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Minectraft.py
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from ursina import *
from ursina.prefabs.first_person_controller import FirstPersonController
import random
import time
from ursina.shaders import lit_with_shadows_shader
World_X = 20
World_Y = 20
World_Z = 5
list = ['x', 'y']
app = Ursina()
grass_texture = load_texture('assets/grass_block.png')
stone_texture = load_texture('assets/stone_block.png')
brick_texture = load_texture('assets/brick_block.png')
dirt_texture = load_texture('assets/dirt_block.png')
sky_texture = load_texture('assets/skybox.png')
arm_texture = load_texture('assets/arm_texture.png')
punch_sound = Audio('assets/punch_sound', loop = False, autoplay = False)
block_pick = 1
window.fps_counter.enabled = False
window.exit_button.visible = False
window.title = 'Minectraft'
def update():
global block_pick
if held_keys['left mouse'] or held_keys['right mouse']:
hand.active()
else:
hand.passive()
if held_keys['1']: block_pick = 1
if held_keys['2']: block_pick = 2
if held_keys['3']: block_pick = 3
if held_keys['4']: block_pick = 4
class Voxel(Button):
def __init__(self, position = (0, 0, 0), texture = grass_texture):
super().__init__(
parent = scene,
position = position,
model = 'assets/block',
origin_y = 0.5,
texture = texture,
color = color.color(0, 0, random.uniform(0.9, 1)),
scale = 0.5)
def input(self, key):
if self.hovered:
if key == 'right mouse down':
punch_sound.play()
if block_pick == 1: voxel = Voxel(position = self.position + mouse.normal, texture = grass_texture)
if block_pick == 2: voxel = Voxel(position = self.position + mouse.normal, texture = stone_texture)
if block_pick == 3: voxel = Voxel(position = self.position + mouse.normal, texture = brick_texture)
if block_pick == 4: voxel = Voxel(position = self.position + mouse.normal, texture = dirt_texture)
print ("block placed at " + str(self.position + mouse.normal))
if key == 'left mouse down':
punch_sound.play()
destroy(self)
class Sky(Entity):
def __init__(self):
super().__init__(
parent = scene,
model = 'sphere',
texture = sky_texture,
scale = 150,
double_sided = True)
class Hand(Entity):
def __init__(self):
super().__init__(
parent = camera.ui,
model = 'assets/arm',
texture = arm_texture,
scale = 0.2,
rotation = Vec3(150, -10, 0),
position = Vec2(0.4, -0.6))
def active(self):
self.position = Vec2(0.3, -0.5)
def passive(self):
self.position = Vec2(0.4, -0.6)
def more_blocks(x, z, y):
is_there_another_block = random.randint(1, 5)
if is_there_another_block == 1 or is_there_another_block == 2 or is_there_another_block == 3 :
which_one = random.choice(list)
if which_one == 'x':
voxel = Voxel(position = (x + 1, 1, y))
more_blocks(x + 1, 1, y)
else:
voxel = Voxel(position = (x, 1, y + 1))
more_blocks(x, 1, y + 1)
def put_a_tree(x, y):
for i in range(random.randint(4, 9)):
voxel = Voxel(position = (x, i, y), texture = dirt_texture)
print (i)
voxel = Voxel(position = (x, i, y + 1), texture = stone_texture)
voxel = Voxel(position = (x + 1, i, y), texture = stone_texture)
voxel = Voxel(position = (x - 1, i, y), texture = stone_texture)
voxel = Voxel(position = (x, i, y - 1), texture = stone_texture)
voxel = Voxel(position = (x, i + 1, y), texture = stone_texture)
voxel = Voxel(position = (x + 1, i, y + 1), texture = stone_texture)
voxel = Voxel(position = (x + 1, i, y + 1), texture = stone_texture)
voxel = Voxel(position = (x - 1, i, y + 1), texture = stone_texture)
voxel = Voxel(position = (x + 1, i, y - 1), texture = stone_texture)
e = Entity(model='quad')
# initial World Gen
for z in range(World_Y):
for x in range(World_X):
for i in range(World_Z):
i = -i
if i < 0:
dirt_or_stone = random.randint(1, 4)
if dirt_or_stone == 1 or dirt_or_stone == 2 or dirt_or_stone == 3:
voxel = Voxel(position = (x, i, z), texture = dirt_texture)
else:
voxel = Voxel(position = (x, i, z), texture = stone_texture)
else:
voxel = Voxel(position = (x, i, z))
for i in range(random.randint(2, 10)):
put_a_tree(random.randint(1, World_X), random.randint(1, World_Y))
amount_of_anomolies = random.randint(2, 10)
for i in range(amount_of_anomolies):
x = random.randint(1, World_X)
y = random.randint(1, World_Y)
voxel = Voxel(position = (x, 1, y))
more_blocks(x, 1, y)
player = FirstPersonController(speed=6.5, jump_height=1, jump_duration=.3)
sky = Sky()
hand = Hand()
app.run()