我的世界小游戏使用方法:
移动
前进:W,后退:S,向左:A,向右:D,环顾四周:鼠标,跳起:空格键,切换飞行模式:Tab;
选择建筑材料
砖:1,草:2,沙子:3,删除建筑:鼠标左键单击,创建建筑块:鼠标右键单击
ESC退出程序。
完整程序包请通过文末地址下载,程序运行截图如下: ![在这里插入图片描述](https://img-blog.csdnimg.cn/20201230111019720.png?x-oss-process=image/watermark,type_ZmFuZ3poZW5naGVpdGk,shadow_10,text_aHR0cHM6Ly9ibG9nLmNzZG4ubmV0L3dlaXhpbl80Mjc1Njk3MA==,size_16,color_FFFFFF,t_70#pic_center)
'''
公众号:Python代码大全
'''
from __future__ import division
import sys
import math
import random
import time
from collections import deque
from pyglet import image
from pyglet.gl import *
from pyglet.graphics import TextureGroup
from pyglet.window import key, mouse
TICKS_PER_SEC = 60
# Size of sectors used to ease block loading.
SECTOR_SIZE = 16
WALKING_SPEED = 5
FLYING_SPEED = 15
GRAVITY = 20.0
MAX_JUMP_HEIGHT = 1.0 # About the height of a block.
# To derive the formula for calculating jump speed, first solve
# v_t = v_0 + a * t
# for the time at which you achieve maximum height, where a is the acceleration
# due to gravity and v_t = 0. This gives:
# t = - v_0 / a
# Use t and the desired MAX_JUMP_HEIGHT to solve for v_0 (jump speed) in
# s = s_0 + v_0 * t + (a * t^2) / 2
JUMP_SPEED = math.sqrt(2 * GRAVITY * MAX_JUMP_HEIGHT)
TERMINAL_VELOCITY = 50
PLAYER_HEIGHT = 2
if sys.version_info[0] >= 3:
xrange = range
def cube_vertices(x, y, z, n):
""" Return the vertices of the cube at position x, y, z with size 2*n.
"""
return [
x-n,y+n,z-n, x-n,y+n,z+n, x+n,y+n,z+n, x+n,y+n,z-n, # top
x-n,y-n,z-n, x+n,y-n,z-n, x+n,y-n,z+n, x-n,y-n,z+n, # bottom
x-n,y-n,z-n, x-n,y-n,z+n, x-n,y+n,z+n, x-n,y+n,z-n, # left
x+n,y-n,z+n, x+n,y-n,z-n, x+n,y+n,z-n, x+n,y+n,z+n, # right
x-n,y-n,z+n, x+n,y-n,z+n, x+n,y+n,z+n, x-n,y+n,z+n, # front
x+n,y-n,z-n, x-n,y-n,z-n, x-n,y+n,z-n, x+n,y+n,z-n, # back
]
def tex_coord(x, y, n=4):
""" Return the bounding vertices of the texture square.
"""
m = 1.0 / n
dx = x * m
dy = y * m
return dx, dy, dx + m, dy, dx + m, dy + m, dx, dy + m
def tex_coords(top, bottom, side):
""" Return a list of the texture squares for the top, bottom and side.
"""
top = tex_coord(*top)
bottom = tex_coord(*bottom)
side = tex_coord(*side)
result = []
result.extend(top)
result.extend(bottom)
result.extend(side * 4)
return result
TEXTURE_PATH = 'texture.png'
GRASS = tex_coords((1, 0), (0, 1), (0, 0))
SAND = tex_coords((1, 1), (1, 1), (1, 1))
BRICK = tex_coords((2, 0), (2, 0), (2, 0))
STONE = tex_coords((2, 1), (2, 1), (2, 1))
FACES = [
( 0, 1, 0),
( 0,-1, 0),
(-1, 0, 0),
( 1, 0, 0),
( 0, 0, 1),
( 0, 0,-1),
]
def normalize(position):
""" Accepts `position` of arbitrary precision and returns the block
containing that position.
Parameters
----------
position : tuple of len 3
Returns
-------
block_position : tuple of ints of len 3
"""
x, y, z = position
x, y, z = (int(round(x)), int(round(y)), int(round(z)))
return (x, y, z)
def sectorize(position):
""" Returns a tuple representing the sector for the given `position`.
Parameters
----------
position : tuple of len 3
Returns
-------
sector : tuple of len 3
"""
x, y, z = normalize(position)
x, y, z = x // SECTOR_SIZE, y // SECTOR_SIZE, z // SECTOR_SIZE
return (x, 0, z)
class Model(object):
def __init__(self):
# A Batch is a collection of vertex lists for batched rendering.
self.batch = pyglet.graphics.Batch()
# A TextureGroup manages an OpenGL texture.
self.group = TextureGroup(image.load(TEXTURE_PATH).get_texture())
# A mapping from position to the texture of the block at that position.
# This defines all the blocks that are currently in the world.
self.world = {}
# Same mapping as `world` but only contains blocks that are shown.
self.shown = {}
# Mapping from position to a pyglet `VertextList` for all shown blocks.
self._shown = {}
# Mapping from sector to a list of positions inside that sector.
self.sectors = {}
# Simple function queue implementation. The queue is populated with
# _show_block() and _hide_block() calls
self.queue = deque()
self._initialize()
def _initialize(self):
""" Initialize the world by placing all the blocks.
"""
n = 80 # 1/2 width and height of world
s = 1 # step size
y = 0 # initial y height
for x in xrange(-n, n + 1, s):
for z in xrange(-n, n + 1, s):
# create a layer stone an grass everywhere.
self.add_block((x, y - 2, z), GRASS, immediate=False)
self.add_block((x, y - 3, z), STONE, immediate=False)
if x in (-n, n) or z in (-n, n):
# create outer walls.
for dy in xrange(-2, 3):
self.add_block((x, y + dy, z), STONE, immediate=False)
# generate the hills randomly
o = n - 10
for _ in xrange(120):
a = random.randint(-o, o) # x position of the hill
b = random.randint(-o, o) # z position of the hill
c = -1 # base of the hill
h = random.randint(1, 6) # height of the hill
s = random.randint(4, 8) # 2 * s is the side length of the hill
d = 1 # how quickly to taper off the hills
t = random.choice([GRASS, SAND, BRICK])
for y in xrange(c, c + h):
for x in xrange(a - s, a + s + 1):
for z in xrange(b - s, b + s + 1):
if (x - a) ** 2 + (z - b) ** 2 > (s + 1) ** 2:
continue
if (x - 0) ** 2 + (z - 0) ** 2 (pad + 1) ** 2:
continue
if before:
x, y, z = before
before_set.add((x + dx, y + dy, z + dz))
if after:
x, y, z = after
after_set.add((x + dx, y + dy, z + dz))
show = after_set - before_set
hide = before_set - after_set
for sector in show:
self.show_sector(sector)
for sector in hide:
self.hide_sector(sector)
def _enqueue(self, func, *args):
""" Add `func` to the internal queue.
"""
self.queue.append((func, args))
def _dequeue(self):
""" Pop the top function from the internal queue and call it.
"""
func, args = self.queue.popleft()
func(*args)
def process_queue(self):
""" Process the entire queue while taking periodic breaks. This allows
the game loop to run smoothly. The queue contains calls to
_show_block() and _hide_block() so this method should be called if
add_block() or remove_block() was called with immediate=False
"""
start = time.perf_counter()
while self.queue and time.time()- start 0:
# Moving backwards.
dy *= -1
# When you are flying up or down, you have less left and right
# motion.
dx = math.cos(x_angle) * m
dz = math.sin(x_angle) * m
else:
dy = 0.0
dx = math.cos(x_angle)
dz = math.sin(x_angle)
else:
dy = 0.0
dx = 0.0
dz = 0.0
return (dx, dy, dz)
def update(self, dt):
""" This method is scheduled to be called repeatedly by the pyglet
clock.
Parameters
----------
dt : float
The change in time since the last call.
"""
self.model.process_queue()
sector = sectorize(self.position)
if sector != self.sector:
self.model.change_sectors(self.sector, sector)
if self.sector is None:
self.model.process_entire_queue()
self.sector = sector
m = 8
dt = min(dt, 0.2)
for _ in xrange(m):
self._update(dt / m)
def _update(self, dt):
""" Private implementation of the `update()` method. This is where most
of the motion logic lives, along with gravity and collision detection.
Parameters
----------
dt : float
The change in time since the last call.
"""
# walking
speed = FLYING_SPEED if self.flying else WALKING_SPEED
d = dt * speed # distance covered this tick.
dx, dy, dz = self.get_motion_vector()
# New position in space, before accounting for gravity.
dx, dy, dz = dx * d, dy * d, dz * d
# gravity
if not self.flying:
# Update your vertical speed: if you are falling, speed up until you
# hit terminal velocity; if you are jumping, slow down until you
# start falling.
self.dy -= dt * GRAVITY
self.dy = max(self.dy, -TERMINAL_VELOCITY)
dy += self.dy * dt
# collisions
x, y, z = self.position
x, y, z = self.collide((x + dx, y + dy, z + dz), PLAYER_HEIGHT)
self.position = (x, y, z)
def collide(self, position, height):
""" Checks to see if the player at the given `position` and `height`
is colliding with any blocks in the world.
Parameters
----------
position : tuple of len 3
The (x, y, z) position to check for collisions at.
height : int or float
The height of the player.
Returns
-------
position : tuple of len 3
The new position of the player taking into account collisions.
"""
# How much overlap with a dimension of a surrounding block you need to
# have to count as a collision. If 0, touching terrain at all counts as
# a collision. If .49, you sink into the ground, as if walking through
# tall grass. If >= .5, you'll fall through the ground.
pad = 0.25
p = list(position)
np = normalize(position)
for face in FACES: # check all surrounding blocks
for i in xrange(3): # check each dimension independently
if not face[i]:
continue
# How much overlap you have with this dimension.
d = (p[i] - np[i]) * face[i]
if d |