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RayTracingMazeEnem.py
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RayTracingMazeEnem.py
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import numpy as np
import pygame as pg
from numba import njit
def main():
size = np.random.randint(20,60) # size of the map
posx, posy, posz = 1.5, np.random.uniform(1, size -1), 0.5
rot, rot_v = (np.pi/4, 0)
lx, ly, lz = (size*20, size*30, 1000)
mr, mg, mb, maph, mapr, exitx, exity, mapt, maps = maze_generator(int(posx), int(posy), size)
enx, eny, seenx, seeny, lock = np.random.uniform(2, size-3 ), np.random.uniform(2, size-3), 0, 0, 0
maph[int(enx)][int(eny)] = 0
shoot, sx, sy, sdir = 1, -1, -1, rot
res, res_o = 5, [96, 112, 160, 192, 224, 260, 300, 340, 400, 480, 540, 600, 800]
width, height, mod, inc, rr, gg, bb = adjust_resol(24)
running = True
pg.init()
font = pg.font.SysFont("Arial", 18)
font2 = pg.font.SysFont("Impact", 48)
screen = pg.display.set_mode((800, 600))
rr, gg, bb = np.linspace(0,0.8, width*height), np.linspace(0.5,.1, width*height), np.linspace(1,0.1, width*height)
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, (750, 550))
screen.blit(surf, (25, 25))
screen.blit(font2.render(" FinFET's PyTracing Maze ", 1, pg.Color("red")),(45,95))
screen.blit(font2.render(" FinFET's PyTracing Maze ", 1, pg.Color("blue")),(55,105))
screen.blit(font2.render(" FinFET's PyTracing Maze ", 1, pg.Color("white")),(50,100))
screen.blit(font2.render(" Loading, please wait... ", 1, pg.Color("black"), pg.Color("grey")),(50,300))
pg.display.update()
clock = pg.time.Clock()
pg.mouse.set_visible(False)
et = 0.1
mplayer = np.zeros([size, size])
enx, eny, mplayer, et, shoot, sx, sy, sdir, seenx, seeny, lock = agents(enx, eny, maph, posx, posy, rot, et, shoot, sx, sy, sdir, mplayer, seenx, seeny, lock)
sstart, timer, count, autores, smooth = None, 0, -100, 1, 0
pause = 0
pg.mixer.set_num_channels(3)
ambient = pg.mixer.Sound('soundfx/HauntSilentPartner.mp3')
ambient.set_volume(0.5)
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')
pg.mixer.Channel(0).play(ambient, -1)
pg.mixer.Channel(1).play(respawnfx)
run = 1
score = 0
ticks = pg.time.get_ticks()/100000
while running:
count += 1
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
pg.mixer.Channel(1).play(respawnfx)
endmsg = " Game paused. Current score: " + str(score)
else:
endmsg = " Thanks for playing! Total score: " + str(score)
pg.mixer.Channel(1).play(killfx)
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'): # pause
if not pause:
pause = 1
endmsg = " Game paused. Current score: " + str(score)
elif (int(posx) != exitx or int(posy) != exity):
pause = 0
if pause and event.key == ord('n'): # new game
pause = 0
size = np.random.randint(20,60)
posx, posy, posz = 1.5, np.random.uniform(1, size -1), 0.5
rot, rot_v = (np.pi/4, 0)
mr, mg, mb, maph, mapr, exitx, exity, mapt, maps = maze_generator(int(posx), int(posy), size)
enx, eny, seenx, seeny, lock, run = 0, 0, 0, 0, 0, 1
shoot, sx, sy, sstart = 0, -1, -1, None
mplayer = np.zeros([size, size])
et = 0.1
enx, eny, mplayer, et, shoot, sx, sy, sdir, seenx, seeny, lock = agents(enx, eny, maph, posx, posy, rot, et, shoot, sx, sy, sdir, mplayer, seenx, seeny, lock)
count = -100
if autores:
width, height, mod, inc, rr, gg, bb = adjust_resol(24)
pg.mixer.Channel(1).play(respawnfx)
if event.key == ord('t'): # toggle auto resolution
autores = not(autores)
if event.key == ord('y'): # toggle auto resolution
smooth = not(smooth)
if not autores:
if event.key == ord('q'): # manually change resolution
if res > 0 :
res = res-1
width, height, mod, inc, rr, gg, bb = adjust_resol(res_o[res])
if event.key == ord('e'):
if res < len(res_o)-1 :
res = res+1
width, height, mod, inc, rr, gg, bb = adjust_resol(res_o[res])
if not pause:
rr, gg, bb = super_fast(width, height, mod, inc, 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, size)
pixels = np.dstack((rr,gg,bb))
pixels = np.reshape(pixels, (height,width,3))
surf = pg.surfarray.make_surface((np.rot90(pixels*255)).astype('uint8'))
if shoot or smooth:
surf = pg.transform.smoothscale(surf, (800, 600))
else:
surf = pg.transform.scale(surf, (800, 600))
screen.blit(surf, (0, 0))
## fpss = int(clock.get_fps())pg.time.get_ticks()/100000
fpss = int(1000/(pg.time.get_ticks() - ticks*100000))
fps = font.render(str(fpss)+' w: '+ str(width) + ' Score: '+str(score), 1, pg.Color("coral"))
screen.blit(fps,(10,0))
if autores and count > 10: #auto adjust render resolution
if fpss < 50 and width > 100:
count = 0
width, height, mod, inc, rr, gg, bb = adjust_resol(int(width*0.8))
if fpss > 65 and width < 728:
count = 0
width, height, mod, inc, rr, gg, bb = adjust_resol(int(width*1.1))
# player's movement
if (int(posx) == exitx and int(posy) == exity):
endmsg = " You escaped safely! "
pg.mixer.Channel(1).play(successfx)
score += 1
pause = 1
pressed_keys = pg.key.get_pressed()
et = clock.tick()/500
if et > 0.5:
et = 0.5
if shoot or sstart != None:
if sstart == None:
pg.mixer.Channel(2).play(shotfx)
if fpss < 60 and autores:
count = -50
width, height, mod, inc, rr, gg, bb = 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 enx == 0:
if not run:
pg.mixer.Channel(1).play(killfx)
run = 1
if np.random.uniform() > 0.999:
cos, sin = np.cos(rot), np.sin(rot)
for ee in range(100):
enx = np.clip(np.random.normal(posx, 5), 1, size-2)
eny = np.clip(np.random.normal(posy, 5), 1, size-2)
dtp = (enx-posx)**2 + (eny-posy)**2
if maph[int(enx)][int(eny)] == 0 and dtp > 16 and dtp < 49:
break
if maph[int(enx)][int(eny)] != 0:
enx, eny = 0, 0
else:
seenx, seeny, lock = enx, eny, 0
screen.blit(font2.render(" Enemy Respawning! ", 1, pg.Color("red"), pg.Color("grey")),(300,50))
pg.mixer.Channel(1).play(respawnfx)
else:
dtp = (enx-posx)**2 + (eny-posy)**2
if dtp < 1:
score -= 1
endmsg = " You died! Current score: " + str(score)
pg.mixer.Channel(1).play(failfx)
enx, eny, seenx, seeny, lock = 0, 0, 0, 0, 0
pause = 1
surf = pg.surfarray.make_surface((np.rot90(255-pixels*255)).astype('uint8'))
surf = pg.transform.smoothscale(surf, (800, 600))
screen.blit(surf, (0, 0))
elif dtp > 300:
enx, eny, seenx, seeny, lock = 0, 0, 0, 0, 0
run = 0
ticks = pg.time.get_ticks()/100000
lx = size/2 + 1000*np.cos(ticks)
ly = size/2 + 1000*np.sin(ticks)
posx, posy, rot, rot_v, shoot = movement(pressed_keys,posx, posy, rot, rot_v, maph, et, shoot, sstart)
pg.mouse.set_pos([400, 300])
mplayer = np.zeros([size, size])
enx, eny, mplayer, et, shoot, sx, sy, sdir,seenx, seeny, lock = agents(enx, eny, maph, posx, posy, rot, et, shoot, sx, sy, sdir, mplayer, seenx, seeny, lock)
if run and (seenx == posx or seeny == posy):
run = False
pg.mixer.Channel(1).play(runfx)
else:
clock.tick(30)
screen.blit(font2.render(" FinFET's PyTracing Maze ", 1, pg.Color("red")),(45,45))
screen.blit(font2.render(" FinFET's PyTracing Maze ", 1, pg.Color("blue")),(55,55))
screen.blit(font2.render(" FinFET's PyTracing Maze ", 1, pg.Color("white")),(50,50))
screen.blit(font2.render(endmsg, 1, pg.Color("salmon"), (100, 34, 60)),(50,320))
if (int(posx) == exitx and int(posy) == exity):
screen.blit(font2.render(" Your current score is "+str(score), 1, pg.Color("grey"), (80, 34, 80)),(50,390))
else:
screen.blit(font2.render(" Press P to continue ", 1, pg.Color("grey"), (80, 34, 80)),(50,390))
screen.blit(font2.render(" Press N for a new game ", 1, pg.Color("grey"), (45, 34, 100)),(50,460))
screen.blit(font2.render(" Press ESC to leave ", 1, pg.Color("grey"), (13, 34, 139)),(50,530))
pg.display.update()
screen.blit(font2.render(endmsg, 1, pg.Color("salmon"), (100, 34, 60)),(50,320))
pg.mixer.fadeout(1000)
pg.display.update()
print(endmsg)
pg.time.wait(2000)
pg.quit()
def maze_generator(x, y, size):
mr = np.random.uniform(0,1, (size,size))
mg = np.random.uniform(0,1, (size,size))
mb = 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], (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)
maps[0,:], maps[size-1,:], maps[:,0], maps[:,size-1] = (0,0,0,0)
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)
if x == size-2:
exitx, exity = (x, y)
break
else:
count = count+1
return mr, mg, mb, maph, mapr, exitx, exity, mapt, maps
def movement(pressed_keys,posx, posy, rot, rot_v, maph, et, shoot, sstart):
x, y = (posx, posy)
p_mouse = pg.mouse.get_pos()
rot, rot_v = rot - np.clip((p_mouse[0]-400)/200, -0.2, .2), rot_v -(p_mouse[1]-300)/400
rot_v = np.clip(rot_v, -1, 1)
if pressed_keys[pg.K_UP] or pressed_keys[ord('w')]:
x, y = (x + et*np.cos(rot), y + et*np.sin(rot))
if pressed_keys[pg.K_DOWN] or pressed_keys[ord('s')]:
x, y = (x - et*np.cos(rot), y - et*np.sin(rot))
if pressed_keys[pg.K_LEFT] or pressed_keys[ord('a')]:
x, y = (x - et*np.sin(rot), y + et*np.cos(rot))
if pressed_keys[pg.K_RIGHT] or pressed_keys[ord('d')]:
x, y = (x + et*np.sin(rot), y - et*np.cos(rot))
if maph[int(x)][int(y)] == 0:
posx, posy = (x, y)
if not shoot and sstart == None and pressed_keys[pg.K_SPACE]:
shoot = 1
return posx, posy, rot, rot_v, shoot
@njit(fastmath=True)
def super_fast(width, height, mod, inc, 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, size):
texture=[[ .95, .99, .97, .8], # brick wall
[ .97, .95, .96, .85],
[.8, .85, .8, .8],
[ .93, .8, .98, .96],
[ .99, .8, .97, .95],
[.8, .85, .8, .8]]
idx = 0
for j in range(height): #vertical loop
rot_j = rot_v + np.deg2rad(24 - j/mod)
sinzo = inc*np.sin(rot_j)
coszo = inc*np.sqrt(abs(np.cos(rot_j)))
for i in range(width): #horizontal vision loop
rot_i = rot + np.deg2rad(i/mod - 30)
x, y, z = (posx, posy, posz)
sin, cos, sinz = coszo*np.sin(rot_i), coszo*np.cos(rot_i), sinzo
modr = 1
cx, cy, c1r, c2r, c3r = 1, 1, 1, 1, 1
shot, enem, mapv = 0, 0, 0
dtp = np.random.uniform(0.002,0.01)
while 1:
if (mapv == 0 or (sinz > 0 and (z > mapv or (mapv==6 and (z>0.4 or z <0.2)) or(z > 0.57 and mapv > 1)))): ## LoDev DDA for optimization
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 < 1 or mapX > size-2:
break
else:
sideDistY += deltaDistY; mapY += stepY
dist = sideDistY; side = 1
if mapY < 1 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
## end of LoDev DDA
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 > 1 and z < 0.57:
if mapv == 2 or mapv == 8:
if z> 0.45 and (x-posx)**2 + (y-posy)**2 + (z-0.5)**2 < 0.005 :
break
if z < 0.45 and z > 0.3 and (x-posx)**2 + (y-posy)**2 < (z/10 - 0.02):
break
if z < 0.3 and (x-posx)**2 + (y-posy)**2 + (z-0.15)**2 < 0.023 :
break
if mapv == 3 or mapv == 9:
enem = 1
if z> 0.45 and (x-enx)**2 + (y-eny)**2 + (z-0.5)**2 < 0.005 :
break
if z < 0.45 and z > 0.3 and (x-enx)**2 + (y-eny)**2 < (z/10 - 0.02):
break
if z < 0.3 and (x-enx)**2 + (y-eny)**2 + (z-0.15)**2 < 0.023 :
break
if mapv > 5 and z < 0.4 and z > 0.2:
if ((x-sx)**2 + (y-sy)**2 + (z-0.3)**2 < dtp):#0.01):
shot = 1
break
if mapv > z and mapv < 2: # check walls
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):
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-int(x)-0.5)/0.5; ny = (y-int(y)-0.5)/0.5; nz =(z-int(z)-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
if z > 1: # ceiling
deltaDistZ = (lz-z)*deltaDistZ
x += deltaDistZ*rayDirX; y += deltaDistZ*rayDirY; z = lz
dtol = np.sqrt((x-lx)**2+(y-ly)**2)
if dtol < 50: #light source
shot = 1
c1, c2, c3 = 1, 1, 0.5
else:
angle = np.rad2deg(np.arctan((y-ly)/(x-lx)))/np.random.uniform(12,15)
sh = (0.8+ abs(angle - int(angle))/5)/(dtol/1000)
if sh > 1:
sh = 1
if int(angle)%2 == 1:
c1, c2, c3 = 0.8*(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)
if sx != -1:
c1, c2, c3 = 0.7*c1, 0.7*c2, 0.7*c3
elif z < 0: # floor
z = 0
if int(x*2)%2 == int(y*2)%2:
c1, c2, c3 = .8,.8,.8
else:
if int(x) == exitx and int(y) == exity: #exit
c1, c2, c3 = 0,0,.6
else:
c1, c2, c3 = .1,.1,.1
elif mapv < 2: # walls
c1, c2, c3 = mr[int(x)][int(y)], mg[int(x)][int(y)], mg[int(x)][int(y)]
if mapt[int(x)][int(y)]: # textured walls
if y%1 < 0.05 or y%1 > 0.95:
ww = int((x*3)%1*4)
else:
ww = int((y*3)%1*4)
if x%1 < 0.95 and x%1 > 0.05 and y%1 < 0.95 and y%1 > 0.05:
zz = int(x*5%1*6)
else:
zz = int(z*5%1*6)
text = texture[zz][ww]
c1, c2, c3 = c1*text, c2*text, c3*text
if mapv - z <= abs(sinz):
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
else:
if shot:
sh = ((x-sx)**2 + (y-sy)**2 + (z-0.3)**2)/0.012
c1, c2, c3 = 1, 0.6*sh+0.2 , 0.2*sh+0.1 # shot
elif z> 0.45:
c1, c2, c3 = 0.6, 0.3, 0.3 # Head
elif z > 0.3:
c1, c2, c3 = 0.3, 0.5, 0.5 # Chest
else:
if enem:
c1, c2, c3 = 1, 0.2, 0.2 # Roller red
else:
c1, c2, c3 = 0.2, 0.2, 1 # Roller blue
if modr <= 0.7 and not shot:
c1r, c2r, c3r = mr[cx][cy], mg[cx][cy], mg[cx][cy]
if not shot and z < 1:
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 z < 1: # shadows
if sx != -1 and maph[int(sx)][int(sy)] > 1:
shot, c3 = 1, c3 * 0.9
dtol = np.sqrt((x-sx)**2+(y-sy)**2+(z-0.35)**2)
cos, sin, sinz = .01*(sx-x)/dtol, .01*(sy-y)/dtol, .01*(0.35-z)/dtol
else:
dtol = np.sqrt((x-lx)**2+(y-ly)**2+(z-lz)**2)
cos, sin, sinz = .01*(lx-x)/dtol, .01*(ly-y)/dtol, .01*(lz-z)/dtol
x += cos; y += sin; z += sinz
mapv = maph[int(x)][int(y)]
if z < mapv and mapv < 1 and not maps[int(x)][int(y)]:
modr = modr*0.39
while modr > 0.45:
if (mapv == 0) or not shot and ((z > mapv) or (z > 0.57 and mapv > 1)): ## LoDev DDA for optimization
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 < 1 or mapX > size-2:
break
else:
sideDistY += deltaDistY; mapY += stepY
dist = sideDistY; side = 1
if mapY < 1 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
## end of LoDev DDA
x += cos; y += sin; z += sinz
mapv = maph[int(x)][int(y)]
if shot:
if mapv > 5 or (sinz > 0 and z > 0.35) or (sinz < 0 and z < 0.35):
break
elif z >1:
break
if z < 0.57 and mapv > 1:
if mapv == 3 or mapv == 9:
if z> 0.45 and (x-enx)**2 + (y-eny)**2 + (z-0.5)**2 < 0.005 :
modr = modr*0.67
elif z < 0.45 and z > 0.3 and (x-enx)**2 + (y-eny)**2 < (z/10 - 0.02):
modr = modr*0.67
elif z < 0.3 and (x-enx)**2 + (y-eny)**2 + (z-0.15)**2 < 0.023 :
modr = modr*0.67
elif mapv == 2 or mapv == 8:
if z> 0.45 and (x-posx)**2 + (y-posy)**2 + (z-0.5)**2 < 0.005 :
modr = modr*0.67
elif z < 0.45 and z > 0.3 and (x-posx)**2 + (y-posy)**2 < (z/10 - 0.02):
modr = modr*0.67
elif z < 0.3 and (x-posx)**2 + (y-posy)**2 + (z-0.15)**2 < 0.023 :
modr = modr*0.67
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
pr[idx] = modr*np.sqrt(c1*c1r)
pg[idx] = modr*np.sqrt(c2*c2r)
pb[idx] = modr*np.sqrt(c3*c3r)
idx += 1
return pr, pg, pb
def adjust_resol(width):
height = int(0.75*width)
mod = width/64
inc = 0.02/mod
rr = np.random.uniform(0,1,width * height)
gg = np.random.uniform(0,1,width * height)
bb = np.random.uniform(0,1,width * height)
## print('Resolution: ', width, height)
return width, height, mod, inc, rr, gg, bb
@njit(fastmath=True)
def agents(enx, eny, maph, posx, posy, rot, et, shoot, sx, sy, sdir, mplayer, seenx, seeny, lock):
if enx != 0:
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)][int(y)] != 0:
lock = 0
break
if(int(x) == int(posx) and int(y) == int(posy)):
seenx, seeny = posx, posy
lock = 1
break
if int(enx) == int(seenx) and int(eny) == int(seeny):
if not lock:
if shoot:
seenx, seeny = np.random.uniform(enx, posx), np.random.uniform(eny, posy)
else:
seenx, seeny = np.random.normal(enx, 2), np.random.normal(eny, 2)
else:
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+np.random.normal(0,.5)), eny + et*(sin+np.random.normal(0,.5))
if maph[int(x)][int(y)] == 0:
enx, eny = x, y
else:
if np.random.uniform(0,1) > 0.5:
x, y = enx - et*(sin+np.random.normal(0,.5)), eny + et*(cos+np.random.normal(0,.5))
else:
x, y = enx + et*(sin+np.random.normal(0,.5)), eny - et*(cos+np.random.normal(0,.5))
if maph[int(x)][int(y)] == 0:
enx, eny = x, y
else:
seenx, seeny = enx+np.random.normal(0,3), eny+np.random.normal(0,3)
lock = 0
mplayer[int(enx)][int(eny)] = 3
mplayer[int(posx)][int(posy)] = 2
if shoot:
if sx == -1:
sdir = rot+np.random.uniform(-.1,.1)
sx, sy = posx + .5*np.cos(sdir), posy + .5*np.sin(sdir)
sx, sy = sx + 5*et*np.cos(sdir), sy + 5*et*np.sin(sdir)
if enx != 0 and (sx - enx)**2 + (sy - eny)**2 < 0.02:
shoot, sx, sy, enx, eny, seenx, seeny = 0, -1, -1, 0, 0, 0, 0
if maph[int(sx)][int(sy)] != 0:
shoot, sx, sy = 0, -1, -1
else:
mplayer[int(sx)][int(sy)] += 6
mplayer = maph + mplayer
return(enx, eny, mplayer, et, shoot, sx, sy, sdir, seenx, seeny, lock)
if __name__ == '__main__':
main()