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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 player

import block_type
import texture_manager

import chunk
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 / 60)
		self.mouse_captured = False

		# player stuff

		self.player = player.Player(self.world, self.shader, self.width, self.height)

		# misc stuff

		self.holding = 44 # 5
	
	def update(self, delta_time):
		# print(f"FPS: {1.0 / delta_time}")

		if not self.mouse_captured:
			self.player.input = [0, 0, 0]

		self.player.update(delta_time)
	
	def on_draw(self):
		self.player.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.player.view_width = width
		self.player.view_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.try_set_block(current_block, self.holding, self.player.collider)
			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)

		x, y, z = self.player.position
		y += self.player.eyelevel

		hit_ray = hit.Hit_ray(self.world, self.player.rotation, (x, y, z))

		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.player.rotation[0] += delta_x * sensitivity
			self.player.rotation[1] += delta_y * sensitivity

			self.player.rotation[1] = max(-math.tau / 4, min(math.tau / 4, self.player.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.player.input[0] += 1
		elif key == pyglet.window.key.A: self.player.input[0] -= 1
		elif key == pyglet.window.key.W: self.player.input[2] += 1
		elif key == pyglet.window.key.S: self.player.input[2] -= 1

		elif key == pyglet.window.key.SPACE : self.player.input[1] += 1
		elif key == pyglet.window.key.LSHIFT: self.player.input[1] -= 1
		elif key == pyglet.window.key.LCTRL : self.player.target_speed = player.SPRINTING_SPEED

		elif key == pyglet.window.key.F:
			self.player.flying = not self.player.flying

		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.R:
			# how large is the world?

			max_y = 0

			max_x, max_z = (0, 0)
			min_x, min_z = (0, 0)

			for pos in self.world.chunks:
				x, y, z = pos

				max_y = max(max_y, (y + 1) * chunk.CHUNK_HEIGHT)

				max_x = max(max_x, (x + 1) * chunk.CHUNK_WIDTH)
				min_x = min(min_x,  x      * chunk.CHUNK_WIDTH)

				max_z = max(max_z, (z + 1) * chunk.CHUNK_LENGTH)
				min_z = min(min_z,  z      * chunk.CHUNK_LENGTH)

			# get random X & Z coordinates to teleport the player to

			x = random.randint(min_x, max_x)
			z = random.randint(min_z, max_z)

			# find height at which to teleport to, by finding the first non-air block from the top of the world

			for y in range(chunk.CHUNK_HEIGHT - 1,  -1, -1):
				if not self.world.get_block_number((x, y, z)):
					continue

				self.player.teleport((x, y + 1, z))
				break

		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.player.input[0] -= 1
		elif key == pyglet.window.key.A: self.player.input[0] += 1
		elif key == pyglet.window.key.W: self.player.input[2] -= 1
		elif key == pyglet.window.key.S: self.player.input[2] += 1

		elif key == pyglet.window.key.SPACE : self.player.input[1] -= 1
		elif key == pyglet.window.key.LSHIFT: self.player.input[1] += 1
		elif key == pyglet.window.key.LCTRL : self.player.target_speed = player.WALKING_SPEED

class Game:
	def __init__(self):
		self.config = gl.Config(double_buffer = True, 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()