""" from zifan.site version 1.1.0 python 3.x """ import sys import random import time import numba as nb from collections import deque from pyglet import image from pyglet.gl import * from pyglet.graphics import TextureGroup from pyglet.window import key, mouse import math TICKS_PER_SEC = 60 SECTOR_SIZE = 16 GAMETYPES = False # 是否开启冰雪世界 SEED = random.randint(10, 1000000)#656795(种子"akioi") # 世界种子 print('seed:', SEED) GTIME = 0 # 当前世界时间 GDAY = 0.0005 GNIGHT = 0.0015 WALKING_SPEED = 5 # 走路速度 RUNNING_SPEED = 8 # 跑步速度 FLYING_SPEED = 15 # 飞行速度 GRAVITY = 35.0 # 重力 MAX_JUMP_HEIGHT = 1.25 # 最大跳跃速度 JUMP_SPEED = math.sqrt(2 * GRAVITY * MAX_JUMP_HEIGHT) TERMINAL_VELOCITY = 35 # 终端速度 PLAYER_HEIGHT = 2 # 玩家高度 WORLDLEN = 128 # 世界长度 TEXTURE_PATH = 'texture.png' # 纹理文件 def cube_vertices(x, y, z, n): # 返回立方体的顶点,大小为2n。 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=8): # 返回纹理的边界顶点。 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): # 返回顶部、底部和侧面的纹理列表。 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 if GAMETYPES: GRASS = tex_coords((4, 0), (0, 1), (1, 3)) else: GRASS = tex_coords((1, 0), (0, 1), (0, 0)) SAND = tex_coords((1, 1), (1, 1), (1, 1)) DIRT = tex_coords((0, 1), (0, 1), (0, 1)) STONE = tex_coords((2, 0), (2, 0), (2, 0)) ENDSTONE = tex_coords((2, 1), (2, 1), (2, 1)) if GAMETYPES: WATER = tex_coords((3, 1), (3, 1), (3, 1)) else: WATER = tex_coords((0, 4), (0, 4), (0, 4)) WOOD = tex_coords((0, 2), (0, 2), (3, 0)) LEAF = tex_coords((0, 3), (0, 3), (0, 3)) BRICK = tex_coords((1, 2), (1, 2), (1, 2)) PUMKEY = tex_coords((2, 2), (3, 3), (2, 3)) MELON = tex_coords((2, 4), (2, 4), (1, 4)) CLOUD = tex_coords((3, 2), (3, 2), (3, 2)) TNT = tex_coords((4, 2), (4, 3), (4, 1)) # 立方体的6个面 FACES = [ ( 0, 1, 0), ( 0,-1, 0), (-1, 0, 0), ( 1, 0, 0), ( 0, 0, 1), ( 0, 0,-1), ] random.seed(SEED) def normalize(position): # 将三维坐标'position'的x、y、z取近似值 x, y, z = position x, y, z = (round(x), round(y), 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) persistence = random.uniform(0.01, 0.15) Number_Of_Octaves = random.randint(3, 5) @nb.jit(nopython=True, fastmath=True) def Noise(x, y): n = x + y * 57 n = (n * 8192) ^ n return ( 1.0 - ( (n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0) @nb.jit(nopython=True, fastmath=True) def SmoothedNoise(x, y): corners = ( Noise(x-1, y-1)+Noise(x+1, y-1)+Noise(x-1, y+1)+Noise(x+1, y+1) ) / 16 sides = ( Noise(x-1, y) +Noise(x+1, y) +Noise(x, y-1) +Noise(x, y+1) ) / 8 center = Noise(x, y) / 4 return corners + sides + center @nb.jit(nopython=True, fastmath=True) def Cosine_Interpolate(a, b, x): ft = x * 3.1415927 f = (1 - math.cos(ft)) * 0.5 return a*(1-f) + b*f @nb.jit(nopython=True, fastmath=True) def Linear_Interpolate(a, b, x): return a*(1-x) + b*x def InterpolatedNoise(x, y): integer_X = int(x) fractional_X = x - integer_X integer_Y = int(y) fractional_Y = y - integer_Y v1 = SmoothedNoise(integer_X, integer_Y) v2 = SmoothedNoise(integer_X + 1, integer_Y) v3 = SmoothedNoise(integer_X, integer_Y + 1) v4 = SmoothedNoise(integer_X + 1, integer_Y + 1) i1 = Cosine_Interpolate(v1, v2, fractional_X) i2 = Cosine_Interpolate(v3, v4, fractional_X) return Cosine_Interpolate(i1, i2, fractional_Y) def PerlinNoise(x, y): noise = 0 p = persistence n = Number_Of_Octaves for i in range(n): frequency = pow(2,i) amplitude = pow(p,i) noise = noise + InterpolatedNoise(x * frequency, y * frequency) * amplitude return noise class Model(object): def __init__(self): self.batch = pyglet.graphics.Batch() self.group = TextureGroup(image.load(TEXTURE_PATH).get_texture()) # 纹理列表 self.world = {} # 地图 self.shown = {} # 显示的方块 self._shown = {} # 显示的纹理 self.sectors = {} self.queue = deque() self.dfy = self._initialize() def tree(self, y, x, z): # 生成树 th = random.randint(4, 6) ts = random.randint(th // 2, 4) for i in range(y, y + th): self.add_block((x, i, z), WOOD, immediate=False) for dy in range(y + th, y + th + 2): for dx in range(x - ts, x + ts + 1): for dz in range(z - ts, z + ts + 1): self.add_block((dx, dy, dz), LEAF, immediate=False) for dy in range(y + th + 2, y + th + ts + 2): ts -= 1 for dx in range(x - ts, x + ts + 1): for dz in range(z - ts, z + ts + 1): self.add_block((dx, dy, dz), LEAF, immediate=False) def _initialize(self): # 初始化世界 hl = WORLDLEN // 2 mn = 0 quality = 4 gmap = [[0 for x in range(0, WORLDLEN)]for z in range(0, WORLDLEN)] for x in range(0, WORLDLEN): for z in range(0, WORLDLEN): gmap[x - hl][z - hl] += round(PerlinNoise(x / quality, z / quality) * quality) mn = min(mn, gmap[x - hl][z - hl]) for x in range(-hl, hl): for z in range(-hl, hl): gmap[x][z] += abs(mn) if gmap[x][z] < 2: self.add_block((x, -1, z), random.choice([SAND, STONE])) self.add_block((x, 0, z), WATER) if GAMETYPES: self.add_block((x, 1, z), WATER) else: self._show_block((x, 1, z), WATER) else: for y in range(-1, gmap[x][z]): self.add_block((x, y, z), DIRT) self.add_block((x, gmap[x][z], z), GRASS) self.add_block((x, -2, z), ENDSTONE) for x in range(-hl, hl, 4): for z in range(-hl, hl, 4): if x == 0 and z == 0: continue if random.randint(0, 3) == 1 and gmap[x][z] > 1: self.tree(gmap[x][z] + 1, x, z) for i in range(x, x + 4): for j in range(z, z + 4): self._show_block((i, 30, j), CLOUD) elif random.randint(0, 4) == 2 and gmap[x][z] > 2: self.add_block((x, gmap[x][z] + 1, z), random.choice([PUMKEY, MELON])) return gmap[0][0] + abs(mn) + 2 def hit_test(self, position, vector, max_distance=8): m = 8 x, y, z = position dx, dy, dz = vector previous = None for _ in range(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 range(-pad, pad + 1): for dy in [0]: for dz in range(-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 # 是否在飞行 self.walking = True # 是否在走路 self.jumping = False # 是否在跳 self.model = Model() self.strafe = [0, 0] self.position = (0, self.model.dfy, 0) self.rotation = (0, 0) self.sector = None self.reticle = None self.dy = 0 self.inventory = [GRASS, DIRT, STONE, SAND, WOOD, BRICK, PUMKEY, MELON, TNT] self.block = self.inventory[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.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): # 刷新 global GTIME global GNIGHT global GDAY glClearColor(0.5 - GTIME * 0.01, 0.69 - GTIME * 0.01, 1.0 - GTIME * 0.01, 1) setup_fog() GTIME += GDAY if GTIME < 23 else GNIGHT if GTIME > 50: GTIME = 50 GNIGHT = -GNIGHT GDAY = -GDAY elif GTIME < 0: GTIME = 0 GNIGHT = -GNIGHT GDAY = -GDAY 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) if self.jumping: if self.dy == 0: self.dy = JUMP_SPEED for _ in range(m): self._update(dt / m) def _update(self, dt): speed = FLYING_SPEED if self.flying else WALKING_SPEED if self.walking else RUNNING_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: for i in range(3): if not face[i]: continue d = (p[i] - np[i]) * face[i] if d < pad: continue for dy in range(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 TNTboom(self, x, y, z): # TNT爆炸 self.model.remove_block((x, y, z)) bf = 4 s = 0 for dy in range(y - bf, y): for i in range(x - s, x + s): for j in range(z - s, z + s): if (i, dy, j) in self.model.world: if j == z-s or j == z+s-1 or i == x-s or i == x+s-1: if random.randint(0, 1): if self.model.world[(i, dy, j)] == TNT: self.TNTboom(i, dy, j) continue if self.model.world[(i, dy, j)] != ENDSTONE: self.model.remove_block((i, dy, j)) else: if self.model.world[(i, dy, j)] == TNT: self.TNTboom(i, dy, j) continue if self.model.world[(i, dy, j)] != ENDSTONE: self.model.remove_block((i, dy, j)) s += 1 s = bf for i in range(x - s, x + s): for j in range(z - s, z + s): if (i, y, j) in self.model.world: if j == z-s or j == z+s-1 or i == x-s or i == x+s-1: if random.randint(0, 1): if self.model.world[(i, y, j)] == TNT: self.TNTboom(i, y, j) continue self.model.remove_block((i, y, j)) else: if self.model.world[(i, y, j)] == TNT: self.TNTboom(i, y, j) continue self.model.remove_block((i, y, j)) for dy in range(y + 1, y + s + 1): for i in range(x - s, x + s): for j in range(z - s, z + s): if (i, dy, j) in self.model.world: if j == z-s or j == z+s-1 or i == x-s or i == x+s-1: if random.randint(0, 1): if self.model.world[(i, dy, j)] == TNT: self.TNTboom(i, dy, j) continue if self.model.world[(i, dy, j)] != ENDSTONE: self.model.remove_block((i, dy, j)) else: if self.model.world[(i, dy, j)] == TNT: self.TNTboom(i, dy, j) continue if self.model.world[(i, dy, j)] != ENDSTONE: self.model.remove_block((i, dy, j)) s -= 1 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 == mouse.RIGHT) or \ ((button == mouse.LEFT) and (modifiers & key.MOD_CTRL)): if previous: # 鼠标右击 x, y, z = self.position flag = True for i in range(0, PLAYER_HEIGHT): if previous == normalize((x, y - i, z)): flag = False break if flag: self.model.add_block(previous, self.block) elif button == pyglet.window.mouse.LEFT and block: # 鼠标左击 texture = self.model.world[block] if texture == TNT: self.TNTboom(block[0], block[1], block[2]) elif texture != ENDSTONE: self.model.remove_block(block) 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): # 键盘按键 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: self.jumping = True elif symbol == key.R: self.walking = not self.walking elif symbol == key.ESCAPE: self.set_exclusive_mouse(False) elif symbol == key.E: 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): # 键盘松键 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: self.jumping = False def on_resize(self, width, 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): # 3d模式 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): # 3d模式 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): # 绘制 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 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): glColor3d(0, 0, 0) self.reticle.draw(GL_LINES) def setup_fog(): # 初始化迷雾和光照 glEnable(GL_FOG) glFogfv(GL_FOG_COLOR, (GLfloat * 4)(0.5 - GTIME * 0.01, 0.69 - GTIME * 0.01, 1.0 - GTIME * 0.01, 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) glLightfv(GL_LIGHT0, GL_POSITION, (GLfloat * 4)(0.0, 0.0, 0.0, 0.0)) setup_light() def setup_light(): # 初始化光照 gamelight = 5.0 - GTIME / 10 glLightfv(GL_LIGHT0, GL_AMBIENT, (GLfloat * 4)(gamelight, gamelight, gamelight, 1.0)) glLightfv(GL_LIGHT0, GL_DIFFUSE, (GLfloat * 4)(gamelight, gamelight, gamelight, 1.0)) glLightfv(GL_LIGHT0, GL_SPECULAR, (GLfloat * 4)(1.0, 1.0, 1.0, 1.0)) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) def setup(): # 初始化 glClearColor(0.5 - GTIME * 0.01, 0.69 - GTIME * 0.01, 1.0 - GTIME * 0.01, 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='Python Minecraft', resizable=True) window.set_exclusive_mouse(True) setup() pyglet.app.run() if __name__ == '__main__': main()
by: hgjjbkjkhnn 发表于:2022-02-13 17:12:51 顶(4) | 踩(2) 回复
Traceback (most recent call last):
File "C:\Users\303\Desktop\Minecraft\main.py", line 9, in <module>
import numba as nb
ModuleNotFoundError: No module named 'numba'
初级程序员
by: 尾翼稳定脱壳穿甲弹 发表于:2022-01-23 10:58:10 顶(15) | 踩(6) 回复
报错:
Traceback (most recent call last):
File "C:\Users\123\Desktop\TANK\Minecraft\main.py", line 125, in <module>
@nb.jit(nopython=True, fastmath=True)
AttributeError: module 'numba' has no attribute 'jit'
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