快来用人工智能帮我们写代码!今天小李哥就来介绍亚马逊云科技推出的国际前沿人工智能代码开发助手Amazon Q Developer。目前该代码助手在Hugging Face代码生成权威测试集SWE-bench中排名第一,可以根据我们的需求生成整个代码项目,并可以帮助我们解释代码、提供架构设计方案、编写代码测试案例、提供漏洞扫描和修复建议、基于我们GitHub代码库中的历史代码生成新的代码段。
接下来我将带大家沉浸式实操这个AI代码生成助手,带大家手把手体验该工具的每个特色功能。本文章共分为上、下两篇,上篇将介绍开发助手在IDE中的安装步骤和代码解释功能测试,下篇我们将进行代码实操,用AI开发助手设计一个我的世界沙盘模拟游戏。该开发助手目前在IDE插件中即可下载,大家可以自己尝试本博客中的项目步骤,并应用到日常工作中提升代码开发效率。
方案所需基础知识
什么是Amazon Q Developer?
Amazon Q Developer 是一款由亚马逊云科技推出的AI驱动的软件开发助手,用于帮助开发者重新构想整个软件开发生命周期的体验,使得在亚马逊云科技或其他平台上构建、保护、管理和优化代码的过程变得更加快捷。其中比较亮点的功能是Amazon Q Developer Agent,它一个特性开发代理,该代理可以在集成到VSCode等开发环境(IDE)中,通过该工具开发者只需要通过自然语言输入,就可以自动生成定制化代码项目、修复代码bug和漏洞以及单元测试。当开发者输入特定代码需求后,软件开发代理会分析开发者的代码库并制定实现代码计划。开发者可以接受该计划,或者要求代理对其进行迭代优化之前的项目版本。在计划被确认接受后,代理会自动生成基于开发者需求的代码更改。
Amazon Q Developer 通过生成式人工智能(AI)为所有开发者提供目前性能最佳的代码生成工具,目前Amazon Q Developer在SWE-bench排行榜上名列第一。SWE-bench是一个测试系统自动解决GitHub代码问题的开发工具评估数据集。接下来小李哥就会介绍如何开始使用软件开发代理、概述代理的工作原理。
本实践包括的内容
1. 如何在VSCode中安装Amazon Q Developer并在IDE中配置、开启
2. 如何利用Amazon Q Developer对项目代码、应用功能、逻辑单元进行解释
本实践包括的内容
安装必要依赖
1. 首先我们需要安装Python 3.10.11以上版本,pyglet1.5.27版本,以及亚马逊云科技Python Boto3 SDK。我们打开IDE命令行,运行以下命令。
brew install python3
pip install pyglet==1.5.27
2. 接下来我们验证我们成功安装了以上依赖。
python --version
pip show pyglet
正确返回结果
安装Amazon Q Developer插件
1. 导航到 VS Code IDE 左侧窗格中的 扩展 图标
2. 在搜索栏中,输入 Amazon Q 并点击 Install
登录亚马逊云科技开发者账户使用Amazon Q Developer
1. 在 Visual Studio Code 的 Amazon Q 扩展中,选择上方的”Use For Free“,并选择Continue继续。
2. 出现提示是否要使用代码打开外部网站,选择打开。
3. 将打开浏览器选项卡并显示登录开发者账户Builder ID页面,输入账户信息登录。
4. 登录成功后我们就可以看到左侧的Amazon Q Developer对话界面,我们输入测试问题”What is your name?“可以得到Amazon Q Developer的介绍
5. 再输入问题”What programming languages does it support?“,可以看到目前Amazon Q developer支持多种开发语言,如Java,Python,JavaScript,C,PHP,Go,SQL等
6. 我们创建一个空文件main.py,并复制以下代码。
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 length 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.perf_counter() - 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 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=800, height=600, 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()
代码解释功能测试
1. 接下来我们在Amazon Q对话框中输入问题”Can you summarize main.py for me? What does this program do? “,对我们的main.py代码进行解释,我们看到Q理解出这段代码是一个利用Pyglet库制作的游戏,并具体解释了代码中各个变量、函数、类、方法的含义,帮助开发者们理解代码。
2. 现在我们知道这是一个由 Python 语言编写的像素沙盒开放世界游戏。让我们看看 Amazon Q 如何理解应用程序功能,能否单纯根据代码推理出这些代码在游戏里具体实现的功能。我们输入问题:
Based on the code in main.py, what are the game's controls?
3. 我们可以看到Amazon Q成功根据代码推理出了各个模块在游戏控制中的功能,并帮助我们对代码评估找到了代码中缺失的部分”Keyboard Controls“。在该系列下篇中,我们将利用AI将这部分代码补充完整。
以上就是在亚马逊云科技上沉浸式体验AI代码开发/生成工具-Amazon Q Developer的上篇。欢迎大家关注小李哥的亚马逊云科技AI服务深入调研系列,不要错过我们的Amazon Q Developer沉浸式体验游戏开发的下篇,关注小李哥未来获取更多国际前沿的AWS云开发/云架构方案。