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main.py
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165 lines (112 loc) · 4.33 KB
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import math
import ctypes
import random
import pyglet
pyglet.options["shadow_window"] = False
pyglet.options["debug_gl"] = False
import pyglet.gl as gl
import matrix
import shader
import camera
import block_type
import texture_manager
import world
import hit
class Window(pyglet.window.Window):
def __init__(self, **args):
super().__init__(**args)
# create world
self.world = world.World()
# create shader
self.shader = shader.Shader("vert.glsl", "frag.glsl")
self.shader_sampler_location = self.shader.find_uniform(b"texture_array_sampler")
self.shader.use()
# pyglet stuff
pyglet.clock.schedule_interval(self.update, 1.0 / 10000)
self.mouse_captured = False
# camera stuff
self.camera = camera.Camera(self.shader, self.width, self.height)
# misc stuff
self.holding = 5
def update(self, delta_time):
# print(f"FPS: {1.0 / delta_time}")
if not self.mouse_captured:
self.camera.input = [0, 0, 0]
self.camera.update_camera(delta_time)
def on_draw(self):
self.camera.update_matrices()
# bind textures
gl.glActiveTexture(gl.GL_TEXTURE0)
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.world.texture_manager.texture_array)
gl.glUniform1i(self.shader_sampler_location, 0)
# draw stuff
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glEnable(gl.GL_CULL_FACE)
gl.glClearColor(0.0, 0.0, 0.0, 0.0)
self.clear()
self.world.draw()
gl.glFinish()
# input functions
def on_resize(self, width, height):
print(f"Resize {width} * {height}")
gl.glViewport(0, 0, width, height)
self.camera.width = width
self.camera.height = height
def on_mouse_press(self, x, y, button, modifiers):
if not self.mouse_captured:
self.mouse_captured = True
self.set_exclusive_mouse(True)
return
# handle breaking/placing blocks
def hit_callback(current_block, next_block):
if button == pyglet.window.mouse.RIGHT: self.world.set_block(current_block, self.holding)
elif button == pyglet.window.mouse.LEFT: self.world.set_block(next_block, 0)
elif button == pyglet.window.mouse.MIDDLE: self.holding = self.world.get_block_number(next_block)
hit_ray = hit.Hit_ray(self.world, self.camera.rotation, self.camera.position)
while hit_ray.distance < hit.HIT_RANGE:
if hit_ray.step(hit_callback):
break
def on_mouse_motion(self, x, y, delta_x, delta_y):
if self.mouse_captured:
sensitivity = 0.004
self.camera.rotation[0] += delta_x * sensitivity
self.camera.rotation[1] += delta_y * sensitivity
self.camera.rotation[1] = max(-math.tau / 4, min(math.tau / 4, self.camera.rotation[1]))
def on_mouse_drag(self, x, y, delta_x, delta_y, buttons, modifiers):
self.on_mouse_motion(x, y, delta_x, delta_y)
def on_key_press(self, key, modifiers):
if not self.mouse_captured:
return
if key == pyglet.window.key.D: self.camera.input[0] += 1
elif key == pyglet.window.key.A: self.camera.input[0] -= 1
elif key == pyglet.window.key.W: self.camera.input[2] += 1
elif key == pyglet.window.key.S: self.camera.input[2] -= 1
elif key == pyglet.window.key.SPACE : self.camera.input[1] += 1
elif key == pyglet.window.key.LSHIFT: self.camera.input[1] -= 1
elif key == pyglet.window.key.LCTRL : self.camera.target_speed = camera.SPRINTING_SPEED
elif key == pyglet.window.key.G:
self.holding = random.randint(1, len(self.world.block_types) - 1)
elif key == pyglet.window.key.O:
self.world.save.save()
elif key == pyglet.window.key.ESCAPE:
self.mouse_captured = False
self.set_exclusive_mouse(False)
def on_key_release(self, key, modifiers):
if not self.mouse_captured:
return
if key == pyglet.window.key.D: self.camera.input[0] -= 1
elif key == pyglet.window.key.A: self.camera.input[0] += 1
elif key == pyglet.window.key.W: self.camera.input[2] -= 1
elif key == pyglet.window.key.S: self.camera.input[2] += 1
elif key == pyglet.window.key.SPACE : self.camera.input[1] -= 1
elif key == pyglet.window.key.LSHIFT: self.camera.input[1] += 1
elif key == pyglet.window.key.LCTRL : self.camera.target_speed = camera.WALKING_SPEED
class Game:
def __init__(self):
self.config = gl.Config(major_version = 3, minor_version = 3, depth_size = 16)
self.window = Window(config = self.config, width = 800, height = 600, caption = "Minecraft clone", resizable = True, vsync = False)
def run(self):
pyglet.app.run()
if __name__ == "__main__":
game = Game()
game.run()