# 用Python写《我的世界》(MC)

《我的世界》这款游戏相信不少人玩过，但是你有没有想过自己编写一个类似的游戏呢？

操控：

wasd前后移动

space跳跃

tab飞行

1.打开命令提示符，输入

pip install pyglet

2.等待pyglet安装完毕

3.下载文件

--------------------

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

# 每秒帧数
TICKS_PER_SEC = 120

# 你可以走的大小
SECTOR_SIZE =2000

# 行走速度与飞行速度
WALKING_SPEED = 5.5
FLYING_SPEED = 15

# 重力与跳跃高度
GRAVITY = 20
MAX_JUMP_HEIGHT =1

# 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))
PURPLE = tex_coords((3, 1), (3, 1), (3, 1))
RED = tex_coords((3, 0), (3, 0), (3, 0))
GREEN = tex_coords((3, 2), (3, 2), (3, 2))
BLUE = tex_coords((1, 2), (1, 2), (1, 2))
BLACK = tex_coords((2, 2), (2, 2), (2, 2))
ORANGE = tex_coords((3, 2), (3, 2), (3, 2))

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.

# 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 = 200 # 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 -15
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

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