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Wolfenstein-like Raycasting renderer
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Hi,
Here is a basic Raycasting renderer. It runs quite well on my iPhone 4S, even though it can still be optimized a lot !
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This is really cool and it runs fast
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Great, thank you for sharing. Maybe you like to import motion?
# RayCast # Simple raycasting based renderer # Touch the left part to rotate, and touch the right part to move forward # Coded in a few hours during my holidays, July 2014, straight from my iPhone - thanks Pythonista !!! # Feel free to upgrade ! # Enjoy ! # Emmanuel ICART # eicart@momorprods.com from scene import * from math import * import motion # rendering step - 1=best(slower) RENDERING_STEP=2 # level data # 1 = wall, 0 = empty level = [[1,1,1,1,1,1,1,1], [1,1,0,0,0,0,0,1], [1,0,0,0,0,1,0,1], [1,0,1,0,0,0,0,1], [1,1,0,0,0,1,0,1], [1,0,0,1,1,0,0,1], [1,0,0,0,0,0,0,1], [1,1,1,1,1,1,1,1]] LX=len(level[0]) LZ=len(level) CellSize=128 scan=10 # player xo=CellSize*LX/2 zo=CellSize*LZ/2 angle=45.0 fov=80 class RayCastScene (Scene): def setup(self): motion.start_updates() # preload the texture self.texture='PC_Chest_Closed' self.screenWidth=int(self.size.w) self.screenHeight=int(self.size.h) self.xTouchStart, self.yTouchStart, self.zTouchStart = motion.get_gravity() load_image(self.texture) def draw(self): global angle global xo global zo # This will be called for every frame (typically 60 times per second). # clear background background(0, 0, 0) focale=0.5*self.screenWidth/tan(radians(fov/2)) # compute each screen column for column in xrange(0,self.screenWidth,RENDERING_STEP): scan_angle=angle+((float(column)-self.screenWidth/2)*fov)/self.screenWidth c=cos(radians(scan_angle)) s=sin(radians(scan_angle)) if abs(c)<0.001: if c>0: c=0.001 else: c=-0.001 if abs(s)<0.001: if s>0: s=0.001 else: s=-0.001 t2=s/c t1=c/s ok1=True ok2=True #Initialization of ray casting pz1=t2*CellSize if c>0: px1=CellSize ini=0 else: px1=-CellSize pz1=-pz1 ini=CellSize-1 xp1=ini+(((int)(xo/CellSize))*CellSize) zp1=zo+((xp1-xo)*pz1)/px1 px2=t1*CellSize if s>0: pz2=CellSize ini=0 else: pz2=-CellSize px2=-px2 ini=CellSize-1 zp2=ini+(((int)(zo/CellSize))*CellSize) xp2=xo+((zp2-zo)*px2)/pz2 #****** cast a ray for z walls ****** compteur=0 while True: xp1+=px1 zp1+=pz1 compteur+=1 xd=(int)(xp1/CellSize) % LX zd=(int)(zp1/CellSize) % LZ if (xd<0): xd=0 if (zd<0): zd=0 if level[xd][zd]!=0 or compteur>=scan: break if (compteur==scan):ok1=False distance1=(xp1-xo)/c col1=(zp1 % CellSize) if (px1<=0): col1=CellSize-1-col1 #****** cast a ray for x walls ****** compteur=0 while True: xp2+=px2 zp2+=pz2 compteur+=1 xd=(int)(xp2/CellSize) % LX zd=(int)(zp2/CellSize) % LZ if (xd<0):xd=0 if (zd<0):zd=0 if level[xd][zd]!=0 or compteur>=scan: break if (compteur==scan): ok2=False distance2=(zp2-zo)/s col2=(xp2 % CellSize) if (pz2>=0):col2=CellSize-1-col2 #Choose the nearest wall (x or z) if (distance1<distance2): distance=1+(distance1) colonne=col1 else: distance=1+(distance2) colonne=col2 if ok1 or ok2: # fix the fishbowl effect distance=distance*cos(radians(angle-scan_angle)) #compute the wall screen height hauteur = ((CellSize*focale)/distance) # draw the column ximage=(colonne*128)/CellSize # 101 x 171 tile image(self.texture,column,(self.screenHeight-hauteur)/2,RENDERING_STEP,hauteur,ximage,0,RENDERING_STEP,171) # rotation/displacement control x,y,z = motion.get_gravity() angle += 0.01*(y-self.yTouchStart) speed=(self.xTouchStart-x)*0.05 dx=speed*cos(radians(angle)) dz=speed*sin(radians(angle)) if level[int((xo+dx)/CellSize)][int(zo/CellSize)]!=0:dx=0 if level[int(xo/CellSize)][int((zo+dz)/CellSize)]!=0:dz=0 xo+=dx zo+=dz def touch_began(self, touch): pass def touch_moved(self, touch): pass def touch_ended(self, touch): pass run(RayCastScene(),LANDSCAPE)
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Thanks brumm for this update.
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@momorprods Hey, I have been messing with this code for about a week and can’t figure out how to add another wall, like for the finish for the level, I added the number 2 to the level numbers, and replicated some stuff, but I am not skilled enough yet... could you please give me a script to do that? And also could you please tell me how to make the level bigger? I tried that too, but I got an error, sorry for bothering you when ya probs have much better things to do...
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@brumm Hey, if you can, could you please check this thread and see what I said to the creator and try to achieve that? I don’t think he uses this website anymore considering that last time he was on here was three months ago...
(NO OFFENSE creator if you are reading this!)