1004 lines
33 KiB
Python
1004 lines
33 KiB
Python
#!/usr/bin/python3
|
|
# -*- coding: utf-8 -*-
|
|
|
|
'''
|
|
_______ ______ ______ __
|
|
/ \ / \ / \ / |
|
|
$$$$$$$ | __ __ /$$$$$$ | ______ ______ /$$$$$$ |_$$ |
|
|
$$ |__$$ |/ | / |$$ | $$/ / \ / \ $$ |_ $$// $$ |
|
|
$$ $$/ $$ | $$ |$$ | /$$$$$$ |$$$$$$ |$$ | $$$$$$/
|
|
$$$$$$$/ $$ | $$ |$$ | __ $$ | $$/ / $$ |$$$$/ $$ |
|
|
$$ | $$ \__$$ |$$ \__/ |$$ | /$$$$$$$ |$$ | $$ |/ |
|
|
$$ | $$ $$ |$$ $$/ $$ | $$ $$ |$$ | $$ $$/
|
|
$$/ $$$$$$$ | $$$$$$/ $$/ $$$$$$$/ $$/ $$$$/
|
|
/ \__$$ |
|
|
$$ $$/
|
|
$$$$$$/
|
|
|
|
|
|
Copyright (C) 2013 Michael Fogleman
|
|
Copyright (C) 2018 Stefano Peris <xenon77.dev@gmail.com>
|
|
|
|
Github repository: <https://github.com/XenonCoder/PyCraft>
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
|
|
documentation files (the "Software"), to deal in the Software without restriction, including without limitation
|
|
the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
|
|
and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in all copies or substantial portions
|
|
of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
|
|
TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
|
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
|
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
|
DEALINGS IN THE SOFTWARE.
|
|
'''
|
|
|
|
|
|
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
|
|
|
|
|
|
############################## ENGINE SETTINGS ##############################
|
|
|
|
# Window settings
|
|
TITLE = 'PyCraft'
|
|
WIDTH = 800
|
|
HEIGHT = 600
|
|
VSYNC = True
|
|
FULLSCREEN = False
|
|
RESIZABLE = False
|
|
INFO_LABEL_FONTSIZE = 12
|
|
TOGGLE_GUI = True
|
|
TOGGLE_INFO_LABEL = True
|
|
|
|
# FPS
|
|
TICKS_PER_SEC = 60
|
|
|
|
# Player
|
|
PLAYER_HEIGHT = 2
|
|
RUNNING = False
|
|
FLYING = False
|
|
|
|
# Look speed
|
|
LOOK_SPEED_X = 0.15
|
|
LOOK_SPEED_Y = 0.15
|
|
|
|
# Fog range
|
|
FOG_START = 20.0
|
|
FOG_END = 60.0
|
|
|
|
# Size of sectors used to ease block loading.
|
|
SECTOR_SIZE = 16
|
|
|
|
# Speed
|
|
WALKING_SPEED = 3
|
|
RUNNING_SPEED = 6
|
|
FLYING_SPEED = 15
|
|
|
|
# Node selector (block selector)
|
|
NODE_SELECTOR = 8
|
|
|
|
# Gravity
|
|
GRAVITY = 20.0
|
|
|
|
# Jump
|
|
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
|
|
TERMINAL_VELOCITY = 50
|
|
|
|
############################## END SETTINGS ##############################
|
|
|
|
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 = 'img/textures.png'
|
|
|
|
# top, bottom, side
|
|
DIRT = tex_coords((0, 1), (0, 1), (0, 1))
|
|
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))
|
|
BADSTONE = tex_coords((2, 1), (2, 1), (2, 1))
|
|
TREE = tex_coords((1, 2), (1, 2), (0, 2))
|
|
LEAVES = tex_coords((2, 2), (2, 2), (2, 2))
|
|
SNOW = tex_coords((1, 3), (0, 1), (0, 3))
|
|
WOODEN_PLANKS = tex_coords((2, 3), (2, 3), (2, 3))
|
|
|
|
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 of badstone and grass everywhere.
|
|
self.add_block((x, y - 2, z), GRASS, immediate=False)
|
|
self.add_block((x, y - 3, z), BADSTONE, 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), BADSTONE, 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 < 5 ** 2:
|
|
continue
|
|
self.add_block((x, y, z), t, immediate=False)
|
|
s -= d # decrement side lenth so hills taper off
|
|
|
|
def hit_test(self, position, vector, max_distance = NODE_SELECTOR):
|
|
""" Line of sight search from current position. If a block is
|
|
intersected it is returned, along with the block previously in the line
|
|
of sight. If no block is found, return None, None.
|
|
|
|
Parameters
|
|
----------
|
|
position : tuple of len 3
|
|
The (x, y, z) position to check visibility from.
|
|
vector : tuple of len 3
|
|
The line of sight vector.
|
|
max_distance : int
|
|
How many blocks away to search for a hit.
|
|
|
|
"""
|
|
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):
|
|
""" Returns False if given `position` is surrounded on all 6 sides by
|
|
blocks, True otherwise.
|
|
|
|
"""
|
|
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):
|
|
""" Add a block with the given `texture` and `position` to the world.
|
|
|
|
Parameters
|
|
----------
|
|
position : tuple of len 3
|
|
The (x, y, z) position of the block to add.
|
|
texture : list of len 3
|
|
The coordinates of the texture squares. Use `tex_coords()` to
|
|
generate.
|
|
immediate : bool
|
|
Whether or not to draw the block immediately.
|
|
|
|
"""
|
|
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):
|
|
""" Remove the block at the given `position`.
|
|
|
|
Parameters
|
|
----------
|
|
position : tuple of len 3
|
|
The (x, y, z) position of the block to remove.
|
|
immediate : bool
|
|
Whether or not to immediately remove block from canvas.
|
|
|
|
"""
|
|
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):
|
|
""" Check all blocks surrounding `position` and ensure their visual
|
|
state is current. This means hiding blocks that are not exposed and
|
|
ensuring that all exposed blocks are shown. Usually used after a block
|
|
is added or removed.
|
|
|
|
"""
|
|
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):
|
|
""" Show the block at the given `position`. This method assumes the
|
|
block has already been added with add_block()
|
|
|
|
Parameters
|
|
----------
|
|
position : tuple of len 3
|
|
The (x, y, z) position of the block to show.
|
|
immediate : bool
|
|
Whether or not to show the block immediately.
|
|
|
|
"""
|
|
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):
|
|
""" Private implementation of the `show_block()` method.
|
|
|
|
Parameters
|
|
----------
|
|
position : tuple of len 3
|
|
The (x, y, z) position of the block to show.
|
|
texture : list of len 3
|
|
The coordinates of the texture squares. Use `tex_coords()` to
|
|
generate.
|
|
|
|
"""
|
|
x, y, z = position
|
|
vertex_data = cube_vertices(x, y, z, 0.5)
|
|
texture_data = list(texture)
|
|
# create vertex list
|
|
# FIXME Maybe `add_indexed()` should be used instead
|
|
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):
|
|
""" Hide the block at the given `position`. Hiding does not remove the
|
|
block from the world.
|
|
|
|
Parameters
|
|
----------
|
|
position : tuple of len 3
|
|
The (x, y, z) position of the block to hide.
|
|
immediate : bool
|
|
Whether or not to immediately remove the block from the canvas.
|
|
|
|
"""
|
|
self.shown.pop(position)
|
|
if immediate:
|
|
self._hide_block(position)
|
|
else:
|
|
self._enqueue(self._hide_block, position)
|
|
|
|
def _hide_block(self, position):
|
|
""" Private implementation of the 'hide_block()` method.
|
|
|
|
"""
|
|
self._shown.pop(position).delete()
|
|
|
|
def show_sector(self, sector):
|
|
""" Ensure all blocks in the given sector that should be shown are
|
|
drawn to the canvas.
|
|
|
|
"""
|
|
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):
|
|
""" Ensure all blocks in the given sector that should be hidden are
|
|
removed from the canvas.
|
|
|
|
"""
|
|
for position in self.sectors.get(sector, []):
|
|
if position in self.shown:
|
|
self.hide_block(position, False)
|
|
|
|
def change_sectors(self, before, after):
|
|
""" Move from sector `before` to sector `after`. A sector is a
|
|
contiguous x, y sub-region of world. Sectors are used to speed up
|
|
world rendering.
|
|
|
|
"""
|
|
before_set = set()
|
|
after_set = set()
|
|
pad = 4
|
|
for dx in xrange(-pad, pad + 1):
|
|
for dy in [0]: # xrange(-pad, pad + 1):
|
|
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 = 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.clock()
|
|
while self.queue and time.clock() - start < 1.0 / TICKS_PER_SEC:
|
|
self._dequeue()
|
|
|
|
def process_entire_queue(self):
|
|
""" Process the entire queue with no breaks.
|
|
|
|
"""
|
|
while self.queue:
|
|
self._dequeue()
|
|
|
|
|
|
class Window(pyglet.window.Window):
|
|
|
|
def __init__(self, *args, **kwargs):
|
|
super(Window, self).__init__(*args, **kwargs)
|
|
|
|
# Whether or not the window exclusively captures the mouse.
|
|
self.exclusive = False
|
|
|
|
# When flying gravity has no effect and speed is increased.
|
|
self.flying = FLYING
|
|
|
|
# Determine if player is running. If false, then player is walking.
|
|
self.running = RUNNING
|
|
|
|
# Wether or not all gui elements are drawn.
|
|
self.toggleGui = TOGGLE_GUI
|
|
|
|
# Wether or not the fps counter and player coordinates are drawn.
|
|
self.toggleLabel = TOGGLE_INFO_LABEL
|
|
|
|
# Strafing is moving lateral to the direction you are facing,
|
|
# e.g. moving to the left or right while continuing to face forward.
|
|
#
|
|
# First element is -1 when moving forward, 1 when moving back, and 0
|
|
# otherwise. The second element is -1 when moving left, 1 when moving
|
|
# right, and 0 otherwise.
|
|
self.strafe = [0, 0]
|
|
|
|
# Current (x, y, z) position in the world, specified with floats. Note
|
|
# that, perhaps unlike in math class, the y-axis is the vertical axis.
|
|
self.position = (0, 0, 0)
|
|
|
|
# First element is rotation of the player in the x-z plane (ground
|
|
# plane) measured from the z-axis down. The second is the rotation
|
|
# angle from the ground plane up. Rotation is in degrees.
|
|
#
|
|
# The vertical plane rotation ranges from -90 (looking straight down) to
|
|
# 90 (looking straight up). The horizontal rotation range is unbounded.
|
|
self.rotation = (0, 0)
|
|
|
|
# Which sector the player is currently in.
|
|
self.sector = None
|
|
|
|
# The crosshairs at the center of the screen.
|
|
self.reticle = None
|
|
|
|
# Velocity in the y (upward) direction.
|
|
self.dy = 0
|
|
|
|
# A list of blocks the player can place. Hit num keys to cycle.
|
|
self.inventory = [DIRT, GRASS, SAND, SNOW, BRICK, TREE, LEAVES, WOODEN_PLANKS]
|
|
|
|
# The current block the user can place. Hit num keys to cycle.
|
|
self.block = self.inventory[0]
|
|
|
|
# Convenience list of num keys.
|
|
self.num_keys = [
|
|
key._1, key._2, key._3, key._4, key._5,
|
|
key._6, key._7, key._8, key._9, key._0]
|
|
|
|
# Instance of the model that handles the world.
|
|
self.model = Model()
|
|
|
|
# The label that is displayed in the top left of the canvas.
|
|
self.info_label = pyglet.text.Label('', font_name = 'Arial', font_size = INFO_LABEL_FONTSIZE,
|
|
x=10, y = self.height - 10, anchor_x = 'left', anchor_y = 'top',
|
|
color = (0, 0, 0, 255))
|
|
|
|
# This call schedules the `update()` method to be called
|
|
# TICKS_PER_SEC. This is the main game event loop.
|
|
pyglet.clock.schedule_interval(self.update, 1.0 / TICKS_PER_SEC)
|
|
|
|
def set_exclusive_mouse(self, exclusive):
|
|
""" If `exclusive` is True, the game will capture the mouse, if False
|
|
the game will ignore the mouse.
|
|
|
|
"""
|
|
super(Window, self).set_exclusive_mouse(exclusive)
|
|
self.exclusive = exclusive
|
|
|
|
def get_sight_vector(self):
|
|
""" Returns the current line of sight vector indicating the direction
|
|
the player is looking.
|
|
|
|
"""
|
|
x, y = self.rotation
|
|
# y ranges from -90 to 90, or -pi/2 to pi/2, so m ranges from 0 to 1 and
|
|
# is 1 when looking ahead parallel to the ground and 0 when looking
|
|
# straight up or down.
|
|
m = math.cos(math.radians(y))
|
|
# dy ranges from -1 to 1 and is -1 when looking straight down and 1 when
|
|
# looking straight up.
|
|
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):
|
|
""" Returns the current motion vector indicating the velocity of the
|
|
player.
|
|
|
|
Returns
|
|
-------
|
|
vector : tuple of len 3
|
|
Tuple containing the velocity in x, y, and z respectively.
|
|
|
|
"""
|
|
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]:
|
|
# Moving left or right.
|
|
dy = 0.0
|
|
m = 1
|
|
if self.strafe[0] > 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 RUNNING_SPEED if self.running 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 < pad:
|
|
continue
|
|
for dy in xrange(height): # check each 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):
|
|
# You are colliding with the ground or ceiling, so stop
|
|
# falling / rising.
|
|
self.dy = 0
|
|
break
|
|
return tuple(p)
|
|
|
|
def on_mouse_press(self, x, y, button, modifiers):
|
|
""" Called when a mouse button is pressed. See pyglet docs for button
|
|
amd modifier mappings.
|
|
|
|
Parameters
|
|
----------
|
|
x, y : int
|
|
The coordinates of the mouse click. Always center of the screen if
|
|
the mouse is captured.
|
|
button : int
|
|
Number representing mouse button that was clicked. 1 = left button,
|
|
4 = right button.
|
|
modifiers : int
|
|
Number representing any modifying keys that were pressed when the
|
|
mouse button was clicked.
|
|
|
|
"""
|
|
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)):
|
|
# ON OSX, control + left click = right click.
|
|
if previous:
|
|
self.model.add_block(previous, self.block)
|
|
elif button == pyglet.window.mouse.LEFT and block:
|
|
texture = self.model.world[block]
|
|
if texture != BADSTONE:
|
|
self.model.remove_block(block)
|
|
else:
|
|
self.set_exclusive_mouse(True)
|
|
|
|
def on_mouse_motion(self, x, y, dx, dy):
|
|
""" Called when the player moves the mouse.
|
|
|
|
Parameters
|
|
----------
|
|
x, y : int
|
|
The coordinates of the mouse click. Always center of the screen if
|
|
the mouse is captured.
|
|
dx, dy : float
|
|
The movement of the mouse.
|
|
|
|
"""
|
|
if self.exclusive:
|
|
x, y = self.rotation
|
|
x, y = x + dx * LOOK_SPEED_X, y + dy * LOOK_SPEED_Y
|
|
y = max(-90, min(90, y))
|
|
self.rotation = (x, y)
|
|
|
|
def on_key_press(self, symbol, modifiers):
|
|
""" Called when the player presses a key. See pyglet docs for key
|
|
mappings.
|
|
|
|
Parameters
|
|
----------
|
|
symbol : int
|
|
Number representing the key that was pressed.
|
|
modifiers : int
|
|
Number representing any modifying keys that were pressed.
|
|
|
|
"""
|
|
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.LSHIFT:
|
|
self.running = True
|
|
elif symbol == key.ESCAPE:
|
|
self.set_exclusive_mouse(False)
|
|
elif symbol == key.TAB:
|
|
self.flying = not self.flying
|
|
elif symbol == key.F1:
|
|
self.toggleGui = not self.toggleGui
|
|
elif symbol == key.F2:
|
|
self.toggleLabel = not self.toggleLabel
|
|
elif symbol == key.F12:
|
|
self.screenshot = pyglet.image.get_buffer_manager().get_color_buffer().save('screenshot.png')
|
|
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):
|
|
""" Called when the player releases a key. See pyglet docs for key
|
|
mappings.
|
|
|
|
Parameters
|
|
----------
|
|
symbol : int
|
|
Number representing the key that was pressed.
|
|
modifiers : int
|
|
Number representing any modifying keys that were pressed.
|
|
|
|
"""
|
|
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.LSHIFT:
|
|
self.running = False
|
|
|
|
def on_resize(self, width, height):
|
|
""" Called when the window is resized to a new `width` and `height`.
|
|
|
|
"""
|
|
# label
|
|
self.info_label.y = height - 10
|
|
# reticle
|
|
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):
|
|
""" Configure OpenGL to draw in 2d.
|
|
|
|
"""
|
|
width, height = self.get_size()
|
|
glDisable(GL_DEPTH_TEST)
|
|
glViewport(0, 0, width, height)
|
|
glMatrixMode(GL_PROJECTION)
|
|
glLoadIdentity()
|
|
glOrtho(0, width, 0, height, -1, 1)
|
|
glMatrixMode(GL_MODELVIEW)
|
|
glLoadIdentity()
|
|
|
|
def set_3d(self):
|
|
""" Configure OpenGL to draw in 3d.
|
|
|
|
"""
|
|
width, height = self.get_size()
|
|
glEnable(GL_DEPTH_TEST)
|
|
glViewport(0, 0, width, height)
|
|
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):
|
|
""" Called by pyglet to draw the canvas.
|
|
|
|
"""
|
|
self.clear()
|
|
self.set_3d()
|
|
glColor3d(1, 1, 1)
|
|
self.model.batch.draw()
|
|
if self.toggleGui:
|
|
self.draw_focused_block()
|
|
self.set_2d()
|
|
if self.toggleLabel:
|
|
self.draw_label()
|
|
self.draw_reticle()
|
|
|
|
def draw_focused_block(self):
|
|
""" Draw black edges around the block that is currently under the
|
|
crosshairs.
|
|
|
|
"""
|
|
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):
|
|
""" Draw the label in the top left of the screen.
|
|
|
|
"""
|
|
x, y, z = self.position
|
|
self.info_label.text = 'FPS = [%02d] : COORDS = [%.2f, %.2f, %.2f] : %d / %d' % (
|
|
pyglet.clock.get_fps(), x, y, z,
|
|
len(self.model._shown), len(self.model.world))
|
|
self.info_label.draw()
|
|
|
|
def draw_reticle(self):
|
|
""" Draw the crosshairs in the center of the screen.
|
|
|
|
"""
|
|
glColor3d(0, 0, 0)
|
|
self.reticle.draw(GL_LINES)
|
|
|
|
|
|
def setup_fog():
|
|
""" Configure the OpenGL fog properties.
|
|
|
|
"""
|
|
# Enable fog. Fog "blends a fog color with each rasterized pixel fragment's
|
|
# post-texturing color."
|
|
glEnable(GL_FOG)
|
|
# Set the fog color.
|
|
glFogfv(GL_FOG_COLOR, (GLfloat * 4)(0.5, 0.69, 1.0, 1))
|
|
# Say we have no preference between rendering speed and quality.
|
|
glHint(GL_FOG_HINT, GL_DONT_CARE)
|
|
# Specify the equation used to compute the blending factor.
|
|
glFogi(GL_FOG_MODE, GL_LINEAR)
|
|
# How close and far away fog starts and ends. The closer the start and end,
|
|
# the denser the fog in the fog range.
|
|
glFogf(GL_FOG_START, FOG_START)
|
|
glFogf(GL_FOG_END, FOG_END)
|
|
|
|
|
|
def setup():
|
|
""" Basic OpenGL configuration.
|
|
|
|
"""
|
|
# Set the color of "clear", i.e. the sky, in rgba.
|
|
glClearColor(0.5, 0.69, 1.0, 1)
|
|
# Enable culling (not rendering) of back-facing facets -- facets that aren't
|
|
# visible to you.
|
|
glEnable(GL_CULL_FACE)
|
|
# Set the texture minification/magnification function to GL_NEAREST (nearest
|
|
# in Manhattan distance) to the specified texture coordinates. GL_NEAREST
|
|
# "is generally faster than GL_LINEAR, but it can produce textured images
|
|
# with sharper edges because the transition between texture elements is not
|
|
# as smooth."
|
|
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 = WIDTH, height = HEIGHT, caption = TITLE, resizable = RESIZABLE, fullscreen = FULLSCREEN, vsync = VSYNC)
|
|
# Hide the mouse cursor and prevent the mouse from leaving the window.
|
|
window.set_exclusive_mouse(True)
|
|
setup()
|
|
pyglet.app.run()
|
|
|
|
|
|
if __name__ == '__main__':
|
|
main()
|