Based on the Ray Casting technique, where the objects are drawn entirely out of vertical lines. The size and position of the lines is defined by the distance between the player and the object. This is a very simple 3D maze game made from scratch in python, using only three libraries:
Video tutorial here: https://youtu.be/5xyeWBxmqzc
We will begin with a very simple map, later we will make a random map generator. The map is defined by a matrix, where ones represent walls and zeros represent corridors or empty spaces. We also need to set a starting position and direction for the player, as well as the exit coordinates:
Imports, map and initialization:
import numpy as np
from matplotlib import pyplot as plt
import keyboard
mapa = [[1, 1, 1, 1, 1],
[1, 0, 0, 0, 1],
[1, 0, 1, 0, 1],
[1, 0, 0, 0, 1],
[1, 1, 1, 1, 1]]
posx, posy, rot = 1.5, 1.5, np.pi/4
exitx, exity = 3, 3Now we can start the vision loop, with a horizontal field of view of 60°, advancing one degree per iteration. The first ray will start 30° to the right of the player and the last one will be at 30° to the left. A ray always starts at the player's position, with increments based on sine and cosine of the ray angle on a infinite loop. A counter is used to keep the distance value the ray has traveled, otherwise one could simply use Pythagoras theorem to calculate the distance at the end.
To test if a ray has hit a wall we just have to check the integer parts of the ray coordinates against the map. If there was a hit we calculate a height and break out of the while loop. after that we draw a vertical line on position i going from -h to h.
Vision loop:
for i in range(60):
rot_i = rot + np.deg2rad(i-30)
x, y = posx, posy
sin, cos = 0.02*np.sin(rot_i), 0.02*np.cos(rot_i)
n = 0
while 1:
x, y, n = x + cos, y + sin, n +1
if mapa[int(x)][int(y)]:
h = 1/(0.02*n)
break
plt.vlines(i, -h, h)
plt.show()After that you should be able to see the middle block surrounded by walls! This is the basic concept of ray casting graphics, now we can turn it into something that resembles a a game. For that we create a game loop which encompasses the vision loop and will also run indefinetly until the game is over. We can make some adjustments to the plotting logic:
- thicker lines
plt.vlines(i, -h, h, lw = 8) - hide axis
plt.axis('off') - remove blank spaces
plt.tight_layout() - limit plot region
plt.axis([0, 60, -1, 1]) - replace
plt.show()withplt.draw() - pause and clearing for next frame
plt.pause(0.0001); plt.clf() - close the window when the game is over
plt.close()
For the user input we will use the keyboard library. Basically using the arrow keys we try to move the player to a new location, but this only happens if the new location is not a wall. If the player reached the exit or presses the "esc" key, we break out of the main game loop. This code should be inside the main game loop.
Keyboard inputs and game over:
key = keyboard.read_key()
x, y = (posx, posy)
if key == 'up':
x, y = (x + 0.3*np.cos(rot), y + 0.3*np.sin(rot))
elif key == 'down':
x, y = (x - 0.3*np.cos(rot), y - 0.3*np.sin(rot))
elif key == 'left':
rot = rot - np.pi/8
elif key == 'right':
rot = rot + np.pi/8
elif key == 'esc':
break
if mapa[int(x)][int(y)] == 0:
if int(posx) == exitx and int(posy) == exity:
break
posx, posy = (x, y)Now we should have a more or less functional game!
Complete code so far:
import numpy as np
from matplotlib import pyplot as plt
import keyboard
mapa = [[1, 1, 1, 1, 1],
[1, 0, 0, 0, 1],
[1, 0, 1, 0, 1],
[1, 0, 0, 0, 1],
[1, 1, 1, 1, 1]]
posx, posy, rot = 1.5, 1.5, np.pi/4
exitx, exity = 3, 3
while 1:
for i in range(60):
rot_i = rot + np.deg2rad(i-30)
x, y = posx, posy
sin, cos = 0.02*np.sin(rot_i), 0.02*np.cos(rot_i)
n = 0
while 1:
x, y, n = x + cos, y + sin, n +1
if mapa[int(x)][int(y)]:
h = 1/(0.02*n)
break
plt.vlines(i, -h, h, lw=8)
plt.axis('off'); plt.tight_layout(); plt.axis([0, 60, -1, 1])
plt.draw(); plt.pause(0.0001); plt.clf()
key = keyboard.read_key()
x, y = (posx, posy)
if key == 'up':
x, y = (x + 0.3*np.cos(rot), y + 0.3*np.sin(rot))
elif key == 'down':
x, y = (x - 0.3*np.cos(rot), y - 0.3*np.sin(rot))
elif key == 'left':
rot = rot - np.pi/8
elif key == 'right':
rot = rot + np.pi/8
elif key == 'esc':
break
if mapa[int(x)][int(y)] == 0:
if int(posx) == exitx and int(posy) == exity:
break
posx, posy = (x, y)
plt.close()Not a fun game, but it is a game. Lets make some improvements.
Firstly, we can add some color to the game. After the map was created, we can go through all its positions and replace the "ones" with random RGB colors or, altenatively, create a secondary matrix to store the colors. These colors are later retrived everytime we hit a wall and used to set the "colors" parameter in the vlines function. We will also add a shading factor based on the distance the ray has traveled, so closer walls are brighter.
We can also add a color for the sky/ceiling and for the floor, this can be as simple as thick horizonal lines drawn before the vertical lines. The last cosmetic i want to discuss are floor tiles: in the same way we calculate heights wen we hit a wall we can do everytime the integer part of one of the coordinates changes, later these points are plotted with the scatterplot function (if they dont appear we can make the floor transparent or set the zorder parameter to 2 or some higher value). These also have the function to sinalize the exit to player with a different color for those tiles.
Code with cosmetic adjustments:
import numpy as np
from matplotlib import pyplot as plt
import keyboard
mapa = [[1, 1, 1, 1, 1],
[1, 0, 0, 0, 1],
[1, 0, 1, 0, 1],
[1, 0, 0, 0, 1],
[1, 1, 1, 1, 1]]
for i in range(len(mapa)):
for j in range(len(mapa)):
if mapa[i][j] == 1:
mapa[i][j] = list(np.random.uniform(0,1,3))
posx, posy, rot = 1.5, 1.5, np.pi/4
exitx, exity = 3, 3
while 1:
plt.hlines(-0.6, 0, 60, colors='gray', lw=165, alpha=0.5)
plt.hlines(0.6, 0, 60, colors='lightblue', lw=165)
tilex, tiley, tilec = [], [], []
for i in range(60):
rot_i = rot + np.deg2rad(i-30)
x, y = posx, posy
sin, cos = 0.02*np.sin(rot_i), 0.02*np.cos(rot_i)
n = 0
while 1:
xx, yy = (x, y)
x, y, n = x + cos, y + sin, n +1
# tiles logic
if abs(int(3*xx)-int(3*x)) > 0 or abs(int(3*yy)-int(3*y))>0:
tilex.append(i)
tiley.append(-1/(0.02 * n))
if int(x) == exitx and int(y) == exity:
tilec.append('b')
else:
tilec.append('k')
if mapa[int(x)][int(y)]:
h = np.clip(1/(0.02 * n), 0, 1)
c = np.asarray(mapa[int(x)][int(y)])*(0.3 + 0.7 * h)
break
plt.vlines(i, -h, h, lw=8, colors=c)
plt.scatter(tilex, tiley, c=tilec, zorder=2) # draw tiles on the floor
plt.axis('off'); plt.tight_layout(); plt.axis([0, 60, -1, 1])
plt.draw(); plt.pause(0.0001); plt.clf()
key = keyboard.read_key()
x, y = (posx, posy)
if key == 'up':
x, y = (x + 0.3*np.cos(rot), y + 0.3*np.sin(rot))
elif key == 'down':
x, y = (x - 0.3*np.cos(rot), y - 0.3*np.sin(rot))
elif key == 'left':
rot = rot - np.pi/8
elif key == 'right':
rot = rot + np.pi/8
elif key == 'esc':
break
if mapa[int(x)][int(y)] == 0:
if int(posx) == exitx and int(posy) == exity:
break
posx, posy = (x, y)
plt.close()Some folks asked hot to correct for the fisheye distortion, for that we need to replace (0.02 * n) with (0.02 * n*np.cos(np.deg2rad(i - 30))) when calculating tiley and h.
Now all you need are some actual mazes to play, you could do this manually or use some kind of maze generator.
The maze generator I came up with is veri simple:
- Generate random matrix with ones and zeros
- Close the walls around the map
- Make a random walker that starts on one side of the map and goes to the othe side, removing some blocks on the way.
- This random walker has to have a preference for existing paths, only removing blocks when stuck.
- When it reaches the othe side the position is marked as the exit
Maze generator:
#random map generator
size = 15
mapa = [[list(np.random.uniform(0, 1, 3))] * size for i in range(size)]
for i in range(size-2):
for j in range(size-2):
if np.random.uniform() > 0.33:
mapa[i+1][j+1] = 0
posx, posy = (1, np.random.randint(1, size -1))
rot = np.pi/4
x, y = (posx, posy)
mapa[x][y] = 0
count = 0
while True:
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 mapa[testx][testy] == 0 or count > 5:
count = 0
x, y = (testx, testy)
mapa[x][y] = 0
if x == size-2:
exitx, exity = (x, y)
break
else:
count = count+1That's all for the first tutorial, far from a proper game engine, but a fun project nevertheless.
Ray casting 2.0 video: https://youtu.be/WhmTa1NGLSE
When I was making the ray tracing version of this game I kept thinking: what if I'm back ported some of those features to the ray casting game? What can we do here?
I too this opportunity and also changed the structure of the code, everything inside functions now, so it is easier to manage.
Let's start with the background, which before was just two horizontal lines, now we will use gradients for added perspective. The gradients are plotted using an array with a linear space (np.linspace) and its brightness changes depending on the angle the player is looking at, inverted for floor and ceiling. I also change the floor tiles for a checkerboard pattern, just changing the rule for when to record the tile points.
Background:
bg = np.linspace(0, 1, 150) #background gradient
...
plt.scatter([30]*150, -bg, c=-bg, s=200000, marker='_', cmap='Greys') #floor
plt.scatter([30]*150, bg, c=bg, s=200000, marker='_', cmap='Blues') #background
...
if int(x*2)%2 == int(y*2)%2: # then record tilex, tiley, tilecI cannot make shadows like the ray tracing game but I can shade differently each side of the blocks in accordance to the "light" from the skybox. For that I need to know which side of the block a ray has intersected, which is simply done by probing. Now we have a height map which will be discussed right after.
Shading:
h = np.clip(1/(0.04 * n*np.cos(np.deg2rad(i-30))), 0, 1)
c = np.asarray(mapc[int(x)][int(y)])*(0.4 + 0.6 * h)
if maph[int(x+cos)][int(y-sin)] > 0.5:
c = 0.85*c
if maph[int(x-cos)][int(y+sin)] != 0 and sin >0:
c = 0.7*cWhen the ray hits a block with half height it will store its location and color and then keep on until it reaches a block with full height. Ater that we draw the vertical line for the full block, which is farther away, and then we draw the bottom of the half block over it.
Half height blocks:
def caster(x, y, i, ex, ey, maph, mapc, sin, cos, n, half, tx, ty, tc):
while True: # ray loop
xx, yy = (x, y)
x, y = (x + cos, y + sin)
n = n+1
if half == None and int(x*2)%2 == int(y*2)%2:#(abs(int(3*xx)-int(3*x)) > 0 or abs(int(3*yy)-int(3*y))>0):
tx.append(i)
ty.append(-1/(0.04 * n*np.cos(np.deg2rad(i - 30))))
if int(x) == ex and int(y) == ey:
tc.append('b')
else:
tc.append('k')
if maph[int(x)][int(y)] == 1 or (maph[int(x)][int(y)] == 0.5 and half == None):
h , c = shader(n, maph, mapc, sin, cos, x, y, i)
if maph[int(x)][int(y)] == 0.5 and half == None:
half = [h, c, n]
else:
break
return(c, h, x, y, n, half, tx, ty, tc)Reflections are done in a very simple way, when a ray hits are reflective block, depending on the side the ray hit we will invert one of the directions of the ray, if it hit a horizontal wall we invert the vertical direction of the ray an the oposite for a vertical wall. To give reflective look to the vertical line we draw it with transparency so the background shines through, and then draw the reflected wall. Things get more complicated when we consider the combinations with half height blocks.
Reflections:
def reflection(x, y, i, ex, ey, maph, mapc, sin, cos, n, c, h, half, tx, ty, tc):
if half != None:
plt.vlines(i, 0, h, lw = 8, colors = c, alpha=0.5) #top reflected
plt.vlines(i, -half[0], 0, lw = 8, colors = half[1])# bottom regular
else:
plt.vlines(i, -h, h, lw = 8, colors = c, alpha=0.5) # draw vertical lines
if maph[int(x+cos)][int(y-sin)] != 0:
cos = -cos
else:
sin = -sin
c2, h, x, y, n, half2, tx, ty, tc = caster(x, y, i, ex, ey, maph, mapc, sin, cos, n, half, tx, ty, tc)
c = (c + c2)/2
if half != None:
plt.vlines(i, 0, h, lw = 8, colors = c) # draw vertical lines
else:
plt.vlines(i, -h, h, lw = 8, colors = c) # draw vertical lines
if half2 != None:
plt.vlines(i, -half2[0], 0, lw = 8, colors = half2[1])
return c, h, x, y, n, half2, tx, ty, tc That's all, things start o get heavy for matplotlib, so i also ported everything to pygame (together with the ray tracing game, see files). Anyway, here is the code for matplotlib:
Full code with matplotlib:
import numpy as np
from matplotlib import pyplot as plt
from pynput import keyboard, mouse
from time import time
def main():
size = 15
global key; key = None # register keypresses
listener = keyboard.Listener(on_press=on_press);listener.start()
last_mouse = [0,0]
posx, posy, rot = (1, np.random.randint(1, size -1), 1) # player pos
bg = np.linspace(0, 1, 150) #background gradient
mapc, maph, mapr, ex, ey = maze_generator(posx, posy, size)# map, exit
plt.figure(num = 'Pycaster 2.0')
while True: #main game loop
start = time()
rot, last_mouse = rotation(rot, last_mouse)
plt.scatter([30]*150, -bg, c=-bg, s=200000, marker='_', cmap='Greys')
plt.scatter([30]*150, bg, c=bg, s=200000, marker='_', cmap='Blues')
tx, ty, tc = ([], [], [])
for i in range(60): #vision loop
rot_i = rot + np.deg2rad(i - 30)
x, y = (posx, posy)
sin, cos = (0.04*np.sin(rot_i), 0.04*np.cos(rot_i))
n, half = 0, None
c, h, x, y, n, half, tx, ty, tc = caster(x, y, i, ex, ey, maph, mapc, sin, cos, n, half, tx, ty, tc)
if mapr[int(x)][int(y)] == 1:
c, h, x, y, n, half2, tx, ty, tc = reflection(x, y, i, ex, ey, maph, mapc, sin, cos, n, c, h, half, tx, ty, tc)
else:
plt.vlines(i, -h, h, lw = 8, colors = c)
if half != None:
plt.vlines(i, -half[0], 0, lw = 8, colors = half[1])
plt.axis('off'); plt.tight_layout(); plt.axis([0, 60, -1, 1])
plt.scatter(tx, ty, c=tc, zorder = 2, alpha=0.5, marker='s') # draw ts on the floor
plt.text(57, 0.9, str(round(1/(time()-start),1)), c='y')
plt.draw();plt.pause(0.1); plt.clf()
# player's movement
posx, posy, rot, keyout = movement(posx, posy, rot, maph)
if (int(posx) == ex and int(posy) == ey) or keyout == 'esc':
break
plt.close()
def maze_generator(x, y, size):
mapc = np.random.uniform(0,1, (size,size,3))
mapr = np.random.choice([0, 0, 0, 0, 1], (size,size))
maph = np.random.choice([0, 0, 0, 0, .5, 1], (size,size))
maph[0,:], maph[size-1,:], maph[:,0], maph[:,size-1] = (1,1,1,1)
mapc[x][y], maph[x][y], mapr[x][y] = (0, 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)
mapc[x][y], maph[x][y], mapr[x][y] = (0, 0, 0)
if x == size-2:
ex, ey = (x, y)
break
else:
count = count+1
return np.asarray(mapc), np.asarray(maph), np.asarray(mapr), ex, ey
def rotation(rot, last_mouse): # for 1080p screen
with mouse.Controller() as check:
position = check.position
if position[0] != last_mouse[0] or position[0]>1860 or position[0] < 60:
delta = last_mouse[0] - position[0]
if position[0]>1860:
delta = 1860 - position[0]
if position[0] < 60:
delta = 60 - position[0]
rot = rot + 4*np.pi*(0.5-delta/1920)
return(rot, position)
def on_press(key_new):
global key
key = key_new
def movement(posx, posy, rot, maph):
global key
x, y = (posx, posy)
keyout = None
if key is not None:
if key == keyboard.Key.up:
x, y = (x + 0.3*np.cos(rot), y + 0.3*np.sin(rot))
elif key == keyboard.Key.down:
x, y = (x - 0.3*np.cos(rot), y - 0.3*np.sin(rot))
elif key == keyboard.Key.left:
rot = rot - np.pi/8
elif key == keyboard.Key.right:
rot = rot + np.pi/8
elif key == keyboard.Key.esc:
keyout = 'esc'
key = None
if maph[int(x)][int(y)] == 0:
posx, posy = (x, y)
return posx, posy, rot, keyout
def caster(x, y, i, ex, ey, maph, mapc, sin, cos, n, half, tx, ty, tc):
while True: # ray loop
xx, yy = (x, y)
x, y = (x + cos, y + sin)
n = n+1
if half == None and int(x*2)%2 == int(y*2)%2:#(abs(int(3*xx)-int(3*x)) > 0 or abs(int(3*yy)-int(3*y))>0):
tx.append(i)
ty.append(-1/(0.04 * n*np.cos(np.deg2rad(i - 30))))
if int(x) == ex and int(y) == ey:
tc.append('b')
else:
tc.append('k')
if maph[int(x)][int(y)] == 1 or (maph[int(x)][int(y)] == 0.5 and half == None):
h , c = shader(n, maph, mapc, sin, cos, x, y, i)
if maph[int(x)][int(y)] == 0.5 and half == None:
half = [h, c, n]
else:
break
return(c, h, x, y, n, half, tx, ty, tc)
def shader(n, maph, mapc, sin, cos, x, y, i):
h = np.clip(1/(0.04 * n*np.cos(np.deg2rad(i-30))), 0, 1)
c = np.asarray(mapc[int(x)][int(y)])*(0.4 + 0.6 * h)
if maph[int(x+cos)][int(y-sin)] > 0.5:
c = 0.85*c
if maph[int(x-cos)][int(y+sin)] != 0 and sin >0:
c = 0.7*c
return h, c
def reflection(x, y, i, ex, ey, maph, mapc, sin, cos, n, c, h, half, tx, ty, tc):
if half != None:
plt.vlines(i, 0, h, lw = 8, colors = c, alpha=0.5) #top reflected
plt.vlines(i, -half[0], 0, lw = 8, colors = half[1])# bottom regular
else:
plt.vlines(i, -h, h, lw = 8, colors = c, alpha=0.5) # draw vertical lines
if maph[int(x+cos)][int(y-sin)] != 0:
cos = -cos
else:
sin = -sin
c2, h, x, y, n, half2, tx, ty, tc = caster(x, y, i, ex, ey, maph, mapc, sin, cos, n, half, tx, ty, tc)
c = (c + c2)/2
if half != None:
plt.vlines(i, 0, h, lw = 8, colors = c) # draw vertical lines
else:
plt.vlines(i, -h, h, lw = 8, colors = c) # draw vertical lines
if half2 != None:
plt.vlines(i, -half2[0], 0, lw = 8, colors = half2[1])
return c, h, x, y, n, half2, tx, ty, tc
if __name__ == '__main__':
main()