
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 |
from enum import Enum |
TICKS_PER_SEC = 60 |
SIZEG = 10 |
SECTOR_SIZE = 16 |
WALKING_SPEED = 4 |
FLYING_SPEED = 15 |
GRAVITY = 20.0 |
MAX_JUMP_HEIGHT = 1.125 |
JUMP_SPEED = math.sqrt(2 * GRAVITY * MAX_JUMP_HEIGHT) |
TERMINAL_VELOCITY = 50 |
PLAYER_HEIGHT = 2 |
if sys.version_info[0] >= 3: |
xrange = range |
class MAP_ENTRY_TYPE(Enum): |
MAP_EMPTY = 0, |
MAP_BLOCK = 1, |
class WALL_DIRECTION(Enum): |
WALL_LEFT = 0, |
WALL_UP = 1, |
WALL_RIGHT = 2, |
WALL_DOWN = 3, |
class Map(): |
def __init__(self, width, height): |
self.width = width |
self.height = height |
self.map = [[0 for x in range(self.width)] for y in range(self.height)] |
|
def resetMap(self, value): |
for y in range(self.height): |
for x in range(self.width): |
self.setMap(x, y, value) |
|
def setMap(self, x, y, value): |
if value == MAP_ENTRY_TYPE.MAP_EMPTY: |
self.map[y][x] = 0 |
elif value == MAP_ENTRY_TYPE.MAP_BLOCK: |
self.map[y][x] = 1 |
|
def isVisited(self, x, y): |
return self.map[y][x] != 1 |
def checkAdjacentPos(map, x, y, width, height, checklist): |
directions = [] |
if x > 0: |
if not map.isVisited(2*(x-1)+1, 2*y+1): |
directions.append(WALL_DIRECTION.WALL_LEFT) |
|
if y > 0: |
if not map.isVisited(2*x+1, 2*(y-1)+1): |
directions.append(WALL_DIRECTION.WALL_UP) |
if x < width -1: |
if not map.isVisited(2*(x+1)+1, 2*y+1): |
directions.append(WALL_DIRECTION.WALL_RIGHT) |
|
if y < height -1: |
if not map.isVisited(2*x+1, 2*(y+1)+1): |
directions.append(WALL_DIRECTION.WALL_DOWN) |
|
if len(directions): |
direction = random.choice(directions) |
if direction == WALL_DIRECTION.WALL_LEFT: |
map.setMap(2*(x-1)+1, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY) |
map.setMap(2*x, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY) |
checklist.append((x-1, y)) |
elif direction == WALL_DIRECTION.WALL_UP: |
map.setMap(2*x+1, 2*(y-1)+1, MAP_ENTRY_TYPE.MAP_EMPTY) |
map.setMap(2*x+1, 2*y, MAP_ENTRY_TYPE.MAP_EMPTY) |
checklist.append((x, y-1)) |
elif direction == WALL_DIRECTION.WALL_RIGHT: |
map.setMap(2*(x+1)+1, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY) |
map.setMap(2*x+2, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY) |
checklist.append((x+1, y)) |
elif direction == WALL_DIRECTION.WALL_DOWN: |
map.setMap(2*x+1, 2*(y+1)+1, MAP_ENTRY_TYPE.MAP_EMPTY) |
map.setMap(2*x+1, 2*y+2, MAP_ENTRY_TYPE.MAP_EMPTY) |
checklist.append((x, y+1)) |
return True |
else: |
return False |
def randomPrim(map, width, height): |
checklist = [] |
checklist.append((random.randint(0, width-1), random.randint(0, height-1))) |
while len(checklist): |
entry = random.choice(checklist) |
if not checkAdjacentPos(map, entry[0], entry[1], width, height, checklist): |
checklist.remove(entry) |
def doRandomPrim(map): |
map.resetMap(MAP_ENTRY_TYPE.MAP_BLOCK) |
randomPrim(map, (map.width-1)//2, (map.height-1)//2) |
def cube_vertices(x, y, z, 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): |
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): |
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((0, 0), (0, 0), (0, 0)) |
STONE = tex_coords((2, 1), (2, 1), (2, 1)) |
GREEN = tex_coords((0, 1), (0, 1), (0, 1)) |
FACES = [ |
( 0, 1, 0), |
( 0,-1, 0), |
(-1, 0, 0), |
( 1, 0, 0), |
( 0, 0, 1), |
( 0, 0,-1), |
] |
def normalize(position): |
x, y, z = position |
x, y, z = (int(round(x)), int(round(y)), int(round(z))) |
return (x, y, z) |
def sectorize(position): |
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): |
self.batch = pyglet.graphics.Batch() |
self.group = TextureGroup(image.load(TEXTURE_PATH).get_texture()) |
self.world = {} |
self.shown = {} |
self._shown = {} |
self.sectors = {} |
self.queue = deque() |
self._initialize() |
def _initialize(self): |
n = SIZEG |
s = 1 |
y = 0 |
for x in xrange(-n, n + 1, s): |
for z in xrange(-n, n + 1, s): |
self.add_block((x, y - 2, z), GRASS, immediate=False) |
map = Map(n*2+1, n*2+1) |
doRandomPrim(map) |
for row in xrange(len(map.map)): |
for entry in xrange(len(map.map[row])): |
if map.map[row][entry] == 1: |
self.add_block((-n+row, -1, -n+entry), STONE, immediate=False) |
self.add_block((-n+row, 0, -n+entry), STONE, immediate=False) |
self.add_block((-n+row, 1, -n+entry), STONE, immediate=False) |
def hit_test(self, position, vector, max_distance=8): |
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): |
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): |
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): |
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): |
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): |
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): |
x, y, z = position |
vertex_data = cube_vertices(x, y, z, 0.5) |
texture_data = list(texture) |
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): |
self.shown.pop(position) |
if immediate: |
self._hide_block(position) |
else: |
self._enqueue(self._hide_block, position) |
def _hide_block(self, position): |
self._shown.pop(position).delete() |
def show_sector(self, sector): |
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): |
for position in self.sectors.get(sector, []): |
if position in self.shown: |
self.hide_block(position, False) |
def change_sectors(self, before, after): |
before_set = set() |
after_set = set() |
pad = 4 |
for dx in xrange(-pad, pad + 1): |
for dy in [0]: |
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): |
self.queue.append((func, args)) |
def _dequeue(self): |
func, args = self.queue.popleft() |
func(*args) |
def process_queue(self): |
start = time.perf_counter() |
while self.queue and time.perf_counter() - start < 1.0 / TICKS_PER_SEC: |
self._dequeue() |
def process_entire_queue(self): |
while self.queue: |
self._dequeue() |
class Window(pyglet.window.Window): |
def __init__(self, *args, **kwargs): |
super(Window, self).__init__(*args, **kwargs) |
self.exclusive = False |
self.flying = False |
self.strafe = [0, 0] |
self.position = (0, 0, 0) |
self.rotation = (0, 0) |
self.sector = None |
self.reticle = None |
self.dy = 0 |
self.num_keys = [ |
key._1, key._2, key._3, key._4, key._5, |
key._6, key._7, key._8, key._9, key._0] |
self.model = Model() |
self.enderx = random.randint(-SIZEG, SIZEG) |
self.enderz = random.randint(-SIZEG, SIZEG) |
if (0, 0, 0) in self.model.world: |
self.model.remove_block((0, -1, 0), immediate=False) |
self.model.remove_block((0, 0, 0), immediate=False) |
self.model.remove_block((0, 1, 0), immediate=False) |
if (self.enderx, 0, self.enderz) in self.model.world: |
self.model.remove_block((self.enderx, -1, self.enderz), immediate=False) |
self.model.remove_block((self.enderx, 0, self.enderz), immediate=False) |
self.model.remove_block((self.enderx, 1, self.enderz), immediate=False) |
self.model.add_block((self.enderx, -1, self.enderz), GREEN, immediate=False) |
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)) |
pyglet.clock.schedule_interval(self.update, 1.0 / TICKS_PER_SEC) |
def set_exclusive_mouse(self, exclusive): |
super(Window, self).set_exclusive_mouse(exclusive) |
self.exclusive = exclusive |
def get_sight_vector(self): |
x, y = self.rotation |
m = math.cos(math.radians(y)) |
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): |
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]: |
dy = 0.0 |
m = 1 |
if self.strafe[0] > 0: |
dy *= -1 |
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): |
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): |
speed = FLYING_SPEED if self.flying else WALKING_SPEED |
d = dt * speed |
dx, dy, dz = self.get_motion_vector() |
dx, dy, dz = dx * d, dy * d, dz * d |
if not self.flying: |
self.dy -= dt * GRAVITY |
self.dy = max(self.dy, -TERMINAL_VELOCITY) |
dy += self.dy * dt |
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): |
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 |
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): |
self.dy = 0 |
break |
return tuple(p) |
def on_mouse_press(self, x, y, button, modifiers): |
if self.exclusive: |
vector = self.get_sight_vector() |
block, previous = self.model.hit_test(self.position, vector) |
if button == pyglet.window.mouse.LEFT and block: |
texture = self.model.world[block] |
if texture == GREEN: |
self.label.text = "你赢了!" |
self.flying = True |
else: |
self.set_exclusive_mouse(True) |
def on_mouse_motion(self, x, y, dx, dy): |
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): |
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) |
def on_key_release(self, symbol, modifiers): |
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): |
self.label.y = height - 10 |
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): |
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): |
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): |
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): |
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): |
x, y, z = self.position |
if self.label.text != "你赢了!": |
self.label.text = '当前坐标:(%.1f, %.1f), 目标:(%.1f, %.1f)' % (x, z, self.enderx, self.enderz) |
self.label.draw() |
def draw_reticle(self): |
glColor3d(0, 0, 0) |
self.reticle.draw(GL_LINES) |
def setup_fog(): |
glEnable(GL_FOG) |
glFogfv(GL_FOG_COLOR, (GLfloat * 4)(1.0, 1.0, 0.8, 1)) |
glHint(GL_FOG_HINT, GL_DONT_CARE) |
glFogi(GL_FOG_MODE, GL_LINEAR) |
glFogf(GL_FOG_START, 30.0) |
glFogf(GL_FOG_END, 60.0) |
def setup(): |
glClearColor(1.0, 1.0, 0.8, 1) |
glEnable(GL_CULL_FACE) |
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='Zifan-Python-Maze', resizable=True) |
window.set_exclusive_mouse(True) |
setup() |
pyglet.app.run() |
if __name__ == '__main__': |
main() |



