使用Python写一个我的世界

哈喽各位,我这次跟大家分享一下我的世界这个游戏的制作源码

Python源码、学习、问题解决
4656 885 91
(备注:苏)

在这里插入图片描述
依旧是定义内容

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

画布大小

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

立方体顶点

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
    ]

特克斯坐标

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

特克斯坐标

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),
]

正常化

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)

扇区大小(位置)

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)

类模型

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 
  • 2
    点赞
  • 3
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
一个完整的“我的世界”游戏需要耗费大量的时间和精力,不过可以通过Python实现一些小的功能来模拟这个游戏。下面是一个简单的例子,可以让你更好地理解如何用Python实现“我的世界”。 首先,你需要了解一些Python库,比如Pygame和Minecraft Pi API。Pygame是一个非常流行的Python游戏开发库,可以用来创建窗口和处理用户输入。而Minecraft Pi API是一个专门为树莓派和Minecraft游戏开发的Python库,可以用来与Minecraft游戏进行通信。 在你的Python代码中导入这两个库: ``` import pygame from mcpi.minecraft import Minecraft ``` 接下来,初始化Pygame,并创建一个窗口: ``` pygame.init() screen = pygame.display.set_mode((800, 600)) pygame.display.set_caption("My Minecraft") ``` 然后,连接到Minecraft游戏服务器: ``` mc = Minecraft.create() ``` 现在,你可以在Minecraft中创建一些方块: ``` mc.setBlock(0, 0, 0, 1) # 在坐标 (0, 0, 0) 的位置创建一个石头方块 ``` 你可以使用Pygame来显示Minecraft中的方块: ``` stone = pygame.image.load("stone.png") # 加载石头方块图片 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() # 获取玩家在Minecraft中的位置 x, y, z = mc.player.getTilePos() # 在Pygame窗口中显示玩家周围的方块 for dx in range(-5, 6): for dz in range(-5, 6): block = mc.getBlock(x+dx, y, z+dz) if block == 1: screen.blit(stone, ((dx+5)*50, (dz+5)*50)) pygame.display.update() ``` 这段代码使用了一个while循环,不停地从Minecraft中获取玩家的位置,并在Pygame窗口中显示玩家周围的方块。在这个例子中,我们只显示了石头方块,但你可以根据自己的喜好添加更多的方块类型。 这只是一个简单的例子,但它可以帮助你了解如何使用Python来模拟“我的世界”游戏。如果你对此感兴趣,可以尝试更复杂的功能,比如创建角色、添加生物、制作工具等等。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值