I'm working on a doom style game that uses RayCasting and sprites objects. But my sprites disappears after the player turns right side around the image.
This is video with my problem:https://www.youtube.com/watch?v=oWBGlVdpGSg
I tried shrinking the image and also editing them with ImageMagick Display. Nothing helped and I'm desperate.
I follow this video: https://youtu.be/ECqUrT7IdqQ?t=1480
And here is my code (sprite objects):
import pygame as pg
from settings import *
import os
from collections import deque
class SpriteObject:
def __init__(self, game, path="resources/sprites/static_sprites/candlebra.png",
pos=(10.5, 3.5), scale=0.7, shift=0.27):
self.game = game
self.player = game.player
self.x, self.y = pos
self.image = pg.image.load(path).convert_alpha()
self.IMAGE_WIDTH = self.image.get_width()
self.IMAGE_HALF_WIDTH = self.image.get_width() // 2
self.IMAGE_RATIO = self.IMAGE_WIDTH / self.image.get_height()
self.dx, self.dy, self.theta, self.screen_x, self.dist, self.norm_dist = 0, 0, 0, 0, 1, 1
self.sprite_half_width = 0
self.SPRITE_SCALE = scale
self.SPRITE_HEIGHT_SHIFT = shift
def get_sprite_projection(self):
proj = SCREEN_DIS / self.norm_dist * self.SPRITE_SCALE
proj_width, proj_height = proj * self.IMAGE_RATIO, proj
image = pg.transform.scale(self.image, (proj_width, proj_height))
self.sprite_half_width = proj_width // 2
height_shift = proj_height * self.SPRITE_HEIGHT_SHIFT
pos = self.screen_x - self.sprite_half_width, HALF_HEIGHT - proj_height // 2 + height_shift
self.game.raycasting.objects_to_render.append((self.norm_dist, image, pos))
def get_sprite(self):
dx = self.x - self.player.x
dy = self.y - self.player.y
self.dx, self.dy = dx, dy
self.theta = math.atan2(dy, dx)
delta = self.theta - self.player.angle
if (dx > 0 and self.player.angle > math.pi) or (dx < 0 and dy < 0):
delta += math.tau
delta_rays = delta / DELTA_ANGLE
self.screen_x = (HALP_NUM_RAYS + delta_rays) * SCALE
self.dist = math.hypot(dx, dy)
self.norm_dist = self.dist * math.cos(delta)
if -self.IMAGE_HALF_WIDTH < self.screen_x < (WIDTH + self.IMAGE_HALF_WIDTH) and self.norm_dist > 0.9:
self.get_sprite_projection()
def update(self):
self.get_sprite()
class AnimatedSprites(SpriteObject):
def __init__(self, game, path="resources/sprites/animated_sprites/green_light/0.png",
pos=(11.5, 3.5), scale=0.8, shift=0.15, animation_time=120):
super().__init__(game, path, pos, scale, shift)
self.animation_time = animation_time
self.path = path.rsplit("/", 1)[0]
self.images = self.get_images(self.path)
self.animation_time_prev = pg.time.get_ticks()
self.animation_trigger = False
def update(self):
super().update()
self.check_animation_time()
self.animate(self.images)
def animate(self, images):
if self.animation_trigger:
images.rotate(-1)
self.image = images[0]
def check_animation_time(self):
self.animation_trigger = False
time_now = pg.time.get_ticks()
if time_now - self.animation_time_prev > self.animation_time:
self.animation_time_prev = time_now
self.animation_trigger = True
def get_images(self, path):
images = deque()
for file_name in os.listdir(path):
if os.path.isfile(os.path.join(path, file_name)):
img = pg.image.load(path + "/" + file_name).convert_alpha()
images.append(img)
return images
Here is main :
import pygame as pg
import sys
from settings import *
from map import *
from player import *
from raycasting import *
from object_renderer import *
from sprite_object import *
from object_handler import *
class Game:
def __init__(self):
pg.init()
pg.mouse.set_visible(False)
self.screen = pg.display.set_mode(RES)
self.clock = pg.time.Clock()
self.delta_time = 1
self.new_game()
def new_game(self):
self.map = Map(self)
self.player = Player(self)
self.object_renderer = ObjectRenderer(self)
self.raycasting = RayCasting(self)
self.object_handler = ObjectHandler(self)
def update(self):
self.player.update()
self.raycasting.update()
self.object_handler.update()
pg.display.flip()
self.delta_time = self.clock.tick(FPS)
pg.display.set_caption(f"{self.clock.get_fps()} :.1f")
def draw(self):
#self.screen.fill("black")
self.object_renderer.draw()
# self.map.draw()
# self.player.draw()
def check_events(self):
for event in pg.event.get():
if event.type == pg.QUIT or (event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE):
pg.quit()
sys.exit()
def run(self):
while True:
self.check_events()
self.update()
self.draw()
if __name__ == "__main__":
game = Game()
game.run()