from __future__ import division import time from block import Block from view import View from world import World from mechanism import * import os import sys import math import random import time from collections import deque from pyglet import image from pyglet.gl import * from pyglet.graphics import TextureGroup from pyglet.window import key, mouse TICKS_PER_SEC = 60 # Size of sectors used to ease block loading. SECTOR_SIZE = 16 WALKING_SPEED = 5 FLYING_SPEED = 15 GRAVITY = 20.0 MAX_JUMP_HEIGHT = 1.0 # About the height of a block. # To derive the formula for calculating jump speed, first solve # v_t = v_0 + a * t # for the time at which you achieve maximum height, where a is the acceleration # due to gravity and v_t = 0. This gives: # t = - v_0 / a # Use t and the desired MAX_JUMP_HEIGHT to solve for v_0 (jump speed) in # s = s_0 + v_0 * t + (a * t^2) / 2 JUMP_SPEED = math.sqrt(2 * GRAVITY * MAX_JUMP_HEIGHT) TERMINAL_VELOCITY = 50 PLAYER_HEIGHT = 2 if sys.version_info[0] >= 3: xrange = range if sys.version_info[0] * 10 + sys.version_info[1] >= 38: time.clock = time.process_time BRICK = Block((0, 0), (0, 0), (0, 0), 1, os.path.join("texture","Brick.png")) GRASS = Block((0, 0), (0, 1), (1, 1), 2, os.path.join("texture","Grass.png")) STONE = Block((0, 0), (0, 0), (0, 0), 1,os.path.join("texture","Stone.png")) MARBO = Block((0, 0), (0, 0), (0, 0), 1,os.path.join("texture","Marbo.png")) class Game(pyglet.window.Window): def __init__(self, *args, **kwargs): super(Game, self).__init__(*args, **kwargs) # Whether or not the window exclusively captures the mouse. self.exclusive = False # When flying gravity has no effect and speed is increased. self.flying = False # Strafing is moving lateral to the direction you are facing, # e.g. moving to the left or right while continuing to face forward. # # First element is -1 when moving forward, 1 when moving back, and 0 # otherwise. The second element is -1 when moving left, 1 when moving # right, and 0 otherwise. self.strafe = [0, 0] # Current (x, y, z) position in the world, specified with floats. Note # that, perhaps unlike in math class, the y-axis is the vertical axis. self.position = (0, 0, 0) # First element is rotation of the player in the x-z plane (ground # plane) measured from the z-axis down. The second is the rotation # angle from the ground plane up. Rotation is in degrees. # # The vertical plane rotation ranges from -90 (looking straight down) to # 90 (looking straight up). The horizontal rotation range is unbounded. self.rotation = (0, 0) # Which sector the player is currently in. self.sector = None # The crosshairs at the center of the screen. self.reticle = None # Velocity in the y (upward) direction. self.dy = 0 # A list of blocks the player can place. Hit num keys to cycle. self.inventory = [BRICK, GRASS, STONE] # The current block the user can place. Hit num keys to cycle. self.block = self.inventory[0] # Convenience list of num keys. self.num_keys = [ key._1, key._2, key._3, key._4, key._5, key._6, key._7, key._8, key._9, key._0] # Instance of the world that handles the world. self.world = World() # The label that is displayed in the top left of the canvas. self.label = pyglet.text.Label('', font_name='Arial', font_size=18, x=10, y=self.height - 10, anchor_x='left', anchor_y='top', color=(0, 0, 0, 255)) # This call schedules the `update()` method to be called # TICKS_PER_SEC. This is the main game event loop. pyglet.clock.schedule_interval(self.update, 1.0 / TICKS_PER_SEC) self.currentScene = "Game" self.setupWorld() def setupWorld(self): """ Initialize the world by placing all the blocks. """ n = 80 # 1/2 width and height of world s = 1 # step size y = 0 # initial y height for x in xrange(-n, n + 1, s): for z in xrange(-n, n + 1, s): # create a layer MARBO.coordinates an GRASS.coordinates everywhere. self.world.add_block((x, y - 2, z), GRASS, immediate=False) self.world.add_block((x, y - 3, z), MARBO, immediate=False) if x in (-n, n) or z in (-n, n): # create outer walls. for dy in xrange(-2, 3): self.world.add_block((x, y + dy, z), MARBO, immediate=False) # generate the hills randomly o = n - 10 for _ in xrange(120): a = random.randint(-o, o) # x position of the hill b = random.randint(-o, o) # z position of the hill c = -1 # base of the hill h = random.randint(1, 6) # height of the hill s = random.randint(4, 8) # 2 * s is the side length of the hill d = 1 # how quickly to taper off the hills t = random.choice([GRASS, STONE, BRICK]) for y in xrange(c, c + h): for x in xrange(a - s, a + s + 1): for z in xrange(b - s, b + s + 1): if (x - a) ** 2 + (z - b) ** 2 > (s + 1) ** 2: continue if (x - 0) ** 2 + (z - 0) ** 2 < 5 ** 2: continue self.world.add_block((x, y, z), t, immediate=False) s -= d # decrement side lenth so hills taper off def set_exclusive_mouse(self, exclusive): """ If `exclusive` is True, the game will capture the mouse, if False the game will ignore the mouse. """ super(Game, self).set_exclusive_mouse(exclusive) self.exclusive = exclusive def get_sight_vector(self): """ Returns the current line of sight vector indicating the direction the player is looking. """ x, y = self.rotation # y ranges from -90 to 90, or -pi/2 to pi/2, so m ranges from 0 to 1 and # is 1 when looking ahead parallel to the ground and 0 when looking # straight up or down. m = math.cos(math.radians(y)) # dy ranges from -1 to 1 and is -1 when looking straight down and 1 when # looking straight up. dy = math.sin(math.radians(y)) dx = math.cos(math.radians(x - 90)) * m dz = math.sin(math.radians(x - 90)) * m return (dx, dy, dz) def get_motion_vector(self): """ Returns the current motion vector indicating the velocity of the player. Returns ------- vector : tuple of len 3 Tuple containing the velocity in x, y, and z respectively. """ if any(self.strafe): x, y = self.rotation strafe = math.degrees(math.atan2(*self.strafe)) y_angle = math.radians(y) x_angle = math.radians(x + strafe) if self.flying: m = math.cos(y_angle) dy = math.sin(y_angle) if self.strafe[1]: # Moving left or right. dy = 0.0 m = 1 if self.strafe[0] > 0: # Moving backwards. dy *= -1 # When you are flying up or down, you have less left and right # motion. dx = math.cos(x_angle) * m dz = math.sin(x_angle) * m else: dy = 0.0 dx = math.cos(x_angle) dz = math.sin(x_angle) else: dy = 0.0 dx = 0.0 dz = 0.0 return (dx, dy, dz) def update(self, dt): """ This method is scheduled to be called repeatedly by the pyglet clock. Parameters ---------- dt : float The change in time since the last call. """ self.world.process_queue() sector = sectorize(self.position) if sector != self.sector: self.world.change_sectors(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 xrange(m): self._update(dt / m) def _update(self, dt): """ Private implementation of the `update()` method. This is where most of the motion logic lives, along with gravity and collision detection. Parameters ---------- dt : float The change in time since the last call. """ # walking speed = FLYING_SPEED if self.flying else WALKING_SPEED d = dt * speed # distance covered this tick. dx, dy, dz = self.get_motion_vector() # New position in space, before accounting for gravity. dx, dy, dz = dx * d, dy * d, dz * d # gravity if not self.flying: # Update your vertical speed: if you are falling, speed up until you # hit terminal velocity; if you are jumping, slow down until you # start falling. self.dy -= dt * GRAVITY self.dy = max(self.dy, -TERMINAL_VELOCITY) dy += self.dy * dt # collisions x, y, z = self.position x, y, z = self.collide((x + dx, y + dy, z + dz), PLAYER_HEIGHT) self.position = (x, y, z) def collide(self, position, height): """ Checks to see if the player at the given `position` and `height` is colliding with any blocks in the world. Parameters ---------- position : tuple of len 3 The (x, y, z) position to check for collisions at. height : int or float The height of the player. Returns ------- position : tuple of len 3 The new position of the player taking into account collisions. """ # How much overlap with a dimension of a surrounding block you need to # have to count as a collision. If 0, touching terrain at all counts as # a collision. If .49, you sink into the ground, as if walking through # tall GRASS.coordinates. If >= .5, you'll fall through the ground. pad = 0.25 p = list(position) np = normalize(position) for face in [( 0, 1, 0),( 0,-1, 0),(-1, 0, 0),( 1, 0, 0),( 0, 0, 1),( 0, 0,-1)]: # check all surrounding blocks for i in xrange(3): # check each dimension independently if not face[i]: continue # How much overlap you have with this dimension. d = (p[i] - np[i]) * face[i] if d < pad: continue for dy in xrange(height): # check each height op = list(np) op[1] -= dy op[i] += face[i] if tuple(op) not in self.world.world: continue p[i] -= (d - pad) * face[i] if face == (0, -1, 0) or face == (0, 1, 0): # You are colliding with the ground or ceiling, so stop # falling / rising. self.dy = 0 break return tuple(p) def on_mouse_press(self, x, y, button, modifiers): """ Called when a mouse button is pressed. See pyglet docs for button amd modifier mappings. Parameters ---------- x, y : int The coordinates of the mouse click. Always center of the screen if the mouse is captured. button : int Number representing mouse button that was clicked. 1 = left button, 4 = right button. modifiers : int Number representing any modifying keys that were pressed when the mouse button was clicked. """ if self.exclusive: vector = self.get_sight_vector() curPos, prePos = self.world.hit_test(self.position, vector) if (button == mouse.RIGHT) or \ ((button == mouse.LEFT) and (modifiers & key.MOD_CTRL)): # ON OSX, control + left click = right click. if prePos: self.world.add_block(prePos, self.block) self.buildSound.play() elif button == pyglet.window.mouse.LEFT and curPos: block = self.world.world[curPos] if block.texture != MARBO.texture: self.world.remove_block(curPos) self.destroySound.play() else: self.set_exclusive_mouse(True) def on_mouse_motion(self, x, y, dx, dy): """ Called when the player moves the mouse. Parameters ---------- x, y : int The coordinates of the mouse click. Always center of the screen if the mouse is captured. dx, dy : float The movement of the mouse. """ if self.exclusive: m = 0.15 x, y = self.rotation x, y = x + dx * m, y + dy * m y = max(-90, min(90, y)) self.rotation = (x, y) def on_key_press(self, symbol, modifiers): """ Called when the player presses a key. See pyglet docs for key mappings. Parameters ---------- symbol : int Number representing the key that was pressed. modifiers : int Number representing any modifying keys that were pressed. """ if symbol == key.W: self.strafe[0] -= 1 elif symbol == key.S: self.strafe[0] += 1 elif symbol == key.A: self.strafe[1] -= 1 elif symbol == key.D: self.strafe[1] += 1 elif symbol == key.SPACE: if self.dy == 0: self.dy = JUMP_SPEED elif symbol == key.ESCAPE: self.currentScene = "Setting" self.set_exclusive_mouse(False) elif symbol == key.TAB: self.flying = not self.flying elif symbol in self.num_keys: index = (symbol - self.num_keys[0]) % len(self.inventory) self.block = self.inventory[index] def on_key_release(self, symbol, modifiers): """ Called when the player releases a key. See pyglet docs for key mappings. Parameters ---------- symbol : int Number representing the key that was pressed. modifiers : int Number representing any modifying keys that were pressed. """ if symbol == key.W: self.strafe[0] += 1 elif symbol == key.S: self.strafe[0] -= 1 elif symbol == key.A: self.strafe[1] += 1 elif symbol == key.D: self.strafe[1] -= 1 def on_resize(self, width, height): """ Called when the window is resized to a new `width` and `height`. """ # label self.label.y = height - 10 # reticle if self.reticle: self.reticle.delete() x, y = self.width // 2, self.height // 2 n = 10 self.reticle = pyglet.graphics.vertex_list(4, ('v2i', (x - n, y, x + n, y, x, y - n, x, y + n)) ) def on_draw(self): """ Called by pyglet to draw the canvas. """ self.clear() if self.currentScene == "Menu": View.drawMenu() elif self.currentScene == "Game": View.drawGame(self) else: View.drawSetting()