
BUSCO UN HEROE PYTHON-PYGLET-MINECRAFT
Publicado por CRISTIAN OMAR (4 intervenciones) el 02/11/2021 19:13:32
#
# Tutorial Original - Youtube
# Cursos de programação - 13,400 suscriptores - Portugues
# https://www.youtube.com/watch?v=dp_fYXkwnBY&list=PL2Dw5PtrD32wmIOEX3UTG7qzs7C_9Wv5k
#
# Se necesita el script.py y una imagen llamada texture.png con el siguiente enlace:
# https://raw.githubusercontent.com/sangiorgiovba/Minecraft_python/master/texture.png
# Contexto ya le di como 2 vueltas al curso y el código, pero tengo los siguientes errores:
#
# Traceback (most recent call last):
# File "c:\Users\01\Desktop\pycraft\main.py", line 503, in <module>
# main()
# File "c:\Users\01\Desktop\pycraft\main.py", line 500, in main
# pyglet.app.run()
# File "C:\Users\01\AppData\Local\Programs\Python\Python310\lib\site-packages\pyglet\app\__init__.py", line 107, in run
# event_loop.run()
# File "C:\Users\01\AppData\Local\Programs\Python\Python310\lib\site-packages\pyglet\app\base.py", line 169, in run
# timeout = self.idle()
# File "C:\Users\01\AppData\Local\Programs\Python\Python310\lib\site-packages\pyglet\app\base.py", line 245, in idle
# window.dispatch_event('on_draw')
# File "C:\Users\01\AppData\Local\Programs\Python\Python310\lib\site-packages\pyglet\window\__init__.py", line 1352, in dispatch_event
# if EventDispatcher.dispatch_event(self, *args) != False:
# File "C:\Users\01\AppData\Local\Programs\Python\Python310\lib\site-packages\pyglet\event.py", line 420, in dispatch_event
# raise e
# File "C:\Users\01\AppData\Local\Programs\Python\Python310\lib\site-packages\pyglet\event.py", line 415, in dispatch_event
# if getattr(self, event_type)(*args):
# File "c:\Users\01\Desktop\pycraft\main.py", line 458, in on_draw
# self.draw_label()
# File "c:\Users\01\Desktop\pycraft\main.py", line 471, in draw_label
# self.label.text = '%02d (%.2f, %.2f, %.2f) %d/ %d'%(pyglet.clock.get_fps(),x,y,z,len(self.model._shown),len(self.model.world))
# AttributeError: 'int' object has no attribute 'text'
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
SECTOR_SIZE = 16
WALKING_SPEED = 5
FLYING_SPEED = 15
GRAVITY = 20.0
MAX_JUMP_HEIGHT = 1.0
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 [
x-n,y+n,z-n, x-n,y+n,z+n, x+n,y+n,z+n, x+n,y+n,z-n,
x-n,y-n,z-n, x+n,y-n,z-n, x+n,y-n,z+n, x-n,y-n,z+n,
x-n,y-n,z-n, x-n,y-n,z+n, x-n,y+n,z+n, x-n,y+n,z-n,
x+n,y-n,z+n, x+n,y-n,z-n, x+n,y+n,z-n, x+n,y+n,z+n,
x-n,y-n,z+n, x+n,y-n,z+n, x+n,y+n,z+n, x-n,y+n,z+n,
x+n,y-n,z-n, x-n,y-n,z-n, x-n,y+n,z-n, x+n,y+n,z-n,
]
def text_coord(x,y,n=4):
m = 1.0 / n
dx = x*m
dy = y*m
return dx,dy,dx+m,dy,dx+m,dy+m,dx,dy+m
def text_coords(top,bottom,side):
top = text_coord(*top)
bottom = text_coord(*bottom)
side = text_coord(*side)
result = []
result.extend(top)
result.extend(bottom)
result.extend(side * 4)
return result
TEXTURE_PATH = 'texture.png'
GRASS = text_coords((1,0),(0,1),(0,0))
SAND = text_coords((1,1),(1,1),(1,1))
BRICK = text_coords((2,0),(2,0),(2,0))
STONE = text_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):
x,y,z = position
x,y,z = (int(round(x)),int(round(y)),int(round(z)))
return(x,y,z)
def sectorize(position):
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):
self.batch = pyglet.graphics.Batch()
self.group = TextureGroup(image.load(TEXTURE_PATH).get_texture())
self.world = {}
self.shown = {}
self._shown = {}
self.sectors = {}
self.queue = deque()
self._initialize()
def _initialize(self):
n = 80
s = 1
y = 0
for x in xrange(-n, n+1,s):
for z in xrange(-n,n+1,s):
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):
for dy in xrange(-2,3):
self.add_block((x,y+dy,z),STONE,immediate=False)
o = n - 10
for _ in xrange(120):
a = random.randint(-o,o)
b = random.randint(-o,o)
c = -1
h = random.randint(1,6)
s = random.randint(4,8)
d = 1
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<5**2:
continue
self.add_block((x,y,z),t, immediate=False)
s -= d
def hit_test(self,position,vector,max_distance=8):
m = 8
x,y,z = position
dx,dy,dz = vector
previous = None
for _ in xrange(max_distance * m):
key = normalize((x,y,z))
if key != previous and key in self.world:
return key, previous
previous = key
x,y,z = x+dx / m,y+dy / m,z+dz / m
return None, None
def exposed(self, position):
x,y,z = position
for dx,dy,dz in FACES:
if(x+dx,y+dy,z+dz) not in self.world:
return True
return False
def add_block(self,position,texture,immediate=True):
if position in self.world:
self.remove_block(position,immediate)
self.world[position] = texture
self.sectors.setdefault(sectorize(position),[]).append(position)
if immediate:
if self.exposed(position):
self.show_block(position)
self.check_neighbors(position)
def remove_block(self,position,immediate=True):
del self.world[position]
self.sectors[sectorize(position)].remove(position)
if immediate:
if position in self.shown:
self.hide_block(position)
self.check_neighbors(position)
def check_neighbors(self, position):
x,y,z = position
for dx,dy,dz in FACES:
key = (x+dx,y+dy,z+dz)
if key not in self.world:
continue
if self.exposed(key):
if key not in self.shown:
self.show_block(key)
else:
if key in self.shown:
self.hide_block(key)
def show_block(self,position,immediate=True):
texture = self.world[position]
self.shown[position] = texture
if immediate:
self._show_block(position,texture)
else:
self._enqueue(self._show_block,position,texture)
def _show_block(self,position,texture):
x,y,z = position
vertex_data = cube_vertices(x,y,z,0.5)
texture_data = list(texture)
self._shown[position] = self.batch.add(24,GL_QUADS, self.group,
('v3f/static', vertex_data),
('t2f/static', texture_data))
def hide_block(self,position,immediate=True):
self.shown.pop(position)
if immediate:
self._hide_block(position)
else:
self._enqueue(self._hide_block, position)
def _hide_block(self,position):
self._shown.pop(position).delete()
def show_sector(self, sector):
for position in self.sectors.get(sector, []):
if position not in self.shown and self.exposed(position):
self.show_block(position, False)
def hide_sector(self, sector):
for position in self.sectors.get(sector, []):
if position not in self.shown:
self.hide_block(position, False)
def change_sectors(self,before,after):
before_set = set()
after_set = set()
pad = 4
for dx in xrange(-pad,pad+1):
for dy in[0]:
for dz in xrange(-pad,pad+1):
if dx ** 2 + dy ** 2 + dz ** 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 = before
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):
self.queue.append((func,args))
def _dequeue(self):
func, args, = self.queue.popleft()
func(*args)
def process_queue(self):
start = time.clock()
while self.queue and time.clock() - start < 1.0 / TICKS_PER_SEC:
self._dequeue()
def process_entire_enqueue(self):
while self.queue:
self._dequeue()
class Window(pyglet.window.Window):
def __init__(self,*args,**kwargs):
super(Window,self).__init__(*args,**kwargs)
self.exclusive = False
self.flying = False
self.strafe = [0,0]
self.position = (0,0,0)
self.rotation = (0,0)
self.sector = None
self.reticle = None
self.dy = 0
self.inventory = [BRICK,GRASS,SAND]
self.block = self.inventory[0]
self.num_keys = [
key._1,key._2,key._3,key._4,key._5,
key._6,key._7,key._8,key._9,key._0, ]
self.model = Model()
self.label = pyglet.text.Label('',font_name='Arial',font_size=18,x=10,y=self.height-10,anchor_x='left',anchor_y='top',color=(0,0,0,255))
pyglet.clock.schedule_interval(self.update,1.0 / TICKS_PER_SEC)
def set_exclusive_mouse(self,exclusive):
super(Window,self).set_exclusive_mouse(exclusive)
self.exclusive = exclusive
def get_sight_vector(self):
x,y = self.rotation
m = math.cos(math.radians(y))
dy = math.sin(math.radians(y))
dx = math.cos(math.radians(x-90))*m
dz = math.sin(math.radians(x-90))*m
return (dx,dy,dz)
def _get_motion_vector(self):
if any(self.strafe):
x,y = self.rotation
strafe = math.degrees(math.atan2(*self.strafe))
y_angle = math.radians(y)
x_angle = math.radians(x+strafe)
if self.flying:
m = math.cos(y_angle)
dy = math.sin(y_angle)
if self.strafe[1]:
dy = 0.0
m = 1
if self.strafe[0]>0:
dy *= -1
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):
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_enqueue()
self.sector = sector
m = 8
dt = min(dt,0.2)
for _ in xrange(m):
self._update(dt/m)
def _update(self,dt):
speed = FLYING_SPEED if self.flying else WALKING_SPEED
d = dt * speed
dx,dy,dz = self._get_motion_vector()
dx,dy,dz = dx*d,dy*d,dz*d
if not self.flying:
self.dy -= dt * GRAVITY
self.dy = max(self.dy, -TERMINAL_VELOCITY)
dy += self.dy * dt
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):
pad = 0.25
p = list(position)
np = normalize(position)
for face in FACES:
for i in xrange(3):
if not face[i]:
continue
d = (p[i] - np[i] * face[i])
if d < pad:
continue
for dy in xrange(height):
op = list(np)
op[1] -= dy
op[i] += face[i]
if tuple(op) not in self.model.world:
continue
p[i] -=(d-pad)*face[i]
if face == (0,-1,0) or face == (0,1,0):
self.dy = 0
break
return tuple(p)
def on_mouse_press(self,x,y,button,modifiers):
if self.exclusive:
vector = self.get_sight_vector()
block, previous = self.model.hit_test(self.position,vector)
if (button == mouse.RIGHT) or ((button == mouse.LEFT)) and (modifiers & key.MOD_CTRL):
if previous:
self.model.add_block(previous, self.block)
elif button == pyglet.window.mouse.LEFT and block:
texture = self.model.world[block]
if texture != STONE:
self.model.remove_block(block)
else:
self.set_exclusive_mouse(True)
def on_mouse_motion(self,x,y,dx,dy):
if self.exclusive:
m = 0.15
x,y = self.rotation
x,y = x+dx*m,y+dy*m
y = max(-90,min(90,y))
self.rotation = (x,y)
def on_key_press(self,symbol,modifiers):
if symbol == key.W:
self.strafe[0] -= 1
elif symbol == key.S:
self.strafe[0] += 1
elif symbol == key.A:
self.strafe[1] -= 1
elif symbol == key.D:
self.strafe[1] += 1
elif symbol == key.SPACE:
if self.dy == 0:
self.dy = JUMP_SPEED
elif symbol == key.ESCAPE:
self.set_exclusive_mouse(False)
elif symbol == key.TAB:
self.flying = not self.flying
elif symbol in self.num_keys:
index = (symbol - self.num_keys[0]) % len(self.inventory)
self.block = self.inventory[index]
def on_key_release(self,symbol,modifiers):
if symbol == key.W:
self.strafe[0] += 1
elif symbol == key.S:
self.strafe[0] -= 1
elif symbol == key.A:
self.strafe[1] += 1
elif symbol == key.D:
self.strafe[1] -= 1
def on_resize(self,width,height):
self.label = height - 10
if self.reticle:
self.reticle.delete()
x,y = self.width // 2, self.height // 2
n = 10
self.reticle = pyglet.graphics.vertex_list(4,
('v2i',(x-n,y,x+n,y,x,y-n,x,y+n)))
def set_2d(self):
width,height = self.get_size()
glDisable(GL_DEPTH_TEST)
viewport = self.get_viewport_size()
glViewport(0,0,max(1, viewport[0]), max(1, viewport[1]))
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0,max(1,width),0,max(1,height),-1,1)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def set_3d(self):
width,height = self.get_size()
glEnable(GL_DEPTH_TEST)
viewport = self.get_viewport_size()
glViewport(0,0,max(1, viewport[0]), max(1, viewport[1]))
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(65.0,width/float(height),0.1,60.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
x,y = self.rotation
glRotatef(x,0,1,0)
glRotatef(-y,math.cos(math.radians(x)),0,math.sin(math.radians(x)))
x,y,z = self.position
glTranslatef(-x,-y,-z)
def on_draw(self):
self.clear()
self.set_3d()
glColor3d(1,1,1)
self.model.batch.draw()
self.draw_focused_block()
self.set_2d()
self.draw_label()
self.draw_reticle()
def draw_focused_block(self):
vector = self.get_sight_vector()
block = self.model.hit_test(self.position, vector)[0]
if block:
x,y,z = block
vertex_data = cube_vertices(x,y,z,0.51)
glColor3d(0,0,0)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
pyglet.graphics.draw(24,GL_QUADS,('v3f/static',vertex_data))
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
def draw_label(self):
x,y,z = self.position
self.label.text = '%02d (%.2f, %.2f, %.2f) %d/ %d ' % (
pyglet.clock.get_fps(),x,y,z,
len(self.model._shown),len(self.model.world))
self.label.draw()
def draw_reticle(self):
glColor3d(0,0,0)
self.reticle.draw(GL_LINES)
def setup_fog():
glEnable(GL_FOG)
glFogfv(GL_FOG_COLOR, (GLfloat * 4)(0.5,0.69,1.0,1))
glHint(GL_FOG_HINT, GL_DONT_CARE)
glFogi(GL_FOG_MODE,GL_LINEAR)
glFogf(GL_FOG_START,20.0)
glFogf(GL_FOG_END,60.0)
def setup():
glClearColor(0.5,0.69,1.0,1)
glEnable(GL_CULL_FACE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
setup_fog()
def main():
window = Window(width=800,height=600,caption='Pyglet',resizable=True)
window.set_exclusive_mouse(True)
setup()
pyglet.app.run()
if __name__ == "__main__":
main()

# Tutorial Original - Youtube
# Cursos de programação - 13,400 suscriptores - Portugues
# https://www.youtube.com/watch?v=dp_fYXkwnBY&list=PL2Dw5PtrD32wmIOEX3UTG7qzs7C_9Wv5k
#
# Se necesita el script.py y una imagen llamada texture.png con el siguiente enlace:
# https://raw.githubusercontent.com/sangiorgiovba/Minecraft_python/master/texture.png
# Contexto ya le di como 2 vueltas al curso y el código, pero tengo los siguientes errores:
#
# Traceback (most recent call last):
# File "c:\Users\01\Desktop\pycraft\main.py", line 503, in <module>
# main()
# File "c:\Users\01\Desktop\pycraft\main.py", line 500, in main
# pyglet.app.run()
# File "C:\Users\01\AppData\Local\Programs\Python\Python310\lib\site-packages\pyglet\app\__init__.py", line 107, in run
# event_loop.run()
# File "C:\Users\01\AppData\Local\Programs\Python\Python310\lib\site-packages\pyglet\app\base.py", line 169, in run
# timeout = self.idle()
# File "C:\Users\01\AppData\Local\Programs\Python\Python310\lib\site-packages\pyglet\app\base.py", line 245, in idle
# window.dispatch_event('on_draw')
# File "C:\Users\01\AppData\Local\Programs\Python\Python310\lib\site-packages\pyglet\window\__init__.py", line 1352, in dispatch_event
# if EventDispatcher.dispatch_event(self, *args) != False:
# File "C:\Users\01\AppData\Local\Programs\Python\Python310\lib\site-packages\pyglet\event.py", line 420, in dispatch_event
# raise e
# File "C:\Users\01\AppData\Local\Programs\Python\Python310\lib\site-packages\pyglet\event.py", line 415, in dispatch_event
# if getattr(self, event_type)(*args):
# File "c:\Users\01\Desktop\pycraft\main.py", line 458, in on_draw
# self.draw_label()
# File "c:\Users\01\Desktop\pycraft\main.py", line 471, in draw_label
# self.label.text = '%02d (%.2f, %.2f, %.2f) %d/ %d'%(pyglet.clock.get_fps(),x,y,z,len(self.model._shown),len(self.model.world))
# AttributeError: 'int' object has no attribute 'text'
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
SECTOR_SIZE = 16
WALKING_SPEED = 5
FLYING_SPEED = 15
GRAVITY = 20.0
MAX_JUMP_HEIGHT = 1.0
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 [
x-n,y+n,z-n, x-n,y+n,z+n, x+n,y+n,z+n, x+n,y+n,z-n,
x-n,y-n,z-n, x+n,y-n,z-n, x+n,y-n,z+n, x-n,y-n,z+n,
x-n,y-n,z-n, x-n,y-n,z+n, x-n,y+n,z+n, x-n,y+n,z-n,
x+n,y-n,z+n, x+n,y-n,z-n, x+n,y+n,z-n, x+n,y+n,z+n,
x-n,y-n,z+n, x+n,y-n,z+n, x+n,y+n,z+n, x-n,y+n,z+n,
x+n,y-n,z-n, x-n,y-n,z-n, x-n,y+n,z-n, x+n,y+n,z-n,
]
def text_coord(x,y,n=4):
m = 1.0 / n
dx = x*m
dy = y*m
return dx,dy,dx+m,dy,dx+m,dy+m,dx,dy+m
def text_coords(top,bottom,side):
top = text_coord(*top)
bottom = text_coord(*bottom)
side = text_coord(*side)
result = []
result.extend(top)
result.extend(bottom)
result.extend(side * 4)
return result
TEXTURE_PATH = 'texture.png'
GRASS = text_coords((1,0),(0,1),(0,0))
SAND = text_coords((1,1),(1,1),(1,1))
BRICK = text_coords((2,0),(2,0),(2,0))
STONE = text_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):
x,y,z = position
x,y,z = (int(round(x)),int(round(y)),int(round(z)))
return(x,y,z)
def sectorize(position):
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):
self.batch = pyglet.graphics.Batch()
self.group = TextureGroup(image.load(TEXTURE_PATH).get_texture())
self.world = {}
self.shown = {}
self._shown = {}
self.sectors = {}
self.queue = deque()
self._initialize()
def _initialize(self):
n = 80
s = 1
y = 0
for x in xrange(-n, n+1,s):
for z in xrange(-n,n+1,s):
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):
for dy in xrange(-2,3):
self.add_block((x,y+dy,z),STONE,immediate=False)
o = n - 10
for _ in xrange(120):
a = random.randint(-o,o)
b = random.randint(-o,o)
c = -1
h = random.randint(1,6)
s = random.randint(4,8)
d = 1
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<5**2:
continue
self.add_block((x,y,z),t, immediate=False)
s -= d
def hit_test(self,position,vector,max_distance=8):
m = 8
x,y,z = position
dx,dy,dz = vector
previous = None
for _ in xrange(max_distance * m):
key = normalize((x,y,z))
if key != previous and key in self.world:
return key, previous
previous = key
x,y,z = x+dx / m,y+dy / m,z+dz / m
return None, None
def exposed(self, position):
x,y,z = position
for dx,dy,dz in FACES:
if(x+dx,y+dy,z+dz) not in self.world:
return True
return False
def add_block(self,position,texture,immediate=True):
if position in self.world:
self.remove_block(position,immediate)
self.world[position] = texture
self.sectors.setdefault(sectorize(position),[]).append(position)
if immediate:
if self.exposed(position):
self.show_block(position)
self.check_neighbors(position)
def remove_block(self,position,immediate=True):
del self.world[position]
self.sectors[sectorize(position)].remove(position)
if immediate:
if position in self.shown:
self.hide_block(position)
self.check_neighbors(position)
def check_neighbors(self, position):
x,y,z = position
for dx,dy,dz in FACES:
key = (x+dx,y+dy,z+dz)
if key not in self.world:
continue
if self.exposed(key):
if key not in self.shown:
self.show_block(key)
else:
if key in self.shown:
self.hide_block(key)
def show_block(self,position,immediate=True):
texture = self.world[position]
self.shown[position] = texture
if immediate:
self._show_block(position,texture)
else:
self._enqueue(self._show_block,position,texture)
def _show_block(self,position,texture):
x,y,z = position
vertex_data = cube_vertices(x,y,z,0.5)
texture_data = list(texture)
self._shown[position] = self.batch.add(24,GL_QUADS, self.group,
('v3f/static', vertex_data),
('t2f/static', texture_data))
def hide_block(self,position,immediate=True):
self.shown.pop(position)
if immediate:
self._hide_block(position)
else:
self._enqueue(self._hide_block, position)
def _hide_block(self,position):
self._shown.pop(position).delete()
def show_sector(self, sector):
for position in self.sectors.get(sector, []):
if position not in self.shown and self.exposed(position):
self.show_block(position, False)
def hide_sector(self, sector):
for position in self.sectors.get(sector, []):
if position not in self.shown:
self.hide_block(position, False)
def change_sectors(self,before,after):
before_set = set()
after_set = set()
pad = 4
for dx in xrange(-pad,pad+1):
for dy in[0]:
for dz in xrange(-pad,pad+1):
if dx ** 2 + dy ** 2 + dz ** 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 = before
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):
self.queue.append((func,args))
def _dequeue(self):
func, args, = self.queue.popleft()
func(*args)
def process_queue(self):
start = time.clock()
while self.queue and time.clock() - start < 1.0 / TICKS_PER_SEC:
self._dequeue()
def process_entire_enqueue(self):
while self.queue:
self._dequeue()
class Window(pyglet.window.Window):
def __init__(self,*args,**kwargs):
super(Window,self).__init__(*args,**kwargs)
self.exclusive = False
self.flying = False
self.strafe = [0,0]
self.position = (0,0,0)
self.rotation = (0,0)
self.sector = None
self.reticle = None
self.dy = 0
self.inventory = [BRICK,GRASS,SAND]
self.block = self.inventory[0]
self.num_keys = [
key._1,key._2,key._3,key._4,key._5,
key._6,key._7,key._8,key._9,key._0, ]
self.model = Model()
self.label = pyglet.text.Label('',font_name='Arial',font_size=18,x=10,y=self.height-10,anchor_x='left',anchor_y='top',color=(0,0,0,255))
pyglet.clock.schedule_interval(self.update,1.0 / TICKS_PER_SEC)
def set_exclusive_mouse(self,exclusive):
super(Window,self).set_exclusive_mouse(exclusive)
self.exclusive = exclusive
def get_sight_vector(self):
x,y = self.rotation
m = math.cos(math.radians(y))
dy = math.sin(math.radians(y))
dx = math.cos(math.radians(x-90))*m
dz = math.sin(math.radians(x-90))*m
return (dx,dy,dz)
def _get_motion_vector(self):
if any(self.strafe):
x,y = self.rotation
strafe = math.degrees(math.atan2(*self.strafe))
y_angle = math.radians(y)
x_angle = math.radians(x+strafe)
if self.flying:
m = math.cos(y_angle)
dy = math.sin(y_angle)
if self.strafe[1]:
dy = 0.0
m = 1
if self.strafe[0]>0:
dy *= -1
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):
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_enqueue()
self.sector = sector
m = 8
dt = min(dt,0.2)
for _ in xrange(m):
self._update(dt/m)
def _update(self,dt):
speed = FLYING_SPEED if self.flying else WALKING_SPEED
d = dt * speed
dx,dy,dz = self._get_motion_vector()
dx,dy,dz = dx*d,dy*d,dz*d
if not self.flying:
self.dy -= dt * GRAVITY
self.dy = max(self.dy, -TERMINAL_VELOCITY)
dy += self.dy * dt
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):
pad = 0.25
p = list(position)
np = normalize(position)
for face in FACES:
for i in xrange(3):
if not face[i]:
continue
d = (p[i] - np[i] * face[i])
if d < pad:
continue
for dy in xrange(height):
op = list(np)
op[1] -= dy
op[i] += face[i]
if tuple(op) not in self.model.world:
continue
p[i] -=(d-pad)*face[i]
if face == (0,-1,0) or face == (0,1,0):
self.dy = 0
break
return tuple(p)
def on_mouse_press(self,x,y,button,modifiers):
if self.exclusive:
vector = self.get_sight_vector()
block, previous = self.model.hit_test(self.position,vector)
if (button == mouse.RIGHT) or ((button == mouse.LEFT)) and (modifiers & key.MOD_CTRL):
if previous:
self.model.add_block(previous, self.block)
elif button == pyglet.window.mouse.LEFT and block:
texture = self.model.world[block]
if texture != STONE:
self.model.remove_block(block)
else:
self.set_exclusive_mouse(True)
def on_mouse_motion(self,x,y,dx,dy):
if self.exclusive:
m = 0.15
x,y = self.rotation
x,y = x+dx*m,y+dy*m
y = max(-90,min(90,y))
self.rotation = (x,y)
def on_key_press(self,symbol,modifiers):
if symbol == key.W:
self.strafe[0] -= 1
elif symbol == key.S:
self.strafe[0] += 1
elif symbol == key.A:
self.strafe[1] -= 1
elif symbol == key.D:
self.strafe[1] += 1
elif symbol == key.SPACE:
if self.dy == 0:
self.dy = JUMP_SPEED
elif symbol == key.ESCAPE:
self.set_exclusive_mouse(False)
elif symbol == key.TAB:
self.flying = not self.flying
elif symbol in self.num_keys:
index = (symbol - self.num_keys[0]) % len(self.inventory)
self.block = self.inventory[index]
def on_key_release(self,symbol,modifiers):
if symbol == key.W:
self.strafe[0] += 1
elif symbol == key.S:
self.strafe[0] -= 1
elif symbol == key.A:
self.strafe[1] += 1
elif symbol == key.D:
self.strafe[1] -= 1
def on_resize(self,width,height):
self.label = height - 10
if self.reticle:
self.reticle.delete()
x,y = self.width // 2, self.height // 2
n = 10
self.reticle = pyglet.graphics.vertex_list(4,
('v2i',(x-n,y,x+n,y,x,y-n,x,y+n)))
def set_2d(self):
width,height = self.get_size()
glDisable(GL_DEPTH_TEST)
viewport = self.get_viewport_size()
glViewport(0,0,max(1, viewport[0]), max(1, viewport[1]))
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0,max(1,width),0,max(1,height),-1,1)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def set_3d(self):
width,height = self.get_size()
glEnable(GL_DEPTH_TEST)
viewport = self.get_viewport_size()
glViewport(0,0,max(1, viewport[0]), max(1, viewport[1]))
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(65.0,width/float(height),0.1,60.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
x,y = self.rotation
glRotatef(x,0,1,0)
glRotatef(-y,math.cos(math.radians(x)),0,math.sin(math.radians(x)))
x,y,z = self.position
glTranslatef(-x,-y,-z)
def on_draw(self):
self.clear()
self.set_3d()
glColor3d(1,1,1)
self.model.batch.draw()
self.draw_focused_block()
self.set_2d()
self.draw_label()
self.draw_reticle()
def draw_focused_block(self):
vector = self.get_sight_vector()
block = self.model.hit_test(self.position, vector)[0]
if block:
x,y,z = block
vertex_data = cube_vertices(x,y,z,0.51)
glColor3d(0,0,0)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
pyglet.graphics.draw(24,GL_QUADS,('v3f/static',vertex_data))
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
def draw_label(self):
x,y,z = self.position
self.label.text = '%02d (%.2f, %.2f, %.2f) %d/ %d ' % (
pyglet.clock.get_fps(),x,y,z,
len(self.model._shown),len(self.model.world))
self.label.draw()
def draw_reticle(self):
glColor3d(0,0,0)
self.reticle.draw(GL_LINES)
def setup_fog():
glEnable(GL_FOG)
glFogfv(GL_FOG_COLOR, (GLfloat * 4)(0.5,0.69,1.0,1))
glHint(GL_FOG_HINT, GL_DONT_CARE)
glFogi(GL_FOG_MODE,GL_LINEAR)
glFogf(GL_FOG_START,20.0)
glFogf(GL_FOG_END,60.0)
def setup():
glClearColor(0.5,0.69,1.0,1)
glEnable(GL_CULL_FACE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
setup_fog()
def main():
window = Window(width=800,height=600,caption='Pyglet',resizable=True)
window.set_exclusive_mouse(True)
setup()
pyglet.app.run()
if __name__ == "__main__":
main()

Valora esta pregunta


0