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master.py
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master.py
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data=open("settings.ini","r").readlines()
from time import *
import datetime
from logger import *
logdata("\nPyCraft was started at "+datetime.datetime.ctime(datetime.datetime.now()))
PROJECT_ID = "27000d60d1768c38"
from math import *
from OpenGL.GL import *
from OpenGL.GLU import *
import pygame
from pygame.locals import *
from random import *
import thread
import easygui
#import picker
import os
#from opensimplex.opensimplex import *
os.environ["SDL_VIDEO_CENTERED"] = '1'
WALK_SPEED = 0.15
SELECTSIZE = 0.505
RATE = 1/16.0
SCREEN_SIZE = (1366,768)
exec open("blocks.py","r").read()
exec open("world.py","r").read()
exec open("misc.py","r").read()
exec open("parser.py","r").read()
exec open("particles.py","r").read()
class CubeThingy:
coords_top=[RATE*1,RATE*15,RATE*2,RATE*14]
coords_btm=[RATE*1,RATE*15,RATE*2,RATE*14]
coords_lft=[RATE*1,RATE*15,RATE*2,RATE*14]
coords_rgt=[RATE*1,RATE*15,RATE*2,RATE*14]
coords_fwd=[RATE*1,RATE*15,RATE*2,RATE*14]
coords_bck=[RATE*1,RATE*15,RATE*2,RATE*14]
def __init__(self,pos,world,create=True,recompile=True):
self.pos=pos
def render_index(self):
glDisable(GL_TEXTURE_2D)
glBegin(GL_QUADS)
glColor(0.5,0.5,0.5,1.0);
glNormal3f(0,0,1)
glTexCoord2f(self.coords_fwd[0],self.coords_fwd[3]); glVertex3f(self.pos[0]+ -0.5,self.pos[1]+-0.5,self.pos[2]+0.5) #Front
glTexCoord2f(self.coords_fwd[2],self.coords_fwd[3]); glVertex3f(self.pos[0]+0.5,self.pos[1]+-0.5,self.pos[2]+0.5)
glTexCoord2f(self.coords_fwd[2],self.coords_fwd[1]); glVertex3f(self.pos[0]+0.5,self.pos[1]+0.5,self.pos[2]+0.5)
glTexCoord2f(self.coords_fwd[0],self.coords_fwd[1]); glVertex3f(self.pos[0]+-0.5,self.pos[1]+0.5,self.pos[2]+0.5)
glNormal3f(0,0,-1)
glColor(0,1,0,1.0);
glTexCoord2f(self.coords_bck[2],self.coords_bck[3]); glVertex3f(self.pos[0]+-0.5,self.pos[1]+-0.5,self.pos[2]+-0.5)
glTexCoord2f(self.coords_bck[0],self.coords_bck[3]); glVertex3f(self.pos[0]+0.5,self.pos[1]+-0.5,self.pos[2]+-0.5) #Back
glTexCoord2f(self.coords_bck[0],self.coords_bck[1]); glVertex3f(self.pos[0]+0.5,self.pos[1]+0.5,self.pos[2]+-0.5)
glTexCoord2f(self.coords_bck[2],self.coords_bck[1]); glVertex3f(self.pos[0]+-0.5,self.pos[1]+0.5,self.pos[2]+-0.5)
glNormal3f(0,-1,0)
glColor(0,0,1,1.0);
glTexCoord2f(self.coords_btm[2],self.coords_btm[1]); glVertex3f(self.pos[0]+-0.5,self.pos[1]+-0.5,self.pos[2]+-0.5) #Bottom
glTexCoord2f(self.coords_btm[0],self.coords_btm[1]); glVertex3f(self.pos[0]+0.5,self.pos[1]+-0.5,self.pos[2]+-0.5)
glTexCoord2f(self.coords_btm[0],self.coords_btm[3]); glVertex3f(self.pos[0]+0.5,self.pos[1]+-0.5,self.pos[2]+0.5)
glTexCoord2f(self.coords_btm[2],self.coords_btm[3]); glVertex3f(self.pos[0]+-0.5,self.pos[1]+-0.5,self.pos[2]+0.5)
glNormal3f(0,1,0)
glColor(1,1,0,1.0);
glTexCoord2f(self.coords_top[0],self.coords_top[1]); glVertex3f(self.pos[0]+-0.5,self.pos[1]+0.5,self.pos[2]+-0.5) #Top
glTexCoord2f(self.coords_top[2],self.coords_top[1]); glVertex3f(self.pos[0]+0.5,self.pos[1]+0.5,self.pos[2]+-0.5)
glTexCoord2f(self.coords_top[2],self.coords_top[3]); glVertex3f(self.pos[0]+0.5,self.pos[1]+0.5,self.pos[2]+0.5)
glTexCoord2f(self.coords_top[0],self.coords_top[3]); glVertex3f(self.pos[0]+-0.5,self.pos[1]+0.5,self.pos[2]+0.5)
glNormal3f(-1,0,0)
glColor(0,1,1,1.0);
glTexCoord2f(self.coords_lft[0],self.coords_lft[3]); glVertex3f(self.pos[0]+-0.5,self.pos[1]+-0.5,self.pos[2]+-0.5)
glTexCoord2f(self.coords_lft[0],self.coords_lft[1]); glVertex3f(self.pos[0]+-0.5,self.pos[1]+0.5,self.pos[2]+-0.5) #left
glTexCoord2f(self.coords_lft[2],self.coords_lft[1]); glVertex3f(self.pos[0]+-0.5,self.pos[1]+0.5,self.pos[2]+0.5)
glTexCoord2f(self.coords_lft[2],self.coords_lft[3]); glVertex3f(self.pos[0]+-0.5,self.pos[1]+-0.5,self.pos[2]+0.5)
glNormal3f(1,0,0)
glColor(1,0,1,1.0);
glTexCoord2f(self.coords_rgt[2],self.coords_rgt[3]); glVertex3f(self.pos[0]+0.5,self.pos[1]+-0.5,self.pos[2]+-0.5)
glTexCoord2f(self.coords_rgt[2],self.coords_rgt[1]); glVertex3f(self.pos[0]+0.5,self.pos[1]+0.5,self.pos[2]+-0.5) #right
glTexCoord2f(self.coords_rgt[0],self.coords_rgt[1]); glVertex3f(self.pos[0]+0.5,self.pos[1]+0.5,self.pos[2]+0.5)
glTexCoord2f(self.coords_rgt[0],self.coords_rgt[3]); glVertex3f(self.pos[0]+0.5,self.pos[1]+-0.5,self.pos[2]+0.5)
glEnd()
glEnable(GL_TEXTURE_2D)
def trace(pos,world):
mycube=CubeThingy(pos,None,False,False)
glColor(1.0,1.0,1.0,1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glDisable(GL_FOG)
glLoadIdentity();
glRotate(world.player_angle[0],1,0,0)
glRotate(world.player_angle[1],0,1,0)
glTranslate(-world.player_pos[0],-world.player_pos[1],world.player_pos[2])
#glBindTexture(GL_TEXTURE_2D, texture_id)
mycube.render_index()
glEnable(GL_FOG)
pixels=[0,0,0,0]
return tuple(glReadPixels(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]/2,1,1,GL_RGBA,GL_UNSIGNED_BYTE,pixels))
def runQuit(world):
pygame.quit()
thread_run=False
world.save()
easygui.msgbox(title = "Saved",msg = "Your world, \""+world.saveName+",\" has been saved.")
logdata("PyCraft was closed.")
quit()
def getFile(world):
b = easygui.buttonbox("","PyCraft: Select a World", ("Load World","New World","Quit"))
if b == "Quit":
logdata("The user quitted immediatly.")
quit()
if b == "New World":
logdata("The user created a new world.")
name = easygui.enterbox("Pick a name for your world: ")
logdata("They named it '"+name+"'.")
gens = os.listdir("generators/")
for gen in range(len(gens)):
gens[gen] = gens[gen][:-3]
gen = easygui.choicebox("Select a world generator: ","",gens)
logdata("They used the generator '"+gen+"'.")
exec open("generators/"+gen+".py").read()
generateRandomMap(world)
world.saveName = name
if b == "Load World":
worlds = os.listdir("worlds/")
world_name = easygui.choicebox("Select a world","Pycraft: Select a World", worlds)
logdata("They loaded the world named '"+world_name+"'.")
world_data = open("worlds/"+world_name,"r").read()
logdata("It contains "+str(len(world_data.split("\n"))-1)+" blocks.")
parseMap(world,world_data)
world.saveName = world_name
color_index = {
(255,255,0,255):(0,1,0),
(0,0,255,255): (0,-1,0),
(0,255,255,255): (-1,0,0),
(255,0,255,255): (1,0,0),
(128,128,128,255): (0,0,1),
(0,255,0,255): (0,0,-1)}
def blockSelector(block_index,block_tex):
a=0
glClearColor(0,0,0,255)
blocklist=[BasicBlock,DirtBlock,WoodBlock,RockBlock,LeafBlock,
RedCloth,OrangeCloth,YellowCloth,GreenCloth,CyanCloth,BlueCloth,
PurpleCloth,BlackCloth,GrayCloth,WhiteCloth,PlankBlock,DoorShutBottom,
Dynamite,Snow,Cake,SwissCheese,Glass,GoldBlock,SilverBlock,Water,
BrickBlock,HatchShut,WaterBucket,SandBlock,DyedSand,Generator,LED,Switch,Wire,
AND,NOT,XOR,Spout,ExperimentalPusherRight,ExperimentalPusherLeft,
ExperimentalPusherUp,ExperimentalPusherBack,ExperimentalPusherFront,Button,
StickyPusherFront,StickyPusherBack,StickyPusherUp,StickyPusherRight,StickyPusherLeft,Chemicals,Bush]#,ExperimentalPusherLeft]
#block_index = 0
mc = pygame.time.Clock()
glColor(1.0,1.0,1.0,1.0)
glBindTexture(GL_TEXTURE_2D, block_tex)
while True:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity()
glTranslate(0,0,-2)
glRotate(30,1,0,0)
glRotate(a, 0,1,0)
cb = blocklist[block_index]
render_lamocube(cb.coords_fwd,cb.coords_bck,cb.coords_btm,cb.coords_top,cb.coords_lft,cb.coords_rgt)
pygame.display.flip()
a+=2
mc.tick(30)
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_RETURN:
glClearColor(0.45, 0.7, 1.0, 0.0)
return blocklist[block_index], block_index
if event.key == K_LEFT:
block_index-=1
if block_index == -1: block_index=len(blocklist)-1
if event.key == K_RIGHT:
block_index += 1
if block_index == len(blocklist): block_index=0
def remote_start(world,textures):
flying=False
carrying = BasicBlock
block_i = 0
thread_run = True
waterFirst = True
pygame.mouse.set_visible(False)
#pygame.mouse.set_grab(True)
clock = pygame.time.Clock()
world.recompile("The Master")
whammer = FastCube([0,0,0])
color_data = {}
background = 0.45, 0.7, 1.0,1.0
sky = 1.0
sky_inc = -0.0005
night = False
p=pygame.key.get_pressed()
s=None
frame_num=0
while True:
frame_num+=1
ms = clock.tick(30)
GRAVITY_ACCEL = 0.01
GRAVITY_H2O = 0.0025
JUMPSTART = -0.2
for event in pygame.event.get():
if event.type == pygame.QUIT:
runQuit(world)
if event.type == KEYDOWN:
if event.key == K_z:
night = not night
if event.key == K_ESCAPE:
runQuit(world)
if event.key == K_b:
carrying, block_i = blockSelector(block_i,textures["blocks"])
if event.key == K_m:
world.spawn_point = world.player_pos[:]
if event.key == K_n:
world.player_pos = world.spawn_point[:]
world.player_accel=0
if event.key == K_v:
pygame.event.post(pygame.event.Event(MOUSEBUTTONDOWN,button=1))
if event.key == K_c:
pygame.event.post(pygame.event.Event(MOUSEBUTTONDOWN,button=3))
if event.key == K_e and s:
#print "!"
if s.usable:
#print "!!"
s.on_use()
if event.key == K_F3:
flying=not flying
if event.key == K_SPACE and canjump:
world.player_accel = -0.2
if event.type == pygame.MOUSEBUTTONDOWN:
if (event.button == 1) and s:
world.killBlock(s,True)
s=world.trackPointer()
if (event.button == 3) and s:
y = trace(s.pos,world)
#print y
try:carrying((s.pos[0]+color_index[y][0],s.pos[1]+color_index[y][1],s.pos[2]+color_index[y][2]),world)
except Exception as e: print "Error: ", str(e)
glClear(GL_COLOR_BUFFER_BIT)
glClearColor(*background)
pygame.display.set_caption("PYCRAFT 3 FPS: "+str(clock.get_fps()))
if night: world.doSky()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glColor(1,1,1)
glRotate(world.player_angle[0],1,0,0)
glRotate(world.player_angle[1],0,1,0)
glTranslate(-world.player_pos[0],-world.player_pos[1],world.player_pos[2])
#glColor(0,0,0.6)
glDisable(GL_TEXTURE_2D)
#glBegin(GL_QUADS)
#glVertex3d(-1000,,-1000)
#glVertex3d(1000,0,-1000)
#glVertex3d(1000,0,1000)
#glVertex3d(-1000,0,1000)
#glEnd()
glEnable(GL_TEXTURE_2D)
CLOUD = 1000.0
CLDH = 500.0
glDisable(GL_FOG)
glBindTexture(GL_TEXTURE_2D,textures["sky"])
glBegin(GL_QUADS)
glTexCoord2f(0.0,0.0); glVertex3f(-CLOUD,CLDH,-CLOUD)
glTexCoord2f(1.0,0.0); glVertex3f(CLOUD,CLDH,-CLOUD)
glTexCoord2f(1.0,1.0); glVertex3f(CLOUD,CLDH,CLOUD)
glTexCoord2f(0.0,1.0); glVertex3f(-CLOUD,CLDH,CLOUD)
glEnd()
glEnable(GL_FOG)
if world.getAmbient()==(1.0,1.0,1.0,1.0):glBindTexture(GL_TEXTURE_2D, textures["blocks"])
else: glBindTexture(GL_TEXTURE_2D, textures["water"])
if world.needs_update: world.recompile("The Master #2")
#glEnable(GL_LIGHTING)
#glLight(GL_LIGHT0, GL_POSITION, (0, 1.25, 1, 0))
world.render()
glDisable(GL_LIGHTING)
#glDisable(GL_TEXTURE_2D)
#print world.particles
glPointSize(50)
glEnable(GL_POINT_SPRITE)
glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION,(0,0,0.35))
glBegin(GL_POINTS)
for particle in world.particles[:]:
particle.update()
particle.render()
glEnd()
glEnable(GL_TEXTURE_2D)
world.updateOneRandomBlock()
s = world.trackPointer()
#s=None
if s:
#print frame_num,"\t", s.pos
glColor(0,0,0)
glBegin(GL_LINES)
glVertex3f(s.pos[0]-SELECTSIZE,s.pos[1]-SELECTSIZE, s.pos[2]-SELECTSIZE); glVertex3f(s.pos[0]+SELECTSIZE,s.pos[1]-SELECTSIZE, s.pos[2]-SELECTSIZE)
glVertex3f(s.pos[0]+SELECTSIZE,s.pos[1]-SELECTSIZE, s.pos[2]-SELECTSIZE); glVertex3f(s.pos[0]+SELECTSIZE,s.pos[1]-SELECTSIZE, s.pos[2]+SELECTSIZE)
glVertex3f(s.pos[0]+SELECTSIZE,s.pos[1]-SELECTSIZE, s.pos[2]+SELECTSIZE); glVertex3f(s.pos[0]-SELECTSIZE,s.pos[1]-SELECTSIZE, s.pos[2]+SELECTSIZE)
glVertex3f(s.pos[0]-SELECTSIZE,s.pos[1]-SELECTSIZE, s.pos[2]+SELECTSIZE); glVertex3f(s.pos[0]-SELECTSIZE,s.pos[1]-SELECTSIZE, s.pos[2]-SELECTSIZE)
glVertex3f(s.pos[0]-SELECTSIZE,s.pos[1]+SELECTSIZE, s.pos[2]-SELECTSIZE); glVertex3f(s.pos[0]+SELECTSIZE,s.pos[1]+SELECTSIZE, s.pos[2]-SELECTSIZE)
glVertex3f(s.pos[0]+SELECTSIZE,s.pos[1]+SELECTSIZE, s.pos[2]-SELECTSIZE); glVertex3f(s.pos[0]+SELECTSIZE,s.pos[1]+SELECTSIZE, s.pos[2]+SELECTSIZE)
glVertex3f(s.pos[0]+SELECTSIZE,s.pos[1]+SELECTSIZE, s.pos[2]+SELECTSIZE); glVertex3f(s.pos[0]-SELECTSIZE,s.pos[1]+SELECTSIZE, s.pos[2]+SELECTSIZE)
glVertex3f(s.pos[0]-SELECTSIZE,s.pos[1]+SELECTSIZE, s.pos[2]+SELECTSIZE); glVertex3f(s.pos[0]-SELECTSIZE,s.pos[1]+SELECTSIZE, s.pos[2]-SELECTSIZE)
glVertex3f(s.pos[0]-SELECTSIZE,s.pos[1]-SELECTSIZE, s.pos[2]-SELECTSIZE); glVertex3f(s.pos[0]-SELECTSIZE,s.pos[1]+SELECTSIZE, s.pos[2]-SELECTSIZE);
glVertex3f(s.pos[0]+SELECTSIZE,s.pos[1]-SELECTSIZE, s.pos[2]-SELECTSIZE); glVertex3f(s.pos[0]+SELECTSIZE,s.pos[1]+SELECTSIZE, s.pos[2]-SELECTSIZE);
glVertex3f(s.pos[0]+SELECTSIZE,s.pos[1]-SELECTSIZE, s.pos[2]+SELECTSIZE); glVertex3f(s.pos[0]+SELECTSIZE,s.pos[1]+SELECTSIZE, s.pos[2]+SELECTSIZE);
glVertex3f(s.pos[0]-SELECTSIZE,s.pos[1]-SELECTSIZE, s.pos[2]+SELECTSIZE); glVertex3f(s.pos[0]-SELECTSIZE,s.pos[1]+SELECTSIZE, s.pos[2]+SELECTSIZE);
glEnd()
glLoadIdentity();
glDisable(GL_DEPTH_TEST)
glDisable(GL_TEXTURE_2D)
glBegin(GL_QUADS);
glColor(0,0,0.25);
glVertex3f(0,0.05,-3)
glVertex3f(0.05,0,-3)
glVertex3f(0,-0.05,-3)
glVertex3f(-0.05,0,-3)
glEnd()
glEnable(GL_TEXTURE_2D)
glColor(1,1,1,1)
glEnable(GL_DEPTH_TEST)
pygame.display.flip()
p=pygame.key.get_pressed()
m=pygame.mouse.get_rel()
world.player_angle[1] += m[0] / 2
world.player_angle[0] += m[1] / 2
world.player_angle[0] = min(world.player_angle[0],90)
world.player_angle[0] = max(world.player_angle[0],-90)
opos = world.player_pos[:]
if p[K_LSHIFT]: WALK_SPEED = 0.5
else: WALK_SPEED = 0.15
if p[K_w]:
world.player_pos[0] += sin(radians(world.player_angle[1])) *WALK_SPEED
if world.getCollide(): world.player_pos[0]=opos[0]
world.player_pos[2] += cos(radians(world.player_angle[1])) *WALK_SPEED
if world.getCollide(): world.player_pos[2]=opos[2]
elif p[K_s]:
world.player_pos[0] -= sin(radians(world.player_angle[1])) *WALK_SPEED
if world.getCollide(): world.player_pos[0]=opos[0]
world.player_pos[2] -= cos(radians(world.player_angle[1])) *WALK_SPEED
if world.getCollide(): world.player_pos[2]=opos[2]
elif p[K_a]:
world.player_pos[0] += sin(radians(world.player_angle[1]-90)) *WALK_SPEED
if world.getCollide(): world.player_pos[0]=opos[0]
world.player_pos[2] += cos(radians(world.player_angle[1]-90)) *WALK_SPEED
if world.getCollide(): world.player_pos[2]=opos[2]
elif p[K_d]:
world.player_pos[0] -= sin(radians(world.player_angle[1]-90)) *WALK_SPEED
if world.getCollide(): world.player_pos[0]=opos[0]
world.player_pos[2] -= cos(radians(world.player_angle[1]-90)) *WALK_SPEED
if world.getCollide(): world.player_pos[2]=opos[2]
if p[K_SPACE]:
if canjump:
world.player_accel = JUMPSTART
if p[K_r] and flying:
world.player_pos[1] += WALK_SPEED
if world.getCollide():
world.player_pos[1] = opos[1]
if p[K_f] and flying:
world.player_pos[1] -= WALK_SPEED
if world.getCollide():
world.player_pos[1] = opos[1]
world.player_accel = min(world.player_accel,0.5)
world.player_pos[1] -= world.player_accel
canjump=False
if not flying:
if world.getRoundedPos(0,-1.6,0) in world.blocks.keys():
canjump=True
if world.getRoundedPos() not in world.blocks.keys():
waterFirst=True
if not world.getCollide() and not flying:
y= world.getBlockAt(world.getRoundedPos())
if y:
if y.ag:
if waterFirst:
waterFirst = False
world.player_accel = 0
else:
#print "!!"
world.player_accel += GRAVITY_H2O
else:
world.player_accel += GRAVITY_ACCEL
else:
world.player_accel += GRAVITY_ACCEL
if world.getCollide():
world.player_accel=0
world.player_pos[1] = round(opos[1])+0.001
if p[K_UP]: world.player_angle[0] -=3
if p[K_DOWN] :world.player_angle[0] += 3
if p[K_RIGHT] :world.player_angle[1] += 3
if p[K_LEFT]: world.player_angle[1] -= 3
## world.particles.append(SimpleParticle(world,
## (randint(int(world.player_pos[0]-10),int(world.player_pos[0]+10)),
## randint(int(world.player_pos[1]+10),int(world.player_pos[1]+20)),
## randint(int(world.player_pos[2]-10),int(world.player_pos[2]+10))),
## Water.coords_top[:2]))
def remote_main():
pygame.init()
screen = pygame.display.set_mode(SCREEN_SIZE,HWSURFACE|OPENGL|DOUBLEBUF)
resize(*SCREEN_SIZE)
init()
world = BasicWorldManager([])
getFile(world)
screen = pygame.display.set_mode(SCREEN_SIZE,HWSURFACE|OPENGL|DOUBLEBUF|FULLSCREEN)
pygame.event.set_grab(True)
resize(*SCREEN_SIZE)
init()
glEnable(GL_TEXTURE_2D)
texture_surface = pygame.image.load("texture packs/"+data[0].strip()+".png")
texture_data = pygame.image.tostring(texture_surface, 'RGBA', True)
block_tex = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, block_tex)
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST )
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
width, height = texture_surface.get_rect().size
t2 = time()
glTexImage2D( GL_TEXTURE_2D,0,4,width,height,0,GL_RGBA,GL_UNSIGNED_BYTE,texture_data)
t1 = time()
#font_surface = pygame.image.load("fonts/ascii_square.png")
#font_data = pygame.image.tostring(font_surface, 'RGBA', True)
#font_tex = glGenTextures(1)
#glBindTexture(GL_TEXTURE_2D, font_tex)
#glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST )
#glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST )
#glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
#wf, hf = font_surface.get_rect().size
#glTexImage2D( GL_TEXTURE_2D,0,4,wf,hf,0,GL_RGBA,GL_UNSIGNED_BYTE,font_data)
sky_surface = pygame.image.load("skytop/skytop3.png")
sky_data = pygame.image.tostring(sky_surface, 'RGB', True)
sky_tex = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, sky_tex)
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST )
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
wf2, hf2 = sky_surface.get_rect().size
glTexImage2D( GL_TEXTURE_2D,0,3,wf2,hf2,0,GL_RGB,GL_UNSIGNED_BYTE,sky_data)
w_surface = pygame.image.load("texture packs/"+data[0].strip()+"W.png")
w_data = pygame.image.tostring(w_surface, 'RGB', True)
w_tex = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, w_tex)
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST )
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
wf2, hf2 = w_surface.get_rect().size
glTexImage2D( GL_TEXTURE_2D,0,3,wf2,hf2,0,GL_RGB,GL_UNSIGNED_BYTE,w_data)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glBlendEquation(GL_FUNC_ADD)
tex_dict = {
"blocks":block_tex,
"water":w_tex,
"sky":sky_tex}
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glLight(GL_LIGHT0, GL_POSITION, (0, 1, 1, 0))
glEnable(GL_FOG)
glFogfv(GL_FOG_COLOR, (0.45, 0.7, 1.0, 1.0))
glFogi(GL_FOG_MODE, GL_LINEAR)
glFogf(GL_FOG_START, 2)
glFogf(GL_FOG_END, 40)
glEnable(GL_ALPHA_TEST)
glAlphaFunc(GL_GREATER,0.5)
glLineWidth(1)
remote_start(world,tex_dict)