|
| 1 | +import pygame |
| 2 | +from pygame.locals import * |
| 3 | +from random import * |
| 4 | +from math import * |
| 5 | +import perlin |
| 6 | +import json |
| 7 | +import os |
| 8 | + |
| 9 | +FPS = 60 |
| 10 | +WIDTH, HEIGHT = 600, 300 |
| 11 | +SCR_DIM = (WIDTH, HEIGHT) |
| 12 | +GRAVITY = 0.25 |
| 13 | +SLIDE = 0.15 |
| 14 | +TERMINAL_VEL = 18 |
| 15 | +BLOCK_SIZE = 32 |
| 16 | +CHUNK_SIZE = 8 |
| 17 | +BLOCK_TEXTURES_DIR = "res/textures/blocks/" |
| 18 | +BLOCK_DATA_DIR = "res/block_data/" |
| 19 | + |
| 20 | +pygame.init() |
| 21 | +display = pygame.display.set_mode((WIDTH*2, HEIGHT*2), HWSURFACE | DOUBLEBUF) |
| 22 | +screen = pygame.Surface(SCR_DIM) |
| 23 | +clock = pygame.time.Clock() |
| 24 | +mixer = pygame.mixer.init() |
| 25 | +vec = pygame.math.Vector2 |
| 26 | +noise = perlin.Perlin(randint(0, 1000000)) |
| 27 | + |
| 28 | +font = pygame.font.SysFont('Comic Sans MS', 100) |
| 29 | +textsurface = font.render('Generating World...', True, (255, 255, 255)) |
| 30 | +screen.blit(textsurface, (50, 200)) |
| 31 | +pygame.display.flip() |
| 32 | + |
| 33 | +block_textures = {} |
| 34 | +for img in os.listdir(BLOCK_TEXTURES_DIR): |
| 35 | + block_textures[img[:-4]] = pygame.image.load(BLOCK_TEXTURES_DIR+img).convert_alpha() |
| 36 | +for image in block_textures: |
| 37 | + block_textures[image] = pygame.transform.scale(block_textures[image], (BLOCK_SIZE, BLOCK_SIZE)) |
| 38 | +block_data = {} |
| 39 | +for j in os.listdir(BLOCK_DATA_DIR): |
| 40 | + block_data[j[:-5]] = json.loads(open(BLOCK_DATA_DIR+j, "r").read()) |
| 41 | + |
| 42 | +def intv(vector): |
| 43 | + return vec(int(vector.x), int(vector.y)) |
| 44 | + |
| 45 | +def block_collide(ax, ay, width, height, b): |
| 46 | + a_rect = pygame.Rect(ax-camera.offset.x, ay-camera.offset.y, width, height) |
| 47 | + b_rect = pygame.Rect(b.pos.x-camera.offset.x, b.pos.y-camera.offset.y, BLOCK_SIZE, BLOCK_SIZE) |
| 48 | + if a_rect.colliderect(b_rect): |
| 49 | + return True |
| 50 | + return False |
| 51 | + |
| 52 | +class Camera(pygame.sprite.Sprite): |
| 53 | + def __init__(self, master): |
| 54 | + self.master = master |
| 55 | + self.actual_offset = self.master.size / 2 |
| 56 | + self.offset = intv(self.actual_offset) |
| 57 | + self.actual_offset = self.master.pos - self.offset - vec(SCR_DIM) / 2 + self.master.size / 2 |
| 58 | + |
| 59 | + def update(self): |
| 60 | + tick_offset = self.master.pos - self.offset - vec(SCR_DIM) / 2 + self.master.size / 2 |
| 61 | + if -1 < tick_offset.x < 1: |
| 62 | + tick_offset.x = 0 |
| 63 | + if -1 < tick_offset.y < 1: |
| 64 | + tick_offset.y = 0 |
| 65 | + self.actual_offset += tick_offset / 10 |
| 66 | + self.offset = intv(self.actual_offset) |
| 67 | + |
| 68 | +class Player(pygame.sprite.Sprite): |
| 69 | + def __init__(self): |
| 70 | + pygame.sprite.Sprite.__init__(self) |
| 71 | + self.image = pygame.Surface((0.6*BLOCK_SIZE, 1.8*BLOCK_SIZE)) |
| 72 | + self.size = vec(self.image.get_size()) |
| 73 | + self.width, self.height = self.size.x, self.size.y |
| 74 | + self.image.fill((40, 40, 40)) |
| 75 | + self.start_pos = vec(0, 0) * BLOCK_SIZE |
| 76 | + self.pos = vec(self.start_pos) |
| 77 | + self.vel = vec(0, 0) |
| 78 | + self.max_speed = 2.6 |
| 79 | + self.jumping_max_speed = 3.2 |
| 80 | + self.rect = self.image.get_rect() |
| 81 | + self.bottom_bar = pygame.Rect((self.rect.x+1, self.rect.bottom), (self.width-2, 1)) |
| 82 | + self.on_ground = False |
| 83 | + |
| 84 | + def update(self): |
| 85 | + keys = pygame.key.get_pressed() |
| 86 | + if keys[K_a]: |
| 87 | + if self.vel.x > -self.max_speed: |
| 88 | + self.vel.x -= SLIDE |
| 89 | + elif self.vel.x < 0: |
| 90 | + self.vel.x += SLIDE |
| 91 | + if keys[K_d]: |
| 92 | + if self.vel.x < self.max_speed: |
| 93 | + self.vel.x += SLIDE |
| 94 | + elif self.vel.x > 0: |
| 95 | + self.vel.x -= SLIDE |
| 96 | + if keys[K_w] and self.on_ground: |
| 97 | + self.vel.y = -4.5 |
| 98 | + self.vel.x *= 1.1 |
| 99 | + if self.vel.x > self.jumping_max_speed: |
| 100 | + self.vel.x = self.jumping_max_speed |
| 101 | + elif self.vel.x < -self.jumping_max_speed: |
| 102 | + self.vel.x = -self.jumping_max_speed |
| 103 | + if -SLIDE < self.vel.x < SLIDE: |
| 104 | + self.vel.x = 0 |
| 105 | + |
| 106 | + if not self.on_ground: |
| 107 | + self.vel.y += GRAVITY |
| 108 | + if self.vel.y > TERMINAL_VEL: |
| 109 | + self.vel.y = TERMINAL_VEL |
| 110 | + self.move() |
| 111 | + self.bottom_bar = pygame.Rect((self.rect.left+1, self.rect.bottom), (self.width-2, 1)) |
| 112 | + for block in blocks: |
| 113 | + if self.bottom_bar.colliderect(blocks[block].rect): |
| 114 | + self.on_ground = True |
| 115 | + break |
| 116 | + else: |
| 117 | + self.on_ground = False |
| 118 | + self.rect.topleft = self.pos - camera.offset |
| 119 | + |
| 120 | + def draw(self, screen): |
| 121 | + screen.blit(self.image, self.rect.topleft) |
| 122 | + |
| 123 | + def move(self): |
| 124 | + for b in blocks: |
| 125 | + block = blocks[b] |
| 126 | + if block.data["collision_box"] == "full": |
| 127 | + if block_collide(self.pos.x+self.vel.x, self.pos.y, self.width, self.height, block): |
| 128 | + if self.vel.x < 0: |
| 129 | + self.pos.x -= self.pos.x - (block.pos.x + BLOCK_SIZE) |
| 130 | + elif self.vel.x >= 0: |
| 131 | + self.pos.x += block.pos.x - (self.pos.x + self.width) |
| 132 | + self.vel.x = 0 |
| 133 | + if block_collide(self.pos.x, self.pos.y+self.vel.y, self.width, self.height, block): |
| 134 | + if self.vel.y < 0: |
| 135 | + self.pos.y -= self.pos.y - (block.pos.y + BLOCK_SIZE) |
| 136 | + elif self.vel.y >= 0: |
| 137 | + self.pos.y += block.pos.y - (self.pos.y + self.height) |
| 138 | + self.vel.y = 0 |
| 139 | + self.pos += self.vel |
| 140 | + |
| 141 | +class Block(pygame.sprite.Sprite): |
| 142 | + def __init__(self, pos, name): |
| 143 | + pygame.sprite.Sprite.__init__(self) |
| 144 | + blocks[tuple(pos)] = self |
| 145 | + self.name = name |
| 146 | + self.data = block_data[self.name] |
| 147 | + self.pos = vec(pos) * BLOCK_SIZE |
| 148 | + self.image = block_textures[self.name] |
| 149 | + if self.data["collision_box"] == "full": |
| 150 | + self.rect = pygame.Rect(self.pos, (BLOCK_SIZE, BLOCK_SIZE)) |
| 151 | + elif self.data["collision_box"] == "none": |
| 152 | + self.rect = pygame.Rect(self.pos, (0, 0)) |
| 153 | + |
| 154 | + def update(self): |
| 155 | + self.rect.topleft = self.pos - camera.offset |
| 156 | + |
| 157 | + def draw(self, screen): |
| 158 | + screen.blit(self.image, self.rect.topleft) |
| 159 | + |
| 160 | +class Chunk(object): |
| 161 | + def __init__(self, pos): |
| 162 | + self.block_data = generate_chunk(pos[0], pos[1]) |
| 163 | + self.blocks = {} |
| 164 | + for block in self.block_data: |
| 165 | + self.blocks[block] = Block(block, self.block_data[block]) |
| 166 | + |
| 167 | + def render(self): |
| 168 | + for block in self.blocks: |
| 169 | + for chunk in rendered_chunks: |
| 170 | + if block in chunks[chunk].block_data: |
| 171 | + self.blocks[block] = Block(block, chunks[chunk].block_data[block]) |
| 172 | + self.blocks[block].update() |
| 173 | + self.blocks[block].draw(screen) |
| 174 | + |
| 175 | +def generate_chunk(x, y): |
| 176 | + chunk_data = {} |
| 177 | + chunk_data_pos_only = {} |
| 178 | + for y_pos in range(CHUNK_SIZE): |
| 179 | + for x_pos in range(CHUNK_SIZE): |
| 180 | + target_x = x * CHUNK_SIZE + x_pos |
| 181 | + target_y = y * CHUNK_SIZE + y_pos |
| 182 | + block_name = "" |
| 183 | + height = int(noise.one(target_x * 0.8)) |
| 184 | + if target_y == 5-height: |
| 185 | + block_name = "grass_block" |
| 186 | + elif 5-height < target_y < 10-height: |
| 187 | + block_name = "dirt" |
| 188 | + elif target_y >= 10-height: |
| 189 | + block_name = "stone" |
| 190 | + elif target_y == 4-height: |
| 191 | + if randint(0, 2) == 0: |
| 192 | + block_name = "grass" |
| 193 | + if block_name != "": |
| 194 | + chunk_data[(target_x, target_y)] = block_name |
| 195 | + return chunk_data |
| 196 | + |
| 197 | +blocks = {} |
| 198 | +chunks = {} |
| 199 | +player = Player() |
| 200 | +camera = Camera(player) |
| 201 | + |
| 202 | +def draw(): |
| 203 | + screen.fill((135, 206, 250)) |
| 204 | + for chunk in rendered_chunks: |
| 205 | + chunks[chunk].render() |
| 206 | + player.draw(screen) |
| 207 | + display.blit(pygame.transform.scale(screen, (WIDTH*2, HEIGHT*2)), (0, 0)) |
| 208 | + pygame.display.flip() |
| 209 | + |
| 210 | +running = True |
| 211 | +while running: |
| 212 | + clock.tick(FPS) |
| 213 | + try: |
| 214 | + pygame.display.set_caption(f"FPS: {round(clock.get_fps(), 1)} #blocks: {len(blocks)} #chunks: {len(chunks)}") |
| 215 | + except: |
| 216 | + pass |
| 217 | + |
| 218 | + for event in pygame.event.get(): |
| 219 | + if event.type == QUIT: |
| 220 | + running = False |
| 221 | + |
| 222 | + rendered_chunks = {} |
| 223 | + for y in range(ceil(HEIGHT/(CHUNK_SIZE*BLOCK_SIZE)+1)): |
| 224 | + for x in range(ceil(WIDTH/(CHUNK_SIZE*BLOCK_SIZE)+1)): |
| 225 | + chunk = ( |
| 226 | + x - 1 + int(round(camera.offset.x / (CHUNK_SIZE * BLOCK_SIZE))), |
| 227 | + y - 1 + int(round(camera.offset.y / (CHUNK_SIZE * BLOCK_SIZE))) |
| 228 | + ) |
| 229 | + rendered_chunks[chunk] = None |
| 230 | + if chunk not in chunks: |
| 231 | + chunks[chunk] = Chunk(chunk) |
| 232 | + unrendered_chunks = {} |
| 233 | + for chunk in chunks: |
| 234 | + if chunk not in rendered_chunks: |
| 235 | + unrendered_chunks[chunk] = None |
| 236 | + for chunk in unrendered_chunks: |
| 237 | + for block in chunks[chunk].block_data: |
| 238 | + if block in blocks: |
| 239 | + blocks[block].kill() |
| 240 | + del blocks[block] |
| 241 | + |
| 242 | + camera.update() |
| 243 | + player.update() |
| 244 | + draw() |
| 245 | + |
| 246 | +pygame.quit() |
| 247 | +quit() |
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