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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