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 < 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 = 8 ): """ 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 is 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.perf_counter() while self .queue and time.time() - 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 = False # 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 = [BRICK, GRASS, SAND] # 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 .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 )) # 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 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 ! = STONE: 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: 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): """ 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.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): """ 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 def on_resize( self , width, height): """ Called when the window is resized to a new `width` and `height`. """ # label self .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) 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 ): """ Configure OpenGL to draw in 3d. """ 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 ): """ Called by pyglet to draw the canvas. """ 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 ): """ 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 .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 ): """ 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, 20.0 ) glFogf(GL_FOG_END, 60.0 ) 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 图片 # 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 = 1800 , height = 1600 , caption = 'Pyglet' , resizable = True ) # 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() |