size):
norm = np.sqrt(cos**2 + sin**2 + sinz**2)
rayDirX, rayDirY, rayDirZ = cos/norm + 1e-16, sin/norm + 1e-16, sinz/norm + 1e-16
mapX, mapY = int(x), int(y)
deltaDistX, deltaDistY, deltaDistZ= abs(1/rayDirX), abs(1/rayDirY), abs(1/rayDirZ)
if (rayDirX < 0):
stepX, sideDistX = -1, (x - mapX) * deltaDistX
else:
stepX, sideDistX = 1, (mapX + 1.0 - x) * deltaDistX
if (rayDirY < 0):
stepY, sideDistY = -1, (y - mapY) * deltaDistY
else:
stepY, sideDistY = 1, (mapY + 1 - y) * deltaDistY
if (rayDirZ < 0):
sideDistZ = z*deltaDistZ;
else:
sideDistZ = (1-z)*deltaDistZ
while (1):
if (sideDistX < sideDistY):
sideDistX += deltaDistX; mapX += stepX
dist = sideDistX; side = 0
if mapX < 2 or mapX > size-2:
break
else:
sideDistY += deltaDistY; mapY += stepY
dist = sideDistY; side = 1
if mapY < 2 or mapY > size-2:
break
if (maph[mapX][mapY] != 0):
break
if (side):
dist = dist - deltaDistY
else:
dist = dist - deltaDistX
if (dist > sideDistZ):
dist = sideDistZ
x = x + rayDirX*dist - cos/2
y = y + rayDirY*dist - sin/2
z = z + rayDirZ*dist - sinz/2
return x, y, z
@njit(cache=True)
def ray_caster(posx, posy, posz, sin, cos, sinz, lx, ly, lz, maph, mapr, maps, enx, eny, sx, sy, sx2, sy2, size, sz, sz2):
x, y, z = posx, posy, posz
modr, cx, cy, shot, mapv = 1, 1, 1, 0, 0
dtp = np.random.uniform(0.002,0.01)
for k in range(2000):
if (mapv == 0) or (sinz > 0 and (z > mapv or (mapv > 1 and mapv < 6 and z > 0.58))): ## LoDev DDA for optimization
x, y, z = lodev(x, y, z, cos, sin, sinz, maph, size)
x += cos; y += sin; z += sinz
if (z > 1 or z < 0): # check ceiling and floor
break
mapv = maph[int(x)][int(y)]
if (mapv == 2 or mapv == 8 or mapv == 14) and modr > 0.7:
mapv = 0
if mapv > 1 and z < 0.58: # check agents
if mapv == 2 or mapv == 8 or mapv == 3 or mapv == 15:
refx, refy, sh = posx, posy, .8
if mapv%2 != 0:
refx, refy, sh = enx, eny, .2
if z> 0.45 and (x-refx)**2 + (y-refy)**2 + (z-0.5)**2 < 0.003 +abs(z-0.47)/30 :
break # head
if z < 0.45 and z > 0.28 and (x-refx)**2 + (y-refy)**2 < (z/10 - 0.02):
break # chest
if z < 0.28 and (x-refx)**2 + (y-refy)**2 + (z-0.15)**2 < 0.023 :
break #roller
if mapv > 5:# and z < 0.4 and z > 0.2:
refx, refy, refz = sx, sy, sz
if mapv < 12:
refx, refy, refz = sx2, sy2, sz2
if ((x-refx)**2 + (y-refy)**2 + (z-refz)**2 < dtp):
shot = 1
break
if mapv > z and mapv < 2: # check walls
if maps[int(x)][int(y)]: # check spheres
if ((x%1-0.5)**2 + (y%1-0.5)**2 + (z%1-0.5)**2 < 0.24):
x, y, z = refine(x, y, z, sin, cos, sinz)
if (mapr[int(x)][int(y)]): # spherical mirror
if (modr == 1):
cx, cy = int(x), int(y)
modr = modr*0.7
if (modr < 0.2):
break
if (mapv - z <= abs(sinz)): ## horizontal surface
sinz = -sinz
else:
nx = (x%1-0.5)/0.5; ny = (y%1-0.5)/0.5; nz =(z%1-0.5)/0.5
dot = 2*(cos*nx + sin*ny + sinz*nz)
cos = (cos - nx*dot); sin = (sin - ny*dot); sinz = (sinz - nz*dot)
x += cos; y += sin; z += sinz
else:
break
elif mapr[int(x)][int(y)]: # check reflections
if modr == 1:
cx, cy = int(x), int(y)
modr = modr*0.7
if modr < 0.2:
break
if abs(z-maph[int(x)][int(y)]) < abs(sinz):
sinz = -sinz
elif maph[int(x+cos)][int(y-sin)] == maph[int(x)][int(y)]:
cos = -cos
else:
sin = -sin
else:
break
return x, y, z, modr, shot, mapv, refx, refy, refz, cx, cy, sin, cos, sinz, sh, shot
@njit(cache=True)
def refine(x, y, z, sin, cos, sinz):
x -= .9*cos; y -= .9*sin; z -= .9*sinz
while ((x%1-0.5)**2 + (y%1-0.5)**2 + (z%1-0.5)**2 - 0.24 > 0):
x += 0.1*cos; y += 0.1*sin; z += 0.1*sinz
return x, y, z
@njit(cache=True)
def shadow_ray(x, y, z, cos, sin, sinz, modr, shot, maps, enx, eny, posx, posy, posz, size, maph, limodr, refz):
x += cos; y += sin; z += sinz # advance one step
mapv = maph[int(x)][int(y)]
if z < mapv and mapv < 1:# if already hit something apply dark shade
if maps[int(x)][int(y)]:
if ((x-int(x)-0.5)**2 + (y-int(y)-0.5)**2 + (z-int(z)-0.5)**2 < 0.24):
modr = modr*0.39
else:
modr = modr*0.39
for k in range(1000):
if (mapv == 0) or not shot and ((z > mapv) or (z > 0.57 and mapv > 1)): ## LoDev DDA for optimization
x, y, z = lodev(x, y, z, cos, sin, sinz, maph, size)
x += cos; y += sin; z += sinz
mapv = maph[int(x)][int(y)]
if shot:
if mapv > 5 or (sinz > 0 and z > refz) or (sinz < 0 and z < refz) or modr < limodr:
break
elif z >1 or modr < limodr:
break
if z < 0.58 and mapv > 1 and (mapv == 3 or mapv == 2 or mapv == 15 or mapv == 8):
refx, refy, sh = enx, eny, .2
if mapv%2 == 0:
refx, refy, sh = posx, posy, .8
if z> 0.45 and (x-refx)**2 + (y-refy)**2 + (z-0.5)**2 < 0.003 +abs(z-0.47)/30:
modr = modr*0.67 # head
if z < 0.45 and z > 0.28 and (x-refx)**2 + (y-refy)**2 < (z/10 - 0.02):
modr = modr*0.67 # chest
if z < 0.28 and (x-refx)**2 + (y-refy)**2 + (z-0.15)**2 < 0.023 :
modr = modr*0.67 #roller
if mapv > 0 and z <= mapv and mapv < 2:
if maps[int(x)][int(y)]: # check spheres
if ((x-int(x)-0.5)**2 + (y-int(y)-0.5)**2 + (z-int(z)-0.5)**2 < 0.25):
modr = modr*0.9
else:
modr = modr*0.9
return modr
@njit(cache=True)
def get_color(x, y, z, modr, shot, mapv, refx, refy, refz, cx, cy, sin, cos, sinz, sh, mapt, maps, exitx, exity,
mr, mg, mb, fr, fg, fb, lx, ly, lz, size):
if z > 1: # ceiling
norm = np.sqrt(cos**2 + sin**2 + sinz**2)
rayDirX, rayDirY, rayDirZ = cos/norm + 1e-16, sin/norm + 1e-16, sinz/norm + 1e-16
deltaDistZ = (lz-z)/rayDirZ
x += deltaDistZ*rayDirX; y += deltaDistZ*rayDirY; z = lz
dtol = np.sqrt((x-lx)**2+(y-ly)**2)
if dtol < 50: #light source
c1, c2, c3, shot = 1, 1, 0.5, 1
else:
angle = np.rad2deg(np.arctan((y-ly)/(x-lx)))/np.random.uniform(12,15)
sh = min((0.8+ abs(angle - int(angle))/5)/(dtol/1000), 1)
if int(angle)%2 == 1:
c1, c2, c3 = 0.82*(1-sh), 0.86*(1-sh/4), (1-sh/10)
else:
c1, c2, c3 = 0.8*(1-sh), 0.9*(1-sh/4), (1-sh/10)*0.9
elif z < 0: # floor
xx, sh = int(3*x%1*100) + int(3*y%1*100)*100, 0.3 + (x+y)/(3*size)
c1, c2, c3, z = .85*(1-sh/2)*fg[xx], sh*fg[xx], 0.85*sh*fb[xx], 0
if int(x) == exitx and int(y) == exity: #exit
c3 = np.random.uniform(0.5, 1)
elif mapv < 2: # walls
c1, c2, c3 = mr[int(x)][int(y)], mg[int(x)][int(y)], mb[int(x)][int(y)]
mapvt = mapt[int(x)][int(y)]
if mapv - z <= abs(sinz): # round coordinates and pre shade
z = mapv
elif not maps[int(x)][int(y)]:
if int(x-cos) != int(x):
x = max(int(x-cos), int(x))
modr = modr*0.80
else:
y = max(int(y-sin), int(y))
modr = modr*0.9
if mapvt > 1: # textured walls
if z == mapv:
xx = int(3*x%1*100) + 100*int(3*y%1*100)
elif x%1 == 0:
xx = int(3*z%1*100) + 100*int(3*y%1*100)
else:
xx = int(3*z%1*100) + 100*int(3*x%1*100)
xx = fr[xx]
c1, c2, c3 = c1*xx, c2*xx, c3*xx
if mapvt%2 == 1: # gradient walls
c1, c2, c3 = c1*(2+z)/3, c2*(3-z)/3, c3*(2+z**2)/3
else: # agents
if shot: # fireball
sh = ((x-refx)**2 + (y-refy)**2 + (z-refz)**2)/0.012
c1, c2, c3 = 1, 0.6*sh+0.2 , 0.2*sh+0.1
elif z> 0.45: # Head
c1, c2, c3 = (1-z)*(1-sh), (1-z)*sh, z*sh
elif z > 0.28: # Chest
c1, c2, c3 = (z-0.28), (z-0.28)*(1-sh), (z-0.28)*sh
else: # Roller
c1, c2, c3 = refx%1*z*(1-sh), refy%1*0.2*sh, refy%1*z*sh
return c1, c2, c3, modr, x, y, z, shot
@njit(cache=True)
def super_fast(width, height, mod, move, posx, posy, posz, rot, rot_v, mr, mg, mb, lx, ly, lz,
maph, exitx, exity, mapr, mapt, maps, pr, pg, pb, enx, eny, sx, sy, sx2, sy2,
size, checker, count, fb, fg, fr, sz=0, sz2=0):
inv, inv2, garbage, idx = (count%2), -(int(count/2)%2), not(count), 0
if checker == 0:
garbage = 0
for j in range(height): #vertical loop
rot_j = rot_v + (1+move**1.5)*np.deg2rad(24 - j/mod)
sinzo = (0.04/mod)*np.sin(rot_j)
coszo = (0.04/mod)*np.sqrt(abs(np.cos(rot_j)))
for i in range(width): #horizontal vision loop
if (checker == 1 or garbage) and idx%2 == 1:
pr[idx], pg[idx], pb[idx] = pr[idx-1], pg[idx-1], pb[idx-1]
else:
if checker == 3: # radial
rad = np.sqrt((i-width/2)**2 + (j-height/2)**2)
elif checker == 4: # square
rad = max(abs(i-width/2)*1, abs(j-height/2))
if (checker < 2 or garbage or # standard and doubled pixels, first frame after res adjust
(checker == 2 and ((inv and i%2 == j%2) or (not(inv) and i%2 != j%2))) or # checkerboard
(checker > 2 and ((rad < height/2.9 and ((inv and i%2 == j%2) or (not(inv) and i%2 != j%2))) or # radial and square
(rad > height/2.9 and rad < height/1.9 and (((i+2*inv)%3 == 0 and (j+2*inv2)%3 == 0))) or
(rad > height/1.9 and (((i+3*inv)%5 == 0 and (j+3*inv2)%5 == 0)))))):
rot_i = rot + (1+move**1.5)*np.deg2rad(i/mod - 30)
si = 1
if checker > 2:
si = 2
if rad > height/1.9:
si = 3
sin, cos, sinz = coszo*np.sin(rot_i), coszo*np.cos(rot_i), sinzo
modr, cx, cy, c1r, c2r, c3r, shot, mapv = 1, 1, 1, 1, 1, 1, 0, 0
x, y, z, modr, shot, mapv, refx, refy, refz, cx, cy, sin, cos, sinz, sh, shot = ray_caster(posx, posy, posz, sin, cos, sinz, lx, ly, lz, maph, mapr, maps,
enx, eny, sx, sy, sx2, sy2, size, sz, sz2)
c1, c2, c3, modr, x, y, z, shot = get_color(x, y, z, modr, shot, mapv, refx, refy, refz, cx, cy, sin, cos, sinz, sh, mapt, maps, exitx, exity,
mr, mg, mb, fr, fg, fb, lx, ly, lz, size)
if modr <= 0.7 and not shot: # tinted mirrors
c1r, c2r, c3r = mr[cx][cy], mg[cx][cy], mg[cx][cy]
if not shot and z < 1: # shadows
limodr, refx, refy, refz = 0.4, lx, ly, lz
dtp = np.sqrt((x-posx)**2+(y-posy)**2+(z-posz)**2)
if dtp > 7:
modr = modr/np.log((dtp-6)/4+np.e)
if sx != -1 or sx2 != -1: # fireball
refx, refy, refz, shot, c3 = sx2, sy2, sz2, 1, c3*0.9
if sx != -1:
refx, refy, refz = sx, sy, sz
dtol = np.sqrt((x-refx)**2+(y-refy)**2+(z-refz)**2)
cos, sin, sinz = .01*(refx-x)/dtol, .01*(refy-y)/dtol, .01*(refz-z)/dtol
modr = shadow_ray(x, y, z, cos, sin, sinz, modr, shot, maps, enx, eny, posx, posy, posz, size, maph, limodr, refz)
c1, c2, c3 = modr*np.sqrt(c1*c1r), modr*np.sqrt(c2*c2r), modr*np.sqrt(c3*c3r)
if checker == 0 or garbage:
pr[idx], pg[idx], pb[idx] = c1, c2, c3
elif checker > 2 and rad > height/2.9 -1 :
imin, imax, jmin, jmax = max(i-si, 0), min(i+si, width-1), max(j-si, 0), min(j+si, height-1)
for jj in range(jmin, jmax):
for ii in range(imin, imax):
idx2 = ii + jj*width
pr[idx2], pg[idx2], pb[idx2] = (3*c1 + pr[idx2])/4, (3*c2 + pg[idx2])/4, (3*c3 + pb[idx2])/4
else:
pr[idx], pg[idx], pb[idx] = (3*c1 + pr[idx])/4, (3*c2 + pg[idx])/4, (3*c3 + pb[idx])/4
idx += 1
if checker != 0: # fill gaps and smoothing
idx = 0
for j in range(height): #vertical loop
for i in range(width): #horizontal vision loop
if (i > 0 and i < width -1 and j > 0 and j < height -1 and ((inv and i%2 != j%2) or (not(inv) and i%2 == j%2))):
if abs(pr[idx-1] - pr[idx+1]) < 0.05 and abs(pg[idx-1] - pg[idx+1]) < 0.05 and abs(pb[idx-1] - pb[idx+1]) < 0.05 :
pr[idx], pg[idx], pb[idx] = (pr[idx-1] + pr[idx+1])/2, (pg[idx-1] + pg[idx+1])/2, (pb[idx-1] + pb[idx+1])/2
elif abs(pr[idx-width] - pr[idx+width]) < 0.05 and abs(pg[idx-width] - pg[idx+width]) < 0.05 and abs(pb[idx-width] - pb[idx+width]) < 0.05 :
pr[idx], pg[idx], pb[idx] = (pr[idx-width] + pr[idx+width])/2, (pg[idx-width] + pg[idx+width])/2, (pb[idx-width] + pb[idx+width])/2
else:
pr[idx] = (pr[idx] + pr[idx-1] + pr[idx-width] + pr[idx+width] + pr[idx+1])/5
pg[idx] = (pg[idx] + pg[idx-1] + pg[idx-width] + pg[idx+width] + pg[idx+1])/5
pb[idx] = (pb[idx] + pb[idx-1] + pb[idx-width] + pb[idx+width] + pb[idx+1])/5
idx += 1
return pr, pg, pb
@njit(cache=True)
def agents(enx, eny, maph, posx, posy, rot, rot_v, et, shoot, sx, sy, sz, sdir,
sdirz, shoot2, sx2, sy2, sz2, sdir2, sdirz2, mplayer,
seenx, seeny, lock, size, enhealth, health, score):
mplayer[int(posx)][int(posy)] = 2 # player = 2, npc = 3, npc fireball >=6, player fireball >=12
if (maph[int(posx+.1)][int(posy+.1)] == 0 and maph[int(posx-.1)][int(posy-.1)] == 0 and
maph[int(posx-.1)][int(posy+.1)] == 0 and maph[int(posx+.1)][int(posy-.1)] == 0):
mplayer[int(posx+0.1)][int(posy+0.1)], mplayer[int(posx+0.1)][int(posy-0.1)] = 2, 2
mplayer[int(posx-0.1)][int(posy+0.1)], mplayer[int(posx-0.1)][int(posy-0.1)] = 2, 2
# teleport or respawn npc
if (enhealth == 0 and np.random.uniform(0,1) > 0.995) or (enhealth > 0 and (enx-posx)**2 + (eny-posy)**2 > 300) :
x, y = np.random.normal(posx, 5), np.random.normal(posy, 5)
dtp = (x-posx)**2 + (y-posy)**2
if x > 0 and x < size-1 and y > 0 and y < size-1:
if maph[int(x)][int(y)] == 0 and dtp > 49 :
if enhealth == 0:
enx, eny, seenx, seeny, lock, enhealth = x, y, x, y, 0, 10
else:
enx, eny, seenx, seeny, lock = x, y, x, y, 0
if enhealth > 0: # look for player
if not lock or np.random.uniform(0,1) > 0.99:
dtp = np.sqrt((enx-posx)**2 + (eny-posy)**2)
cos, sin = (posx-enx)/dtp, (posy-eny)/dtp
x, y = enx, eny
for i in range(300):
x += 0.04*cos; y += 0.04*sin
if (maph[int(x+.05)][int(y+.05)] != 0 or maph[int(x-.05)][int(y-.05)] != 0 or
maph[int(x-.05)][int(y+.05)] != 0 or maph[int(x+.05)][int(y-.05)] != 0):
lock = 0
break
if(int(x) == int(posx) and int(y) == int(posy)): # lock on player position
seenx, seeny, lock = posx, posy, 1
break
if int(enx) == int(seenx) and int(eny) == int(seeny): # reached target
if not lock:
if shoot or np.random.uniform(0,1) > 0.7: #if the player is shooting, go towards him
seenx, seeny = np.random.uniform(enx, posx), np.random.uniform(eny, posy)
else: # just keep mooving
seenx, seeny = np.random.normal(enx, 2), np.random.normal(eny, 2)
else: # go near the player if locked
seenx, seeny = np.random.normal(posx, 2), np.random.normal(posy, 2)
dtp = np.sqrt((enx-seenx)**2 + (eny-seeny)**2)
cos, sin = (seenx-enx)/dtp, (seeny-eny)/dtp
x, y = enx + et*cos, eny + et*sin # set new npc position
if maph[int(x)][int(y)] == 0: # check if position is valid
enx, eny = x, y
else: # if not, try to move sideways
if np.random.uniform(0,1) > 0.5:
x, y = enx - et*sin, eny + et*cos
else:
x, y = enx + et*sin, eny - et*cos
if maph[int(x)][int(y)] == 0: # try again
enx, eny = x, y
elif np.random.uniform(0,1) > 0.5: # update target
if lock and np.random.uniform(0,1) > 0.5:
seenx, seeny = np.random.normal(posx, 2), np.random.normal(posy, 2)
if np.random.uniform(0,1) > 0.99: # release lock if stuck
lock = 0
else:
seenx, seeny = enx+np.random.normal(0,3), eny+np.random.normal(0,3)
mplayer[int(enx)][int(eny)] = 3 # mark npc position and adjacent positions
if (maph[int(enx+.1)][int(eny+.1)] == 0 and maph[int(enx-.1)][int(eny-.1)] == 0 and
maph[int(enx-.1)][int(eny+.1)] == 0 and maph[int(enx+.1)][int(eny-.1)] == 0):
mplayer[int(enx+0.1)][int(eny+0.1)], mplayer[int(enx+0.1)][int(eny-0.1)] = 3, 3
mplayer[int(enx-0.1)][int(eny+0.1)], mplayer[int(enx-0.1)][int(eny-0.1)] = 3, 3
if lock and not shoot2: # npc fireball initiate
shoot2, sdirz2 = 1, np.sin(np.random.uniform(0,.2))
sdir2 = np.arctan((posy-eny)/(posx-enx)) + np.random.uniform(-.1,.1)
if abs(enx+np.cos(sdir2)-posx) > abs(enx-posx):
sdir2 = sdir2 - np.pi
if shoot2 and sy2 != 0: # npc fireball
if sx2 == -1:
sx2, sy2, sz2 = enx + .5*np.cos(sdir2), eny + .5*np.sin(sdir2), 0.35 + .5*sdirz2
sx2, sy2, sz2 = sx2 + 5*et*np.cos(sdir2), sy2 + 5*et*np.sin(sdir2), sz2 + 5*et*sdirz2
sdirz2 = sdirz2 - et/5
if sx2 > 0 and sx2 < size-1 and sy2 > 0 and sy2 < size-1 and sz2 > 0 and sz2 < 1:
if (maph[int(sx2+.05)][int(sy2+.05)] != 0 or maph[int(sx2-.05)][int(sy2-.05)] != 0 or
maph[int(sx2-.05)][int(sy2+.05)] != 0 or maph[int(sx2+.05)][int(sy2-.05)] != 0):
shoot2, sx2, sy2 = 0, -1, -1
else:
if (sx2 - posx)**2 + (sy2 - posy)**2 < 0.01:
shoot2, sx2, sy2 = 0, -1, 0
health -= min(1 + score/4, 5)
else:
mplayer[int(sx2)][int(sy2)] += 6
else:
shoot2, sx2, sy2 = 0, -1, 0
if shoot: # player fireball
if sx == -1:
sdir, sdirz = rot+np.random.uniform(-.05,.05), np.sin(min(rot_v , 0)+np.random.uniform(.1,.2))
sx, sy, sz = posx + .5*np.cos(sdir), posy + .5*np.sin(sdir), 0.35 + .5*sdirz
sx, sy, sz = sx + 5*et*np.cos(sdir), sy + 5*et*np.sin(sdir), sz + 5*et*sdirz
sdirz = sdirz - et/5
if (sx > 0 and sy < size-1 and sy > 0 and sy < size-1 and sz > 0 and sz < 1 and
maph[int(sx+.05)][int(sy+.05)] == 0 and maph[int(sx-.05)][int(sy-.05)] == 0 and
maph[int(sx-.05)][int(sy+.05)] == 0 and maph[int(sx+.05)][int(sy-.05)] == 0):
if enhealth > 0 and (sx - enx)**2 + (sy - eny)**2 < 0.02:
shoot, sx, sy = 0, -1, -1
enhealth -= max(5 -score/4, 1)
if enhealth <= 0:
enx, eny, seenx, seeny, enhealth = 0, 0, 0, 0, 0
else:
mplayer[int(sx)][int(sy)] += 12
else:
shoot, sx, sy = 0, -1, -1
mplayer = maph + mplayer
return(enx, eny, mplayer, et, shoot, sx, sy, sz, sdir, sdirz, shoot2,
sx2, sy2, sz2, sdir2, sdirz2, seenx, seeny, lock, enhealth, health)
def adjust_resol(width):
height = int(0.6*width)
mod = width/64
rr, gg, bb = np.ones(width * height)/2, np.ones(width * height)/2, np.ones(width * height)/2
return width, height, mod, rr, gg, bb, 0
def drawing(rr, gg, bb, height, width, pause, endmsg, won, health, enhealth, minimap, score, fullscreen, nosplash=True):
global font, font2, screen, surfbg
surfbg.fill(pg.Color("darkgrey"))
pg.draw.rect(surfbg, (200-int(health*20), 50+int(health*20), 50+int(health*10)),(1205,int(700-62*health),30,int(63*health)))
pg.draw.rect(surfbg, (enhealth*25, 200-enhealth*10, 50),(1245,700-62*enhealth,30,63*enhealth))
pixels = np.dstack((rr,gg,bb))
pixels = np.reshape(pixels, (height,width,3))
surf = pg.surfarray.make_surface((np.rot90(pixels*255)).astype('uint8'))
surf = pg.transform.scale(surf, (1200, 720))
if not nosplash or pause:
px, py = 1100, 360
if nosplash:
px, py = pg.mouse.get_pos()
for i in range(3):
pg.draw.circle(surf, (50, 70+i*20, 160+i*40), [px+i*10,py-i*10], 50-i*15)
pg.draw.circle(surf, (60+i*10, 100+i*20, 100+i*10), [px+i*10,py+280-i*1], 90-i*15)
pg.draw.polygon(surf, (150+i*30, 34+i*10, 60+i*10), [[px-100+i*20,py+40+i*15],[px+100-i*20,py+40+i*15],[px+50-i*15,py+205-i*15],[px-50+i*15,py+205-i*15]])
screen.blit(surfbg, (0, 0))
screen.blit(surf, (0, 0))
if pause:
screen.blit(font2.render(" PyTracing Maze by FinFET ", 0, pg.Color("red")),(45,45))
screen.blit(font2.render(" PyTracing Maze by FinFET ", 0, pg.Color("blue")),(55,55))
screen.blit(font2.render(" PyTracing Maze by FinFET ", 0, pg.Color("white")),(50,50))
screen.blit(font2.render(endmsg, 0, pg.Color("salmon"), (100, 34, 60)),(50,420))
if nosplash:
screen.blit(font2.render(" Press N for a new game ", 0, pg.Color("grey"), (45, 34, 100)),(50,560))
screen.blit(font2.render(" Press ESC to leave ", 0, pg.Color("grey"), (13, 34, 139)),(50,630))
if won == 1:
screen.blit(font2.render(" Your current score is "+str(score) + ' ', 0, pg.Color("grey"), (80, 34, 80)),(50,490))
if won == 0:
screen.blit(font2.render(" Press P or C to continue ", 0, pg.Color("grey"), (80, 34, 80)),(50,490))
else:
size = len(minimap)
surfmap = pg.surfarray.make_surface(np.flip(minimap).astype('uint8'))
surfmap = pg.transform.scale(surfmap, (size*4, size*4))
screen.blit(surfmap,(1280-size*4 - 85, 5), special_flags=pg.BLEND_ADD)
if fullscreen:
fps = font.render(endmsg, 0, pg.Color("coral"))
screen.blit(fps,(100,1))
screen.blit(font2.render(str(score), 0, pg.Color("white")),(1210, 10))
pg.display.update()
def animate(width, height, mod, move, posx, posy, posz, rot, rot_v, mr, mg, mb, lx, ly, lz, #simple up and down animation
maph, exitx, exity, mapr, mapt, maps, pr, pg, pb, enx, eny, sx, sy, sx2, sy2,
size, checker, count, fb, fg, fr, pause, endmsg, won, health, minimap, score, ani, fps=60):
ani = ani*60/fps
for i in range(int(fps)):
rr, gg, bb = super_fast(width, height, mod, move, posx, posy, posz+ani*i, rot, rot_v, mr, mg, mb, lx, ly, lz,
maph, exitx, exity, mapr, mapt, maps, pr, pg, pb, enx, eny, sx, sy, sx2, sy2,
size, checker, count, fb, fg, fr)
count += 1
drawing(rr, gg, bb, height, width, pause, endmsg, won, health, 0, minimap, score, 0)
def sfx(): #load sounds and textures
try:
ambient = pg.mixer.Sound('soundfx/HauntSilentPartner.mp3')
runfx = pg.mixer.Sound('soundfx/run.mp3')
shotfx = pg.mixer.Sound('soundfx/slap.mp3')
killfx = pg.mixer.Sound('soundfx/shutdown.mp3')
respawnfx = pg.mixer.Sound('soundfx/respawn.mp3')
successfx = pg.mixer.Sound('soundfx/success.mp3')
failfx = pg.mixer.Sound('soundfx/fail.mp3')
except:
print("Sounds missing! Generating replacements...")
ambient = generate_sounds(75, 10000, 300)
runfx = generate_sounds(200, 800, 150)
shotfx = generate_sounds(200, 200, 250)
killfx = generate_sounds(1620, 241, 230)
respawnfx = generate_sounds(230, 350, 80)
successfx = generate_sounds(300, 900, 100)
failfx = generate_sounds(700, 200, 350)
try:
floor = pg.surfarray.array3d(pg.image.load('soundfx/textures.jpg'))
fr, fg, fb = np.dsplit(floor,floor.shape[-1])
fr, fg, fb = fr.flatten()/255, fg.flatten()/255, fb.flatten()/255
except:
print("Textures missing! Generating replacements...")
fr, fg, fb = generate_textures()
return ambient, runfx, shotfx, killfx, respawnfx, successfx, failfx, fr, fg, fb
def generate_sounds(freq = 60, var = 500, n = 10):
sound1, sound2, sound3, freq0, dir2 = [], [], [], freq, 1
for i in range(n):
freq = freq+20*dir2
if freq > freq0*3 or freq < freq0/3+10:
dir2 = -1*dir2
freq = freq+20*dir2
var2 = np.random.randint(int(var/2),var*2)
samples1 = synth(np.random.randint(int(var),var*3), np.random.randint(freq,2*freq))
samples2 = synth(np.random.randint(int(var/2),var*2), np.random.randint(int(freq/2),freq))
samples3 = synth(np.random.randint(int(var/4),int(var/2)), np.random.randint(int(freq/3),3*freq))
sound1 = sound1 + list(samples1/3)
sound2 = sound2 + list(samples2/3)
sound3 = sound3 + list(samples3/3)
lens = min(len(sound1), len(sound2), len(sound3))
sound = np.asarray(sound1[:lens]) + np.asarray(sound2[:lens]) + np.asarray(sound3[:lens])
sound = np.asarray([sound,sound]).T.astype(np.int16)
sound = pg.sndarray.make_sound(sound.copy())
return sound
def synth(frames, freq):
def frame(i):
return 0.2 * 32767 * np.sin(2.0 * np.pi * freq * i / 44100)
arr = np.array([frame(x) for x in range(0, frames)]).astype(np.int16)
return arr
def generate_textures():
fr, fg, fb = [], [], []
for i in range(100):
for j in range(100):
ref1, ref2 = .2, 0.2
if i < 50 and j < 50 or i > 50 and j > 50:
ref1 = 1
if (i-50)**2 + (j-50)**2 < 2000:
ref2 = 1
fr.append(3.5-abs(np.sin(i/5)+np.cos(j/5))*ref2*np.random.uniform(i/100,j/100)+0.3+ref1)
fg.append(ref1+np.random.uniform(i/100,ref2*ref1)/3+0.1)
fb.append(ref1+np.random.uniform(j/100,ref2*ref1)/3+0.1)
fr, fg, fb = np.asarray(fr)/max(fr), np.asarray(fg)/3, np.asarray(fb)/3
return fr, fg, fb
if __name__ == '__main__':
pg.init()
pg.display.set_caption("Welcome to Pytracing maze! Stutters may occur on first run while Numba is compiling")
font = pg.font.SysFont("Arial", 18)
font2 = pg.font.SysFont("Impact", 48)
screen = pg.display.set_mode((1280, 720))
surfbg = pg.Surface((1280,720))
main()