示例#1
0
 def set_name(self, name):
     # 设置游戏存档名
     self.name = name
     self.world = World(name)
     # self.world_gen_thread = Thread(target=self.world.init_world, name='WorldGen')
     # self.world_gen_thread.start()
     # 读取玩家位置和背包
     data = archiver.load_player(self.name)
     self.player['position'] = data['position']
     self.player['respawn_position'] = data['respawn']
     if len(self.player['position']) != 3:
         if archiver.load_info(self.name)['type'] == 'flat':
             self.player['position'] = self.player['respawn_position'] = (0,
                                                                          8,
                                                                          0)
         else:
             self.player['position'] = self.player['respawn_position'] = (
                 0, self.world.simplex.noise2d(x=0, y=0) * 5 + 13, 0)
     self.sector = sectorize(self.player['position'])
     self.player['rotation'] = tuple(data['rotation'])
     self.player['now_block'] = data['now_block']
     # 读取世界数据
     self.world_info = archiver.load_info(self.name)
     self.time = self.world_info['time']
     self.weather = self.world_info['weather']
     weather[self.weather['now']].change()
示例#2
0
class Game(pyglet.window.Window):

    def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
        # 窗口是否捕获鼠标
        self.exclusive = False
        # 玩家
        self.player = Player()
        # 拓展功能
        self.debug = {}
        self.debug['debug'] = False
        self.debug['enable'] = False
        self.debug['running'] = False
        # rotation = (水平角 x, 俯仰角 y)
        self.player['rotation'] = (0, 0)
        # 玩家所处的区域
        self.sector = None
        # 这个十字在屏幕中央
        self.reticle = None
        # 显示在 debug 区域的 info
        self._info_ext = []
        self._info_ext.append('pyglet' + pyglet.version)
        # 玩家可以放置的方块, 使用数字键切换
        self.inventory = ['grass', 'dirt', 'log', 'brick', 'leaf', 'plank', 'craft_table', 'glass']
        # 数字键列表
        self.num_keys = [
            key._1, key._2, key._3, key._4, key._5,
            key._6, key._7, key._8, key._9, key._0]
        # 这个标签在画布的上方显示
        self.label = {}
        self.label['top'] = pyglet.text.Label('',
            x=2, y=self.height - 5, width=self.width // 2, multiline=True,
            anchor_x='left', anchor_y='top', font_size=12, font_name='minecraftia')
        self.is_init = True
        # 设置图标
        self.set_icon(image.load(os.path.join(path['texture'], 'icon.png')))
        # 这个标签在画布正中偏上显示
        self.label['center'] = pyglet.text.Label('',
            x=self.width // 2, y=self.height // 2 + 50, anchor_x='center',
            anchor_y='center', font_name='minecraftia')
        # 死亡信息
        self.die_info = pyglet.text.Label('', color=(255, 255, 255, 255),
            x=self.width // 2, y=self.height // 2, anchor_x='center',
            anchor_y='center', font_size=24, font_name='minecraftia')
        # 这个标签在画布正中偏下显示
        self.label['actionbar'] = pyglet.text.Label('',
                x=self.width // 2, y=self.height // 2 - 100, anchor_x='center', anchor_y='center', font_name='minecraftia')
        # 加载窗口
        self.loading = Loading()
        # 覆盖屏幕的矩形
        self.full_screen = Rectangle(0, 0, self.width, self.height)
        # 聊天区
        self.dialogue = Dialogue()
        # 将 self.upgrade() 方法每 1.0 / TICKS_PER_SEC 调用一次, 它是游戏的主事件循环
        pyglet.clock.schedule_interval(self.update, 1.0 / TICKS_PER_SEC)
        # 检测玩家是否应该死亡
        pyglet.clock.schedule_interval(self.check_die, 1.0 / TICKS_PER_SEC)
        # 每10秒更新一次方块数据
        pyglet.clock.schedule_interval(self.update_status, 0.1)
        # 每30秒保存一次进度
        pyglet.clock.schedule_interval(self.save, 30.0)
        # 天空颜色变换
        pyglet.clock.schedule_interval(change_sky_color, 7.5)
        log_info('welcome %s' % player['name'])
        for lib in libs:
            if hasattr(lib, 'init'):
                lib.init()

    def can_place(self, block, position):
        """
        检测坐标是否能够放置方块

        :param: block 方块坐标
        :param: position 玩家坐标
        """
        if block != normalize(position):
            position = position[0], position[1] - 1, position[2]
            if block != normalize(position):
                return True
            else:
                return False
        else:
            return False

    def add_info_ext(self, s):
        self._info_ext.append(s)

    def check_die(self, dt):
        """
        这个函数被 pyglet 计时器反复调用

        :param: dt 距上次调用的时间
        """
        return
        if not self.player['die']:
            if self.player['position'][1] < -64:
                self.player['die_reason'] = get_lang('game.text.die.fall_into_void') % player['name']
                self.player['die'] = True
                self.dialogue.add_dialogue(self.player['die_reason']) 
            elif self.player['position'][1] > 512:
                self.player['die_reason'] = get_lang('game.text.die.no_oxygen') % player['name']
                self.player['die'] = True
            if self.player['die']:
                log_info('%s die: %s' % (player['name'], self.player['die_reason']))
                self.dialogue.add_dialogue(self.player['die_reason'])
                self.set_exclusive_mouse(False)

    def init_player(self):
        # 初始化玩家
        self.hud = {}
        # E 键打开的背包
        self.hud['bag'] = Bag()
        # 生命值
        self.hud['heart'] = Heart(batch=self.world.batch2d)
        # 饥饿值
        self.hud['hunger'] = Hunger(batch=self.world.batch2d)
        # 工具栏
        self.hud['hotbar'] = HotBar()
        self.hud['hotbar'].set_index(self.block)
        self.hud['hotbar'].set_all(self.inventory)
        # 经验条
        self.hud['xpbar'] = XPBar()
        # 菜单
        self.menu = {}
        self.menu['pause'] = PauseMenu(self)
        self.menu['pause'].frame.enable(True)
        self.menu['chat'] = Chat(self)
        
    def save(self, dt):
        """
        这个函数被 pyglet 计时器反复调用

        :param: dt 距上次调用的时间
        """
        archiver.save_block(self.name, self.world.change)
        archiver.save_player(self.name, self.player['position'], self.player['respawn_position'],
                normalize(self.player['rotation']), self.player['block'])
        archiver.save_info(self.name, 0, get_time())

    def set_exclusive_mouse(self, exclusive):
        # 如果 exclusive 为 True, 窗口会捕获鼠标. 否则忽略之
        super(Game, self).set_exclusive_mouse(exclusive)
        self.exclusive = exclusive 
        
    def set_name(self, name):
        # 设置游戏存档名
        self.name = name
        self.world = World(name)
        # self.world_gen_thread = Thread(target=self.world.init_world, name='WorldGen')
        # self.world_gen_thread.start()
        # 读取玩家位置和背包
        data = archiver.load_player(self.name)
        self.player['position'] = data['position']
        self.player['respawn_position'] = data['respawn']
        if len(self.player['position']) != 3:
            if archiver.load_info(self.name)['type'] == 'flat':
                self.player['position'] = self.player['respawn_position'] = (0, 8, 0)
            else:
                self.player['position'] = self.player['respawn_position'] = (0, self.world.simplex.noise2d(x=0, y=0) * 5 + 13, 0)
        self.sector = sectorize(self.player['position'])
        self.player['rotation'] = tuple(data['rotation'])
        self.block = data['now_block']
        # 读取世界数据
        self.world_info = archiver.load_info(self.name)
        set_time(self.world_info['time'])

    def set_cursor(self, cursor=None):
        # 设置光标形状
        if cursor is None:
            self.set_mouse_cursor(None)
        else:
            self.set_mouse_cursor(self.get_system_mouse_cursor(cursor))

    def run_command(self, s):
        # 运行命令
        command = s.split(' ')[0]
        if command not in commands:
            self.dialogue.add_dialogue('Command not found')
        else:
            try:
                cmd = commands[command](self, self.player['position'], s)
            except ValueError:
                pass
            else:
                cmd.run() 

    def update(self, dt):
        """
        这个方法被 pyglet 计时器反复调用

        :param: dt 距上次调用的时间
        """
        self.world.process_queue()
        self.dialogue.update()
        sector = sectorize(self.player['position'])
        if sector != self.sector:
            self.world.change_chunk(self.sector, sector)
            if self.sector is None:
                self.world.process_entire_queue()
            self.sector = sector
        m = 8
        dt = min(dt, 0.2)
        for _ in range(m):
            self._update(dt / m) 

    def update_status(self, dt):
        # 这个函数定时改变世界状态
        for sector in self.world.sectors.values():
            blocks = random.choices(sector, k=3)
            for block in blocks:
                self.world.get(block).on_ticking(self, block)
 
    def _update(self, dt):
        """
        update() 方法的私有实现, 刷新 
        
        :param: dt 距上次调要用的时间
        """
        # 移动速度
        if self.player['flying']:
            speed = FLYING_SPEED
        elif self.player['running'] or self.debug['running']:
            speed = RUNNING_SPEED
        elif self.player['stealing']:
            speed = STEALING_SPEED
        else:
            speed = WALKING_SPEED
        # 一个游戏刻玩家经过的距离
        d = dt * speed
        dx, dy, dz = self.player.get_motion_vector()
        # 玩家新的位置
        dx, dy, dz = dx * d, dy * d, dz * d
        # 重力
        if not self.player['die']:
            if not self.player['flying']:
                self.player['dy'] -= dt * GRAVITY
                self.player['dy'] = max(self.player['dy'], -TERMINAL_VELOCITY)
                dy += self.player['dy'] * dt
            if not self.player['in_hud']:
                # 碰撞检测
                x, y, z = self.player['position']
                if self.player['gamemode'] != 1:
                    x, y, z = self.player.collide((x + dx, y + dy, z + dz))
                else:
                    x, y, z = x + dx, y + dy, z + dz
                self.player['position'] = (x, y, z) 

    def on_close(self):
        # 当玩家关闭窗口时调用
        archiver.save_window(self.width, self.height)
        pyglet.app.exit()

    def on_mouse_press(self, x, y, button, modifiers):
        """
        当玩家按下鼠标按键时调用
  
        :param: x, y 鼠标点击时的坐标, 如果被捕获的话总是在屏幕中央
        :param: button 哪个按键被按下: 1 = 左键, 4 = 右键
        :param: modifiers 表示单击鼠标按钮时按下的任何修改键的数字
        """
        for menu in self.menu.values():
            if menu.frame.on_mouse_press(x, y, button, modifiers):
                return
        self.player.on_mouse_press(x, y, button, modifiers)
        
    def on_mouse_release(self, x, y, button, modifiers):
        for menu in self.menu.values():
            menu.frame.on_mouse_release(x, y, button, modifiers)

    def on_mouse_motion(self, x, y, dx, dy):
        """
        当玩家移动鼠标时调用

        :param: x, y 鼠标点击时的坐标, 如果被捕获的话它们总是在屏幕中央
        :param: dx, dy 鼠标移动的距离
        """
        for menu in self.menu.values():
            menu.frame.on_mouse_motion(x, y, dx, dy)
        self.player.on_mouse_motion(x, y, dx, dy)

    def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
        """
        当鼠标滚轮滚动时调用

        :param: scroll_x, scroll_y 鼠标滚轮滚动(scroll_y 为1时向上, 为-1时向下)
        """
        self.player.on_mouse_scroll(x, y, scroll_x, scroll_y)

    def on_key_press(self, symbol, modifiers):
        """
        当玩家按下一个按键时调用

        :param: symbol 按下的键
        :param: modifiers 同时按下的修饰键
        """
        self.player.on_key_press(symbol, modifiers)

    def on_key_release(self, symbol, modifiers):
        """
        当玩家释放一个按键时调用
        
        :param: symbol 释放的键
        """
        self.player.on_key_release(symbol, modifiers)
        

    def on_resize(self, width, height):
        # 当窗口被调整到一个新的宽度和高度时调用
        # 标签
        self.label['top'].x = 2
        self.label['top'].y = self.height - 5
        self.label['top'].width = self.width // 2
        self.label['center'].x = self.width // 2
        self.label['center'].y = self.height // 2 + 50
        self.die_info.x = self.width // 2
        self.die_info.y =self.height // 2
        self.label['actionbar'].x = self.width // 2
        self.label['actionbar'].y = self.height // 2 - 100
        # 加载窗口
        self.loading.resize(self.width, self.height)
        # 窗口中央的十字线
        if self.reticle:
            self.reticle.delete()
        x, y = self.width // 2, self.height // 2
        n = 12
        self.reticle = pyglet.graphics.vertex_list(4,
            ('v2i', (x - n, y, x + n, y, x, y - n, x, y + n))
        )
        # 覆盖屏幕的矩形
        self.full_screen.position = (0, 0)
        self.full_screen.width = self.width
        self.full_screen.height = self.height
        # 聊天区
        self.dialogue.resize(self.width, self.height)
        # HUD
        # 在第一次调用该函数时, 所有存储 HUD 的变量都没有定义
        if not self.is_init:
            self.hud['bag'].resize(self.width, self.height)
            self.hud['heart'].resize(self.width, self.height)
            self.hud['hunger'].resize(self.width, self.height)
            self.hud['hotbar'].resize(self.width, self.height)
            self.hud['xpbar'].resize(self.width, self.height)
            for menu in self.menu.values():
                menu.frame.on_resize(width, height)

    def set_2d(self):
        # 使 OpenGL 绘制二维图形
        width, height = self.get_size()
        glDisable(GL_DEPTH_TEST)
        viewport = self.get_viewport_size()
        glViewport(0, 0, max(1, viewport[0]), max(1, viewport[1]))
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        glOrtho(0, max(1, width), 0, max(1, height), -1, 1)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

    def set_3d(self):
        # 使 OpenGL 绘制三维图形
        width, height = self.get_size()
        glEnable(GL_DEPTH_TEST)
        viewport = self.get_viewport_size()
        glViewport(0, 0, max(1, viewport[0]), max(1, viewport[1]))
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(self.player['fov'], width / float(height), 0.1, 60.0)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        x, y = self.player['rotation']
        glRotatef(x, 0, 1, 0)
        glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x)))
        x, y, z = self.player['position']
        glTranslatef(-x, -y + (0.1 if self.player['stealing'] else 0), -z)

    def on_draw(self):
        # 当 pyglet 在画布上绘图时调用
        self.clear()
        if not self.is_init:
            self.set_3d()
            glColor3d(1, 1, 1)
            self.world.draw()
            self.draw_focused_block()
            self.set_2d()
            if not self.player['die'] and not self.player['hide_hud']:
                self.world.batch2d.draw()
                self.hud['hotbar'].draw()
                self.hud['xpbar'].draw()
                self.draw_reticle()
                if not self.player['in_hud'] and not self.exclusive:
                    self.full_screen.color = (0, 0, 0)
                    self.full_screen.opacity = 100
                    self.full_screen.draw()
                    if not self.player['in_chat']:
                        self.menu['pause'].frame.draw()
                    else:
                        self.menu['chat'].frame.draw()
                if self.player['in_hud'] or not self.exclusive:
                    self.full_screen.color = (0, 0, 0)
                    self.full_screen.opacity = 100
                    self.full_screen.draw()
                    if self.player['show_bag']:
                        self.hud['bag'].draw()
            elif self.player['die']:
                self.full_screen.color = (200, 0, 0)
                self.full_screen.opacity = 100
                self.full_screen.draw()
        self.set_2d()
        if not self.player['hide_hud']:
            self.draw_label()
        if self.is_init:
            self.world.init_world()
            self.init_player()
            self.is_init = False

    def on_text(self, text):
        for menu in self.menu.values():
            menu.frame.on_text(text)

    def on_text_motion(self, motion):
        for menu in self.menu.values():
            menu.frame.on_text_motion(motion)

    def on_text_motion_select(self, motion):
        for menu in self.menu.values():
            menu.frame.on_text_motion_select(motion)

    def draw_focused_block(self):
        # 在十字线选中的方块绘制黑边
        vector = self.player.get_sight_vector()
        block = self.world.hit_test(self.player['position'], vector)[0]
        if block and self.player['gamemode'] != 1:
            x, y, z = block
            vertex_data = cube_vertices(x, y, z, 0.5001)
            glColor4f(1.0, 1.0, 1.0, 0.2)
            glDisable(GL_CULL_FACE)
            pyglet.graphics.draw(24, GL_QUADS, ('v3f/static', vertex_data))
            glEnable(GL_CULL_FACE)
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

    def draw_label(self):
        if not self.is_init:
            if self.exclusive:
                self.dialogue.draw()
            if self.player['die']:
                # 玩家死亡
                self.die_info.text = get_lang('game.text.die')
                self.label['actionbar'].text = self.player['die_reason']
                self.die_info.draw()
                self.label['actionbar'].draw()
            elif self.debug['debug'] and self.exclusive:
                x, y, z = self.player['position']
                rx, ry = self.player['rotation']
                mem = round(psutil.Process(os.getpid()).memory_full_info()[0] / 1048576, 2)
                fps = pyglet.clock.get_fps()
                info_ext = []
                self.label['top'].text = '\n'.join(get_lang('game.text.debug')) % (VERSION['str'],
                        ', '.join(self._info_ext), x, y, z, rx, ry, mem, fps)
                self.label['top'].draw()
        else:
            # 初始化屏幕
            self.loading.draw()

    def draw_reticle(self):
        # 在屏幕中央画十字线
        if not self.is_init and not self.player['in_hud'] and self.exclusive:
            glColor3f(1.0, 1.0, 1.0)
            glLineWidth(3.0)
            self.reticle.draw(GL_LINES)
            glLineWidth(1.0)