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# 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,ABC,WOOD]
# 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.
"""