实例介绍
【实例简介】
一个不是和java版一样的我的世界
【实例截图】
【源码目录】
我的世界v0.06
├── Minecraft-c418.mp3
├── jy.png
├── minecraft.py
└── texture.png
0 directories, 4 files
【核心代码】
import time import sys import random import time import pygame as py from collections import deque from pyglet import image from pyglet.gl import * from pyglet.graphics import TextureGroup from pyglet.window import key, mouse import math TICKS_PER_SEC = 60 SECTOR_SIZE = 16 GTIME = 0 # 当前世界时间 GDAY = 0.001 GNIGHT = 0.002 BIGHILLS = 1 # 大型山坡个数 BIGHILLS1 = 4 # 中型山坡个数 HILLS = 8 # 小型山坡个数 SHILLS = 10 # 微型山坡个数 WALKING_SPEED = 5 # 走路速度 RUNNING_SPEED = 8 # 跑步速度 FLYING_SPEED = 15 # 飞行速度 GRAVITY = 10.0 # 重力 MAX_JUMP_HEIGHT = 1.25 # 最大跳跃速度 JUMP_SPEED = math.sqrt(2 * GRAVITY * MAX_JUMP_HEIGHT) TERMINAL_VELOCITY = 35 # 终端速度 PLAYER_HEIGHT = 2 # 玩家高度 WORLDLEN = 128 # 世界长度 TEXTURE_PATH = 'texture.png' # 纹理文件 def cube_vertices(x, y, z, n): # 返回立方体的顶点,大小为2n。 return [ x-n,y n,z-n, x-n,y n,z n, x n,y n,z n, x n,y n,z-n, # top x-n,y-n,z-n, x n,y-n,z-n, x n,y-n,z n, x-n,y-n,z n, # bottom x-n,y-n,z-n, x-n,y-n,z n, x-n,y n,z n, x-n,y n,z-n, # left x n,y-n,z n, x n,y-n,z-n, x n,y n,z-n, x n,y n,z n, # right x-n,y-n,z n, x n,y-n,z n, x n,y n,z n, x-n,y n,z n, # front x n,y-n,z-n, x-n,y-n,z-n, x-n,y n,z-n, x n,y n,z-n, # back ] def tex_coord(x, y, n=8): # 返回纹理的边界顶点。 m = 1.0 / n dx = x * m dy = y * m return dx, dy, dx m, dy, dx m, dy m, dx, dy m def tex_coords(top, bottom, side): # 返回顶部、底部和侧面的纹理列表。 top = tex_coord(*top) bottom = tex_coord(*bottom) side = tex_coord(*side) result = [] result.extend(top) result.extend(bottom) result.extend(side * 4) return result py.mixer.init() py.mixer.music.load("Minecraft-c418.mp3") py.mixer.music.play(10,20) GRASSED = tex_coords((1, 0), (0, 1), (0, 0)) GRASS = tex_coords((4, 0), (0, 1), (1, 3)) SAND = tex_coords((1, 1), (1, 1), (1, 1)) STONE = tex_coords((2, 0), (2, 0), (2, 0)) ENDSTONE = tex_coords((2, 1), (2, 1), (2, 1)) WATER = tex_coords((3, 1), (3, 1), (3, 1)) WOOD = tex_coords((0, 2), (0, 2), (3, 0)) LEAF = tex_coords((0, 3), (0, 3), (0, 3)) BRICK = tex_coords((1, 2), (1, 2), (1, 2)) PUMKEY = tex_coords((2, 2), (3, 3), (3, 3)) CLOUD = tex_coords((3, 2), (3, 2), (3, 2)) TNT = tex_coords((4, 2), (4, 3), (4, 1)) DIRT = tex_coords((0, 1),(0, 1),(0, 1)) PINGZ = py.image.load("jy.png") # 立方体的6个面 FACES = [ ( 0, 1, 0), ( 0,-1, 0), (-1, 0, 0), ( 1, 0, 0), ( 0, 0, 1), ( 0, 0,-1), ] def normalize(position): # 将三维坐标'position'的x、y、z取近似值 x, y, z = position x, y, z = (round(x), round(y), round(z)) return (x, y, z) def sectorize(position): x, y, z = normalize(position) x, y, z = x // SECTOR_SIZE, y // SECTOR_SIZE, z // SECTOR_SIZE return (x, 0, z) class Model(object): def __init__(self): self.batch = pyglet.graphics.Batch() self.group = TextureGroup(image.load(TEXTURE_PATH).get_texture()) # 纹理列表 self.world = {} # 地图 self.shown = {} # 显示的方块 self._shown = {} # 显示的纹理 self.sectors = {} self.queue = deque() self._initialize() def tree(self, y, x, z): # 生成树 th = random.randint(4, 7) ts = random.randint(2, 3) for i in range(y, y th): self.add_block((x, i, z), WOOD, immediate=False) for xx in range(x - ts, x ts 1): for zz in range(z - ts, z ts 1): for yy in range(y th, y th th): if (yy == y th or yy == y th th-1)and(xx == x-ts or xx == x ts or zz == z-ts or zz == z ts): continue self.add_block((xx, yy, zz), LEAF, immediate=False) def _initialize(self): # 初始化世界 n = WORLDLEN s = 1 y = 0 for x in range(-n, n 1, s): for z in range(-n, n 1, s): self.add_block((x, y - 2, z), WATER, immediate=False) self.add_block((x, y - 3, z), WATER, immediate=False) self.add_block((x, y - 4, z), WATER, immediate=False) self.add_block((x, y - 5, z), WATER, immediate=False) self.add_block((x, y - 6, z), random.choice([SAND, STONE]), immediate=False) self.add_block((x, y - 7, z), ENDSTONE, immediate=False) if x in (-n, n) or z in (-n, n): for dy in range(y - 6, 3): self.add_block((x, y dy, z), ENDSTONE, immediate=False) for x in range(-n, n 1, 5): for z in range(-n, n 1, 5): if random.randint(0,2)==1: for i in range(x,x random.randint(3,5)): for j in range(z,z random.randint(3,5)): self._show_block((i, 40, j), CLOUD) d = 1 for _ in range(BIGHILLS): a = random.randint(-n 51, n-51) b = random.randint(-n 51, n-51) c = -3 h = random.randint(2, 4) s = random.randint(40, 50) for y in range(c, c h): t = random.choice([SAND, STONE]) for x in range(a - s, a s 1): for z in range(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.add_block((x, y, z), t, immediate=False) s -= d c = h - 3 h = random.randint(8, 10) for y in range(c, c h): for x in range(a - s, a s 1): for z in range(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.add_block((x, y, z), GRASS, immediate=False) if y == c h - 1 and x % 3 == 0 and z % 3 ==0 and random.randint(0, 6) == 2: self.tree(y, x, z) s -= d c = c h for i in range(random.randint(4, 7)): hh = random.randint(4, 6) ss = random.randint(5, 8) aa = random.randint(a-s ss, a s-ss) bb = random.randint(b-s ss, b s-ss) for y in range(c, c hh): for x in range(aa - ss, aa ss 1): for z in range(bb - ss, bb ss 1): if (x - aa) ** 2 (z - bb) ** 2 > (ss 1) ** 2: if y == c 1 and random.randint(0,1): self.add_block((x, y, z), random.choice([GRASS, GRASS, STONE, GRASS, PUMKEY]), immediate=False) continue if (x - 0) ** 2 (z - 0) ** 2 < 5 ** 2: if y == c 1 and random.randint(0,1): self.add_block((x, y, z), random.choice([GRASS, GRASS, STONE, GRASS, PUMKEY]), immediate=False) continue self.add_block((x, y, z), random.choice([GRASS, GRASS, STONE, GRASS, GRASS]), immediate=False) if y == c hh - 1 and x % 3 == 0 and z % 3 ==0 and random.randint(0, 4) == 2: self.tree(y, x, z) ss -= d for _ in range(BIGHILLS1): a = random.randint(-n 29, n-29) b = random.randint(-n 29, n-29) c = -3 h = random.randint(2, 3) s = random.randint(24, 28) for y in range(c, c h): t = random.choice([SAND, STONE]) for x in range(a - s, a s 1): for z in range(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.add_block((x, y, z), t, immediate=False) s -= d c = h - 3 h = random.randint(4, 8) for y in range(c, c h): for x in range(a - s, a s 1): for z in range(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.add_block((x, y, z), GRASS, immediate=False) if y == c h - 1 and x % 3 == 0 and z % 3 ==0 and random.randint(0, 6) == 2: self.tree(y, x, z) s -= d c = h - 1 for i in range(random.randint(1, 3)): aa = random.randint(a-s 5, a s-5) bb = random.randint(b-s 5, b s-5) hh = random.randint(4, 6) ss = random.randint(4, 7) for y in range(c, c hh): for x in range(aa - ss, aa ss 1): for z in range(bb - ss, bb ss 1): if (x - aa) ** 2 (z - bb) ** 2 > (ss 1) ** 2: continue if (x - 0) ** 2 (z - 0) ** 2 < 5 ** 2: continue self.add_block((x, y, z), GRASS, immediate=False) if y == c hh - 1 and x % 3 == 0 and z % 3 ==0 and random.randint(0, 4) == 2: self.tree(y, x, z) ss -= d for _ in range(HILLS): a = random.randint(-n 17, n-17) b = random.randint(-n 17, n-17) c = -3 h = random.randint(2, 3) s = random.randint(14, 16) for y in range(c, c h): t = random.choice([SAND, STONE]) for x in range(a - s, a s 1): for z in range(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.add_block((x, y, z), t, immediate=False) s -= d c = h - 3 h = random.randint(4, 7) for y in range(c, c h): for x in range(a - s, a s 1): for z in range(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.add_block((x, y, z), GRASS, immediate=False) if y == c h - 1 and x % 3 == 0 and z % 3 ==0 and random.randint(0, 5) == 3: self.tree(y, x, z) s -= d for _ in range(SHILLS): a = random.randint(-n 4, n-4) b = random.randint(-n 4, n-4) c = -2 h = random.randint(1, 3) s = random.randint(7, 9) for y in range(c, c h): t = random.choice([SAND, STONE]) for x in range(a - s, a s 1): for z in range(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.add_block((x, y, z), t, immediate=False) s -= d c = h - 2 h = random.randint(4, 7) for y in range(c, c h): for x in range(a - s, a s 1): for z in range(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.add_block((x, y, z), GRASS, immediate=False) s -= d def hit_test(self, position, vector, max_distance=8): m = 8 x, y, z = position dx, dy, dz = vector previous = None for _ in range(max_distance * m): key = normalize((x, y, z)) if key != previous and key in self.world: return key, previous previous = key x, y, z = x dx / m, y dy / m, z dz / m return None, None def exposed(self, position): x, y, z = position for dx, dy, dz in FACES: if (x dx, y dy, z dz) not in self.world: return True return False def add_block(self, position, texture, immediate=True): if position in self.world: self.remove_block(position, immediate) self.world[position] = texture self.sectors.setdefault(sectorize(position), []).append(position) if immediate: if self.exposed(position): self.show_block(position) self.check_neighbors(position) def remove_block(self, position, immediate=True): del self.world[position] self.sectors[sectorize(position)].remove(position) if immediate: if position in self.shown: self.hide_block(position) self.check_neighbors(position) def check_neighbors(self, position): x, y, z = position for dx, dy, dz in FACES: key = (x dx, y dy, z dz) if key not in self.world: continue if self.exposed(key): if key not in self.shown: self.show_block(key) else: if key in self.shown: self.hide_block(key) def show_block(self, position, immediate=True): texture = self.world[position] self.shown[position] = texture if immediate: self._show_block(position, texture) else: self._enqueue(self._show_block, position, texture) def _show_block(self, position, texture): x, y, z = position vertex_data = cube_vertices(x, y, z, 0.5) texture_data = list(texture) self._shown[position] = self.batch.add(24, GL_QUADS, self.group, ('v3f/static', vertex_data), ('t2f/static', texture_data)) def hide_block(self, position, immediate=True): self.shown.pop(position) if immediate: self._hide_block(position) else: self._enqueue(self._hide_block, position) def _hide_block(self, position): self._shown.pop(position).delete() def show_sector(self, sector): for position in self.sectors.get(sector, []): if position not in self.shown and self.exposed(position): self.show_block(position, False) def hide_sector(self, sector): for position in self.sectors.get(sector, []): if position in self.shown: self.hide_block(position, False) def change_sectors(self, before, after): before_set = set() after_set = set() pad = 4 for dx in range(-pad, pad 1): for dy in [0]: for dz in range(-pad, pad 1): if dx ** 2 dy ** 2 dz ** 2 > (pad 1) ** 2: continue if before: x, y, z = before before_set.add((x dx, y dy, z dz)) if after: x, y, z = after after_set.add((x dx, y dy, z dz)) show = after_set - before_set hide = before_set - after_set for sector in show: self.show_sector(sector) for sector in hide: self.hide_sector(sector) def _enqueue(self, func, *args): self.queue.append((func, args)) def _dequeue(self): func, args = self.queue.popleft() func(*args) def process_queue(self): start = time.perf_counter() while self.queue and time.perf_counter() - start < 1.0 / TICKS_PER_SEC: self._dequeue() def process_entire_queue(self): while self.queue: self._dequeue() class Window(pyglet.window.Window): def __init__(self, *args, **kwargs): super(Window, self).__init__(*args, **kwargs) self.exclusive = False self.flying = False # 是否在飞行 self.walking = True # 是否在走路 self.jumping = False # 是否在跳 self.strafe = [0, 0] self.position = (0, 0, 0) self.rotation = (0, 0) self.sector = None self.reticle = None self.dy = 0 self.inventory = [PINGZ, STONE, GRASSED, DIRT, SAND, WOOD, LEAF, BRICK, PUMKEY, TNT] self.block = self.inventory[0] self.num_keys = [ key._1, key._2, key._3, key._4, key._5, key._6, key._7, key._8, key._9, key._0] self.model = Model() 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)) pyglet.clock.schedule_interval(self.update, 1.0 / TICKS_PER_SEC) def set_exclusive_mouse(self, exclusive): super(Window, self).set_exclusive_mouse(exclusive) self.exclusive = exclusive def get_sight_vector(self): x, y = self.rotation m = math.cos(math.radians(y)) 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): 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]: dy = 0.0 m = 1 if self.strafe[0] > 0: dy *= -1 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): # 刷新 global GTIME global GNIGHT global GDAY glClearColor(0.5 - GTIME * 0.01, 0.69 - GTIME * 0.01, 1.0 - GTIME * 0.01, 1) setup_fog() GTIME = GDAY if GTIME < 23 else GNIGHT if GTIME > 50: GTIME = 50 GNIGHT = -GNIGHT GDAY = -GDAY elif GTIME < 0: GTIME = 0 GNIGHT = -GNIGHT GDAY = -GDAY self.model.process_queue() sector = sectorize(self.position) if sector != self.sector: self.model.change_sectors(self.sector, sector) if self.sector is None: self.model.process_entire_queue() self.sector = sector m = 8 dt = min(dt, 0.2) if self.jumping: if self.dy == 0: self.dy = JUMP_SPEED for _ in range(m): self._update(dt / m) def _update(self, dt): speed = FLYING_SPEED if self.flying else WALKING_SPEED if self.walking else RUNNING_SPEED d = dt * speed dx, dy, dz = self.get_motion_vector() dx, dy, dz = dx * d, dy * d, dz * d if not self.flying: self.dy -= dt * GRAVITY self.dy = max(self.dy, -TERMINAL_VELOCITY) dy = self.dy * dt 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): pad = 0.25 p = list(position) np = normalize(position) for face in FACES: for i in range(3): if not face[i]: continue d = (p[i] - np[i]) * face[i] if d < pad: continue for dy in range(height): op = list(np) op[1] -= dy op[i] = face[i] if tuple(op) not in self.model.world: continue p[i] -= (d - pad) * face[i] if face == (0, -1, 0) or face == (0, 1, 0): self.dy = 0 break return tuple(p) def TNTbom(self, x, y, z): # TNT爆炸 self.model.remove_block((x, y, z)) s = 5 for i in range(x - s, x s): for j in range(y - s, y s): for k in range(z - s, z s): if (i, j, k) in self.model.world: if j == y-s or j == y s-1 or i == i-s or i == i s-1 or k == z-s or k == z s-1: if random.randint(0, 1): if self.model.world[(i, j, k)] == TNT: self.TNTbom(i, j, k) continue if self.model.world[(i, j, k)] != ENDSTONE: self.model.remove_block((i, j, k)) else: if self.model.world[(i, j, k)] == TNT: self.TNTbom(i, j, k) continue if self.model.world[(i, j, k)] != ENDSTONE: self.model.remove_block((i, j, k)) def on_mouse_press(self, x, y, button, modifiers): if self.exclusive: vector = self.get_sight_vector() block, previous = self.model.hit_test(self.position, vector) if (button == mouse.RIGHT) or \ ((button == mouse.LEFT) and (modifiers & key.MOD_CTRL)): if previous: # 鼠标右击 x, y, z = self.position flag = True for i in range(0, PLAYER_HEIGHT): if previous == normalize((x, y - i, z)): flag = False break if flag: self.model.add_block(previous, self.block) elif button == pyglet.window.mouse.LEFT and block: # 鼠标左击 texture = self.model.world[block] if texture == TNT: self.TNTbom(block[0], block[1], block[2]) elif texture != ENDSTONE: self.model.remove_block(block) else: self.set_exclusive_mouse(True) def on_mouse_motion(self, x, y, dx, dy): 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): # 键盘按键 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: self.jumping = True elif symbol == key.R: self.walking = not self.walking elif symbol == key.ESCAPE: self.set_exclusive_mouse(False) elif symbol == key.E: 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): # 键盘松键 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: self.jumping = False def on_resize(self, width, 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 set_2d(self): # 3d模式 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): # 3d模式 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(65.0, width / float(height), 0.1, 60.0) glMatrixMode(GL_MODELVIEW) glLoadIdentity() x, y = self.rotation glRotatef(x, 0, 1, 0) glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x))) x, y, z = self.position glTranslatef(-x, -y, -z) def on_draw(self): # 绘制 self.clear() self.set_3d() glColor3d(1, 1, 1) self.model.batch.draw() self.draw_focused_block() self.set_2d() self.draw_label() self.draw_reticle() def draw_focused_block(self): vector = self.get_sight_vector() block = self.model.hit_test(self.position, vector)[0] if block: x, y, z = block vertex_data = cube_vertices(x, y, z, 0.51) 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.position self.label.text = '%02d (%.2f, %.2f, %.2f) %d / %d' % ( pyglet.clock.get_fps(), x, y, z, len(self.model._shown), len(self.model.world)) self.label.draw() def draw_reticle(self): glColor3d(0, 0, 0) self.reticle.draw(GL_LINES) def setup_fog(): # 初始化迷雾和光照 glEnable(GL_FOG) glFogfv(GL_FOG_COLOR, (GLfloat * 4)(0.5 - GTIME * 0.01, 0.69 - GTIME * 0.01, 1.0 - GTIME * 0.01, 1)) glHint(GL_FOG_HINT, GL_DONT_CARE) glFogi(GL_FOG_MODE, GL_LINEAR) glFogf(GL_FOG_START, 30.0) glFogf(GL_FOG_END, 60.0) glLightfv(GL_LIGHT0, GL_POSITION, (GLfloat * 4)(0.0, 0.0, 0.0, 0.0)) gamelight = 5.0 - GTIME / 10 glLightfv(GL_LIGHT0, GL_AMBIENT, (GLfloat * 4)(gamelight, gamelight, gamelight, 1.0)) glLightfv(GL_LIGHT0, GL_DIFFUSE, (GLfloat * 4)(gamelight, gamelight, gamelight, 1.0)) glLightfv(GL_LIGHT0, GL_SPECULAR, (GLfloat * 4)(1.0, 1.0, 1.0, 1.0)) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) def setup(): # 初始化 glClearColor(0.5 - GTIME * 0.01, 0.69 - GTIME * 0.01, 1.0 - GTIME * 0.01, 1) glEnable(GL_CULL_FACE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) setup_fog() def main(): try: window = Window(width=1000, height=600, caption='Minecraft我的世界v0.06', resizable=True) window.set_exclusive_mouse(True) setup() pyglet.app.run() except: print('\033[31m',end='') print('程序因出错而停止了运行...\n\n\n') print('\033[0m',end='') if __name__ == '__main__': main()
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