Created
June 21, 2025 12:32
-
-
Save EncodeTheCode/558ec721ef1e630777138e44a01038ca to your computer and use it in GitHub Desktop.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import pygame | |
import numpy as np | |
import sys | |
import math | |
# Initialize Pygame | |
pygame.init() | |
screen = pygame.display.set_mode((800, 600)) | |
pygame.display.set_caption("3D Line of Sight with Mouse Look") | |
clock = pygame.time.Clock() | |
pygame.event.set_grab(True) | |
pygame.mouse.set_visible(False) | |
# Constants | |
WIDTH, HEIGHT = screen.get_size() | |
FOV = math.radians(45) | |
MOVE_SPEED = 3.0 | |
MOUSE_SENSITIVITY = 0.001 | |
max_danger = 100.0 | |
danger_rate = 20.0 | |
danger_cooldown = 80.0 | |
BAR_ALPHA = 150 | |
font = pygame.font.SysFont(None, 24) | |
# Colors | |
WHITE = (255, 255, 255) | |
GRAY = (180, 180, 180) | |
DARK_GRAY = (80, 80, 80) | |
ORANGE = (255, 165, 0) | |
BLACK = (0, 0, 0) | |
flashing_color = [(133,40,32), (136,41,31), (138,38,33), (130,39,31)] | |
# Helper functions | |
def get_flashing_color(): | |
return flashing_color[(pygame.time.get_ticks() // 500) % len(flashing_color)] | |
def normalize(v): | |
norm = np.linalg.norm(v) | |
return v / norm if norm > 0 else v | |
# Projection and rendering | |
def project_point(point, cam_pos, yaw, pitch): | |
rel = point - cam_pos | |
cos_y, sin_y = np.cos(yaw), np.sin(yaw) | |
cos_p, sin_p = np.cos(pitch), np.sin(pitch) | |
x = rel[0] * cos_y - rel[2] * sin_y | |
z = rel[0] * sin_y + rel[2] * cos_y | |
y = rel[1] | |
y2 = y * cos_p - z * sin_p | |
z2 = y * sin_p + z * cos_p | |
z2 = max(z2, 0.01) | |
f = HEIGHT / (2 * math.tan(FOV / 2)) | |
return ( | |
int((x * f) / z2 + WIDTH / 2), | |
int((-y2 * f) / z2 + HEIGHT / 2), | |
z2 | |
) | |
# Draw box with face culling | |
def draw_box(center, size, color, cam_pos, yaw, pitch): | |
w, h, d = size | |
# 8 corners | |
offsets = np.array([ | |
[-w/2, -h/2, -d/2], [ w/2, -h/2, -d/2], [ w/2, h/2, -d/2], [-w/2, h/2, -d/2], | |
[-w/2, -h/2, d/2], [ w/2, -h/2, d/2], [ w/2, h/2, d/2], [-w/2, h/2, d/2], | |
], dtype=np.float32) | |
corners = offsets + center | |
proj = [project_point(c, cam_pos, yaw, pitch) for c in corners] | |
# Faces defined by indices | |
faces = [ | |
[0,1,2,3], [4,5,6,7], [0,1,5,4], | |
[2,3,7,6], [1,2,6,5], [0,3,7,4] | |
] | |
for face in faces: | |
pts3d = [proj[i] for i in face] | |
# backface cull: skip if any z <=0 | |
if any(p[2] <= 0 for p in pts3d): | |
continue | |
pts2d = [(p[0], p[1]) for p in pts3d] | |
pygame.draw.polygon(screen, color, pts2d) | |
# Draw grid limited radius from player | |
def draw_floor(y, spacing, cam_pos, yaw, pitch): | |
cx, _y, cz = cam_pos | |
r = 25 | |
for gx in range(int(cx-r), int(cx+r)+1): | |
for gz in range(int(cz-r), int(cz+r)+1): | |
p1 = np.array([gx, y, gz], dtype=np.float32) | |
p2 = np.array([gx+spacing, y, gz], dtype=np.float32) | |
p3 = np.array([gx, y, gz+spacing], dtype=np.float32) | |
try: | |
pp1 = project_point(p1, cam_pos, yaw, pitch) | |
pp2 = project_point(p2, cam_pos, yaw, pitch) | |
pp3 = project_point(p3, cam_pos, yaw, pitch) | |
except: | |
continue | |
pygame.draw.line(screen, GRAY, pp1[:2], pp2[:2]) | |
pygame.draw.line(screen, GRAY, pp1[:2], pp3[:2]) | |
# Ray-box intersection | |
def line_intersects_box(start, end, box_pos, box_size): | |
dir = end - start | |
tmin, tmax = -np.inf, np.inf | |
for i in range(3): | |
bmin = box_pos[i] - box_size[i]/2 | |
bmax = box_pos[i] + box_size[i]/2 | |
if abs(dir[i]) < 1e-6: | |
if start[i] < bmin or start[i] > bmax: | |
return False | |
else: | |
t1 = (bmin - start[i]) / dir[i] | |
t2 = (bmax - start[i]) / dir[i] | |
t1, t2 = min(t1, t2), max(t1, t2) | |
tmin = max(tmin, t1) | |
tmax = min(tmax, t2) | |
if tmax < tmin: | |
return False | |
return True | |
# Initial state | |
enemy_forward = np.array([0, 0, -1], dtype=np.float32) | |
enemy_pos = np.array([0, 1, 8], dtype=np.float32) | |
wall_pos = np.array([0, 1.5, 4], dtype=np.float32) | |
wall_size = np.array([4, 3, 0.5], dtype=np.float32) | |
camera_pos = np.array([0, 1, -5], dtype=np.float32) | |
yaw = pitch = 0.0 | |
danger = 0.0 | |
blink = False | |
blink_timer = 0.0 | |
# Main loop | |
running = True | |
while running: | |
dt = clock.tick(60) / 1000.0 | |
SEL_COLOR = get_flashing_color() | |
for ev in pygame.event.get(): | |
if ev.type == pygame.QUIT: | |
running = False | |
# Mouse look | |
mx, my = pygame.mouse.get_rel() | |
yaw += mx * MOUSE_SENSITIVITY | |
pitch += my * MOUSE_SENSITIVITY | |
pitch = np.clip(pitch, -np.pi/2+0.01, np.pi/2-0.01) | |
# Movement | |
keys = pygame.key.get_pressed() | |
move = np.zeros(3, dtype=np.float32) | |
fwd = np.array([np.sin(yaw), 0, np.cos(yaw)], dtype=np.float32) | |
rt = np.array([np.cos(yaw), 0, -np.sin(yaw)], dtype=np.float32) | |
if keys[pygame.K_w]: move += fwd | |
if keys[pygame.K_s]: move -= fwd | |
if keys[pygame.K_a]: move -= rt | |
if keys[pygame.K_d]: move += rt | |
if keys[pygame.K_q]: move[1] -= 1 | |
if keys[pygame.K_e]: move[1] += 1 | |
if np.linalg.norm(move) > 0: | |
camera_pos += normalize(move) * MOVE_SPEED * dt | |
# Danger: enemy sees player | |
dist = np.linalg.norm(camera_pos - enemy_pos) | |
to_player = normalize(camera_pos - enemy_pos) | |
in_fov = np.dot(enemy_forward, to_player) > -0.5 | |
los = not line_intersects_box(enemy_pos, camera_pos, wall_pos, wall_size) | |
if dist <= 50 and in_fov and los: | |
if danger == 0: danger = 11.67 | |
danger = min(max_danger, danger + danger_rate * dt) | |
else: | |
danger = max(0, danger - danger_cooldown * dt) | |
if danger >= max_danger: | |
blink_timer += dt | |
if blink_timer >= 0.5: | |
blink_timer = 0; blink = not blink | |
else: | |
blink = False; blink_timer = 0 | |
# Render | |
screen.fill(BLACK) | |
draw_floor(0, 1, camera_pos, yaw, pitch) | |
if np.linalg.norm(camera_pos - wall_pos) <= 15: | |
draw_box(wall_pos, wall_size, DARK_GRAY, camera_pos, yaw, pitch) | |
if np.linalg.norm(camera_pos - enemy_pos) <= 15: | |
draw_box(enemy_pos, (1,2,1), ORANGE, camera_pos, yaw, pitch) | |
# HUD | |
bar_w, bar_h = 200, 16 | |
w = int(bar_w * (danger / max_danger)) | |
if danger > 0 and (danger < max_danger or blink): | |
pygame.draw.rect(screen, SEL_COLOR, (10, 40, w, bar_h)) | |
screen.blit(font.render("Danger", True, WHITE), (10, 20)) | |
pygame.display.flip() | |
pygame.quit() | |
sys.exit() |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment