コード例 #1
0
    def setup(self):
        if G.SINGLEPLAYER:
            try:
                print 'Starting internal server...'
                # TODO: create world menu
                G.SAVE_FILENAME = "world"
                start_server(internal=True)
                sock = socket.socket()
                sock.connect(("localhost", 1486))
            except socket.error as e:
                print "Socket Error:", e
                #Otherwise back to the main menu we go
                return False
            except Exception as e:
                print 'Unable to start internal server'
                import traceback
                traceback.print_exc()
                return False
        else:
            try:
                #Make sure the address they want to connect to works
                ipport = G.IP_ADDRESS.split(":")
                if len(ipport) == 1: ipport.append(1486)
                sock = socket.socket()
                sock.connect((tuple(ipport)))
            except socket.error as e:
                print "Socket Error:", e
                #Otherwise back to the main menu we go
                return False

        self.init_gl()

        sky_rotation = -20.0  # -20.0

        # TERRAIN_CHOICE = self.biome_generator.get_biome_type(sector[0], sector[2])
        default_skybox = 'skydome.jpg'
        #if TERRAIN_CHOICE == G.NETHER:
        #    default_skybox = 'skydome_nether.jpg'
        #else:
        #    default_skybox = 'skybox.jpg'

        print 'loading ' + default_skybox

        self.skydome = Skydome(
            'resources/' + default_skybox,
            #'resources/skydome.jpg',
            0.7,
            100.0,
            sky_rotation,
        )

        self.player_ids = {
        }  # Dict of all players this session, indexes are their ID's [0: first Player on server,]

        self.focus_block = Block(width=1.05, height=1.05)
        self.earth = vec(0.8, 0.8, 0.8, 1.0)
        self.white = vec(1.0, 1.0, 1.0, 1.0)
        self.ambient = vec(1.0, 1.0, 1.0, 1.0)
        self.polished = GLfloat(100.0)
        self.crack_batch = pyglet.graphics.Batch()

        #if G.DISABLE_SAVE and world_exists(G.game_dir, G.SAVE_FILENAME):
        #    open_world(self, G.game_dir, G.SAVE_FILENAME)

        self.world = World()
        self.packetreceiver = PacketReceiver(self.world, self, sock)
        self.world.packetreceiver = self.packetreceiver
        G.CLIENT = self.packetreceiver
        self.packetreceiver.start()

        #Get our position from the server
        self.packetreceiver.request_spawnpos()
        #Since we don't know it yet, lets disable self.update, or we'll load the wrong chunks and fall
        self.update_disabled = self.update
        self.update = lambda dt: None
        #We'll re-enable it when the server tells us where we should be

        self.player = Player(game_mode=G.GAME_MODE)
        print('Game mode: ' + self.player.game_mode)
        self.item_list = ItemSelector(self, self.player, self.world)
        self.inventory_list = InventorySelector(self, self.player, self.world)
        self.item_list.on_resize(self.window.width, self.window.height)
        self.inventory_list.on_resize(self.window.width, self.window.height)
        self.text_input = TextWidget(self.window,
                                     '',
                                     0,
                                     0,
                                     self.window.width,
                                     visible=False,
                                     font_name=G.CHAT_FONT)
        self.text_input.push_handlers(on_toggled=self.on_text_input_toggled,
                                      key_released=self.text_input_callback)
        self.chat_box = TextWidget(self.window,
                                   '',
                                   0,
                                   self.text_input.y + self.text_input.height +
                                   50,
                                   self.window.width / 2,
                                   height=min(300, self.window.height / 3),
                                   visible=False,
                                   multi_line=True,
                                   readonly=True,
                                   font_name=G.CHAT_FONT,
                                   text_color=(255, 255, 255, 255),
                                   background_color=(0, 0, 0, 100),
                                   enable_escape=True)
        self.camera = Camera3D(target=self.player)

        if G.HUD_ENABLED:
            self.label = pyglet.text.Label('',
                                           font_name='Arial',
                                           font_size=8,
                                           x=10,
                                           y=self.window.height - 10,
                                           anchor_x='left',
                                           anchor_y='top',
                                           color=(255, 255, 255, 255))

        #if G.DEBUG_TEXT_ENABLED:
        #    self.debug_text = TextWidget(self.window, '',
        #                           0, self.window.height - 300,
        #                           500, 300,
        #                           visible=True, multi_line=True, readonly=True,
        #                           font_name='Arial', font_size=10,
        #                           text_color=(255, 255, 255, 255),
        #                           background_color=(0, 0, 0, 0))
        pyglet.clock.schedule_interval_soft(self.world.process_queue,
                                            1.0 / G.MAX_FPS)
        pyglet.clock.schedule_interval_soft(self.world.hide_sectors, 10.0,
                                            self.player)
        return True
コード例 #2
0
class GameController(Controller):
    def __init__(self, window):
        super(GameController, self).__init__(window)
        self.sector, self.highlighted_block, self.crack, self.last_key = (
            None, ) * 4
        self.bg_red, self.bg_green, self.bg_blue = (0.0, ) * 3
        self.mouse_pressed, self.sorted = (False, ) * 2
        self.count, self.block_damage = (0, ) * 2
        self.light_y, self.light_z = (1.0, ) * 2
        self.time_of_day = 0.0
        self.hour_deg = 15.0
        self.clock = 6

        self.back_to_main_menu = threading.Event()

    def update(self, dt):
        if self.back_to_main_menu.isSet():
            self.switch_controller_class(MainMenuController)
            return
        self.update_sector(dt)
        self.update_player(dt)
        self.update_mouse(dt)
        self.update_time()
        self.camera.update(dt)

    def update_sector(self, dt):
        sector = sectorize(self.player.position)
        if sector != self.sector:
            self.world.change_sectors(sector)
            # When the world is loaded, show every visible sector.
            if self.sector is None:
                self.world.process_entire_queue()
            self.sector = sector

    def update_player(self, dt):
        m = 8
        df = min(dt, 0.2)
        for _ in xrange(m):
            self.player.update(df / m, self)
        for ply in self.player_ids.itervalues():
            for _ in xrange(m):
                ply.update(df / m, self)
        momentum = self.player.get_motion_vector(
            15 if self.player.flying else 5 * self.player.current_density)
        if momentum != self.player.momentum_previous:
            self.player.momentum_previous = momentum
            self.packetreceiver.send_movement(momentum, self.player.position)

    def update_mouse(self, dt):
        if self.mouse_pressed:
            vector = self.player.get_sight_vector()
            block, previous = self.world.hit_test(self.player.position, vector,
                                                  self.player.attack_range)
            self.set_highlighted_block(block)

            if self.highlighted_block:
                hit_block = self.world[self.highlighted_block]
                if hit_block.hardness >= 0:
                    self.update_block_damage(dt, hit_block)
                    self.update_block_remove(dt, hit_block)

    def update_block_damage(self, dt, hit_block):
        multiplier = 1
        current_item = self.item_list.get_current_block()
        if current_item is not None:
            if isinstance(current_item, Tool):  # tool
                if current_item.tool_type == hit_block.digging_tool:
                    multiplier = current_item.multiplier

        self.block_damage += self.player.attack_power * dt * multiplier

    def update_block_remove(self, dt, hit_block):
        if self.block_damage >= hit_block.hardness:
            self.world.remove_block(self.player, self.highlighted_block)
            self.set_highlighted_block(None)
            if getattr(self.item_list.get_current_block_item(), 'durability',
                       -1) != -1:
                self.item_list.get_current_block_item().durability -= 1
                if self.item_list.get_current_block_item().durability <= 0:
                    self.item_list.remove_current_block()
                    self.item_list.update_items()
            if hit_block.drop_id is None:
                return
            if type(hit_block.drop_id) == list:
                for index, item in enumerate(hit_block.drop_id):
                    if not self.player.add_item(
                            item, quantity=hit_block.drop_quantity[index]):
                        return
            elif not self.player.add_item(hit_block.drop_id,
                                          quantity=hit_block.drop_quantity):
                return
            self.item_list.update_items()
            self.inventory_list.update_items()

    def init_gl(self):
        glEnable(GL_ALPHA_TEST)
        glAlphaFunc(GL_GREATER, 0.1)
        glEnable(GL_COLOR_MATERIAL)
        glEnable(GL_BLEND)

        glEnable(GL_LINE_SMOOTH)
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)
        glEnable(GL_POLYGON_SMOOTH)
        glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST)

        #glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE)
        #glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE)
        #glClampColorARB(GL_CLAMP_READ_COLOR_ARB, GL_FALSE)

        #glClearColor(0, 0, 0, 0)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

    def setup(self):
        if G.SINGLEPLAYER:
            try:
                print 'Starting internal server...'
                # TODO: create world menu
                G.SAVE_FILENAME = "world"
                start_server(internal=True)
                sock = socket.socket()
                sock.connect(("localhost", 1486))
            except socket.error as e:
                print "Socket Error:", e
                #Otherwise back to the main menu we go
                return False
            except Exception as e:
                print 'Unable to start internal server'
                import traceback
                traceback.print_exc()
                return False
        else:
            try:
                #Make sure the address they want to connect to works
                ipport = G.IP_ADDRESS.split(":")
                if len(ipport) == 1: ipport.append(1486)
                sock = socket.socket()
                sock.connect((tuple(ipport)))
            except socket.error as e:
                print "Socket Error:", e
                #Otherwise back to the main menu we go
                return False

        self.init_gl()

        sky_rotation = -20.0  # -20.0

        # TERRAIN_CHOICE = self.biome_generator.get_biome_type(sector[0], sector[2])
        default_skybox = 'skydome.jpg'
        #if TERRAIN_CHOICE == G.NETHER:
        #    default_skybox = 'skydome_nether.jpg'
        #else:
        #    default_skybox = 'skybox.jpg'

        print 'loading ' + default_skybox

        self.skydome = Skydome(
            'resources/' + default_skybox,
            #'resources/skydome.jpg',
            0.7,
            100.0,
            sky_rotation,
        )

        self.player_ids = {
        }  # Dict of all players this session, indexes are their ID's [0: first Player on server,]

        self.focus_block = Block(width=1.05, height=1.05)
        self.earth = vec(0.8, 0.8, 0.8, 1.0)
        self.white = vec(1.0, 1.0, 1.0, 1.0)
        self.ambient = vec(1.0, 1.0, 1.0, 1.0)
        self.polished = GLfloat(100.0)
        self.crack_batch = pyglet.graphics.Batch()

        #if G.DISABLE_SAVE and world_exists(G.game_dir, G.SAVE_FILENAME):
        #    open_world(self, G.game_dir, G.SAVE_FILENAME)

        self.world = World()
        self.packetreceiver = PacketReceiver(self.world, self, sock)
        self.world.packetreceiver = self.packetreceiver
        G.CLIENT = self.packetreceiver
        self.packetreceiver.start()

        #Get our position from the server
        self.packetreceiver.request_spawnpos()
        #Since we don't know it yet, lets disable self.update, or we'll load the wrong chunks and fall
        self.update_disabled = self.update
        self.update = lambda dt: None
        #We'll re-enable it when the server tells us where we should be

        self.player = Player(game_mode=G.GAME_MODE)
        print('Game mode: ' + self.player.game_mode)
        self.item_list = ItemSelector(self, self.player, self.world)
        self.inventory_list = InventorySelector(self, self.player, self.world)
        self.item_list.on_resize(self.window.width, self.window.height)
        self.inventory_list.on_resize(self.window.width, self.window.height)
        self.text_input = TextWidget(self.window,
                                     '',
                                     0,
                                     0,
                                     self.window.width,
                                     visible=False,
                                     font_name=G.CHAT_FONT)
        self.text_input.push_handlers(on_toggled=self.on_text_input_toggled,
                                      key_released=self.text_input_callback)
        self.chat_box = TextWidget(self.window,
                                   '',
                                   0,
                                   self.text_input.y + self.text_input.height +
                                   50,
                                   self.window.width / 2,
                                   height=min(300, self.window.height / 3),
                                   visible=False,
                                   multi_line=True,
                                   readonly=True,
                                   font_name=G.CHAT_FONT,
                                   text_color=(255, 255, 255, 255),
                                   background_color=(0, 0, 0, 100),
                                   enable_escape=True)
        self.camera = Camera3D(target=self.player)

        if G.HUD_ENABLED:
            self.label = pyglet.text.Label('',
                                           font_name='Arial',
                                           font_size=8,
                                           x=10,
                                           y=self.window.height - 10,
                                           anchor_x='left',
                                           anchor_y='top',
                                           color=(255, 255, 255, 255))

        #if G.DEBUG_TEXT_ENABLED:
        #    self.debug_text = TextWidget(self.window, '',
        #                           0, self.window.height - 300,
        #                           500, 300,
        #                           visible=True, multi_line=True, readonly=True,
        #                           font_name='Arial', font_size=10,
        #                           text_color=(255, 255, 255, 255),
        #                           background_color=(0, 0, 0, 0))
        pyglet.clock.schedule_interval_soft(self.world.process_queue,
                                            1.0 / G.MAX_FPS)
        pyglet.clock.schedule_interval_soft(self.world.hide_sectors, 10.0,
                                            self.player)
        return True

    def update_time(self):
        """
        The idle function advances the time of day.
        The day has 24 hours, from sunrise to sunset and from sunrise to
        second sunset.
        The time of day is converted to degrees and then to radians.
        """

        if not self.window.exclusive:
            return

        time_of_day = self.time_of_day if self.time_of_day < 12.0 \
            else 24.0 - self.time_of_day

        if time_of_day <= 2.5:
            self.time_of_day += 1.0 / G.TIME_RATE
            time_of_day += 1.0 / G.TIME_RATE
            self.count += 1
        else:
            self.time_of_day += 20.0 / G.TIME_RATE
            time_of_day += 20.0 / G.TIME_RATE
            self.count += 1.0 / 20.0
        if self.time_of_day > 24.0:
            self.time_of_day = 0.0
            time_of_day = 0.0

        side = len(self.world.sectors) * 2.0

        self.light_y = 2.0 * side * sin(
            time_of_day * self.hour_deg * G.DEG_RAD)
        self.light_z = 2.0 * side * cos(
            time_of_day * self.hour_deg * G.DEG_RAD)
        if time_of_day <= 2.5:
            ambient_value = 1.0
        else:
            ambient_value = 1 - (time_of_day - 2.25) / 9.5
        self.ambient = vec(ambient_value, ambient_value, ambient_value, 1.0)

        # Calculate sky colour according to time of day.
        sin_t = sin(pi * time_of_day / 12.0)
        self.bg_red = 0.1 * (1.0 - sin_t)
        self.bg_green = 0.9 * sin_t
        self.bg_blue = min(sin_t + 0.4, 0.8)

        if fmod(self.count / 2, G.TIME_RATE) == 0:
            if self.clock == 18:
                self.clock = 6
            else:
                self.clock += 1

    def set_highlighted_block(self, block):
        if self.highlighted_block == block:
            return
        self.highlighted_block = block
        self.block_damage = 0
        if self.crack:
            self.crack.delete()
        self.crack = None

    def on_mouse_press(self, x, y, button, modifiers):
        if self.window.exclusive:
            vector = self.player.get_sight_vector()
            block, previous = self.world.hit_test(self.player.position, vector,
                                                  self.player.attack_range)
            if button == pyglet.window.mouse.LEFT:
                self.on_mouse_press_left(block, x, y, button, modifiers)
            else:
                self.on_mouse_press_right(block, previous, x, y, button,
                                          modifiers)
        else:
            self.window.set_exclusive_mouse(True)

    def on_mouse_press_left(self, block, x, y, button, modifiers):
        if block:
            self.mouse_pressed = True
            self.set_highlighted_block(None)

    def on_mouse_press_right(self, block, previous, x, y, button, modifiers):
        if previous:
            hit_block = self.world[block]
            if hit_block.id == craft_block.id:
                self.inventory_list.switch_mode(1)
                self.inventory_list.toggle(False)
            elif hit_block.id == furnace_block.id:
                self.inventory_list.switch_mode(2)
                self.inventory_list.set_furnace(hit_block)
                self.inventory_list.toggle(False)
            elif hit_block.density >= 1:
                self.put_block(previous)
        elif self.item_list.get_current_block() and getattr(
                self.item_list.get_current_block(), 'regenerated_health',
                0) != 0 and self.player.health < self.player.max_health:
            self.eat_item()

    def put_block(self, previous):  # FIXME - Better name...
        current_block = self.item_list.get_current_block()
        if current_block is not None:
            # if current block is an item,
            # call its on_right_click() method to handle this event
            if current_block.id >= G.ITEM_ID_MIN:
                if current_block.on_right_click(self.world, self.player):
                    self.item_list.get_current_block_item().change_amount(-1)
                    self.item_list.update_health()
                    self.item_list.update_items()
            else:
                localx, localy, localz = imap(operator.sub, previous,
                                              normalize(self.player.position))
                if localx != 0 or localz != 0 or (localy != 0
                                                  and localy != -1):
                    self.world.add_block(previous, current_block)
                    self.item_list.remove_current_block()

    def eat_item(self):  # FIXME - Better name (2)...
        self.player.change_health(
            self.item_list.get_current_block().regenerated_health)
        self.item_list.get_current_block_item().change_amount(-1)
        self.item_list.update_health()
        self.item_list.update_items()

    def on_mouse_release(self, x, y, button, modifiers):
        if self.window.exclusive:
            self.set_highlighted_block(None)
            self.mouse_pressed = False

    def on_mouse_motion(self, x, y, dx, dy):
        if self.window.exclusive:
            m = 0.15
            x, y = self.player.rotation
            x, y = x + dx * m, y + dy * m
            y = max(-90, min(90, y))
            self.player.rotation = (x, y)
            self.camera.rotate(x, y)

    def on_mouse_drag(self, x, y, dx, dy, button, modifiers):
        if button == pyglet.window.mouse.LEFT:
            self.on_mouse_motion(x, y, dx, dy)

    def on_key_press(self, symbol, modifiers):
        if symbol == G.TOGGLE_HUD_KEY:
            G.HUD_ENABLED = not G.HUD_ENABLED
        if symbol == G.TOGGLE_DEBUG_TEXT_KEY:
            #self.debug_text.visible = not self.debug_text.visible
            G.DEBUG_TEXT_ENABLED = not G.DEBUG_TEXT_ENABLED
        elif symbol == G.INVENTORY_SORT_KEY:
            if self.last_key == symbol and not self.sorted:
                self.player.quick_slots.sort()
                self.player.inventory.sort()
                self.sorted = True
            else:
                self.player.quick_slots.change_sort_mode()
                self.player.inventory.change_sort_mode()
                self.item_list.update_items()
                self.inventory_list.update_items()
        elif symbol == G.INVENTORY_KEY:
            self.set_highlighted_block(None)
            self.mouse_pressed = False
            self.inventory_list.toggle()
        elif symbol == G.SOUND_UP_KEY:
            G.EFFECT_VOLUME = min(G.EFFECT_VOLUME + .1, 1)
        elif symbol == G.SOUND_DOWN_KEY:
            G.EFFECT_VOLUME = max(G.EFFECT_VOLUME - .1, 0)
        elif symbol == G.SCREENCAP_KEY:  # dedicated screencap key
            now = datetime.datetime.now()
            dt = datetime.datetime(now.year, now.month, now.day, now.hour,
                                   now.minute, now.second)
            st = dt.strftime('%Y-%m-%d_%H.%M.%S')
            filename = str(st) + '.png'
            if not os.path.exists('screencaptures'):
                os.makedirs('screencaptures')
            path = 'screencaptures/' + filename
            pyglet.image.get_buffer_manager().get_color_buffer().save(path)
        elif symbol == G.SHOWMAP_KEY:
            self.show_map()
        self.last_key = symbol

    def on_key_release(self, symbol, modifiers):
        if symbol == G.TALK_KEY:
            self.toggle_text_input()
            return pyglet.event.EVENT_HANDLED

    def on_resize(self, width, height):
        if G.HUD_ENABLED:
            self.label.y = height - 10
        self.text_input.resize(x=0, y=0, width=self.window.width)
        self.chat_box.resize(x=0,
                             y=self.text_input.y + self.text_input.height + 50,
                             width=self.window.width / 2,
                             height=min(300, self.window.height / 3))
        #self.debug_text.resize(0, self.window.height - 300,
        #                           500, 300)

    def set_3d(self):
        width, height = self.window.get_size()
        glEnable(GL_DEPTH_TEST)
        glViewport(0, 0, width, height)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(G.FOV, width / float(height), G.NEAR_CLIP_DISTANCE,
                       G.FAR_CLIP_DISTANCE)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        glPushMatrix()
        self.camera.look()
        self.skydome.draw()
        glPopMatrix()
        self.camera.transform()

    def clear(self):
        glClearColor(self.bg_red, self.bg_green, self.bg_blue, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    def on_draw(self):
        self.clear()
        #self.window.clear()
        self.set_3d()
        #glColor3d(1, 1, 1)
        self.world.batch.draw()
        self.world.transparency_batch.draw()
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        self.crack_batch.draw()
        glDisable(GL_BLEND)
        self.draw_focused_block()
        for ply in self.player_ids.itervalues():
            ply.model.draw()
        self.set_2d()
        if G.HUD_ENABLED:
            self.draw_label()
            self.item_list.draw()
            self.inventory_list.draw()
        #if G.DEBUG_TEXT_ENABLED:
        #    self.update_label()
        #self.debug_text.draw()
        self.text_input.draw()
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        self.chat_box.draw()
        glDisable(GL_BLEND)

    def show_cracks(self, hit_block, vertex_data):
        if self.block_damage:  # also show the cracks
            crack_level = int(CRACK_LEVELS * self.block_damage /
                              hit_block.hardness)  # range: [0, CRACK_LEVELS[
            if crack_level >= CRACK_LEVELS:
                return
            texture_data = crack_textures.texture_data[crack_level]
            count = len(texture_data) / 2
            if self.crack:
                self.crack.delete()
            self.crack = self.crack_batch.add(count, GL_QUADS,
                                              crack_textures.group,
                                              ('v3f/static', vertex_data),
                                              ('t2f/static', texture_data))

    def draw_focused_block(self):
        glDisable(GL_LIGHTING)
        vector = self.player.get_sight_vector()
        position = self.world.hit_test(self.player.position, vector,
                                       self.player.attack_range)[0]
        if position:
            hit_block = self.world[position]
            if hit_block.density >= 1:
                self.focus_block.width = hit_block.width * 1.05
                self.focus_block.height = hit_block.height * 1.05
                vertex_data = self.focus_block.get_vertices(*position)

                if hit_block.hardness > 0.0:
                    self.show_cracks(hit_block, vertex_data)

                glEnable(GL_BLEND)
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
                glColor4f(0.0, 0.0, 0.0, 0.4)
                glLineWidth(2.0)
                glDisable(GL_TEXTURE_2D)
                glDepthMask(False)

                glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
                pyglet.graphics.draw(24, GL_QUADS, ('v3f/static', vertex_data))
                glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

                glDepthMask(True)
                glEnable(GL_TEXTURE_2D)
                glDisable(GL_BLEND)

    def draw_label(self):
        x, y, z = self.player.position
        self.label.text = 'Time:%.1f Inaccurate FPS:%02d (%.2f, %.2f, %.2f) Blocks Shown: %d / %d sector_packets:%d'\
                          % (self.time_of_day if (self.time_of_day < 12.0)
               else (24.0 - self.time_of_day),
               pyglet.clock.get_fps(), x, y, z,
               len(self.world._shown), len(self.world), len(self.world.sector_packets))
        self.label.draw()

    def update_label(self):
        x, y, z = self.player.position
        self.debug_text.clear()
        self.debug_text.write_line(' '.join((G.APP_NAME, str(G.APP_VERSION))))
        self.debug_text.write_line('Time:%.1f Inaccurate FPS:%02d Blocks Shown: %d / %d sector_packets:%d'\
                          % (self.time_of_day if (self.time_of_day < 12.0)
               else (24.0 - self.time_of_day),
               pyglet.clock.get_fps(),
               len(self.world._shown), len(self.world), len(self.world.sector_packets)))
        self.debug_text.write_line('x: %.2f, sector: %d' %
                                   (x, x // G.SECTOR_SIZE))
        self.debug_text.write_line('y: %.2f, sector: %d' %
                                   (y, y // G.SECTOR_SIZE))
        self.debug_text.write_line('z: %.2f, sector: %d' %
                                   (z, z // G.SECTOR_SIZE))
        #dirs = ['East', 'South', 'West', 'North']
        #vec, direction, angle = self.player.get_sight_direction()
        #dx, dy, dz = vec
        #self.debug_text.write_line('Direction: (%.2f, %.2f, %.2f) %d(%s) %.2f' % (dx, dy, dz, direction, dirs[direction], angle))

    def write_line(self, text, **kwargs):
        self.chat_box.write_line(text, **kwargs)

    def text_input_callback(self, symbol, modifier):
        if symbol == G.VALIDATE_KEY:
            txt = self.text_input.text.replace('\n', '')
            self.text_input.clear()
            if txt:
                self.world.packetreceiver.send_chat(txt)
            return pyglet.event.EVENT_HANDLED

    def hide_chat_box(self, dt):
        self.chat_box.toggle(False)

    def on_text_input_toggled(self):
        pyglet.clock.unschedule(self.hide_chat_box)  # Disable the fade timer
        self.chat_box.toggle(
            state=self.text_input.visible
        )  # Pass through the state incase chat_box was already visible
        if self.chat_box.visible:
            self.chat_box.focused = True  # Allow scrolling
            self.window.push_handlers(self.chat_box)
        else:
            self.chat_box.focused = False
            self.window.remove_handlers(self.chat_box)

    def toggle_text_input(self):
        self.text_input.toggle()
        if self.text_input.visible:
            self.player.velocity = 0
            self.player.strafe = [0, 0]
            self.window.push_handlers(self.text_input)
            self.text_input.focus()
        else:
            self.window.remove_handlers(self.text_input)

    def push_handlers(self):
        if self.setup():
            self.window.push_handlers(self.camera)
            self.window.push_handlers(self.player)
            self.window.push_handlers(self)
            self.window.push_handlers(self.item_list)
            self.window.push_handlers(self.inventory_list)
        else:
            self.switch_controller_class(MainMenuController)

    def pop_handlers(self):
        while self.window._event_stack:
            self.window.pop_handlers()

    def on_close(self):
        G.save_config()
        self.world.packetreceiver.stop(
        )  # Disconnect from the server so the process can close

    def show_map(self):
        print("map called...")
        # taken from Nebual's biome_explorer, this is ment to be a full screen map that uses mini tiles to make a full 2d map.
        with open(os.path.join(G.game_dir, "world", "seed"), "rb") as f:
            SEED = f.read()
        b = BiomeGenerator(SEED)
        x, y, z = self.player.position
        curx = x
        cury = y
        xsize = 79
        ysize = 28
        pbatch = pyglet.graphics.Batch()
        pgroup = pyglet.graphics.OrderedGroup(1)
        DESERT, PLAINS, MOUNTAINS, SNOW, FOREST = range(5)
        letters = ["D", "P", "M", "S", "F"]

        #  temp background pic...
        image = load_image('resources', 'textures', 'main_menu_background.png')

        #map_frame = image_sprite(image, pbatch, 0, y=G.WINDOW_WIDTH, height=G.WINDOW_HEIGHT)
        #sprite = pyglet.sprite.Sprite(image)
        #sprite.image(image)
        #sprite.visible = True
        # map_frame.draw()
        # map_frame.visible = True
        for y in range(int(cury), int(cury + ysize)):
            for x in range(int(curx), int(curx + xsize)):
                #string += letters[b.get_biome_type(x,y)]
                tmap = letters[b.get_biome_type(x, y)]
                tile_map = load_image('resources', 'textures', tmap + '.png')
                tile_map.anchor_x = x * 8
                tile_map.anchor_Y = y * 8
                sprite = pyglet.sprite.Sprite(tile_map,
                                              x=x * 8,
                                              y=y * 8,
                                              batch=pbatch)
                game_map = image_sprite(tile_map, pbatch, pgroup, x * 8, y * 8,
                                        8, 8)
                game_map = pyglet.sprite.Sprite(image,
                                                x=G.WINDOW_WIDTH,
                                                y=G.WINDOW_HEIGHT,
                                                batch=pbatch,
                                                group=pgroup)
                game_map = pyglet.sprite.Sprite(tile_map,
                                                x=x * 8,
                                                y=y * 8,
                                                batch=pbatch,
                                                group=pgroup)

                tile_map.blit(x * 8, y * 8)

                #tile_map.draw()
                #map.append(tmap)
                game_map.draw()
                pbatch.draw()
コード例 #3
0
ファイル: controllers.py プロジェクト: embatbr/Minecraft
    def setup(self):
        try:
            #Make sure the address they want to connect to works
            ipport = G.IP_ADDRESS.split(":")
            if len(ipport) == 1: ipport.append(1486)
            sock = socket.socket()
            sock.connect(tuple(ipport))
        except socket.error as e:
            print "Socket Error:", e
            #Otherwise back to the main menu we go
            return False

        self.init_gl()

        sky_rotation = -20.0  # -20.0
        print 'loading sky'
        self.skydome = Skydome(
            'resources/skydome.jpg',
            0.7,
            100.0,
            sky_rotation,
        )

        lux = 600.0

        self.focus_block = Block(width=1.05, height=1.05)
        self.earth = vec(0.8, 0.8, 0.8, 1.0)
        self.white = vec(1.0, 1.0, 1.0, 1.0)
        self.ambient = vec(1.0, 1.0, 1.0, 1.0)
        self.polished = GLfloat(100.0)
        self.crack_batch = pyglet.graphics.Batch()

        #if G.DISABLE_SAVE and world_exists(G.game_dir, G.SAVE_FILENAME):
        #    open_world(self, G.game_dir, G.SAVE_FILENAME)

        self.world = World()
        self.packetreceiver = PacketReceiver(self.world, self, sock)
        self.world.packetreceiver = self.packetreceiver
        self.packetreceiver.start()

        #Get our position from the server
        self.packetreceiver.request_spawnpos()
        #Since we don't know it yet, lets disable self.update, or we'll load the wrong chunks and fall
        self.update_disabled = self.update
        self.update = lambda dt: None
        #We'll re-enable it when the server tells us where we should be

        self.player = Player((0,0,0), (-20, 0),
                                game_mode=G.GAME_MODE)
        print('Game mode: ' + self.player.game_mode)
        self.item_list = ItemSelector(self, self.player, self.world)
        self.inventory_list = InventorySelector(self, self.player, self.world)
        self.item_list.on_resize(self.window.width, self.window.height)
        self.inventory_list.on_resize(self.window.width, self.window.height)
        self.text_input = TextWidget(self.window, '',
                                     0, 0,
                                     self.window.width,
                                     visible=False,
                                     font_name='Arial')
        self.text_input.push_handlers(on_toggled=self.on_text_input_toggled, key_released=self.text_input_callback)
        self.chat_box = TextWidget(self.window, '',
                                   0, self.text_input.y + self.text_input.height + 50,
                                   self.window.width / 2, height=min(300, self.window.height / 3),
                                   visible=False, multi_line=True, readonly=True,
                                   font_size=14,
                                   font_name='Arial',
                                   background_color=(64,64,64,200))
        self.camera = Camera3D(target=self.player)
        if G.HUD_ENABLED:
            self.label = pyglet.text.Label(
                '', font_name='Arial', font_size=8, x=10, y=self.window.height - 10,
                anchor_x='left', anchor_y='top', color=(255, 255, 255, 255))
        pyglet.clock.schedule_interval_soft(self.world.process_queue,
                                            1.0 / G.MAX_FPS)
        pyglet.clock.schedule_interval_soft(self.world.hide_sectors, 1.0, self.player)
        return True
コード例 #4
0
ファイル: controllers.py プロジェクト: embatbr/Minecraft
class GameController(Controller):
    def __init__(self, window):
        super(GameController, self).__init__(window)
        self.sector, self.highlighted_block, self.crack, self.last_key = (None,) * 4
        self.bg_red, self.bg_green, self.bg_blue = (0.0,) * 3
        self.mouse_pressed, self.sorted = (False,) * 2
        self.count, self.block_damage = (0,) * 2
        self.light_y, self.light_z = (1.0,) * 2
        self.time_of_day = 0.0
        self.hour_deg = 15.0
        self.clock = 6

        self.back_to_main_menu = threading.Event()

    def update(self, dt):
        if self.back_to_main_menu.isSet():
            self.switch_controller_class(MainMenuController)
            return
        self.update_sector(dt)
        self.update_player(dt)
        self.update_mouse(dt)
        self.update_time()
        self.camera.update(dt)

    def update_sector(self, dt):
        sector = sectorize(self.player.position)
        if sector != self.sector:
            self.world.change_sectors(sector)
            # When the world is loaded, show every visible sector.
            if self.sector is None:
                self.world.process_entire_queue()
            self.sector = sector

    def update_player(self, dt):
        m = 8
        df = min(dt, 0.2)
        for _ in xrange(m):
            self.player.update(df / m, self)

    def update_mouse(self, dt):
        if self.mouse_pressed:
            vector = self.player.get_sight_vector()
            block, previous = self.world.hit_test(self.player.position, vector,
                                                  self.player.attack_range)
            self.set_highlighted_block(block)

            if self.highlighted_block:
                hit_block = self.world[self.highlighted_block]
                if hit_block.hardness >= 0:
                    self.update_block_damage(dt, hit_block)
                    self.update_block_remove(dt, hit_block)

    def update_block_damage(self, dt, hit_block):
        multiplier = 1
        current_item = self.item_list.get_current_block()
        if current_item is not None:
            if isinstance(current_item, Tool):  # tool
                if current_item.tool_type == hit_block.digging_tool:
                    multiplier = current_item.multiplier

        self.block_damage += self.player.attack_power * dt * multiplier

    def update_block_remove(self, dt, hit_block):
        if self.block_damage >= hit_block.hardness:
            self.world.remove_block(self.player,
                                    self.highlighted_block)
            self.set_highlighted_block(None)
            if getattr(self.item_list.get_current_block_item(), 'durability', -1) != -1:
                self.item_list.get_current_block_item().durability -= 1
                if self.item_list.get_current_block_item().durability <= 0:
                    self.item_list.remove_current_block()
                    self.item_list.update_items()
            if hit_block.drop_id is not None \
                    and self.player.add_item(hit_block.drop_id):
                self.item_list.update_items()
                self.inventory_list.update_items()

    def init_gl(self):
        glEnable(GL_ALPHA_TEST)
        glAlphaFunc(GL_GREATER, 0.1)
        glEnable(GL_COLOR_MATERIAL)
        glEnable(GL_BLEND)
        
        glEnable(GL_LINE_SMOOTH)
        #glEnable(GL_POLYGON_SMOOTH)
        #glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST)
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)

        glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE)
        glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE)
        glClampColorARB(GL_CLAMP_READ_COLOR_ARB, GL_FALSE)
            
        glClearColor(0, 0, 0, 0)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

    def setup(self):
        try:
            #Make sure the address they want to connect to works
            ipport = G.IP_ADDRESS.split(":")
            if len(ipport) == 1: ipport.append(1486)
            sock = socket.socket()
            sock.connect(tuple(ipport))
        except socket.error as e:
            print "Socket Error:", e
            #Otherwise back to the main menu we go
            return False

        self.init_gl()

        sky_rotation = -20.0  # -20.0
        print 'loading sky'
        self.skydome = Skydome(
            'resources/skydome.jpg',
            0.7,
            100.0,
            sky_rotation,
        )

        lux = 600.0

        self.focus_block = Block(width=1.05, height=1.05)
        self.earth = vec(0.8, 0.8, 0.8, 1.0)
        self.white = vec(1.0, 1.0, 1.0, 1.0)
        self.ambient = vec(1.0, 1.0, 1.0, 1.0)
        self.polished = GLfloat(100.0)
        self.crack_batch = pyglet.graphics.Batch()

        #if G.DISABLE_SAVE and world_exists(G.game_dir, G.SAVE_FILENAME):
        #    open_world(self, G.game_dir, G.SAVE_FILENAME)

        self.world = World()
        self.packetreceiver = PacketReceiver(self.world, self, sock)
        self.world.packetreceiver = self.packetreceiver
        self.packetreceiver.start()

        #Get our position from the server
        self.packetreceiver.request_spawnpos()
        #Since we don't know it yet, lets disable self.update, or we'll load the wrong chunks and fall
        self.update_disabled = self.update
        self.update = lambda dt: None
        #We'll re-enable it when the server tells us where we should be

        self.player = Player((0,0,0), (-20, 0),
                                game_mode=G.GAME_MODE)
        print('Game mode: ' + self.player.game_mode)
        self.item_list = ItemSelector(self, self.player, self.world)
        self.inventory_list = InventorySelector(self, self.player, self.world)
        self.item_list.on_resize(self.window.width, self.window.height)
        self.inventory_list.on_resize(self.window.width, self.window.height)
        self.text_input = TextWidget(self.window, '',
                                     0, 0,
                                     self.window.width,
                                     visible=False,
                                     font_name='Arial')
        self.text_input.push_handlers(on_toggled=self.on_text_input_toggled, key_released=self.text_input_callback)
        self.chat_box = TextWidget(self.window, '',
                                   0, self.text_input.y + self.text_input.height + 50,
                                   self.window.width / 2, height=min(300, self.window.height / 3),
                                   visible=False, multi_line=True, readonly=True,
                                   font_size=14,
                                   font_name='Arial',
                                   background_color=(64,64,64,200))
        self.camera = Camera3D(target=self.player)
        if G.HUD_ENABLED:
            self.label = pyglet.text.Label(
                '', font_name='Arial', font_size=8, x=10, y=self.window.height - 10,
                anchor_x='left', anchor_y='top', color=(255, 255, 255, 255))
        pyglet.clock.schedule_interval_soft(self.world.process_queue,
                                            1.0 / G.MAX_FPS)
        pyglet.clock.schedule_interval_soft(self.world.hide_sectors, 1.0, self.player)
        return True

    def update_time(self):
        """
        The idle function advances the time of day.
        The day has 24 hours, from sunrise to sunset and from sunrise to
        second sunset.
        The time of day is converted to degrees and then to radians.
        """

        if not self.window.exclusive:
            return

        time_of_day = self.time_of_day if self.time_of_day < 12.0 \
            else 24.0 - self.time_of_day

        if time_of_day <= 2.5:
            self.time_of_day += 1.0 / G.TIME_RATE
            time_of_day += 1.0 / G.TIME_RATE
            self.count += 1
        else:
            self.time_of_day += 20.0 / G.TIME_RATE
            time_of_day += 20.0 / G.TIME_RATE
            self.count += 1.0 / 20.0
        if self.time_of_day > 24.0:
            self.time_of_day = 0.0
            time_of_day = 0.0

        side = len(self.world.sectors) * 2.0

        self.light_y = 2.0 * side * sin(time_of_day * self.hour_deg
                                        * G.DEG_RAD)
        self.light_z = 2.0 * side * cos(time_of_day * self.hour_deg
                                        * G.DEG_RAD)
        if time_of_day <= 2.5:
            ambient_value = 1.0
        else:
            ambient_value = 1 - (time_of_day - 2.25) / 9.5
        self.ambient = vec(ambient_value, ambient_value, ambient_value, 1.0)

        # Calculate sky colour according to time of day.
        sin_t = sin(pi * time_of_day / 12.0)
        self.bg_red = 0.1 * (1.0 - sin_t)
        self.bg_green = 0.9 * sin_t
        self.bg_blue = min(sin_t + 0.4, 0.8)

        if fmod(self.count / 2, G.TIME_RATE) == 0:
            if self.clock == 18:
                self.clock = 6
            else:
                self.clock += 1

    def set_highlighted_block(self, block):
        if self.highlighted_block == block:
            return
        self.highlighted_block = block
        self.block_damage = 0
        if self.crack:
            self.crack.delete()
        self.crack = None

    def on_mouse_press(self, x, y, button, modifiers):
        if self.window.exclusive:
            vector = self.player.get_sight_vector()
            block, previous = self.world.hit_test(self.player.position, vector, self.player.attack_range)
            if button == pyglet.window.mouse.LEFT:
                self.on_mouse_press_left(block, x, y, button, modifiers)
            else:
                self.on_mouse_press_right(block, previous, x, y, button, modifiers)
        else:
            self.window.set_exclusive_mouse(True)

    def on_mouse_press_left(self, block, x, y, button, modifiers):
        if block:
            self.mouse_pressed = True
            self.set_highlighted_block(None)

    def on_mouse_press_right(self, block, previous, x, y, button, modifiers):
        if previous:
            hit_block = self.world[block]
            if hit_block.id == craft_block.id:
                self.inventory_list.mode = 1
                self.inventory_list.toggle(False)
            elif hit_block.id == furnace_block.id:
                self.inventory_list.mode = 2
                self.inventory_list.set_furnace(hit_block)
                self.inventory_list.toggle(False)
            elif hit_block.density >= 1:
               self.put_block(previous)
        elif self.item_list.get_current_block() and getattr(self.item_list.get_current_block(), 'regenerated_health', 0) != 0 and self.player.health < self.player.max_health:
            self.eat_item()

    def put_block(self, previous): # FIXME - Better name...
        current_block = self.item_list.get_current_block()
        if current_block is not None:
            # if current block is an item,
            # call its on_right_click() method to handle this event
            if current_block.id >= G.ITEM_ID_MIN:
                if current_block.on_right_click(self.world, self.player):
                    self.item_list.get_current_block_item().change_amount(-1)
                    self.item_list.update_health()
                    self.item_list.update_items()
            else:
                localx, localy, localz = imap(operator.sub,previous,normalize(self.player.position))
                if localx != 0 or localz != 0 or (localy != 0 and localy != -1):
                    self.world.add_block(previous, current_block)
                    self.item_list.remove_current_block()

    def eat_item(self): # FIXME - Better name (2)...
        self.player.change_health(self.item_list.get_current_block().regenerated_health)
        self.item_list.get_current_block_item().change_amount(-1)
        self.item_list.update_health()
        self.item_list.update_items()

    def on_mouse_release(self, x, y, button, modifiers):
        if self.window.exclusive:
            self.set_highlighted_block(None)
            self.mouse_pressed = False

    def on_mouse_motion(self, x, y, dx, dy): 
        if self.window.exclusive:
            m = 0.15
            x, y = self.player.rotation
            x, y = x + dx * m, y + dy * m
            y = max(-90, min(90, y))
            self.player.rotation = (x, y)
            self.camera.rotate(x, y)

    def on_mouse_drag(self, x, y, dx, dy, button, modifiers):
        if button == pyglet.window.mouse.LEFT:
            self.on_mouse_motion(x, y, dx, dy)

    def on_key_press(self, symbol, modifiers):
        if symbol == G.TOGGLE_HUD_KEY:
            G.HUD_ENABLED = not G.HUD_ENABLED
        elif symbol == G.INVENTORY_SORT_KEY:
            if self.last_key == symbol and not self.sorted:
                self.player.quick_slots.sort()
                self.player.inventory.sort()
                self.sorted = True
            else:
                self.player.quick_slots.change_sort_mode()
                self.player.inventory.change_sort_mode()
                self.item_list.update_items()
                self.inventory_list.update_items()
        elif symbol == G.INVENTORY_KEY:
            self.set_highlighted_block(None)
            self.mouse_pressed = False
            self.inventory_list.toggle()
        elif symbol == G.SOUND_UP_KEY:
            G.EFFECT_VOLUME = min(G.EFFECT_VOLUME + .1, 1)
        elif symbol == G.SOUND_DOWN_KEY:
            G.EFFECT_VOLUME = max(G.EFFECT_VOLUME - .1, 0)
        elif symbol == G.SCREENCAP_KEY:  # dedicated screencap key
            now = datetime.datetime.now()
            dt = datetime.datetime(now.year, now.month, now.day, now.hour, now.minute, now.second)
            st = dt.strftime('%Y-%m-%d_%H.%M.%S')
            filename = str(st) + '.png'
            if not os.path.exists('screencaptures'):
                os.makedirs('screencaptures')
            path = 'screencaptures/' + filename
            pyglet.image.get_buffer_manager().get_color_buffer().save(path)
           # self.send_info("Screen capture saved to '%s'" % path)
        self.last_key = symbol

    def on_key_release(self, symbol, modifiers):
        if symbol == G.TALK_KEY:
            self.toggle_text_input()
            return pyglet.event.EVENT_HANDLED

    def on_resize(self, width, height):
        if G.HUD_ENABLED:
            self.label.y = height - 10
        self.text_input.resize(x=0, y=0, width=self.window.width)
        self.chat_box.resize(x=0, y=self.text_input.y + self.text_input.height + 50,
                             width=self.window.width / 2, height=min(300, self.window.height/3))

    def set_3d(self):
        width, height = self.window.get_size()
        glEnable(GL_DEPTH_TEST)
        glViewport(0, 0, width, height)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(G.FOV, width / float(height),
                       G.NEAR_CLIP_DISTANCE,
                       G.FAR_CLIP_DISTANCE)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        glPushMatrix()
        self.camera.look()
        self.skydome.draw()
        glPopMatrix()
        self.camera.transform()

    def clear(self):
        glClearColor(self.bg_red, self.bg_green, self.bg_blue, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    def on_draw(self):
        self.clear()
        #self.window.clear()
        self.set_3d()
        #glColor3d(1, 1, 1)
        self.world.batch.draw()
        self.world.transparency_batch.draw()
        self.crack_batch.draw()
        self.draw_focused_block()
        self.set_2d()
        if G.HUD_ENABLED:
            self.draw_label()
            self.item_list.draw()
            self.inventory_list.draw()
        self.text_input.draw()
        self.chat_box.draw()

    def show_cracks(self, hit_block, vertex_data):
        if self.block_damage:  # also show the cracks
            crack_level = int(CRACK_LEVELS * self.block_damage
                              / hit_block.hardness)  # range: [0, CRACK_LEVELS[
            if crack_level >= CRACK_LEVELS:
                return
            texture_data = crack_textures.texture_data[crack_level]
            count = len(texture_data) / 2
            if self.crack:
                self.crack.delete()
            self.crack = self.crack_batch.add(count, GL_QUADS, self.world.group,
                                              ('v3f/static', vertex_data),
                                              ('t2f/static', texture_data))

    def draw_focused_block(self):
        glDisable(GL_LIGHTING)
        vector = self.player.get_sight_vector()
        position = self.world.hit_test(self.player.position, vector, self.player.attack_range)[0]
        if position:
            hit_block = self.world[position]
            if hit_block.density >= 1:
                self.focus_block.width = hit_block.width * 1.05
                self.focus_block.height = hit_block.height * 1.05
                vertex_data = self.focus_block.get_vertices(*position)

                if hit_block.hardness > 0.0:
                    self.show_cracks(hit_block, vertex_data)

                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.player.position
        self.label.text = 'Time:%.1f Inaccurate FPS:%02d (%.2f, %.2f, %.2f) Blocks Shown: %d / %d sector_packets:%d'\
                          % (self.time_of_day if (self.time_of_day < 12.0)
               else (24.0 - self.time_of_day),
               pyglet.clock.get_fps(), x, y, z,
               len(self.world._shown), len(self.world), len(self.world.sector_packets))
        self.label.draw()

    def write_line(self, text, **kwargs):
        self.chat_box.write_line(text, **kwargs)

    def text_input_callback(self, symbol, modifier):
        if symbol == G.VALIDATE_KEY:
            txt = self.text_input.text.replace('\n', '')
            self.text_input.clear()
            if txt:
                self.world.packetreceiver.send_chat(txt)
            return pyglet.event.EVENT_HANDLED

    def hide_chat_box(self, dt):
        self.chat_box.toggle(False)

    def on_text_input_toggled(self):
        pyglet.clock.unschedule(self.hide_chat_box)  # Disable the fade timer
        self.chat_box.toggle(state=self.text_input.visible)  # Pass through the state incase chat_box was already visible
        if self.chat_box.visible:
            self.chat_box.focused = True # Allow scrolling
            self.window.push_handlers(self.chat_box)
        else:
            self.chat_box.focused = False
            self.window.remove_handlers(self.chat_box)

    def toggle_text_input(self):
        self.text_input.toggle()
        if self.text_input.visible:
            self.player.velocity = 0
            self.player.strafe = [0, 0]
            self.window.push_handlers(self.text_input)
            self.text_input.focus()
        else:
            self.window.remove_handlers(self.text_input)

    def push_handlers(self):
        if self.setup():
            self.window.push_handlers(self.camera)
            self.window.push_handlers(self.player)
            self.window.push_handlers(self)
            self.window.push_handlers(self.item_list)
            self.window.push_handlers(self.inventory_list)
        else:
            self.switch_controller_class(MainMenuController)

    def pop_handlers(self):
        while self.window._event_stack:
            self.window.pop_handlers()

    def on_close(self):
        G.save_config()
        self.world.packetreceiver.stop()  # Disconnect from the server so the process can close
コード例 #5
0
ファイル: controllers.py プロジェクト: hilbix/Minecraft
    def setup(self):
        if G.SINGLEPLAYER:
            try:
                print 'Starting internal server...'
                # TODO: create world menu
                G.SAVE_FILENAME = "world"
                start_server(internal=True)
                sock = socket.socket()
                sock.connect(("localhost", 1486))
            except socket.error as e:
                print "Socket Error:", e
                #Otherwise back to the main menu we go
                return False
            except Exception as e:
                print 'Unable to start internal server'
                import traceback
                traceback.print_exc()
                return False
        else:
            try:
                #Make sure the address they want to connect to works
                ipport = G.IP_ADDRESS.split(":")
                if len(ipport) == 1: ipport.append(1486)
                sock = socket.socket()
                sock.connect((tuple(ipport)))
            except socket.error as e:
                print "Socket Error:", e
                #Otherwise back to the main menu we go
                return False

        self.init_gl()

        sky_rotation = -20.0  # -20.0

       # TERRAIN_CHOICE = self.biome_generator.get_biome_type(sector[0], sector[2])
        default_skybox = 'skydome.jpg'
        #if TERRAIN_CHOICE == G.NETHER:
        #    default_skybox = 'skydome_nether.jpg'
        #else:
        #    default_skybox = 'skybox.jpg'

        print 'loading ' + default_skybox

        self.skydome = Skydome(
            'resources/' + default_skybox,
            #'resources/skydome.jpg',
            0.7,
            100.0,
            sky_rotation,
        )

        self.player_ids = {}  # Dict of all players this session, indexes are their ID's [0: first Player on server,]

        self.focus_block = B.Block(width=1.05, height=1.05)
        self.earth = vec(0.8, 0.8, 0.8, 1.0)
        self.white = vec(1.0, 1.0, 1.0, 1.0)
        self.ambient = vec(1.0, 1.0, 1.0, 1.0)
        self.polished = GLfloat(100.0)
        self.crack_batch = pyglet.graphics.Batch()

        #if G.DISABLE_SAVE and world_exists(G.game_dir, G.SAVE_FILENAME):
        #    open_world(self, G.game_dir, G.SAVE_FILENAME)

        self.world = World()
        self.packetreceiver = PacketReceiver(self.world, self, sock)
        self.world.packetreceiver = self.packetreceiver
        G.CLIENT = self.packetreceiver
        self.packetreceiver.start()

        #Get our position from the server
        self.packetreceiver.request_spawnpos()
        #Since we don't know it yet, lets disable self.update, or we'll load the wrong chunks and fall
        self.update_disabled = self.update
        self.update = lambda dt: None
        #We'll re-enable it when the server tells us where we should be

        self.player = Player(game_mode=G.GAME_MODE)
        print('Game mode: ' + self.player.game_mode)
        self.item_list = ItemSelector(self, self.player, self.world)
        self.inventory_list = InventorySelector(self, self.player, self.world)
        self.item_list.on_resize(self.window.width, self.window.height)
        self.inventory_list.on_resize(self.window.width, self.window.height)
        self.text_input = TextWidget(self.window, '',
                                     0, 0,
                                     self.window.width,
                                     visible=False,
                                     font_name=G.CHAT_FONT)
        self.text_input.push_handlers(on_toggled=self.on_text_input_toggled, key_released=self.text_input_callback)
        self.chat_box = TextWidget(self.window, '',
                                   0, self.text_input.y + self.text_input.height + 50,
                                   self.window.width / 2, height=min(300, self.window.height / 3),
                                   visible=False, multi_line=True, readonly=True,
                                   font_name=G.CHAT_FONT,
                                   text_color=(255, 255, 255, 255),
                                   background_color=(0, 0, 0, 100),
                                   enable_escape=True)
        self.camera = Camera3D(target=self.player)
        if G.HUD_ENABLED:
            self.label = pyglet.text.Label(
                '', font_name='Arial', font_size=8, x=10, y=self.window.height - 10,
                anchor_x='left', anchor_y='top', color=(255, 255, 255, 255))
        pyglet.clock.schedule_interval_soft(self.world.process_queue,
                                            1.0 / G.MAX_FPS)
        pyglet.clock.schedule_interval_soft(self.world.hide_sectors, 10.0, self.player)
        return True
コード例 #6
0
ファイル: controllers.py プロジェクト: albus12138/Minecraft
class GameController(Controller):
    def __init__(self, window):
        super(GameController, self).__init__(window)
        self.sector, self.highlighted_block, self.crack, self.last_key = (None,) * 4
        self.bg_red, self.bg_green, self.bg_blue = (0.0,) * 3
        self.mouse_pressed, self.sorted = (False,) * 2
        self.count, self.block_damage = (0,) * 2
        self.light_y, self.light_z = (1.0,) * 2
        self.time_of_day = 0.0
        self.hour_deg = 15.0
        self.clock = 6

        self.back_to_main_menu = threading.Event()

    def update(self, dt):
        if self.back_to_main_menu.isSet():
            self.switch_controller_class(MainMenuController)
            return
        self.update_sector(dt)
        self.update_player(dt)
        self.update_mouse(dt)
        self.update_time()
        self.camera.update(dt)

    def update_sector(self, dt):
        sector = sectorize(self.player.position)
        if sector != self.sector:
            self.world.change_sectors(sector)
            # When the world is loaded, show every visible sector.
            if self.sector is None:
                self.world.process_entire_queue()
            self.sector = sector

    def update_player(self, dt):
        m = 8
        df = min(dt, 0.2)
        for _ in xrange(m):
            self.player.update(df / m, self)
        for ply in self.player_ids.itervalues():
            for _ in xrange(m):
                ply.update(df / m, self)
        momentum = self.player.get_motion_vector(15 if self.player.flying else 5*self.player.current_density)
        if momentum != self.player.momentum_previous:
            self.player.momentum_previous = momentum
            self.packetreceiver.send_movement(momentum, self.player.position)


    def update_mouse(self, dt):
        if self.mouse_pressed:
            vector = self.player.get_sight_vector()
            block, previous = self.world.hit_test(self.player.position, vector,
                                                  self.player.attack_range)
            self.set_highlighted_block(block)

            if self.highlighted_block:
                hit_block = self.world[self.highlighted_block]
                if hit_block.hardness >= 0:
                    self.update_block_damage(dt, hit_block)
                    self.update_block_remove(dt, hit_block)

    def update_block_damage(self, dt, hit_block):
        multiplier = 1
        current_item = self.item_list.get_current_block()
        if current_item is not None:
            if isinstance(current_item, Tool):  # tool
                if current_item.tool_type == hit_block.digging_tool:
                    multiplier = current_item.multiplier

        self.block_damage += self.player.attack_power * dt * multiplier

    def update_block_remove(self, dt, hit_block):
        if self.block_damage >= hit_block.hardness:
            self.world.remove_block(self.player,
                                    self.highlighted_block)
            self.set_highlighted_block(None)
            if getattr(self.item_list.get_current_block_item(), 'durability', -1) != -1:
                self.item_list.get_current_block_item().durability -= 1
                if self.item_list.get_current_block_item().durability <= 0:
                    self.item_list.remove_current_block()
                    self.item_list.update_items()
            if hit_block.drop_id is None:
                return
            if type(hit_block.drop_id) == list:
                for index, item in enumerate(hit_block.drop_id):
                    if not self.player.add_item(item, quantity=hit_block.drop_quantity[index]):
                        return
            elif not self.player.add_item(hit_block.drop_id, quantity=hit_block.drop_quantity):
                    return
            self.item_list.update_items()
            self.inventory_list.update_items()

    def init_gl(self):
        glEnable(GL_ALPHA_TEST)
        glAlphaFunc(GL_GREATER, 0.1)
        glEnable(GL_COLOR_MATERIAL)
        glEnable(GL_BLEND)
        
        glEnable(GL_LINE_SMOOTH)
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)
        glEnable(GL_POLYGON_SMOOTH)
        glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST)

        #glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE)
        #glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE)
        #glClampColorARB(GL_CLAMP_READ_COLOR_ARB, GL_FALSE)
            
        #glClearColor(0, 0, 0, 0)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

    def setup(self):
        if G.SINGLEPLAYER:
            try:
                print 'Starting internal server...'
                # TODO: create world menu
                G.SAVE_FILENAME = "world"
                start_server(internal=True)
                sock = socket.socket()
                sock.connect(("localhost", 1486))
            except socket.error as e:
                print "Socket Error:", e
                #Otherwise back to the main menu we go
                return False
            except Exception as e:
                print 'Unable to start internal server'
                import traceback
                traceback.print_exc()
                return False
        else:
            try:
                #Make sure the address they want to connect to works
                ipport = G.IP_ADDRESS.split(":")
                if len(ipport) == 1: ipport.append(1486)
                sock = socket.socket()
                sock.connect((tuple(ipport)))
            except socket.error as e:
                print "Socket Error:", e
                #Otherwise back to the main menu we go
                return False

        self.init_gl()

        sky_rotation = -20.0  # -20.0

       # TERRAIN_CHOICE = self.biome_generator.get_biome_type(sector[0], sector[2])
        default_skybox = 'skydome.jpg'
        #if TERRAIN_CHOICE == G.NETHER:
        #    default_skybox = 'skydome_nether.jpg'
        #else:
        #    default_skybox = 'skybox.jpg'

        print 'loading ' + default_skybox

        self.skydome = Skydome(
            'resources/' + default_skybox,
            #'resources/skydome.jpg',
            0.7,
            100.0,
            sky_rotation,
        )

        self.player_ids = {}  # Dict of all players this session, indexes are their ID's [0: first Player on server,]

        self.focus_block = Block(width=1.05, height=1.05)
        self.earth = vec(0.8, 0.8, 0.8, 1.0)
        self.white = vec(1.0, 1.0, 1.0, 1.0)
        self.ambient = vec(1.0, 1.0, 1.0, 1.0)
        self.polished = GLfloat(100.0)
        self.crack_batch = pyglet.graphics.Batch()

        #if G.DISABLE_SAVE and world_exists(G.game_dir, G.SAVE_FILENAME):
        #    open_world(self, G.game_dir, G.SAVE_FILENAME)

        self.world = World()
        self.packetreceiver = PacketReceiver(self.world, self, sock)
        self.world.packetreceiver = self.packetreceiver
        G.CLIENT = self.packetreceiver
        self.packetreceiver.start()

        #Get our position from the server
        self.packetreceiver.request_spawnpos()
        #Since we don't know it yet, lets disable self.update, or we'll load the wrong chunks and fall
        self.update_disabled = self.update
        self.update = lambda dt: None
        #We'll re-enable it when the server tells us where we should be

        self.player = Player(game_mode=G.GAME_MODE)
        print('Game mode: ' + self.player.game_mode)
        self.item_list = ItemSelector(self, self.player, self.world)
        self.inventory_list = InventorySelector(self, self.player, self.world)
        self.item_list.on_resize(self.window.width, self.window.height)
        self.inventory_list.on_resize(self.window.width, self.window.height)
        self.text_input = TextWidget(self.window, '',
                                     0, 0,
                                     self.window.width,
                                     visible=False,
                                     font_name=G.CHAT_FONT)
        self.text_input.push_handlers(on_toggled=self.on_text_input_toggled, key_released=self.text_input_callback)
        self.chat_box = TextWidget(self.window, '',
                                   0, self.text_input.y + self.text_input.height + 50,
                                   self.window.width / 2, height=min(300, self.window.height / 3),
                                   visible=False, multi_line=True, readonly=True,
                                   font_name=G.CHAT_FONT,
                                   text_color=(255, 255, 255, 255),
                                   background_color=(0, 0, 0, 100),
                                   enable_escape=True)
        self.camera = Camera3D(target=self.player)

        if G.HUD_ENABLED:
            self.label = pyglet.text.Label(
                '', font_name='Arial', font_size=8, x=10, y=self.window.height - 10,
                anchor_x='left', anchor_y='top', color=(255, 255, 255, 255))
        
        #if G.DEBUG_TEXT_ENABLED:
        #    self.debug_text = TextWidget(self.window, '',
        #                           0, self.window.height - 300,
        #                           500, 300,
        #                           visible=True, multi_line=True, readonly=True,
        #                           font_name='Arial', font_size=10,
        #                           text_color=(255, 255, 255, 255),
        #                           background_color=(0, 0, 0, 0))
        pyglet.clock.schedule_interval_soft(self.world.process_queue,
                                            1.0 / G.MAX_FPS)
        pyglet.clock.schedule_interval_soft(self.world.hide_sectors, 10.0, self.player)
        return True

    def update_time(self):
        """
        The idle function advances the time of day.
        The day has 24 hours, from sunrise to sunset and from sunrise to
        second sunset.
        The time of day is converted to degrees and then to radians.
        """

        if not self.window.exclusive:
            return

        time_of_day = self.time_of_day if self.time_of_day < 12.0 \
            else 24.0 - self.time_of_day

        if time_of_day <= 2.5:
            self.time_of_day += 1.0 / G.TIME_RATE
            time_of_day += 1.0 / G.TIME_RATE
            self.count += 1
        else:
            self.time_of_day += 20.0 / G.TIME_RATE
            time_of_day += 20.0 / G.TIME_RATE
            self.count += 1.0 / 20.0
        if self.time_of_day > 24.0:
            self.time_of_day = 0.0
            time_of_day = 0.0

        side = len(self.world.sectors) * 2.0

        self.light_y = 2.0 * side * sin(time_of_day * self.hour_deg
                                        * G.DEG_RAD)
        self.light_z = 2.0 * side * cos(time_of_day * self.hour_deg
                                        * G.DEG_RAD)
        if time_of_day <= 2.5:
            ambient_value = 1.0
        else:
            ambient_value = 1 - (time_of_day - 2.25) / 9.5
        self.ambient = vec(ambient_value, ambient_value, ambient_value, 1.0)

        # Calculate sky colour according to time of day.
        sin_t = sin(pi * time_of_day / 12.0)
        self.bg_red = 0.1 * (1.0 - sin_t)
        self.bg_green = 0.9 * sin_t
        self.bg_blue = min(sin_t + 0.4, 0.8)

        if fmod(self.count / 2, G.TIME_RATE) == 0:
            if self.clock == 18:
                self.clock = 6
            else:
                self.clock += 1

        self.skydome.update_time_of_day(self.time_of_day)

    def set_highlighted_block(self, block):
        if self.highlighted_block == block:
            return
        self.highlighted_block = block
        self.block_damage = 0
        if self.crack:
            self.crack.delete()
        self.crack = None

    def on_mouse_press(self, x, y, button, modifiers):
        if self.window.exclusive:
            vector = self.player.get_sight_vector()
            block, previous = self.world.hit_test(self.player.position, vector, self.player.attack_range)
            if button == pyglet.window.mouse.LEFT:
                self.on_mouse_press_left(block, x, y, button, modifiers)
            else:
                self.on_mouse_press_right(block, previous, x, y, button, modifiers)
        else:
            self.window.set_exclusive_mouse(True)

    def on_mouse_press_left(self, block, x, y, button, modifiers):
        if block:
            self.mouse_pressed = True
            self.set_highlighted_block(None)

    def on_mouse_press_right(self, block, previous, x, y, button, modifiers):
        if previous:
            hit_block = self.world[block]
            if hit_block.id == craft_block.id:
                self.inventory_list.switch_mode(1)
                self.inventory_list.toggle(False)
            elif hit_block.id == furnace_block.id:
                self.inventory_list.switch_mode(2)
                self.inventory_list.set_furnace(hit_block)
                self.inventory_list.toggle(False)
            elif hit_block.density >= 1:
               self.put_block(previous)
        elif self.item_list.get_current_block() and getattr(self.item_list.get_current_block(), 'regenerated_health', 0) != 0 and self.player.health < self.player.max_health:
            self.eat_item()

    def put_block(self, previous): # FIXME - Better name...
        current_block = self.item_list.get_current_block()
        if current_block is not None:
            # if current block is an item,
            # call its on_right_click() method to handle this event
            if current_block.id >= G.ITEM_ID_MIN:
                if current_block.on_right_click(self.world, self.player):
                    self.item_list.get_current_block_item().change_amount(-1)
                    self.item_list.update_health()
                    self.item_list.update_items()
            else:
                localx, localy, localz = imap(operator.sub,previous,normalize(self.player.position))
                if localx != 0 or localz != 0 or (localy != 0 and localy != -1):
                    self.world.add_block(previous, current_block)
                    self.item_list.remove_current_block()

    def eat_item(self): # FIXME - Better name (2)...
        self.player.change_health(self.item_list.get_current_block().regenerated_health)
        self.item_list.get_current_block_item().change_amount(-1)
        self.item_list.update_health()
        self.item_list.update_items()

    def on_mouse_release(self, x, y, button, modifiers):
        if self.window.exclusive:
            self.set_highlighted_block(None)
            self.mouse_pressed = False

    def on_mouse_motion(self, x, y, dx, dy): 
        if self.window.exclusive:
            m = 0.15
            x, y = self.player.rotation
            x, y = x + dx * m, y + dy * m
            y = max(-90, min(90, y))
            self.player.rotation = (x, y)
            self.camera.rotate(x, y)

    def on_mouse_drag(self, x, y, dx, dy, button, modifiers):
        if button == pyglet.window.mouse.LEFT:
            self.on_mouse_motion(x, y, dx, dy)

    def on_key_press(self, symbol, modifiers):
        if symbol == G.TOGGLE_HUD_KEY:
            G.HUD_ENABLED = not G.HUD_ENABLED
        if symbol == G.TOGGLE_DEBUG_TEXT_KEY:
            #self.debug_text.visible = not self.debug_text.visible
            G.DEBUG_TEXT_ENABLED = not G.DEBUG_TEXT_ENABLED
        elif symbol == G.INVENTORY_SORT_KEY:
            if self.last_key == symbol and not self.sorted:
                self.player.quick_slots.sort()
                self.player.inventory.sort()
                self.sorted = True
            else:
                self.player.quick_slots.change_sort_mode()
                self.player.inventory.change_sort_mode()
                self.item_list.update_items()
                self.inventory_list.update_items()
        elif symbol == G.INVENTORY_KEY:
            self.set_highlighted_block(None)
            self.mouse_pressed = False
            self.inventory_list.toggle()
        elif symbol == G.SOUND_UP_KEY:
            G.EFFECT_VOLUME = min(G.EFFECT_VOLUME + .1, 1)
        elif symbol == G.SOUND_DOWN_KEY:
            G.EFFECT_VOLUME = max(G.EFFECT_VOLUME - .1, 0)
        elif symbol == G.SCREENCAP_KEY:  # dedicated screencap key
            now = datetime.datetime.now()
            dt = datetime.datetime(now.year, now.month, now.day, now.hour, now.minute, now.second)
            st = dt.strftime('%Y-%m-%d_%H.%M.%S')
            filename = str(st) + '.png'
            if not os.path.exists('screencaptures'):
                os.makedirs('screencaptures')
            path = 'screencaptures/' + filename
            pyglet.image.get_buffer_manager().get_color_buffer().save(path)
        elif symbol == G.SHOWMAP_KEY:
            self.show_map()
        self.last_key = symbol

    def on_key_release(self, symbol, modifiers):
        if symbol == G.TALK_KEY:
            self.toggle_text_input()
            return pyglet.event.EVENT_HANDLED

    def on_resize(self, width, height):
        if G.HUD_ENABLED:
            self.label.y = height - 10
        self.text_input.resize(x=0, y=0, width=self.window.width)
        self.chat_box.resize(x=0, y=self.text_input.y + self.text_input.height + 50,
                             width=self.window.width / 2, height=min(300, self.window.height/3))
        #self.debug_text.resize(0, self.window.height - 300,
        #                           500, 300)

    def set_3d(self):
        width, height = self.window.get_size()
        glEnable(GL_DEPTH_TEST)
        glViewport(0, 0, width, height)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(G.FOV, width / float(height),
                       G.NEAR_CLIP_DISTANCE,
                       G.FAR_CLIP_DISTANCE)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        glPushMatrix()
        self.camera.look()
        self.skydome.draw()
        glPopMatrix()
        self.camera.transform()

    def clear(self):
        glClearColor(self.bg_red, self.bg_green, self.bg_blue, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    def on_draw(self):
        self.clear()
        #self.window.clear()
        self.set_3d()
        #glColor3d(1, 1, 1)
        self.world.batch.draw()
        self.world.transparency_batch.draw()
        glEnable(GL_BLEND)
        glBlendFunc(GL_ZERO, GL_DST_ALPHA)
        self.crack_batch.draw()
        glDisable(GL_BLEND)
        self.draw_focused_block()
        for ply in self.player_ids.itervalues():
            ply.model.draw()
        self.set_2d()
        if G.HUD_ENABLED:
            self.draw_label()
            self.item_list.draw()
            self.inventory_list.draw()
        #if G.DEBUG_TEXT_ENABLED:
        #    self.update_label()
        #self.debug_text.draw()
        self.text_input.draw()
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        self.chat_box.draw()
        glDisable(GL_BLEND)

    def show_cracks(self, hit_block, vertex_data):
        if self.block_damage:  # also show the cracks
            crack_level = int(CRACK_LEVELS * self.block_damage
                              / hit_block.hardness)  # range: [0, CRACK_LEVELS[
            if crack_level >= CRACK_LEVELS:
                return
            texture_data = crack_textures.texture_data[crack_level]
            count = len(texture_data) / 2
            if self.crack:
                self.crack.delete()
            self.crack = self.crack_batch.add(count, GL_QUADS, crack_textures.group,
                                              ('v3f/static', vertex_data),
                                              ('t2f/static', texture_data))

    def draw_focused_block(self):
        glDisable(GL_LIGHTING)
        vector = self.player.get_sight_vector()
        position = self.world.hit_test(self.player.position, vector, self.player.attack_range)[0]
        if position:
            hit_block = self.world[position]
            if hit_block.density >= 1:
                self.focus_block.width = hit_block.width * 1.05
                self.focus_block.height = hit_block.height * 1.05
                vertex_data = self.focus_block.get_vertices(*position)

                if hit_block.hardness > 0.0:
                    self.show_cracks(hit_block, vertex_data)

                glEnable(GL_BLEND)
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
                glColor4f(0.0, 0.0, 0.0, 0.4)
                glLineWidth(2.0)
                glDisable(GL_TEXTURE_2D)
                glDepthMask(False)

                glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
                pyglet.graphics.draw(24, GL_QUADS, ('v3f/static', vertex_data))
                glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

                glDepthMask(True)
                glEnable(GL_TEXTURE_2D)
                glDisable(GL_BLEND)

    def draw_label(self):
        x, y, z = self.player.position
        self.label.text = 'Time:%.1f Inaccurate FPS:%02d (%.2f, %.2f, %.2f) Blocks Shown: %d / %d sector_packets:%d'\
                          % (self.time_of_day if (self.time_of_day < 12.0)
               else (24.0 - self.time_of_day),
               pyglet.clock.get_fps(), x, y, z,
               len(self.world._shown), len(self.world), len(self.world.sector_packets))
        self.label.draw()

    def update_label(self):
        x, y, z = self.player.position
        self.debug_text.clear()
        self.debug_text.write_line(' '.join((G.APP_NAME, str(G.APP_VERSION))))
        self.debug_text.write_line('Time:%.1f Inaccurate FPS:%02d Blocks Shown: %d / %d sector_packets:%d'\
                          % (self.time_of_day if (self.time_of_day < 12.0)
               else (24.0 - self.time_of_day),
               pyglet.clock.get_fps(),
               len(self.world._shown), len(self.world), len(self.world.sector_packets)))
        self.debug_text.write_line('x: %.2f, sector: %d' %(x, x // G.SECTOR_SIZE))
        self.debug_text.write_line('y: %.2f, sector: %d' %(y, y // G.SECTOR_SIZE))
        self.debug_text.write_line('z: %.2f, sector: %d' %(z, z // G.SECTOR_SIZE))
        #dirs = ['East', 'South', 'West', 'North']
        #vec, direction, angle = self.player.get_sight_direction()
        #dx, dy, dz = vec
        #self.debug_text.write_line('Direction: (%.2f, %.2f, %.2f) %d(%s) %.2f' % (dx, dy, dz, direction, dirs[direction], angle))

    def write_line(self, text, **kwargs):
        self.chat_box.write_line(text, **kwargs)

    def text_input_callback(self, symbol, modifier):
        if symbol == G.VALIDATE_KEY:
            txt = self.text_input.text.replace('\n', '')
            self.text_input.clear()
            if txt:
                self.world.packetreceiver.send_chat(txt)
            return pyglet.event.EVENT_HANDLED

    def hide_chat_box(self, dt):
        self.chat_box.toggle(False)

    def on_text_input_toggled(self):
        pyglet.clock.unschedule(self.hide_chat_box)  # Disable the fade timer
        self.chat_box.toggle(state=self.text_input.visible)  # Pass through the state incase chat_box was already visible
        if self.chat_box.visible:
            self.chat_box.focused = True # Allow scrolling
            self.window.push_handlers(self.chat_box)
        else:
            self.chat_box.focused = False
            self.window.remove_handlers(self.chat_box)

    def toggle_text_input(self):
        self.text_input.toggle()
        if self.text_input.visible:
            self.player.velocity = 0
            self.player.strafe = [0, 0]
            self.window.push_handlers(self.text_input)
            self.text_input.focus()
        else:
            self.window.remove_handlers(self.text_input)

    def push_handlers(self):
        if self.setup():
            self.window.push_handlers(self.camera)
            self.window.push_handlers(self.player)
            self.window.push_handlers(self)
            self.window.push_handlers(self.item_list)
            self.window.push_handlers(self.inventory_list)
        else:
            self.switch_controller_class(MainMenuController)

    def pop_handlers(self):
        while self.window._event_stack:
            self.window.pop_handlers()

    def on_close(self):
        G.save_config()
        self.world.packetreceiver.stop()  # Disconnect from the server so the process can close

    def show_map(self):
        print("map called...")
         # taken from Nebual's biome_explorer, this is ment to be a full screen map that uses mini tiles to make a full 2d map.
        with open(os.path.join(G.game_dir, "world", "seed"), "rb") as f:
            SEED = f.read()
        b = BiomeGenerator(SEED)
        x, y, z = self.player.position
        curx =  x
        cury = y
        xsize = 79
        ysize = 28
        pbatch = pyglet.graphics.Batch()
        pgroup = pyglet.graphics.OrderedGroup(1)
        DESERT, PLAINS, MOUNTAINS, SNOW, FOREST = range(5)
        letters = ["D","P","M","S","F"]

        #  temp background pic...
        image = load_image('resources', 'textures', 'main_menu_background.png')

        #map_frame = image_sprite(image, pbatch, 0, y=G.WINDOW_WIDTH, height=G.WINDOW_HEIGHT)
        #sprite = pyglet.sprite.Sprite(image)
        #sprite.image(image)
        #sprite.visible = True
       # map_frame.draw()
       # map_frame.visible = True
        for y in range(int(cury),int(cury+ysize)):
         for x in range(int(curx),int(curx+xsize)):
             #string += letters[b.get_biome_type(x,y)]
            tmap = letters[b.get_biome_type(x,y)]
            tile_map = load_image('resources', 'textures', tmap +'.png')
            tile_map.anchor_x = x * 8
            tile_map.anchor_Y = y * 8
            sprite = pyglet.sprite.Sprite(tile_map, x=x * 8, y=y * 8, batch=pbatch)
            game_map = image_sprite(tile_map, pbatch, pgroup, x * 8, y * 8, 8, 8)
            game_map = pyglet.sprite.Sprite(image,x=G.WINDOW_WIDTH, y=G.WINDOW_HEIGHT,batch=pbatch, group=pgroup)
            game_map = pyglet.sprite.Sprite(tile_map,x=x*8, y=y*8,batch=pbatch, group=pgroup)

            tile_map.blit(x *8, y * 8)

            #tile_map.draw()
            #map.append(tmap)
            game_map.draw()
            pbatch.draw()