step_03.py Diff#

step_01.py to step_03.py diff#
--- /home/docs/checkouts/readthedocs.org/user_builds/arcade-library/checkouts/doc_structural_improvements/doc/tutorials/raycasting/step_01.py
+++ /home/docs/checkouts/readthedocs.org/user_builds/arcade-library/checkouts/doc_structural_improvements/doc/tutorials/raycasting/step_03.py
@@ -45,7 +45,7 @@
         window_size = self.get_size()
 
         # Create the shader toy, passing in a path for the shader source
-        self.shadertoy = Shadertoy.create_from_file(window_size, "step_01.glsl")
+        self.shadertoy = Shadertoy.create_from_file(window_size, "step_03.glsl")
 
         # Create the channels 0 and 1 frame buffers.
         # Make the buffer the size of the window, with 4 channels (RGBA)
@@ -99,12 +99,21 @@
         # Draw the walls
         self.wall_list.draw()
 
+        self.channel1.use()
+        self.channel1.clear()
+        # Draw the bombs
+        self.bomb_list.draw()
+
         # Select this window to draw on
         self.use()
         # Clear to background color
         self.clear()
         # Run the shader and render to the window
+        self.shadertoy.program['lightPosition'] = self.player_sprite.position
+        self.shadertoy.program['lightSize'] = 300
         self.shadertoy.render()
+        # Draw the player
+        self.player_list.draw()
 
     def on_key_press(self, key, modifiers):
         """Called whenever a key is pressed. """