How can i make this walls to have right color?

I am trying to create a doom-like app using tkinter, but my walls doesnt have the right color. this is my code:

part of the code which is doing the job:

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<code> color = "#D3D3D3" # Default wall color is light gray
if hit:
for wx, wy, width, height, wall_color in self.map_data:
if wx <= target_x <= wx + width and wy <= target_y <= wy + height:
color = wall_color
break
</code>
<code> color = "#D3D3D3" # Default wall color is light gray if hit: for wx, wy, width, height, wall_color in self.map_data: if wx <= target_x <= wx + width and wy <= target_y <= wy + height: color = wall_color break </code>
            color = "#D3D3D3"  # Default wall color is light gray
            if hit:
                for wx, wy, width, height, wall_color in self.map_data:
                    if wx <= target_x <= wx + width and wy <= target_y <= wy + height:
                        color = wall_color
                        break

Function with the code:

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<code> def draw_3d_view(self):
"""Draw the 3D view on the main canvas."""
self.main_canvas.delete("all")
fov = math.pi / 3 # Field of view (60 degrees)
num_rays = int(self.main_canvas['width']) # Number of rays should match canvas width
max_depth = 800
half_fov = fov / 2
angle_step = fov / num_rays
screen_width = int(self.main_canvas['width'])
screen_height = int(self.main_canvas['height'])
ray_angle = self.player.angle - half_fov
for ray in range(num_rays):
depth = 0
hit = False
# Cast ray
for depth in range(1, max_depth):
target_x = self.player.x + depth * math.cos(ray_angle)
target_y = self.player.y + depth * math.sin(ray_angle)
if self.check_collision(target_x, target_y):
hit = True
break
if not hit:
depth = max_depth # If no hit, set depth to max depth for drawing faraway wall
# Calculate wall height based on depth, with a scaling factor to make walls appear taller
scaling_factor = 10 # Adjust this factor to make walls taller or shorter
wall_height = (screen_height / (depth * math.cos(ray_angle - self.player.angle) + 0.0001)) * scaling_factor
start_y = screen_height / 2 - wall_height / 2
end_y = screen_height / 2 + wall_height / 2
# Determine wall color
color = "#D3D3D3" # Default wall color is light gray
if hit:
for wx, wy, width, height, wall_color in self.map_data:
if wx <= target_x <= wx + width and wy <= target_y <= wy + height:
color = wall_color
break
# Draw the vertical line for this ray
self.main_canvas.create_line(ray, start_y, ray, end_y, fill=color)
# Move to the next ray angle
ray_angle += angle_step
# Ensure the view is updated
self.update_idletasks()
</code>
<code> def draw_3d_view(self): """Draw the 3D view on the main canvas.""" self.main_canvas.delete("all") fov = math.pi / 3 # Field of view (60 degrees) num_rays = int(self.main_canvas['width']) # Number of rays should match canvas width max_depth = 800 half_fov = fov / 2 angle_step = fov / num_rays screen_width = int(self.main_canvas['width']) screen_height = int(self.main_canvas['height']) ray_angle = self.player.angle - half_fov for ray in range(num_rays): depth = 0 hit = False # Cast ray for depth in range(1, max_depth): target_x = self.player.x + depth * math.cos(ray_angle) target_y = self.player.y + depth * math.sin(ray_angle) if self.check_collision(target_x, target_y): hit = True break if not hit: depth = max_depth # If no hit, set depth to max depth for drawing faraway wall # Calculate wall height based on depth, with a scaling factor to make walls appear taller scaling_factor = 10 # Adjust this factor to make walls taller or shorter wall_height = (screen_height / (depth * math.cos(ray_angle - self.player.angle) + 0.0001)) * scaling_factor start_y = screen_height / 2 - wall_height / 2 end_y = screen_height / 2 + wall_height / 2 # Determine wall color color = "#D3D3D3" # Default wall color is light gray if hit: for wx, wy, width, height, wall_color in self.map_data: if wx <= target_x <= wx + width and wy <= target_y <= wy + height: color = wall_color break # Draw the vertical line for this ray self.main_canvas.create_line(ray, start_y, ray, end_y, fill=color) # Move to the next ray angle ray_angle += angle_step # Ensure the view is updated self.update_idletasks() </code>
    def draw_3d_view(self):
        """Draw the 3D view on the main canvas."""
        self.main_canvas.delete("all")

        fov = math.pi / 3  # Field of view (60 degrees)
        num_rays = int(self.main_canvas['width'])  # Number of rays should match canvas width
        max_depth = 800
        half_fov = fov / 2
        angle_step = fov / num_rays
        screen_width = int(self.main_canvas['width'])
        screen_height = int(self.main_canvas['height'])
        ray_angle = self.player.angle - half_fov

        for ray in range(num_rays):
            depth = 0
            hit = False

            # Cast ray
            for depth in range(1, max_depth):
                target_x = self.player.x + depth * math.cos(ray_angle)
                target_y = self.player.y + depth * math.sin(ray_angle)

                if self.check_collision(target_x, target_y):
                    hit = True
                    break

            if not hit:
                depth = max_depth  # If no hit, set depth to max depth for drawing faraway wall

            # Calculate wall height based on depth, with a scaling factor to make walls appear taller
            scaling_factor = 10  # Adjust this factor to make walls taller or shorter
            wall_height = (screen_height / (depth * math.cos(ray_angle - self.player.angle) + 0.0001)) * scaling_factor
            start_y = screen_height / 2 - wall_height / 2
            end_y = screen_height / 2 + wall_height / 2

            # Determine wall color
            color = "#D3D3D3"  # Default wall color is light gray
            if hit:
                for wx, wy, width, height, wall_color in self.map_data:
                    if wx <= target_x <= wx + width and wy <= target_y <= wy + height:
                        color = wall_color
                        break

            # Draw the vertical line for this ray
            self.main_canvas.create_line(ray, start_y, ray, end_y, fill=color)

            # Move to the next ray angle
            ray_angle += angle_step

        # Ensure the view is updated
        self.update_idletasks()

Full code:

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<code>import tkinter as tk
import gui
import math
class Player:
def __init__(self, x=0, y=0, size=10, angle=0):
self.x = x
self.y = y
self.speed = 10
self.size = size
self.color = "#000000"
self.angle = angle # Direction the player is facing
def update_angle(self):
if self.angle > 360:
self.angle = 0
if self.angle < 0:
self.angle = 360
class Doom(tk.Tk):
def __init__(self):
super().__init__()
self.title("Doom Main Window")
self.geometry("1280x720")
self.attributes("-fullscreen", True)
self.bind("<F11>", self.toggle_fullscreen) # Press F11 to toggle fullscreen
# Create the main window canvas
self.main_canvas = gui.create_canvas(self)
self.main_drawer = gui.TkDrawUtils(self.main_canvas)
# Create the map view window
self.map_window = tk.Toplevel(self)
self.map_window.title("Doom Map View")
self.map_window.geometry("640x365")
self.map_canvas = gui.create_canvas(self.map_window)
self.map_drawer = gui.TkDrawUtils(self.map_canvas)
# Initialize player position
self.player = Player(x=50, y=50) # Set initial player position
self.player_speed = self.player.speed
# Example map data
self.map_data = [
# (x, y, width, height, color)
# Rooms
(10, 10, 200, 120, "#FF0000"), # Red Room
(240, 10, 200, 120, "#00FF00"), # Green Room
(460, 10, 140, 120, "#FFC0CB"), # Pink Room
(10, 160, 120, 200, "#0000FF"), # Blue Room
(160, 160, 120, 200, "#FFFF00"), # Yellow Room
(300, 160, 140, 200, "#FF00FF"), # Magenta Room
(460, 160, 140, 200, "#00FFFF"), # Cyan Room
# Corridors
(120, 60, 120, 20, "#FF0000"), # Red Corridor
(360, 60, 20, 100, "#00FF00"), # Green Corridor
(440, 80, 20, 20, "#FFC0CB"), # Pink Corridor
(120, 180, 40, 20, "#0000FF"), # Blue Corridor
(280, 280, 20, 20, "#FFFF00"), # Yellow Corridor
(440, 200, 20, 20, "#FF00FF"), # Magenta Corridor
(540, 130, 20, 40, "#00FFFF") # Cyan Corridor
]
# Draw the map and player
self.draw_map()
self.refresh()
self.update_view()
# Bind keys to movement functions
self.bind_keys()
def bind_keys(self):
self.bind("<w>", self.move_up)
self.bind("<s>", self.move_down)
self.bind("<a>", self.move_left)
self.bind("<d>", self.move_right)
self.map_window.bind("<w>", self.move_up)
self.map_window.bind("<s>", self.move_down)
self.map_window.bind("<a>", self.move_left)
self.map_window.bind("<d>", self.move_right)
self.bind("<Left>", self.angle_left)
self.bind("<Right>", self.angle_right)
self.map_window.bind("<Left>", self.angle_left)
self.map_window.bind("<Right>", self.angle_right)
def angle_left(self, event=None):
self.player.angle -= 1
self.player.update_angle() # Ensure angle is within valid range
self.refresh()
def angle_right(self, event=None):
self.player.angle += 1
self.player.update_angle() # Ensure angle is within valid range
self.refresh()
def move_up(self, event=None):
"""Move the player forward in the direction they are facing."""
# Calculate new position based on the player's angle
new_x = self.player.x + self.player_speed * math.cos(math.radians(self.player.angle))
new_y = self.player.y + self.player_speed * math.sin(math.radians(self.player.angle))
if not self.check_collision(new_x, new_y):
self.player.x = new_x
self.player.y = new_y
self.update_view()
def move_down(self, event=None):
"""Move the player backward from the direction they are facing."""
# Calculate new position based on the player's angle
new_x = self.player.x - self.player_speed * math.cos(math.radians(self.player.angle))
new_y = self.player.y - self.player_speed * math.sin(math.radians(self.player.angle))
if not self.check_collision(new_x, new_y):
self.player.x = new_x
self.player.y = new_y
self.update_view()
def move_left(self, event=None):
"""Move the player left relative to their facing direction."""
# Calculate new position perpendicular to the player's angle (left direction)
angle_rad = math.radians(self.player.angle)
new_x = self.player.x + self.player_speed * math.sin(angle_rad)
new_y = self.player.y - self.player_speed * math.cos(angle_rad)
if not self.check_collision(new_x, new_y):
self.player.x = new_x
self.player.y = new_y
self.update_view()
def move_right(self, event=None):
"""Move the player right relative to their facing direction."""
# Calculate new position perpendicular to the player's angle (right direction)
angle_rad = math.radians(self.player.angle)
new_x = self.player.x - self.player_speed * math.sin(angle_rad)
new_y = self.player.y + self.player_speed * math.cos(angle_rad)
if not self.check_collision(new_x, new_y):
self.player.x = new_x
self.player.y = new_y
self.update_view()
def update_view(self):
"""Update both the 2D map and the 3D view."""
self.draw_map()
self.draw_3d_view()
self.update()
self.update_idletasks()
def check_collision(self, x, y):
"""Check if the player collides with any walls or corridors."""
player_size = self.player.size
player_rect = (x, y, x + player_size, y + player_size) # Define player rectangle
for (wx, wy, width, height, color) in self.map_data:
wall_rect = (wx, wy, wx + width, wy + height) # Define wall rectangle
# Check if rectangles overlap
if (player_rect[0] < wall_rect[2] and player_rect[2] > wall_rect[0] and
player_rect[1] < wall_rect[3] and player_rect[3] > wall_rect[1]):
return False
return True
def draw_map(self):
"""Draw walls and player on the map canvas based on the map data."""
# Clear previous drawings
self.map_canvas.delete("all")
# Draw walls
for (x, y, width, height, color) in self.map_data:
self.map_drawer.draw_filled_rectangle(x, y, width, height, color)
# Draw player
player_size = self.player.size
player_color = self.player.color
self.map_drawer.draw_filled_rectangle(self.player.x, self.player.y, player_size, player_size, player_color)
def draw_3d_view(self):
"""Draw the 3D view on the main canvas."""
self.main_canvas.delete("all")
fov = math.pi / 3 # Field of view (60 degrees)
num_rays = int(self.main_canvas['width']) # Number of rays should match canvas width
max_depth = 800
half_fov = fov / 2
angle_step = fov / num_rays
screen_width = int(self.main_canvas['width'])
screen_height = int(self.main_canvas['height'])
ray_angle = self.player.angle - half_fov
for ray in range(num_rays):
depth = 0
hit = False
# Cast ray
for depth in range(1, max_depth):
target_x = self.player.x + depth * math.cos(ray_angle)
target_y = self.player.y + depth * math.sin(ray_angle)
if self.check_collision(target_x, target_y):
hit = True
break
if not hit:
depth = max_depth # If no hit, set depth to max depth for drawing faraway wall
# Calculate wall height based on depth, with a scaling factor to make walls appear taller
scaling_factor = 10 # Adjust this factor to make walls taller or shorter
wall_height = (screen_height / (depth * math.cos(ray_angle - self.player.angle) + 0.0001)) * scaling_factor
start_y = screen_height / 2 - wall_height / 2
end_y = screen_height / 2 + wall_height / 2
# Determine wall color
color = "#D3D3D3" # Default wall color is light gray
if hit:
for wx, wy, width, height, wall_color in self.map_data:
if wx <= target_x <= wx + width and wy <= target_y <= wy + height:
color = wall_color
break
# Draw the vertical line for this ray
self.main_canvas.create_line(ray, start_y, ray, end_y, fill=color)
# Move to the next ray angle
ray_angle += angle_step
# Ensure the view is updated
self.update_idletasks()
def toggle_fullscreen(self, event=None):
"""Toggle fullscreen mode."""
current_state = self.attributes("-fullscreen")
self.attributes("-fullscreen", not current_state)
if not current_state:
self.update_idletasks()
def refresh(self):
self.player.update_angle()
self.update_idletasks()
self.update()
self.update_view()
if __name__ == '__main__':
app = Doom()
app.mainloop()
</code>
<code>import tkinter as tk import gui import math class Player: def __init__(self, x=0, y=0, size=10, angle=0): self.x = x self.y = y self.speed = 10 self.size = size self.color = "#000000" self.angle = angle # Direction the player is facing def update_angle(self): if self.angle > 360: self.angle = 0 if self.angle < 0: self.angle = 360 class Doom(tk.Tk): def __init__(self): super().__init__() self.title("Doom Main Window") self.geometry("1280x720") self.attributes("-fullscreen", True) self.bind("<F11>", self.toggle_fullscreen) # Press F11 to toggle fullscreen # Create the main window canvas self.main_canvas = gui.create_canvas(self) self.main_drawer = gui.TkDrawUtils(self.main_canvas) # Create the map view window self.map_window = tk.Toplevel(self) self.map_window.title("Doom Map View") self.map_window.geometry("640x365") self.map_canvas = gui.create_canvas(self.map_window) self.map_drawer = gui.TkDrawUtils(self.map_canvas) # Initialize player position self.player = Player(x=50, y=50) # Set initial player position self.player_speed = self.player.speed # Example map data self.map_data = [ # (x, y, width, height, color) # Rooms (10, 10, 200, 120, "#FF0000"), # Red Room (240, 10, 200, 120, "#00FF00"), # Green Room (460, 10, 140, 120, "#FFC0CB"), # Pink Room (10, 160, 120, 200, "#0000FF"), # Blue Room (160, 160, 120, 200, "#FFFF00"), # Yellow Room (300, 160, 140, 200, "#FF00FF"), # Magenta Room (460, 160, 140, 200, "#00FFFF"), # Cyan Room # Corridors (120, 60, 120, 20, "#FF0000"), # Red Corridor (360, 60, 20, 100, "#00FF00"), # Green Corridor (440, 80, 20, 20, "#FFC0CB"), # Pink Corridor (120, 180, 40, 20, "#0000FF"), # Blue Corridor (280, 280, 20, 20, "#FFFF00"), # Yellow Corridor (440, 200, 20, 20, "#FF00FF"), # Magenta Corridor (540, 130, 20, 40, "#00FFFF") # Cyan Corridor ] # Draw the map and player self.draw_map() self.refresh() self.update_view() # Bind keys to movement functions self.bind_keys() def bind_keys(self): self.bind("<w>", self.move_up) self.bind("<s>", self.move_down) self.bind("<a>", self.move_left) self.bind("<d>", self.move_right) self.map_window.bind("<w>", self.move_up) self.map_window.bind("<s>", self.move_down) self.map_window.bind("<a>", self.move_left) self.map_window.bind("<d>", self.move_right) self.bind("<Left>", self.angle_left) self.bind("<Right>", self.angle_right) self.map_window.bind("<Left>", self.angle_left) self.map_window.bind("<Right>", self.angle_right) def angle_left(self, event=None): self.player.angle -= 1 self.player.update_angle() # Ensure angle is within valid range self.refresh() def angle_right(self, event=None): self.player.angle += 1 self.player.update_angle() # Ensure angle is within valid range self.refresh() def move_up(self, event=None): """Move the player forward in the direction they are facing.""" # Calculate new position based on the player's angle new_x = self.player.x + self.player_speed * math.cos(math.radians(self.player.angle)) new_y = self.player.y + self.player_speed * math.sin(math.radians(self.player.angle)) if not self.check_collision(new_x, new_y): self.player.x = new_x self.player.y = new_y self.update_view() def move_down(self, event=None): """Move the player backward from the direction they are facing.""" # Calculate new position based on the player's angle new_x = self.player.x - self.player_speed * math.cos(math.radians(self.player.angle)) new_y = self.player.y - self.player_speed * math.sin(math.radians(self.player.angle)) if not self.check_collision(new_x, new_y): self.player.x = new_x self.player.y = new_y self.update_view() def move_left(self, event=None): """Move the player left relative to their facing direction.""" # Calculate new position perpendicular to the player's angle (left direction) angle_rad = math.radians(self.player.angle) new_x = self.player.x + self.player_speed * math.sin(angle_rad) new_y = self.player.y - self.player_speed * math.cos(angle_rad) if not self.check_collision(new_x, new_y): self.player.x = new_x self.player.y = new_y self.update_view() def move_right(self, event=None): """Move the player right relative to their facing direction.""" # Calculate new position perpendicular to the player's angle (right direction) angle_rad = math.radians(self.player.angle) new_x = self.player.x - self.player_speed * math.sin(angle_rad) new_y = self.player.y + self.player_speed * math.cos(angle_rad) if not self.check_collision(new_x, new_y): self.player.x = new_x self.player.y = new_y self.update_view() def update_view(self): """Update both the 2D map and the 3D view.""" self.draw_map() self.draw_3d_view() self.update() self.update_idletasks() def check_collision(self, x, y): """Check if the player collides with any walls or corridors.""" player_size = self.player.size player_rect = (x, y, x + player_size, y + player_size) # Define player rectangle for (wx, wy, width, height, color) in self.map_data: wall_rect = (wx, wy, wx + width, wy + height) # Define wall rectangle # Check if rectangles overlap if (player_rect[0] < wall_rect[2] and player_rect[2] > wall_rect[0] and player_rect[1] < wall_rect[3] and player_rect[3] > wall_rect[1]): return False return True def draw_map(self): """Draw walls and player on the map canvas based on the map data.""" # Clear previous drawings self.map_canvas.delete("all") # Draw walls for (x, y, width, height, color) in self.map_data: self.map_drawer.draw_filled_rectangle(x, y, width, height, color) # Draw player player_size = self.player.size player_color = self.player.color self.map_drawer.draw_filled_rectangle(self.player.x, self.player.y, player_size, player_size, player_color) def draw_3d_view(self): """Draw the 3D view on the main canvas.""" self.main_canvas.delete("all") fov = math.pi / 3 # Field of view (60 degrees) num_rays = int(self.main_canvas['width']) # Number of rays should match canvas width max_depth = 800 half_fov = fov / 2 angle_step = fov / num_rays screen_width = int(self.main_canvas['width']) screen_height = int(self.main_canvas['height']) ray_angle = self.player.angle - half_fov for ray in range(num_rays): depth = 0 hit = False # Cast ray for depth in range(1, max_depth): target_x = self.player.x + depth * math.cos(ray_angle) target_y = self.player.y + depth * math.sin(ray_angle) if self.check_collision(target_x, target_y): hit = True break if not hit: depth = max_depth # If no hit, set depth to max depth for drawing faraway wall # Calculate wall height based on depth, with a scaling factor to make walls appear taller scaling_factor = 10 # Adjust this factor to make walls taller or shorter wall_height = (screen_height / (depth * math.cos(ray_angle - self.player.angle) + 0.0001)) * scaling_factor start_y = screen_height / 2 - wall_height / 2 end_y = screen_height / 2 + wall_height / 2 # Determine wall color color = "#D3D3D3" # Default wall color is light gray if hit: for wx, wy, width, height, wall_color in self.map_data: if wx <= target_x <= wx + width and wy <= target_y <= wy + height: color = wall_color break # Draw the vertical line for this ray self.main_canvas.create_line(ray, start_y, ray, end_y, fill=color) # Move to the next ray angle ray_angle += angle_step # Ensure the view is updated self.update_idletasks() def toggle_fullscreen(self, event=None): """Toggle fullscreen mode.""" current_state = self.attributes("-fullscreen") self.attributes("-fullscreen", not current_state) if not current_state: self.update_idletasks() def refresh(self): self.player.update_angle() self.update_idletasks() self.update() self.update_view() if __name__ == '__main__': app = Doom() app.mainloop() </code>
import tkinter as tk
import gui
import math


class Player:
    def __init__(self, x=0, y=0, size=10, angle=0):
        self.x = x
        self.y = y
        self.speed = 10
        self.size = size
        self.color = "#000000"
        self.angle = angle  # Direction the player is facing

    def update_angle(self):
        if self.angle > 360:
            self.angle = 0
        if self.angle < 0:
            self.angle = 360


class Doom(tk.Tk):
    def __init__(self):
        super().__init__()
        self.title("Doom Main Window")
        self.geometry("1280x720")
        self.attributes("-fullscreen", True)
        self.bind("<F11>", self.toggle_fullscreen)  # Press F11 to toggle fullscreen

        # Create the main window canvas
        self.main_canvas = gui.create_canvas(self)
        self.main_drawer = gui.TkDrawUtils(self.main_canvas)

        # Create the map view window
        self.map_window = tk.Toplevel(self)
        self.map_window.title("Doom Map View")
        self.map_window.geometry("640x365")
        self.map_canvas = gui.create_canvas(self.map_window)
        self.map_drawer = gui.TkDrawUtils(self.map_canvas)

        # Initialize player position
        self.player = Player(x=50, y=50)  # Set initial player position
        self.player_speed = self.player.speed

        # Example map data
        self.map_data = [
            # (x, y, width, height, color)
            # Rooms
            (10, 10, 200, 120, "#FF0000"),  # Red Room
            (240, 10, 200, 120, "#00FF00"),  # Green Room
            (460, 10, 140, 120, "#FFC0CB"),  # Pink Room
            (10, 160, 120, 200, "#0000FF"),  # Blue Room
            (160, 160, 120, 200, "#FFFF00"),  # Yellow Room
            (300, 160, 140, 200, "#FF00FF"),  # Magenta Room
            (460, 160, 140, 200, "#00FFFF"),  # Cyan Room

            # Corridors
            (120, 60, 120, 20, "#FF0000"),  # Red Corridor
            (360, 60, 20, 100, "#00FF00"),  # Green Corridor
            (440, 80, 20, 20, "#FFC0CB"),  # Pink Corridor
            (120, 180, 40, 20, "#0000FF"),  # Blue Corridor
            (280, 280, 20, 20, "#FFFF00"),  # Yellow Corridor
            (440, 200, 20, 20, "#FF00FF"),  # Magenta Corridor
            (540, 130, 20, 40, "#00FFFF")  # Cyan Corridor
        ]

        # Draw the map and player
        self.draw_map()
        self.refresh()
        self.update_view()

        # Bind keys to movement functions
        self.bind_keys()

    def bind_keys(self):
        self.bind("<w>", self.move_up)
        self.bind("<s>", self.move_down)
        self.bind("<a>", self.move_left)
        self.bind("<d>", self.move_right)
        self.map_window.bind("<w>", self.move_up)
        self.map_window.bind("<s>", self.move_down)
        self.map_window.bind("<a>", self.move_left)
        self.map_window.bind("<d>", self.move_right)
        self.bind("<Left>", self.angle_left)
        self.bind("<Right>", self.angle_right)
        self.map_window.bind("<Left>", self.angle_left)
        self.map_window.bind("<Right>", self.angle_right)

    def angle_left(self, event=None):
        self.player.angle -= 1
        self.player.update_angle()  # Ensure angle is within valid range
        self.refresh()

    def angle_right(self, event=None):
        self.player.angle += 1
        self.player.update_angle()  # Ensure angle is within valid range
        self.refresh()

    def move_up(self, event=None):
        """Move the player forward in the direction they are facing."""
        # Calculate new position based on the player's angle
        new_x = self.player.x + self.player_speed * math.cos(math.radians(self.player.angle))
        new_y = self.player.y + self.player_speed * math.sin(math.radians(self.player.angle))

        if not self.check_collision(new_x, new_y):
            self.player.x = new_x
            self.player.y = new_y

        self.update_view()

    def move_down(self, event=None):
        """Move the player backward from the direction they are facing."""
        # Calculate new position based on the player's angle
        new_x = self.player.x - self.player_speed * math.cos(math.radians(self.player.angle))
        new_y = self.player.y - self.player_speed * math.sin(math.radians(self.player.angle))

        if not self.check_collision(new_x, new_y):
            self.player.x = new_x
            self.player.y = new_y

        self.update_view()

    def move_left(self, event=None):
        """Move the player left relative to their facing direction."""
        # Calculate new position perpendicular to the player's angle (left direction)
        angle_rad = math.radians(self.player.angle)
        new_x = self.player.x + self.player_speed * math.sin(angle_rad)
        new_y = self.player.y - self.player_speed * math.cos(angle_rad)

        if not self.check_collision(new_x, new_y):
            self.player.x = new_x
            self.player.y = new_y

        self.update_view()

    def move_right(self, event=None):
        """Move the player right relative to their facing direction."""
        # Calculate new position perpendicular to the player's angle (right direction)
        angle_rad = math.radians(self.player.angle)
        new_x = self.player.x - self.player_speed * math.sin(angle_rad)
        new_y = self.player.y + self.player_speed * math.cos(angle_rad)

        if not self.check_collision(new_x, new_y):
            self.player.x = new_x
            self.player.y = new_y

        self.update_view()

    def update_view(self):
        """Update both the 2D map and the 3D view."""
        self.draw_map()
        self.draw_3d_view()
        self.update()
        self.update_idletasks()

    def check_collision(self, x, y):
        """Check if the player collides with any walls or corridors."""
        player_size = self.player.size
        player_rect = (x, y, x + player_size, y + player_size)  # Define player rectangle

        for (wx, wy, width, height, color) in self.map_data:
            wall_rect = (wx, wy, wx + width, wy + height)  # Define wall rectangle

            # Check if rectangles overlap
            if (player_rect[0] < wall_rect[2] and player_rect[2] > wall_rect[0] and
                    player_rect[1] < wall_rect[3] and player_rect[3] > wall_rect[1]):
                return False
        return True

    def draw_map(self):
        """Draw walls and player on the map canvas based on the map data."""
        # Clear previous drawings
        self.map_canvas.delete("all")

        # Draw walls
        for (x, y, width, height, color) in self.map_data:
            self.map_drawer.draw_filled_rectangle(x, y, width, height, color)

        # Draw player
        player_size = self.player.size
        player_color = self.player.color
        self.map_drawer.draw_filled_rectangle(self.player.x, self.player.y, player_size, player_size, player_color)

    def draw_3d_view(self):
        """Draw the 3D view on the main canvas."""
        self.main_canvas.delete("all")

        fov = math.pi / 3  # Field of view (60 degrees)
        num_rays = int(self.main_canvas['width'])  # Number of rays should match canvas width
        max_depth = 800
        half_fov = fov / 2
        angle_step = fov / num_rays
        screen_width = int(self.main_canvas['width'])
        screen_height = int(self.main_canvas['height'])
        ray_angle = self.player.angle - half_fov

        for ray in range(num_rays):
            depth = 0
            hit = False

            # Cast ray
            for depth in range(1, max_depth):
                target_x = self.player.x + depth * math.cos(ray_angle)
                target_y = self.player.y + depth * math.sin(ray_angle)

                if self.check_collision(target_x, target_y):
                    hit = True
                    break

            if not hit:
                depth = max_depth  # If no hit, set depth to max depth for drawing faraway wall

            # Calculate wall height based on depth, with a scaling factor to make walls appear taller
            scaling_factor = 10  # Adjust this factor to make walls taller or shorter
            wall_height = (screen_height / (depth * math.cos(ray_angle - self.player.angle) + 0.0001)) * scaling_factor
            start_y = screen_height / 2 - wall_height / 2
            end_y = screen_height / 2 + wall_height / 2

            # Determine wall color
            color = "#D3D3D3"  # Default wall color is light gray
            if hit:
                for wx, wy, width, height, wall_color in self.map_data:
                    if wx <= target_x <= wx + width and wy <= target_y <= wy + height:
                        color = wall_color
                        break

            # Draw the vertical line for this ray
            self.main_canvas.create_line(ray, start_y, ray, end_y, fill=color)

            # Move to the next ray angle
            ray_angle += angle_step

        # Ensure the view is updated
        self.update_idletasks()

    def toggle_fullscreen(self, event=None):
        """Toggle fullscreen mode."""
        current_state = self.attributes("-fullscreen")
        self.attributes("-fullscreen", not current_state)
        if not current_state:
            self.update_idletasks()

    def refresh(self):
        self.player.update_angle()
        self.update_idletasks()
        self.update()
        self.update_view()



if __name__ == '__main__':
    app = Doom()
    app.mainloop()

I tried chatGPT but that bot is just stupid. I tried it with the color of the room you are at but it doesnt look right.

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