Python Pyglet实战(1)——迷宫游戏

大家好啊,今天就来跟大家分享一下Python Pyglet的实战样例吧。

一.导入所需模块

1.导入__future__模块

首先,我们需要导入__future__模块中的division变量,此变量在__future__.py中的定义如下:

division = _Feature((2, 2, 0, "alpha", 2),
                    (3, 0, 0, "alpha", 0),
                    CO_FUTURE_DIVISION)

导入方法如下:

from __future__ import division

2.导入基本模块

我们需要导入一些基本模块:sys(用于退出游戏)、random(随机生成迷宫)、math(进行运算)、time(进行基础的时间设置):

import sys
import math
import random
import time

3.导入deque队列

在这个项目中我们需要使用deque队列,所以我们需要导入deque队列:

from collections import deque

4.导入pyglet模块

我们需要使用pyglet模块进行绘制、检测按键等,所以需要导入pyglet模块:

from pyglet import image
from pyglet.gl import *
from pyglet.graphics import TextureGroup
from pyglet.window import key, mouse

5.导入Enum变量

我们现在需要从enum.py中导入Enum变量,Enum变量在enum.py中的定义方法如下:

Enum = Flag = EJECT = _stdlib_enums = ReprEnum = None

导入方法如下:

from enum import Enum

 二.定义基础常量

我们需要定义帧率、重力、方块大小、最大跳跃高度等常量:

TICKS_PER_SEC = 60

SIZEG = 10

SECTOR_SIZE = 16

WALKING_SPEED = 4
FLYING_SPEED = 15

GRAVITY = 20.0
MAX_JUMP_HEIGHT = 1.125

JUMP_SPEED = math.sqrt(2 * GRAVITY * MAX_JUMP_HEIGHT)
TERMINAL_VELOCITY = 50

PLAYER_HEIGHT = 2

if sys.version_info[0] >= 3:
    xrange = range

三.随机创建地图

随机地图算法的代码:

class MAP_ENTRY_TYPE(Enum):
    MAP_EMPTY = 0,
    MAP_BLOCK = 1,


class WALL_DIRECTION(Enum):
    WALL_LEFT = 0,
    WALL_UP = 1,
    WALL_RIGHT = 2,
    WALL_DOWN = 3,


class Map():
    def __init__(self, width, height):
        self.width = width
        self.height = height
        self.map = [[0 for x in range(self.width)] for y in range(self.height)]

    def resetMap(self, value):
        for y in range(self.height):
            for x in range(self.width):
                self.setMap(x, y, value)

    def setMap(self, x, y, value):
        if value == MAP_ENTRY_TYPE.MAP_EMPTY:
            self.map[y][x] = 0
        elif value == MAP_ENTRY_TYPE.MAP_BLOCK:
            self.map[y][x] = 1

    def isVisited(self, x, y):
        return self.map[y][x] != 1


def checkAdjacentPos(map, x, y, width, height, checklist):
    directions = []
    if x > 0:
        if not map.isVisited(2*(x-1)+1, 2*y+1):
            directions.append(WALL_DIRECTION.WALL_LEFT)

    if y > 0:
        if not map.isVisited(2*x+1, 2*(y-1)+1):
            directions.append(WALL_DIRECTION.WALL_UP)

    if x < width - 1:
        if not map.isVisited(2*(x+1)+1, 2*y+1):
            directions.append(WALL_DIRECTION.WALL_RIGHT)

    if y < height - 1:
        if not map.isVisited(2*x+1, 2*(y+1)+1):
            directions.append(WALL_DIRECTION.WALL_DOWN)

    if len(directions):
        direction = random.choice(directions)
        if direction == WALL_DIRECTION.WALL_LEFT:
            map.setMap(2*(x-1)+1, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY)
            map.setMap(2*x, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY)
            checklist.append((x-1, y))
        elif direction == WALL_DIRECTION.WALL_UP:
            map.setMap(2*x+1, 2*(y-1)+1, MAP_ENTRY_TYPE.MAP_EMPTY)
            map.setMap(2*x+1, 2*y, MAP_ENTRY_TYPE.MAP_EMPTY)
            checklist.append((x, y-1))
        elif direction == WALL_DIRECTION.WALL_RIGHT:
            map.setMap(2*(x+1)+1, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY)
            map.setMap(2*x+2, 2*y+1, MAP_ENTRY_TYPE.MAP_EMPTY)
            checklist.append((x+1, y))
        elif direction == WALL_DIRECTION.WALL_DOWN:
            map.setMap(2*x+1, 2*(y+1)+1, MAP_ENTRY_TYPE.MAP_EMPTY)
            map.setMap(2*x+1, 2*y+2, MAP_ENTRY_TYPE.MAP_EMPTY)
            checklist.append((x, y+1))
        return True
    else:
        return False


def randomPrim(map, width, height):
    checklist = []
    checklist.append((random.randint(0, width-1), random.randint(0, height-1)))
    while len(checklist):
        entry = random.choice(checklist)
        if not checkAdjacentPos(map, entry[0], entry[1], width, height, checklist):
            checklist.remove(entry)


def doRandomPrim(map):
    map.resetMap(MAP_ENTRY_TYPE.MAP_BLOCK)
    randomPrim(map, (map.width-1)//2, (map.height-1)//2)

四.创建方块

我们在这个游戏中使用方块作为墙壁,方块的贴图放在文章顶部,注意这里的路径要改成自己图片的路径:

def cube_vertices(x, y, z, n):
    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=4):
    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):
    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


TEXTURE_PATH = 'D:\\Users\\shen jia qi\\Desktop\\python资源\\游戏\\Python+PyGlet制作迷宫\\texture.png'

GRASS = tex_coords((0, 0), (0, 0), (0, 0))
STONE = tex_coords((2, 1), (2, 1), (2, 1))
GREEN = tex_coords((0, 1), (0, 1), (0, 1))

FACES = [
    (0, 1, 0),
    (0, -1, 0),
    (-1, 0, 0),
    (1, 0, 0),
    (0, 0, 1),
    (0, 0, -1),
]


def normalize(position):
    x, y, z = position
    x, y, z = (int(round(x)), int(round(y)), int(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())
        self.world = {}
        self.shown = {}
        self._shown = {}
        self.sectors = {}
        self.queue = deque()
        self._initialize()

    def _initialize(self):
        n = SIZEG
        s = 1
        y = 0
        for x in xrange(-n, n + 1, s):
            for z in xrange(-n, n + 1, s):
                self.add_block((x, y - 2, z), GRASS, immediate=False)
        map = Map(n*2+1, n*2+1)
        doRandomPrim(map)
        for row in xrange(len(map.map)):
            for entry in xrange(len(map.map[row])):
                if map.map[row][entry] == 1:
                    self.add_block((-n+row, -1, -n+entry),
                                   STONE, immediate=False)
                    self.add_block((-n+row, 0, -n+entry),
                                   STONE, immediate=False)
                    self.add_block((-n+row, 1, -n+entry),
                                   STONE, immediate=False)

    def hit_test(self, position, vector, max_distance=8):
        m = 8
        x, y, z = position
        dx, dy, dz = vector
        previous = None
        for _ in xrange(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
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值