@loserprogramist
i allaways want to create good code but i cant

# Почему у меня ошибка Invalid syntax?

raycasting:
import pygame
from settings import *
from map import world_map

def mapping(a, b):
return (a // TILE) * TILE, (b // TILE) * TILE

def ray_casting(sc, player_pos, player_angle,textures):
ox, oy = player_pos
xm, ym = mapping(ox, oy)
cur_angle = player_angle - HALF_FOV
for ray in range(NUM_RAYS):
sin_a = math.sin(cur_angle)
cos_a = math.cos(cur_angle)
sin_a = sin_a if sin_a else 0.000001
cos_a = cos_a if cos_a else 0.000001

# verticals
x, dx = (xm + TILE, 1) if cos_a >= 0 else (xm, -1)
for i in range(0, WIDTH, TILE):
depth_v = (x - ox) / cos_a
yv = oy + depth_v * sin_a
tile_v = mapping(x + dx , yv)
if tile_v in world_map:
texture_v = world_map[tile_v]
break
x += dx * TILE

# horizontals
y, dy = (ym + TILE, 1) if sin_a >= 0 else (ym, -1)
for i in range(0, HEIGHT, TILE):
depth_h = (y - oy) / sin_a
xh = ox + depth_h * cos_a
tile_h = mapping(xh , y + dy)
if tile_h in world_map:
texture_h = world_map[tile_h]
break
y += dy * TILE

# projection
depth, offset, texture= (depth_v,yv , texture_v) if depth_v < depth_h else (depth_h , xh, texture_h)
offset = int(offset) % TILE
depth *= math.cos(player_angle - cur_angle)
depth =  max(depth , 0.00001)
proj_height = min(int(PROJ_COEFF / depth),2 * HEIGHT)

wall_column = texture[textures].subsurface((offset * TEXTURE_SCALE, 0, TEXTURE_SCALE, TEXTURE_HEIGHT)
wall_column = pygame.transform.scale(wall_column, (SCALE, proj_height))
sc.blit(wall_column, (ray * SCALE, HALF_HEIGHT - proj_height // 2))

cur_angle += DELTA_ANGLE

Ошибка :
raycasting.py", line 50
wall_column = pygame.transform.scale(wall_column, (SCALE, proj_height))
^
SyntaxError: invalid syntax

Вот еще код с которым это может быть связано(drawing)
import pygame
from settings import *
from raycasting import ray_casting
from map import mini_map

class Drawing:
def __init__(self, sc, sc_map):
self.sc = sc
self.sc_map = sc_map
self.font = pygame.font.SysFont('Arial', 36, bold=True)

def background(self):
pygame.draw.rect(self.sc, SKYBLUE, (0, 0, WIDTH, HALF_HEIGHT))
pygame.draw.rect(self.sc, DARKGRAY, (0, HALF_HEIGHT, WIDTH, HALF_HEIGHT))

def world(self, player_pos, player_angle):
ray_casting(self.sc, player_pos, player_angle, self.textures)

def fps(self, clock):
display_fps = str(int(clock.get_fps()))
render = self.font.render(display_fps, 0, RED)
self.sc.blit(render, FPS_POS)

def mini_map(self, player):
self.sc_map.fill(BLACK)
map_x, map_y = player.x // MAP_SCALE, player.y // MAP_SCALE
pygame.draw.line(self.sc_map, YELLOW, (map_x, map_y), (map_x + 12 * math.cos(player.angle),
map_y + 12 * math.sin(player.angle)), 2)
pygame.draw.circle(self.sc_map, RED, (int(map_x), int(map_y)), 5)
for x, y in mini_map:
pygame.draw.rect(self.sc_map, GREEN, (x, y, MAP_TILE, MAP_TILE))
self.sc.blit(self.sc_map, MAP_POS)
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@SoreMix
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