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#!/usr/bin/python3
# Description: tankwars - A Pygame written in Python.
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# Usage: python3 game-tankwars.py
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# Author: Justin Oros
# Source: https://github.com/JustinOros
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
import random, math, sys, os
from OpenGL.GLUT import glutInit, glutSolidSphere, glutSolidCube, glutBitmapCharacter, GLUT_BITMAP_HELVETICA_18
import time
import numpy as np
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pygame.init()
pygame.mixer.init()
glutInit()
sound_cannon = pygame.mixer.Sound("sound-tank-cannon.mp3")
sound_reload = pygame.mixer.Sound("sound-tank-reload.mp3")
sound_move = pygame.mixer.Sound("sound-tank-movement.mp3")
sound_turret = pygame.mixer.Sound("sound-tank-turret.mp3")
sound_explosion = pygame.mixer.Sound("sound-tank-explosion.mp3")
sound_alarm = pygame.mixer.Sound("sound-tank-alarm.mp3")
sound_warning = pygame.mixer.Sound("sound-tank-warning.mp3")
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pygame.mixer.music.load("music-track01.mp3")
pygame.mixer.music.set_volume(0.5)
pygame.mixer.music.play(-1)
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pygame.joystick.init()
joysticks = []
for i in range(pygame.joystick.get_count()):
j = pygame.joystick.Joystick(i)
j.init()
joysticks.append(j)
info = pygame.display.Info()
WIDTH, HEIGHT = info.current_w, info.current_h
screen = pygame.display.set_mode((WIDTH, HEIGHT), DOUBLEBUF | OPENGL | FULLSCREEN)
pygame.mouse.set_visible(False)
pygame.event.set_grab(True)
glEnable(GL_DEPTH_TEST)
glEnable(GL_COLOR_MATERIAL)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glLightfv(GL_LIGHT0, GL_DIFFUSE, (1,1,1,1))
glEnable(GL_TEXTURE_2D)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(60, WIDTH/HEIGHT, 0.1, 500)
glMatrixMode(GL_MODELVIEW)
player_pos = [0,0,0]
player_angle = 0
camera_angle = 0
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pitch = 0
crosshair_offset = 0
level = 1
bullets = []
enemy_bullets = []
enemies = []
enemy_speed = 2
last_fire_time = 0
FIRE_COOLDOWN = 1.5
ENEMY_FIRE_COOLDOWN = 2.0
total_enemies = 0
TANK_COLLISION_RADIUS = 4
moving_sound_playing = False
player_life = 100
player_tank_visible = True
game_over = False
game_over_time = 0
alarm_playing = False
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tank_display_list = None
TANK_SCALE = 0.003
if os.path.isfile("object-tank.npy"):
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try:
tank_data = np.load("object-tank.npy", allow_pickle=True).item()
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tank_display_list = glGenLists(1)
glNewList(tank_display_list, GL_COMPILE)
glBegin(GL_TRIANGLES)
for face in tank_data['faces']:
for vertex_idx in face:
v = tank_data['vertices'][vertex_idx]
glVertex3f(v[0]*TANK_SCALE, v[1]*TANK_SCALE, v[2]*TANK_SCALE)
glEnd()
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glEndList()
except:
sys.exit(1)
else:
sys.exit(1)
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def spawn_enemies(level):
global total_enemies
enemies.clear()
count = level*5
total_enemies = count
min_dist = 80
for _ in range(count):
while True:
x = random.randint(-200,200)
z = random.randint(-200,200)
collision = math.hypot(x-player_pos[0], z-player_pos[2])<min_dist
for e in enemies:
if math.hypot(x-e['pos'][0], z-e['pos'][2])<min_dist:
collision=True
break
if not collision:
angle = random.uniform(0,360)
target_angle = random.uniform(0,360)
enemies.append({
'pos':[x,0,z],
'angle':angle,
'target_angle':target_angle,
'state':'rotating',
'move_timer':0,
'last_fire':0,
'player_detected':False,
'warning_played':False
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})
break
def draw_sky():
glDisable(GL_LIGHTING)
glPushMatrix()
glLoadIdentity()
glBegin(GL_QUADS)
glColor3f(0.53, 0.81, 0.92)
glVertex3f(-500, -500, -500)
glVertex3f(500, -500, -500)
glVertex3f(500, -500, 500)
glVertex3f(-500, -500, 500)
glColor3f(0.2, 0.5, 0.9)
glVertex3f(-500, 0, -500)
glVertex3f(500, 0, -500)
glVertex3f(500, 0, 500)
glVertex3f(-500, 0, 500)
glEnd()
glPopMatrix()
glEnable(GL_LIGHTING)
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def draw_grid():
glDisable(GL_LIGHTING)
glBegin(GL_LINES)
grid_range = 200
step = 1
px, pz = player_pos[0], player_pos[2]
for i in range(int(px - grid_range), int(px + grid_range) + 1, step):
fade = max(0.2, 1 - abs(i - px) / grid_range)
glColor3f(0, 1*fade, 1*fade)
glVertex3f(i,0,pz-grid_range)
glVertex3f(i,0,pz+grid_range)
for i in range(int(pz - grid_range), int(pz + grid_range) + 1, step):
fade = max(0.2, 1 - abs(i - pz) / grid_range)
glColor3f(0, 1*fade, 1*fade)
glVertex3f(px-grid_range,0,i)
glVertex3f(px+grid_range,0,i)
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glEnd()
glEnable(GL_LIGHTING)
def draw_text(x,y,text,color=(1,1,1),size=18):
glDisable(GL_LIGHTING)
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
gluOrtho2D(0,WIDTH,0,HEIGHT)
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
glColor3f(*color)
glRasterPos2f(x,HEIGHT-y)
for ch in text:
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, ord(ch))
glPopMatrix()
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glEnable(GL_LIGHTING)
def draw_crosshair():
glDisable(GL_LIGHTING)
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
gluOrtho2D(0, WIDTH, 0, HEIGHT)
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
glColor3f(1,1,1)
glBegin(GL_LINES)
cx = WIDTH/2 + crosshair_offset
cy = HEIGHT/2 - 50
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glVertex2f(cx-10, cy)
glVertex2f(cx+10, cy)
glVertex2f(cx, cy-10)
glVertex2f(cx, cy+10)
glEnd()
glPopMatrix()
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glEnable(GL_LIGHTING)
def draw_bullet(x,y,z,color):
glColor3f(*color)
glPushMatrix()
glTranslatef(x,y,z)
radius = 0.2
stacks = 8
slices = 8
for i in range(stacks):
lat0 = math.pi * (-0.5 + float(i) / stacks)
z0 = radius * math.sin(lat0)
zr0 = radius * math.cos(lat0)
lat1 = math.pi * (-0.5 + float(i + 1) / stacks)
z1 = radius * math.sin(lat1)
zr1 = radius * math.cos(lat1)
glBegin(GL_QUAD_STRIP)
for j in range(slices + 1):
lng = 2 * math.pi * float(j) / slices
x_coord = math.cos(lng)
y_coord = math.sin(lng)
glNormal3f(x_coord * zr0, y_coord * zr0, z0)
glVertex3f(x_coord * zr0, y_coord * zr0, z0)
glNormal3f(x_coord * zr1, y_coord * zr1, z1)
glVertex3f(x_coord * zr1, y_coord * zr1, z1)
glEnd()
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glPopMatrix()
def draw_player_tank(x, z, direction=0, turret_angle=0, turret_pitch=0):
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glPushMatrix()
glTranslatef(x, 0, z)
glRotatef(turret_angle, 0, 1, 0)
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glColor3f(0,1,1)
glCallList(tank_display_list)
glPopMatrix()
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def draw_enemy_tank(x, z, body_direction=0, turret_angle=0):
distance = math.hypot(x - player_pos[0], z - player_pos[2])
if distance >= 100:
return
alpha = 1.0
if distance > 90:
alpha = max(0, 1 - (distance-90)/10)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glColor4f(1,0,0,alpha)
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glPushMatrix()
glTranslatef(x, 0, z)
glRotatef(body_direction, 0, 1, 0)
glPushMatrix()
glRotatef(-90, 0, 1, 0)
glRotatef(turret_angle - body_direction, 0, 1, 0)
glCallList(tank_display_list)
glPopMatrix()
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glPopMatrix()
glDisable(GL_BLEND)
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def check_tank_collision(new_pos, ignore_enemy=None, is_player=False):
for t in enemies:
if t is ignore_enemy:
continue
if math.hypot(new_pos[0]-t['pos'][0], new_pos[2]-t['pos'][2]) < TANK_COLLISION_RADIUS:
return True
if not is_player:
if math.hypot(new_pos[0]-player_pos[0], new_pos[2]-player_pos[2]) < TANK_COLLISION_RADIUS:
return True
return False
def move_enemies(dt):
if player_life<=0: return
current_time = time.time()
for e in enemies:
distance_to_player = math.hypot(e['pos'][0]-player_pos[0], e['pos'][2]-player_pos[2])
previously_detected = e['player_detected']
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e['player_detected'] = distance_to_player <= 100
if e['player_detected'] and not previously_detected and not e['warning_played']:
sound_warning.play()
e['warning_played'] = True
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if e['player_detected']:
e['state'] = 'hunting'
target_dx = player_pos[0] - e['pos'][0]
target_dz = player_pos[2] - e['pos'][2]
e['target_angle'] = math.degrees(math.atan2(target_dx, target_dz))
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if e['state']=='rotating':
angle_diff = (e['target_angle'] - e['angle'] + 540)%360 - 180
max_rot = 120*dt
if abs(angle_diff)<5:
e['angle']=e['target_angle']
if not e['player_detected']:
e['state']='moving'
e['move_timer']=30
else:
e['state']='hunting'
else:
e['angle'] += max_rot if angle_diff>0 else -max_rot
e['angle']%=360
elif e['state']=='moving':
dx = math.sin(math.radians(e['angle']))
dz = math.cos(math.radians(e['angle']))
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new_pos = [e['pos'][0]+dx*enemy_speed*dt,0,e['pos'][2]+dz*enemy_speed*dt]
if not check_tank_collision(new_pos,ignore_enemy=e):
e['pos'][0]=new_pos[0]
e['pos'][2]=new_pos[2]
else:
e['target_angle']=random.uniform(0,360)
e['state']='rotating'
e['move_timer']-=dt
if e['move_timer']<=0:
if random.random()<0.3:
e['target_angle']=random.uniform(0,360)
e['state']='rotating'
else:
e['move_timer']=30
elif e['state']=='hunting':
target_dx = player_pos[0]-e['pos'][0]
target_dz = player_pos[2]-e['pos'][2]
target_angle = math.degrees(math.atan2(target_dx, target_dz))
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angle_diff = (target_angle - e['angle'] + 540)%360 - 180
max_rot = 90*dt
if abs(angle_diff)<max_rot:
e['angle']=target_angle
else:
e['angle']+= max_rot if angle_diff>0 else -max_rot
e['angle']%=360
if abs(angle_diff)<45:
dx = math.sin(math.radians(e['angle']))
dz = math.cos(math.radians(e['angle']))
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new_pos = [e['pos'][0]+dx*enemy_speed*dt,0,e['pos'][2]+dz*enemy_speed*dt]
if not check_tank_collision(new_pos,ignore_enemy=e):
e['pos'][0]=new_pos[0]
e['pos'][2]=new_pos[2]
if abs(angle_diff)<15 and distance_to_player<=50:
if current_time - e.get('last_fire',0) > ENEMY_FIRE_COOLDOWN:
e['last_fire']=current_time
bx,by,bz = e['pos'][0],1,e['pos'][2]
dx = math.sin(math.radians(e['angle']))
dz = math.cos(math.radians(e['angle']))
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dy=0
enemy_bullets.append([bx,by,bz,dx,dy,dz,current_time])
sound_cannon.play()
if not e['player_detected']:
e['target_angle']=random.uniform(0,360)
e['state']='rotating'
spawn_enemies(level)
clock = pygame.time.Clock()
running=True
radar_sweep_angle=0.0
while running:
dt=clock.tick(60)/1000
keys=pygame.key.get_pressed()
move_vector=[0,0,0]
fire_pressed=False
speed_multiplier = 2 if keys[K_LSHIFT] or keys[K_RSHIFT] else 1
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for joystick in joysticks:
lx=joystick.get_axis(0)
ly=joystick.get_axis(1)
if abs(lx)>0.2: move_vector[0]+=math.cos(math.radians(player_angle))*lx*dt*5*speed_multiplier; move_vector[2]+=math.sin(math.radians(player_angle))*lx*dt*5*speed_multiplier
if abs(ly)>0.2: move_vector[0]+=math.sin(math.radians(player_angle))*(-ly)*dt*5*speed_multiplier; move_vector[2]-=math.cos(math.radians(player_angle))*(-ly)*dt*5*speed_multiplier
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if joystick.get_button(0) or joystick.get_button(4) or joystick.get_button(5): fire_pressed=True
if joystick.get_button(6): crosshair_offset-=5
if joystick.get_button(7): crosshair_offset+=5
if keys[K_w]: move_vector[0]+=math.sin(math.radians(player_angle))*5*dt*speed_multiplier; move_vector[2]-=math.cos(math.radians(player_angle))*5*dt*speed_multiplier
if keys[K_s]: move_vector[0]-=math.sin(math.radians(player_angle))*5*dt*speed_multiplier; move_vector[2]+=math.cos(math.radians(player_angle))*5*dt*speed_multiplier
if keys[K_a]: move_vector[0]-=math.cos(math.radians(player_angle))*5*dt*speed_multiplier; move_vector[2]-=math.sin(math.radians(player_angle))*5*dt*speed_multiplier
if keys[K_d]: move_vector[0]+=math.cos(math.radians(player_angle))*5*dt*speed_multiplier; move_vector[2]+=math.sin(math.radians(player_angle))*5*dt*speed_multiplier
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moving=any(move_vector)
if moving and not moving_sound_playing: sound_move.play(-1); moving_sound_playing=True
elif not moving and moving_sound_playing: sound_move.stop(); moving_sound_playing=False
proposed_pos=[player_pos[0]+move_vector[0],0,player_pos[2]+move_vector[2]]
if not check_tank_collision(proposed_pos,is_player=True):
player_pos[0]=proposed_pos[0]; player_pos[2]=proposed_pos[2]
for event in pygame.event.get():
if event.type==QUIT: running=False
if event.type==KEYDOWN:
if event.key==K_ESCAPE: running=False
if event.key==K_SPACE: fire_pressed=True
if event.key==K_v: player_tank_visible = not player_tank_visible
if event.type==MOUSEBUTTONDOWN and event.button==1: fire_pressed=True
if event.type==pygame.USEREVENT+1:
sound_reload.play()
pygame.time.set_timer(pygame.USEREVENT+1,0)
current_time=time.time()
if fire_pressed and (current_time - last_fire_time>=FIRE_COOLDOWN):
last_fire_time=current_time
rad_cam = math.radians(player_angle)
rad_pitch = math.radians(pitch)
forward_x = math.sin(rad_cam) * math.cos(rad_pitch)
forward_y = math.sin(rad_pitch)
forward_z = -math.cos(rad_cam) * math.cos(rad_pitch)
barrel_length = 3.0
barrel_base_height = 1.2
bx = player_pos[0] + forward_x * barrel_length
by = player_pos[1] + barrel_base_height + forward_y * barrel_length
bz = player_pos[2] + forward_z * barrel_length
dx = forward_x
dy = forward_y
dz = forward_z
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bullets.append([bx,by,bz,dx,dy,dz,current_time])
sound_cannon.play()
pygame.time.set_timer(pygame.USEREVENT+1,500)
mx,my=pygame.mouse.get_rel()
camera_angle+=mx*0.1
player_angle=camera_angle
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pitch-=my*0.1
pitch=max(-10,min(10,pitch))
for b in bullets:
b[0]+=b[3]*60*dt
b[1] += b[4] * 60 * dt
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b[2]+=b[5]*60*dt
for b in enemy_bullets:
b[0]+=b[3]*60*dt
b[1]+=b[4]*30*dt
b[2]+=b[5]*60*dt
current_time=time.time()
new_bullets=[]
for b in bullets[:]:
keep=True
if b[1]<0 or (current_time-b[6])>10.0:
keep=False
else:
for e in enemies[:]:
if abs(b[0]-e['pos'][0])<2 and abs(b[2]-e['pos'][2])<2 and abs(b[1]-1)<2:
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enemies.remove(e)
total_enemies-=1
sound_explosion.set_volume(0.5)
sound_explosion.play()
keep=False
break
if keep: new_bullets.append(b)
bullets=new_bullets
new_enemy_bullets=[]
for b in enemy_bullets[:]:
keep=True
if b[1]<0 or (current_time-b[6])>10.0:
keep=False
else:
if player_life>0 and abs(b[0]-player_pos[0])<2 and abs(b[2]-player_pos[2])<2:
player_life-=25
sound_explosion.play()
keep=False
if player_life<=0:
game_over=True
game_over_time=time.time()
pygame.mixer.music.stop()
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if keep: new_enemy_bullets.append(b)
enemy_bullets=new_enemy_bullets
if player_life <= 25 and not alarm_playing:
sound_alarm.play(-1)
alarm_playing = True
elif player_life > 25 and alarm_playing:
sound_alarm.stop()
alarm_playing = False
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move_enemies(dt)
if len(enemies)==0 and not game_over:
level+=1
player_life=100
spawn_enemies(level)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
cam_height=8
cam_distance=25
rad_cam=math.radians(camera_angle)
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rad_pitch=math.radians(pitch)
eye_x=player_pos[0] - math.sin(rad_cam)*cam_distance
eye_y=cam_height
eye_z=player_pos[2] + math.cos(rad_cam)*cam_distance
dx=math.sin(rad_cam)*math.cos(rad_pitch)
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dy=math.sin(rad_pitch)
dz=-math.cos(rad_cam)*math.cos(rad_pitch)
center_x=player_pos[0] + dx*50
center_y=cam_height + dy*50
center_z=player_pos[2] + dz*50
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gluLookAt(eye_x,eye_y,eye_z,center_x,center_y,center_z,0,1,0)
glLightfv(GL_LIGHT0, GL_POSITION, (eye_x,eye_y,eye_z,1))
turret_angle = player_angle
turret_pitch = pitch
draw_sky()
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draw_grid()
if player_tank_visible:
draw_player_tank(player_pos[0], player_pos[2], 0, -player_angle + 93, 0)
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for e in enemies:
dx = player_pos[0] - e['pos'][0]
dz = player_pos[2] - e['pos'][2]
enemy_turret_angle = math.degrees(math.atan2(dx, dz))
draw_enemy_tank(e['pos'][0], e['pos'][2], body_direction=e['angle'], turret_angle=enemy_turret_angle)
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for b in bullets:
draw_bullet(b[0],b[1],b[2],(0,1,1))
for b in enemy_bullets:
draw_bullet(b[0],b[1],b[2],(1,0,0))
draw_crosshair()
draw_text(WIDTH-100, HEIGHT-10,f"Enemies: {total_enemies}",color=(0,1,0))
draw_text(10,HEIGHT-10,f"Life: {player_life}%",color=(0,1,0))
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if game_over:
draw_text(WIDTH//2-70, HEIGHT//2-20, "GAME OVER", color=(1,0,0))
if time.time()-game_over_time>1:
running=False
glDisable(GL_LIGHTING)
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
gluOrtho2D(0, WIDTH, 0, HEIGHT)
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
radar_radius=80
radar_x=WIDTH-radar_radius-20
radar_y=HEIGHT-radar_radius-20
glColor3f(0,0.5,0)
glBegin(GL_LINE_LOOP)
for i in range(360):
theta=math.radians(i)
x=radar_x+radar_radius*math.cos(theta)
y=radar_y+radar_radius*math.sin(theta)
glVertex2f(x,y)
glEnd()
sweep_length=radar_radius
sweep_rad=math.radians(radar_sweep_angle)
ex=radar_x+math.sin(sweep_rad)*sweep_length
ey=radar_y+math.cos(sweep_rad)*sweep_length
glColor3f(0,1,0)
glLineWidth(2)
glBegin(GL_LINES)
glVertex2f(radar_x,radar_y)
glVertex2f(ex,ey)
glEnd()
radar_sweep_angle=(radar_sweep_angle+120*dt)%360
glColor3f(0,1,1)
glPointSize(6)
glBegin(GL_POINTS)
glVertex2f(radar_x,radar_y)
glEnd()
for idx,e in enumerate(enemies):
dx=e['pos'][0]-player_pos[0]
dz=e['pos'][2]-player_pos[2]
distance=math.hypot(dx,dz)
max_display_distance=100
display_distance=min(distance,max_display_distance)/max_display_distance*radar_radius
angle=math.atan2(dx,-dz)-math.radians(player_angle)
ex=radar_x+math.sin(angle)*display_distance
ey=radar_y+math.cos(angle)*display_distance
glColor3f(1,0,0)
glPointSize(4)
glBegin(GL_POINTS)
glVertex2f(ex,ey)
glEnd()
glPopMatrix()
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glEnable(GL_LIGHTING)
pygame.display.flip()
pygame.quit()