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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)] | |
def get_flashing_color(): | |
return flashing_color[(pygame.time.get_ticks() // 500) % len(flashing_color)] | |
# State | |
camera_pos = np.array([0, 1, -5], dtype=np.float32) | |
yaw = 0.0 | |
pitch = 0.0 | |
danger = 0.0 | |
blink = False | |
blink_timer = 1.5 | |
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) | |
def normalize(v): | |
norm = np.linalg.norm(v) | |
return v / norm if norm > 0 else v | |
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)) | |
x_proj = (x * f) / z2 + WIDTH / 2 | |
y_proj = (-y2 * f) / z2 + HEIGHT / 2 | |
return int(x_proj), int(y_proj), z2 | |
def draw_box(center, size, color, cam_pos, yaw, pitch, force_draw=False): | |
x, y, z = center | |
w, h, d = size | |
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], | |
]) | |
corners = offsets + center | |
projected = [] | |
for c in corners: | |
try: | |
projected.append(project_point(c, cam_pos, yaw, pitch)) | |
except: | |
projected.append((0, 0, -1)) | |
screen_pts = [(x, y) for x, y, z in projected if z > 0.1] | |
if len(screen_pts) < 3 and not force_draw: | |
return | |
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: | |
pts = [projected[i] for i in face] | |
pts2d = [(p[0], p[1]) for p in pts] | |
pygame.draw.polygon(screen, color, pts2d) | |
def draw_floor(y, spacing, cam_pos, yaw, pitch): | |
cam_x, _, cam_z = cam_pos | |
radius = 19 | |
min_x = int(cam_x) - radius | |
max_x = int(cam_x) + radius | |
min_z = int(cam_z) - radius | |
max_z = int(cam_z) + radius | |
for x in range(min_x, max_x + 1): | |
for z in range(min_z, max_z + 1): | |
p1 = np.array([x, y, z], dtype=np.float32) | |
p2 = np.array([x + spacing, y, z], dtype=np.float32) | |
p3 = np.array([x, y, z + spacing], dtype=np.float32) | |
try: | |
p1p = project_point(p1, cam_pos, yaw, pitch) | |
p2p = project_point(p2, cam_pos, yaw, pitch) | |
p3p = project_point(p3, cam_pos, yaw, pitch) | |
pygame.draw.line(screen, GRAY, p1p[:2], p2p[:2]) | |
pygame.draw.line(screen, GRAY, p1p[:2], p3p[:2]) | |
except: | |
continue | |
def line_intersects_box(start, end, box_pos, box_size): | |
dir = end - start | |
t_min, t_max = -np.inf, np.inf | |
for i in range(3): | |
box_min = box_pos[i] - box_size[i] / 2 | |
box_max = box_pos[i] + box_size[i] / 2 | |
if abs(dir[i]) < 1e-6: | |
if start[i] < box_min or start[i] > box_max: | |
return False | |
else: | |
t1 = (box_min - start[i]) / dir[i] | |
t2 = (box_max - start[i]) / dir[i] | |
t1, t2 = min(t1, t2), max(t1, t2) | |
t_min = max(t_min, t1) | |
t_max = min(t_max, t2) | |
if t_max < t_min: | |
return False | |
return True | |
# Main loop | |
running = True | |
while running: | |
dt = clock.tick(60) / 1000.0 | |
SEL_COLOR = get_flashing_color() | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
running = False | |
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: | |
running = False | |
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) | |
keys = pygame.key.get_pressed() | |
move = np.zeros(3, dtype=np.float32) | |
forward = np.array([np.sin(yaw), 0, np.cos(yaw)], dtype=np.float32) | |
right = np.array([np.cos(yaw), 0, -np.sin(yaw)], dtype=np.float32) | |
if keys[pygame.K_w]: move += forward | |
if keys[pygame.K_s]: move -= forward | |
if keys[pygame.K_a]: move -= right | |
if keys[pygame.K_d]: move += right | |
if keys[pygame.K_q]: move[1] -= 1 | |
if keys[pygame.K_e]: move[1] += 1 | |
if np.linalg.norm(move) > 0: | |
move = normalize(move) * MOVE_SPEED * dt | |
camera_pos += move | |
enemy_forward = normalize(np.array([0, 0, -1], dtype=np.float32)) | |
to_player = normalize(camera_pos - enemy_pos) | |
dot = np.dot(enemy_forward, to_player) | |
enemy_fov_check = dot > -0.5 | |
enemy_has_los = not line_intersects_box(enemy_pos, camera_pos, wall_pos, wall_size) | |
if enemy_fov_check and enemy_has_los: | |
if danger == 0.0: | |
danger = 11.67 | |
elif danger == 11.67: | |
danger = danger | |
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 | |
screen.fill(BLACK) | |
draw_floor(0, 1, camera_pos, yaw, pitch) | |
# Always draw wall and enemy if within 15-tile radius | |
if np.linalg.norm(camera_pos - wall_pos) <= 75: | |
draw_box(wall_pos, wall_size, DARK_GRAY, camera_pos, yaw, pitch, force_draw=True) | |
if np.linalg.norm(camera_pos - enemy_pos) <= 75: | |
draw_box(enemy_pos, (1, 2, 1), ORANGE, camera_pos, yaw, pitch, force_draw=True) | |
bar_x, bar_y = 10, 40 | |
bar_w, bar_h = 200, 16 | |
fill_w = int(bar_w * (danger / max_danger)) | |
if danger > 0 and (danger < max_danger or blink): | |
bar_rect = pygame.Rect(bar_x, bar_y, fill_w, bar_h) | |
pygame.draw.rect(screen, SEL_COLOR, bar_rect) | |
screen.blit(font.render("Danger", True, WHITE), (bar_x, bar_y - 20)) | |
pygame.display.flip() | |
pygame.quit() | |
sys.exit() |
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