Esempio n. 1
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    def hit(self, blocks, max_distance=8, left=True):
        """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
        ----------
        blocks : dict
            A mapping from position to the texture of a block
        max_distance : int
            How many blocks away to search for a hit.
        left : bool
            hit is called by left-click or not
        """
        m = 8
        x, y, z = self.position
        head, feet = normalize((x, y, z)), normalize((x, y - 1, z))
        dx, dy, dz = self.get_sight_vector()
        previous = None
        for _ in range(max_distance * m):
            key = normalize((x, y, z))
            if key != previous and key in blocks:
                if not left and (previous == head or previous == feet):
                    continue
                # Make sure the block isn't the player's head or feet in case of adding.
                return key, previous
            previous = key
            x, y, z = x + dx / m, y + dy / m, z + dz / m
        return None, None
Esempio n. 2
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    def hit(self, blocks, max_distance=8, left=True):
        """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
        ----------
        blocks : dict
            A mapping from position to the texture of a block
        max_distance : int
            How many blocks away to search for a hit.
        left : bool
            hit is called by left-click or not
        """
        m = 8
        x, y, z = self.position
        head, feet = normalize((x, y, z)), normalize((x, y - 1, z))
        dx, dy, dz = self.get_sight_vector()
        previous = None
        for _ in range(max_distance * m):
            key = normalize((x, y, z))
            if key != previous and key in blocks:
                if not left and (previous == head or previous == feet):
                    continue
                # Make sure the block isn't the player's head or feet in case of adding.
                return key, previous
            previous = key
            x, y, z = x + dx / m, y + dy / m, z + dz / m
        return None, None
Esempio n. 3
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    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 range(max_distance * m):
            key = normalize((x, y, z))
            if key != previous and key in self.objects:
                return key, previous
            previous = key
            x, y, z = x + dx / m, y + dy / m, z + dz / m
        return None, None
Esempio n. 4
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    def hit_test(self, coords, 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
        ----------
        coords : 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 = coords
        dx, dy, dz = vector
        previous = None
        for _ in range(max_distance * m):
            key = normalize((x, y, z))
            if key != previous and key in self.blocks:
                return key, previous
            previous = key
            x, y, z = x + dx / m, y + dy / m, z + dz / m
        return None, None
Esempio n. 5
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    def on_joybutton_press(self, joystick, button):
        vector = self.player.get_sight_vector()
        block, previous = self.world.hit_test(self.player.position, vector)
        if button == 0:
            player_x, player_y, player_z = normalize(self.player.position)
            if previous and previous != (player_x, player_y, player_z) and \
                    previous != (player_x, player_y - 1, player_z):
                # make sure the block isn't in the players head or feet
                if self.player.current_item:
                    self.world.add_block(previous, get_block(self.player.get_block()))

        elif button == 1:
            self.player.jump()

        elif button == 2 and block:
            texture = self.world.objects[block]
            if texture.hit_and_destroy():
                self.world.remove_block(block)

        elif button == 3:
            self.player.fly()

        elif button == 4:
            self.player.previous_inventory_item()

        elif button == 5:
            self.player.next_inventory_item()

        print('Button %s pressed' % button)
Esempio n. 6
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def test_normalize():
    """
    Test the normalize function.
    """
    my_pos = [3.29, 5.9, 7.001]
    expected = [3, 5, 7]
    norm_pos = util.normalize(my_pos)
    for i, e in zip(norm_pos, expected):
        assert isinstance(i, int), "Returned position not an integer"
        assert i == e, "Returned postion ({}) not what we expected ({})!".format(i, e)
Esempio n. 7
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def test_normalize():
    """
    Test the normalize function.
    """
    my_pos = [3.29, 5.9, 7.001]
    expected = [3, 6, 7]
    norm_pos = util.normalize(my_pos)
    for i, e in zip(norm_pos, expected):
        assert isinstance(i, int), "Returned position not an integer"
        assert i == e, "Returned postion ({}) not what we expected ({})!".format(
            i, e)
Esempio n. 8
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    def on_mouse_press(self, x, y, button, modifiers):
        vector = self.player.get_sight_vector()
        block, previous = self.world.hit_test(self.player.position, vector)
        if (button == mouse.RIGHT) or \
                ((button == mouse.LEFT) and (modifiers & key.MOD_CTRL)):
            # ON OSX, control + left click = right click.
            player_x, player_y, player_z = normalize(self.player.position)
            if previous and previous != (player_x, player_y, player_z) and \
                    previous != (player_x, player_y - 1, player_z):
                # make sure the block isn't in the players head or feet
                if self.player.current_item:
                    self.world.add_block(previous, get_block(self.player.get_block()))

        elif button == pyglet.window.mouse.LEFT and block:
            texture = self.world.objects[block]
            if texture.hit_and_destroy():
                self.world.remove_block(block)
Esempio n. 9
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    def on_mouse_press(self, x, y, button, modifiers):
        vector = self.player.get_sight_vector()
        block, previous = self.world.hit_test(self.player.position, vector)
        if (button == mouse.RIGHT) or \
                ((button == mouse.LEFT) and (modifiers & key.MOD_CTRL)):
            # ON OSX, control + left click = right click.
            player_x, player_y, player_z = normalize(self.player.position)
            if previous and self.player.block and \
                previous != (player_x, player_y, player_z) and \
                    previous != (player_x, player_y - 1, player_z):
                # make sure the block isn't in the players head or feet
                self.world.add_block(previous, get_block(self.player.block))
                self.player.adjust_inventory(self.player.block)

        elif button == pyglet.window.mouse.LEFT and block:
            texture = self.world.objects[block]
            if texture.hit_and_destroy():
                self.world.remove_block(block)
Esempio n. 10
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    def collide(self, position, height, objects):
        """Checks to see if the player at the given `position` and `height`
        is colliding with any blocks in the world.

        Parametesrs
        ----------
        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 range(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 range(height):  # check each height
                    op = list(np)
                    op[1] -= dy
                    op[i] += face[i]
                    if tuple(op) not in objects:
                        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)
Esempio n. 11
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    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.player.get_sight_vector()
            block, previous = self.world.hit_test(self.player.position, vector)
            if (button == mouse.RIGHT) or \
                    ((button == mouse.LEFT) and (modifiers & key.MOD_CTRL)):
                # ON OSX, control + left click = right click.
                player_x, player_y, player_z = normalize(self.player.position)
                if previous and self.player.block and \
                    previous != (player_x, player_y, player_z) and \
                        previous != (player_x, player_y-1, player_z): # make sure the block isn't in the players head or feet
                    self.world.add_block(previous,
                                         get_block(self.player.block))
                    self.player.adjust_inventory(self.player.block)

            elif button == pyglet.window.mouse.LEFT and block:
                texture = self.world.objects[block]
                if texture.breakable:
                    self.world.remove_block(block)
        else:
            self.set_exclusive_mouse(True)
Esempio n. 12
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    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.player.get_sight_vector()
            block, previous = self.world.hit_test(self.player.position, vector)
            if (button == mouse.RIGHT) or \
                    ((button == mouse.LEFT) and (modifiers & key.MOD_CTRL)):
                # ON OSX, control + left click = right click.
                player_x, player_y, player_z = normalize(self.player.position)
                if previous and self.player.block and \
                    previous != (player_x, player_y, player_z) and \
                        previous != (player_x, player_y - 1, player_z):
                    # make sure the block isn't in the players head or feet
                    self.world.add_block(previous, get_block(self.player.block))
                    self.player.adjust_inventory(self.player.block)

            elif button == pyglet.window.mouse.LEFT and block:
                texture = self.world.objects[block]
                if texture.hit_and_destroy():
                    self.world.remove_block(block)
        else:
            self.set_exclusive_mouse(True)