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Copy pathpycraft.py
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384 lines (318 loc) · 14.4 KB
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import json, random, os
from direct.filter.FilterManager import FilterManager
from direct.gui.OnscreenImage import OnscreenImage
from direct.showbase.ShowBase import ShowBase
from panda3d.bullet import BulletWorld, BulletBoxShape, BulletRigidBodyNode, BulletCharacterControllerNode, \
BulletCapsuleShape, ZUp, BulletPlaneShape, BulletCylinderShape
from panda3d.core import DirectionalLight, AmbientLight, WindowProperties, \
CollisionNode, CollisionSegment, CollisionTraverser, CollisionHandlerQueue, \
SamplerState, TransparencyAttrib, RenderState, CullFaceAttrib, ColorWriteAttrib, \
ClockObject, TP_high, loadPrcFile, NodePath, PandaNode, Texture, Shader, AuxBitplaneAttrib, \
CollisionEntry, LVector3i, Vec3, LVector3f, BitMask32
from block import Block
from entity import Entity
from hud import Hud
from inventory import Inventory
from item import Item
class PyCraft(ShowBase):
instance = None
target_block: Block | None = None
target_face = None
place_delay = 0
destroying = None
destroy_ticks = 0
destroyed_ticks = 0
destroy_delay = 0
ticks = 0
WEST = LVector3i(1, 0, 0)
EAST = LVector3i(-1, 0, 0)
UP = LVector3i(0, 1, 0)
DOWN = LVector3i(0, -1, 0)
NORTH = LVector3i(0, 0, 1)
SOUTH = LVector3i(0, 0, -1)
def __init__(self):
ShowBase.__init__(self)
PyCraft.instance = self
self.world = BulletWorld()
self.world.setGravity(0.0, -32.0, 0.0)
absoluteFloor = BulletRigidBodyNode()
absoluteFloor.addShape(BulletPlaneShape(LVector3f(0, 0, 1), -64))
self.world.attach(absoluteFloor)
# Load data
blocks_data = json.load(open("data/blocks.json"))
for block in blocks_data:
Block.blocks_data[block["id"]] = block
Block.blocks_data[block["name"]] = block
items_data = json.load(open("data/items.json"))
for item in items_data:
Item.items_data[item["id"]] = item
Item.items_data[item["name"]] = item
entities_data = json.load(open("data/entities.json"))
for entity in entities_data:
Entity.entities_data[entity["id"]] = entity
Entity.entities_data[entity["name"]] = entity
# Window setup
wp = WindowProperties()
wp.setTitle("PyCraft v0.1")
wp.setCursorHidden(True)
wp.setMouseMode(WindowProperties.M_confined)
self.win.requestProperties(wp)
self.disableMouse()
self.globalClock = ClockObject.getGlobalClock()
# Lighting
self.sun = DirectionalLight("sun")
self.sun.getLens().setFilmSize(100, 100)
self.sun.getLens().setNearFar(0.1, 20)
# self.sun.setShadowCaster(True, 4096, 4096)
self.sun.setColorTemperature(7000)
self.sun.color = self.sun.color * 2
self.sun.setInitialState(RenderState.make(CullFaceAttrib.makeReverse(), ColorWriteAttrib.make(ColorWriteAttrib.COff)))
self.sun.setCameraMask(Block.SHADOW_MASK)
self.np_sun = self.render.attachNewNode(self.sun)
self.np_sun.setPosHpr(0,0,10,35,-65,0)
# Create depth offset for cheap soft shadows
existentState = self.np_sun.node().getInitialState()
tempNP = NodePath(PandaNode("temporary NP"))
tempNP.setState(existentState)
tempNP.setDepthWrite(True, 1)
tempNP.setDepthOffset(2)
self.np_sun.node().setInitialState(tempNP.getState())
self.render.setLight(self.np_sun)
skycol = Block.color_from_hex("#79A6FF")
self.setBackgroundColor(skycol)
self.ambient = AmbientLight("ambient")
self.ambient.setColorTemperature(7000)
self.ambient.color = self.ambient.color * 0.5
np_ambient = self.render.attachNewNode(self.ambient)
self.render.setLight(np_ambient)
manager = FilterManager(self.win, self.cam)
tex = Texture()
dtex = Texture()
ntex = Texture()
quad = manager.renderSceneInto(colortex=tex, depthtex=dtex, auxtex=ntex, auxbits=AuxBitplaneAttrib.ABO_aux_normal)
quad.setShader(Shader.load(Shader.SL_GLSL,
vertex="shaders/post.vert",
fragment="shaders/post.frag"))
quad.setShaderInput("rendered", tex)
quad.setShaderInput("depth", dtex)
quad.setShaderInput("normal", ntex)
# Targeting
self.cTrav = CollisionTraverser("collisionTraverser")
self.targetHandler = CollisionHandlerQueue()
picker_node = CollisionNode("gazeRay")
picker_np = self.cam.attachNewNode(picker_node)
picker_node.setFromCollideMask(Block.COLLIDE_MASK)
self.target_ray = CollisionSegment(0, 0, 0, 0, 5.5, 0)
# self.target_ray = CollisionRay(0, 0, 0, 0, 1, 0)
picker_node.addSolid(self.target_ray)
self.cTrav.addCollider(picker_np, self.targetHandler)
# Controls
self.mouse_sensitivity_x = 20000
self.mouse_sensitivity_y = 60
self.walk_speed = 6
self.strafe_speed = 6
self.mouse_reset = True
self.taskMgr.add(self.controls, "cam")
self.__up_key = False
self.__left_key = False
self.__down_key = False
self.__right_key = False
self.__break_key = False
self.__place_key = False
self.__inventory_key = False
self.accept("w", self.up_key, [True])
self.accept("w-up", self.up_key, [False])
self.accept("a", self.left_key, [True])
self.accept("a-up", self.left_key, [False])
self.accept("s", self.down_key, [True])
self.accept("s-up", self.down_key, [False])
self.accept("d", self.right_key, [True])
self.accept("d-up", self.right_key, [False])
self.accept("r", self.break_key, [True])
self.accept("r-up", self.break_key, [False])
self.accept("q", self.place_key, [True])
self.accept("q-up", self.place_key, [False])
self.accept("e", self.inventory_key, [True])
self.accept("e-up", self.inventory_key, [False])
self.accept("1", lambda s: self.hotbar(1) if s else None, [True])
self.accept("2", lambda s: self.hotbar(2) if s else None, [True])
self.accept("3", lambda s: self.hotbar(3) if s else None, [True])
self.accept("4", lambda s: self.hotbar(4) if s else None, [True])
self.accept("5", lambda s: self.hotbar(5) if s else None, [True])
self.accept("6", lambda s: self.hotbar(6) if s else None, [True])
self.accept("7", lambda s: self.hotbar(7) if s else None, [True])
self.accept("8", lambda s: self.hotbar(8) if s else None, [True])
self.accept("9", lambda s: self.hotbar(9) if s else None, [True])
self._player_data = Entity.entities_data["player"]
# shape = BulletBoxShape(Vec3(self._player_data["width"], self._player_data["height"], self._player_data["width"]))
shape = BulletCylinderShape(self._player_data["width"] / 2, self._player_data["height"], ZUp)
self.player = BulletCharacterControllerNode(shape, 0.51, "Player")
self.body = self.render.attachNewNode(self.player)
self.cam.reparentTo(self.body)
self.cam.setPosHpr(0, 0, 1.5, 0, 0, 0)
self.camLens.setFov(80)
self.camLens.setNear(0.01)
self.body.setPosHpr(0, 0, 1, 0, 0, 0)
self.world.attach(self.player)
self.body.setCollideMask(BitMask32.allOn())
self.crosshair = OnscreenImage(image="assets/textures/gui/sprites/hud/crosshair.png", pos=(0, 0, 0), scale=(.15, 1, .15))
self.crosshair.setImage(image="assets/textures/gui/sprites/hud/crosshair.png", transform=None)
self.crosshair.setTransparency(TransparencyAttrib.MPremultipliedAlpha)
self.crosshair.getTexture().setMagfilter(SamplerState.FT_nearest)
self.crosshair.getTexture().setMinfilter(SamplerState.FT_nearest)
self.hud = Hud(self)
self.inventory = Inventory(self)
self.aspect2d.setShaderAuto()
# Generate world
cols, rows, layers = 27, 27, 8
self.blocks = [[[None for _ in range(cols)] for _ in range(layers)] for _ in range(rows)]
self.block_colliders = {}
for y in range(layers):
for z in range(rows):
for x in range(cols):
block_choice = random.choice([1,8,9,34,46,144,164,255])
self.new_block(block_choice, x-13, y-8, z-13)
self.taskMgr.setupTaskChain("game", numThreads=1, threadPriority=TP_high)
self.game_clock = ClockObject()
self.game_clock.tick()
self.game_task = self.taskMgr.add(self.game_update, "game_update", taskChain="game")
def up_key(self, state):
self.__up_key = state == True
def left_key(self, state):
self.__left_key = state == True
def down_key(self, state):
self.__down_key = state == True
def right_key(self, state):
self.__right_key = state == True
def break_key(self, state):
self.__break_key = state == True
def place_key(self, state):
self.__place_key = state == True
def inventory_key(self, state):
self.__inventory_key = state == True
def hotbar(self, slot):
self.hud.select_slot(slot)
def controls(self, task):
delta = self.globalClock.getDt()
if self.mouseWatcherNode.hasMouse():
x = self.mouseWatcherNode.getMouseX()
y = self.mouseWatcherNode.getMouseY()
if not self.mouse_reset:
self.player.setAngularMovement(-x * self.mouse_sensitivity_x)
self.cam.setP(max(-90, min(self.cam.getP() + y * self.mouse_sensitivity_y, 90)))
self.mouse_reset = False
self.win.movePointer(0, int(self.win.getProperties().getXSize() / 2),
int(self.win.getProperties().getYSize() / 2))
movement = LVector3f(0, 0, 0)
if self.__up_key:
movement.y = self.walk_speed
if self.__down_key:
movement.y = -self.walk_speed
if self.__left_key:
movement.x = -self.strafe_speed
if self.__right_key:
movement.x = self.strafe_speed
self.player.setLinearMovement(movement, True)
self.world.doPhysics(self.globalClock.getDt())
# Raycast target
self.cTrav.traverse(self.render)
if self.targetHandler.getNumEntries() > 0:
self.targetHandler.sortEntries()
entry: CollisionEntry = self.targetHandler.getEntry(0)
target = entry.getIntoNodePath()
if target in self.block_colliders and entry.hasSurfacePoint():
if entry.getSurfacePoint(self.cam).y > entry.getInteriorPoint(self.cam).y:
point = entry.getInteriorPoint(self.render)
else:
point = entry.getSurfacePoint(self.render)
face = point - target.getPos(self.render)
tface = LVector3i(0, 0, 0)
x, y, z = abs(face.x), abs(face.y), abs(face.z)
if x > z and x > y:
tface.x = 1 if face.x > 0 else -1
elif y > z and y > x:
tface.z = 1 if face.y > 0 else -1
else:
tface.y = 1 if face.z > 0 else -1
if self.target_block != self.block_colliders[target] or self.target_face != tface:
self.target(self.block_colliders[target], tface)
else:
self.target(None)
else:
self.target(None)
return task.cont
def destroy_block(self, target):
if self.destroying == target:
return
if self.destroying:
self.destroying.destroy_stage(-1)
self.destroying = target
self.destroy_ticks = 0 if target is None else target.destroy_ticks(1)
self.destroyed_ticks = 0
if target:
target.destroy_stage(0)
def target(self, target, face = None):
self.target_face = face
if target == self.target_block:
return
if self.destroying:
self.destroy_block(target)
if target:
if self.target_block is not None:
self.target_block.highlight(False)
target.highlight(True)
else:
if self.target_block is not None:
self.target_block.highlight(False)
self.target_block = target
def place_block(self):
(item, slot) = self.inventory.place()
if item is not None:
self.new_block(item,
self.target_block.x + self.target_face.x,
self.target_block.y + self.target_face.y,
self.target_block.z + self.target_face.z)
self.place_delay = 4
def new_block(self, item, x, y, z):
block = Block.make(self, item, x, y, z)
# print(f"Placed {block._name} at {x},{y},{z} on tick {self.ticks}")
self.add_block(block)
self.block_colliders[block.collision_node] = block
def destroyed(self, block: Block):
self.block_colliders.pop(block.collision_node)
self.world.remove(block.rigidbody)
drops = block.data["drops"]
if len(drops) > 0:
item = Item.items_data[drops[0]] # TODO: figure out multiple drops
self.inventory.add(item["name"], 1)
if self.destroy_ticks > 1:
self.destroy_block(None)
self.destroy_delay = 3
def add_block(self, block):
self.blocks[block.x][block.y][block.z] = block
self.world.attach(block.rigidbody)
def game_update(self, task):
ftime = self.game_clock.getRealTime()
if ftime < 0.05:
return task.cont
self.game_clock.setRealTime(ftime - 0.05)
self.ticks += 1
self.game_tick()
return task.cont
def game_tick(self):
if self.__break_key:
if self.destroy_delay > 0:
self.destroy_delay -= 1
elif self.target_block and not self.destroying:
self.destroy_block(self.target_block)
elif self.destroying:
self.destroy_block(None)
if self.place_delay > 0:
self.place_delay -= 1
elif self.__place_key and self.target_block and self.inventory.can_place():
self.place_block()
if self.destroying:
self.destroyed_ticks += 1
self.target_block.destroy_stage(self.destroyed_ticks / self.destroy_ticks)
loadPrcFile(os.path.dirname(os.path.abspath(__file__)) + "/Config.prc")
PyCraft().run()