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Copy pathdoom_pop.py
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459 lines (292 loc) · 9.32 KB
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import pygame
import math
import random
import sys
# =====================================================
# CONFIG
# =====================================================
WIDTH, HEIGHT = 900, 600
FOV = math.pi / 3
HALF_FOV = FOV / 2
NUM_RAYS = 120
TILE = 50
# =====================================================
# WORLD STATE
# =====================================================
world_state = {
"room_id": 0,
"difficulty": 0.5,
"exit_progress": 0.0,
"exit_needed": 120.0,
"tick": 0
}
# =====================================================
# PLAYER
# =====================================================
player = {
"x": 150,
"y": 150,
"angle": 0,
"hp": 100
}
# =====================================================
# ROOM GENERATION
# =====================================================
def generate_room(room_id, difficulty):
random.seed(room_id)
size = 10
room = []
for y in range(size):
row = ""
for x in range(size):
if x == 0 or y == 0 or x == size - 1 or y == size - 1:
row += "1"
else:
# difficulty increases wall density
if random.random() < 0.2 + difficulty * 0.25:
row += "1"
else:
row += "0"
room.append(row)
return room
def get_room():
return generate_room(world_state["room_id"], world_state["difficulty"])
# =====================================================
# ENEMIES
# =====================================================
enemies = []
def spawn_enemy():
return {
"x": random.randint(100, 400),
"y": random.randint(100, 400),
"alive": True,
"speed": 1.0
}
def spawn_enemies():
enemies.clear()
count = int(4 + world_state["difficulty"] * 8)
for _ in range(count):
enemies.append(spawn_enemy())
# =====================================================
# WALL CHECK
# =====================================================
def is_wall(x, y):
grid = get_room()
mx = int(x / TILE)
my = int(y / TILE)
if my < 0 or mx < 0 or my >= len(grid) or mx >= len(grid[0]):
return True
return grid[my][mx] == "1"
# =====================================================
# LINE OF SIGHT
# =====================================================
def has_los(ex, ey, px, py):
dx = px - ex
dy = py - ey
dist = math.sqrt(dx*dx + dy*dy)
for i in range(0, int(dist), 5):
t = i / (dist + 0.0001)
x = ex + dx * t
y = ey + dy * t
if is_wall(x, y):
return False
return True
# =====================================================
# ENEMY AI
# =====================================================
def update_enemies():
for e in enemies:
if not e["alive"]:
continue
dx = player["x"] - e["x"]
dy = player["y"] - e["y"]
dist = math.sqrt(dx*dx + dy*dy)
if dist > 0:
dx /= dist
dy /= dist
sees = has_los(e["x"], e["y"], player["x"], player["y"])
speed = 1.0 + world_state["difficulty"] * 0.5
mx = dx * speed if sees else random.uniform(-0.5, 0.5)
my = dy * speed if sees else random.uniform(-0.5, 0.5)
if not is_wall(e["x"] + mx, e["y"]):
e["x"] += mx
if not is_wall(e["x"], e["y"] + my):
e["y"] += my
# =====================================================
# DAMAGE SYSTEM
# =====================================================
def enemy_damage():
for e in enemies:
if not e["alive"]:
continue
dx = player["x"] - e["x"]
dy = player["y"] - e["y"]
if math.sqrt(dx*dx + dy*dy) < 25:
player["hp"] -= 0.25 * (1.0 + world_state["difficulty"])
# =====================================================
# SHOOTING (CENTER SCREEN)
# =====================================================
def shoot():
rx = math.cos(player["angle"])
ry = math.sin(player["angle"])
hit = None
best = 9999
for e in enemies:
if not e["alive"]:
continue
dx = e["x"] - player["x"]
dy = e["y"] - player["y"]
proj = dx * rx + dy * ry
if proj < 0:
continue
px = dx - proj * rx
py = dy - proj * ry
dist = math.sqrt(px*px + py*py)
if dist < 35 and proj < best:
best = proj
hit = e
if hit:
hit["alive"] = False
# =====================================================
# MOVEMENT
# =====================================================
def movement():
keys = pygame.key.get_pressed()
speed = 2.5
if keys[pygame.K_a]:
player["angle"] -= 0.04
if keys[pygame.K_d]:
player["angle"] += 0.04
dx = math.cos(player["angle"]) * speed * (keys[pygame.K_w] - keys[pygame.K_s])
dy = math.sin(player["angle"]) * speed * (keys[pygame.K_w] - keys[pygame.K_s])
if not is_wall(player["x"] + dx, player["y"]):
player["x"] += dx
if not is_wall(player["x"], player["y"] + dy):
player["y"] += dy
# =====================================================
# EXIT PROGRESSION (FIXED PACING)
# =====================================================
def update_exit():
if player["x"] > 420:
world_state["exit_progress"] += 1.5 + world_state["difficulty"]
else:
world_state["exit_progress"] -= 0.7
world_state["exit_progress"] = max(0, world_state["exit_progress"])
if world_state["exit_progress"] >= world_state["exit_needed"]:
world_state["room_id"] += 1
world_state["difficulty"] += 0.1
player["x"] = 120
player["y"] = 120
world_state["exit_progress"] = 0
spawn_enemies()
print("ENTER ROOM", world_state["room_id"], "DIFF", world_state["difficulty"])
# =====================================================
# DDA RAYCAST (FAST)
# =====================================================
def render(screen):
p = player
ray_angle = p["angle"] - HALF_FOV
step = FOV / NUM_RAYS
for ray in range(NUM_RAYS):
sin_a = math.sin(ray_angle)
cos_a = math.cos(ray_angle)
map_x = int(p["x"] / TILE)
map_y = int(p["y"] / TILE)
delta_x = abs(1 / (cos_a + 1e-6))
delta_y = abs(1 / (sin_a + 1e-6))
step_x = -1 if cos_a < 0 else 1
step_y = -1 if sin_a < 0 else 1
side_x = delta_x * (1 if step_x > 0 else 0)
side_y = delta_y * (1 if step_y > 0 else 0)
hit = False
side = 0
for _ in range(20):
if side_x < side_y:
side_x += delta_x
map_x += step_x
side = 0
else:
side_y += delta_y
map_y += step_y
side = 1
try:
if get_room()[map_y][map_x] == "1":
hit = True
break
except:
hit = True
break
dist = (side_x - delta_x) if side == 0 else (side_y - delta_y)
dist *= TILE
dist *= math.cos(p["angle"] - ray_angle)
if dist < 1:
dist = 1
h = 5000 / dist
shade = max(30, 255 / (1 + dist * 0.02))
color = (shade, shade * 0.8, shade * 0.6)
pygame.draw.rect(
screen,
color,
(
ray * (WIDTH // NUM_RAYS),
HEIGHT // 2 - h // 2,
WIDTH // NUM_RAYS + 1,
h
)
)
ray_angle += step
# =====================================================
# ENEMY RENDER
# =====================================================
def draw_enemies(screen):
for e in enemies:
if not e["alive"]:
continue
dx = e["x"] - player["x"]
dy = e["y"] - player["y"]
dist = math.sqrt(dx*dx + dy*dy)
angle = math.atan2(dy, dx) - player["angle"]
if -FOV < angle < FOV:
size = 5000 / (dist + 1)
sx = int((angle + HALF_FOV) / FOV * WIDTH)
pygame.draw.circle(
screen,
(255, 80, 120),
(sx, HEIGHT // 2),
int(size / 25)
)
# =====================================================
# MAIN LOOP
# =====================================================
def main():
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
spawn_enemies()
running = True
while running:
screen.fill((0, 0, 0))
pygame.draw.rect(screen, (30, 30, 50), (0, 0, WIDTH, HEIGHT // 2))
pygame.draw.rect(screen, (20, 20, 20), (0, HEIGHT // 2, WIDTH, HEIGHT))
for e in pygame.event.get():
if e.type == pygame.QUIT:
running = False
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_SPACE:
shoot()
movement()
update_enemies()
enemy_damage()
update_exit()
render(screen)
draw_enemies(screen)
# 💀 DEATH CONDITION
if player["hp"] <= 0:
print("YOU DIED")
pygame.quit()
sys.exit()
world_state["tick"] += 1
pygame.display.flip()
clock.tick(60)
if __name__ == "__main__":
main()