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Dusk Explain
Dusk Explain
rendering.
These concise descriptions provide an overview of the functions and methods in each
file, offering insight into their purpose within the game's structure.
Alright, imagine you're creating a virtual world in your game, and you want to make
the walls look realistic. This piece of code is like a painter's tool that helps
you draw each wall exactly where it should be and with the right size and texture
so it looks good from where the player is standing.
- `depth, proj_height, texture, offset = values`: This unpacks the details of what
each laser hit. 'depth' is how far away the wall is, 'proj_height' is how tall the
wall should appear on the screen, 'texture' is which picture to paste on the wall,
and 'offset' is where on the picture to start.
- The `if` statement checks if the wall is too big to fit on the screen
(`proj_height < HEIGHT`). If it is, we only show the part that fits.
- The `else` part is for when the wall piece is really big, and we need to be smart
about which part of the picture to show so it still looks like a real wall.
So basically, this code is all about making the walls in your game look as if
they're at the right place, with the right size and the right part of the texture
showing, no matter where the player moves or looks. It's a clever trick to make a
flat screen look like a 3D space!
1. **Initialization**:
- `self.ray_casting_result = []`: We start with an empty list that will later be
filled with the results of our ray casting.
- `texture_vert, texture_hor = 1, 1`: These are default texture values for
vertical and horizontal surfaces hit by the rays.
- `ox, oy`: The player's current position in the game world.
- `x_map, y_map`: The grid position of the player in the map.
- `ray_angle`: The starting angle for the first ray, calculated from the
player's current viewing angle minus half the field of view.
2. **Casting Rays**:
- A loop starts that will send out a number of rays (`NUM_RAYS`) across the
field of view. Each ray will check for walls in the scene.
3. **Horizontal Intersections**:
- The code first checks horizontal grid lines for intersections with the ray. It
calculates where the ray hits the first horizontal line (`y_hor`) and adjusts the
y-coordinate depending on whether the ray is facing up or down.
- `depth_hor` is how far the ray travels to hit the first horizontal wall.
- `x_hor` is where on the horizontal line the ray hits.
- The inner loop then steps the ray along, checking each new position (`x_hor`,
`y_hor`) against the game's map to see if it's hit a wall.
4. **Vertical Intersections**:
- Next, it checks vertical grid lines in a similar way. It finds where the ray
would hit the first vertical line and then steps along, checking each new position
against the map to find wall hits.
5. **Comparing Intersections**:
- After checking both horizontal and vertical intersections, the code compares
which hit a wall first (`depth_hor` vs. `depth_vert`). The one that's closer is the
actual hit point.
- `offset` is calculated to know which part of the texture to display for that
wall slice. It wraps the position along the wall to a range between 0 and 1,
essentially finding where on the texture the ray hit.
8. **Storing Results**:
- The calculated values are then stored in `self.ray_casting_result`, including
the depth (corrected for the fishbowl effect), the projected height of the wall
slice, the texture that should be displayed, and the offset where the texture
should start.
9. **Next Ray**:
- Finally, `ray_angle += DELTA_ANGLE` increases the angle for the next ray,
spreading the rays across the field of view.
This function is central to creating the illusion of 3D in the game. It tells you
which walls are visible and how they should look from the player's current position
and view direction, which gets translated into what you see on the screen.
----------->NPC EXPLAINATION
Alright, this is a chunk of code that defines the behavior of non-player characters
(NPCs) in a game, such as enemies or other interactive characters. Let's break it
down:
------------->PATHFINDING
This is a Python class for pathfinding in a game, which helps NPCs or other
entities navigate through the game world. Let's break down what each part does:
This `PathFinding` class is like the game's GPS. It figures out where you can go on
the map and the fastest way to get from one place to another, considering where
walls and NPCs are. It's crucial for making NPCs move around in a smart way, like
chasing the player or walking along a patrol route.