用户:梦中星空璀璨查看:0 回复:6 评论:0 创建时间:2024-08-08T12:42:45
【作品展示】

【作品介绍】
o
【作品源代码】
from ursina import * # 导入ursina
from ursina.prefabs.first_person_controller import FirstPersonController
from ursina.shaders import lit_with_shadows_shader
from perlin_noise import PerlinNoise
seed = int(input("请输入4位地图种子(1000-9999):"))
if len(str(seed)) != 4:
print("种子长度没有4位")
try:
oct = int(input("请输入地形质量(1-5):"))
if oct >= 5:
print("地形质量过高,可能会太卡")
except:
print("地形质量错误")
try:
big_or_喵all = int(input("请输入地图大小(6-50):"))
if big_or_喵all < 5:
print("地图可能太小")
except:
print("地图错误")
try:
floor_kind = int(input("请输入地形(喵地1雪原2):"))
if floor_kind == 1:
print("以选定喵地")
try:
time_ = int(input("请输入时间(白天1夜晚2):"))
if time_ == 1:
print("以选定白天")
else:
print("以选定夜晚")
except:
print("时间错误")
else:
print("以选定雪原")
try:
time_ = int(input("请输入时间(白天1夜晚2):"))
if time_ == 1:
print("以选定白天")
else:
print("以选定夜晚")
except:
print("时间错误")
try:
size = int(input("请输入暴风雪大小(小1中2大3超大4黑风暴5):"))
print('好的')
except:
print("大小错误")
except:
print("地图错误")
try:
floor_GI = int(input("请输入地图等级(1喵2喵土3喵土石4喵土石砖):"))
print('1级地形由于只有一层,可能会存在方块空隙')
except:
print("等级错误")
app = Ursina() # 创建一个窗口
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')
snow_texture = load_texture('assets/snow_block.png')
punch_sound = Audio('assets/punch_sound.wav', loop=False, autoplay=False)
block_pick = 1
window.exit_button.visible = False
fog_density_list = [0,0.04,0.2,0.4,0.6,0.85]
if floor_kind == 2:
scene.fog_color = color.white66
scene.fog_density = fog_density_list[size]
sun = DirectionalLight(color=color.gray)
sun.look_at(Vec3(1,-1,-1))
if time_ == 1:
AmbientLight(color=color.rgba(100, 100, 100, 0.5))
def input(key):
if key == 'q':
quit()
def update():
global block_pick
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
if held_keys['left mouse'] or held_keys['right mouse']:
hand.active()
else:
hand.passive()
class Block(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)),
# highlight_color=color.red,
scale=0.5
)
def input(self, key):
if self.hovered:
if key == 'left mouse down':
punch_sound.play()
if block_pick == 1:
block = Block(position=self.position + mouse.normal, texture=grass_texture)
if block_pick == 2:
for i in range(3):
block = Block(position=self.position + mouse.normal, texture=stone_texture)
if block_pick == 3:
for i in range(5):
block = Block(position=self.position + mouse.normal, texture=brick_texture)
if block_pick == 4:
for i in range(2):
block = Block(position=self.position + mouse.normal, texture=dirt_texture)
if key == 'right mouse down':
punch_sound.play()
destroy(self)
class Sky(Entity):
def __init__(self):
super().__init__(
parent=scene,
model='sphere',
texture=sky_texture,
scale=random.randrange(100, 300),
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, -big_or_喵all, 0),
position=Vec2(0.7, -0.58)
)
def active(self):
self.position = Vec2(0.5, -0.53)
def passive(self):
self.position = Vec2(0.7, -0.58)
noise = PerlinNoise(octaves=oct, seed=seed)
if floor_kind == 1:
for z in range(big_or_喵all):
for x in range(big_or_喵all):
for y in range(1):
block = Block(position=(x, 0, z))
block.y = floor(noise([x / 24, z / 24]) * 8) + y
else:
for z in range(big_or_喵all):
for x in range(big_or_喵all):
for y in range(1):
block = Block(position=(x, 0, z),texture=snow_texture)
block.y = floor(noise([x / 24, z / 24]) * 8) + y
if floor_GI == 2:
for z in range(big_or_喵all):
for x in range(big_or_喵all):
for y in range(2):
for i in range(2):
block = Block(position=(x, 0, z), texture=dirt_texture)
block.y = floor(noise([x / 24, z / 24]) * 8) + y - 2
if floor_GI == 3:
for z in range(big_or_喵all):
for x in range(big_or_喵all):
for y in range(3):
for i in range(3):
block = Block(position=(x, 0, z), texture=stone_texture)
block.y = floor(noise([x / 24, z / 24]) * 8) + y - 6
if floor_GI == 4:
for z in range(big_or_喵all):
for x in range(big_or_喵all):
for y in range(1):
for i in range(5):
block = Block(position=(x, 0, z), texture=brick_texture)
block.y = floor(noise([x / 24, z / 24]) * 8) + y - 7
player = FirstPersonController(x=big_or_喵all/2-1, y=big_or_喵all+50, z=big_or_喵all/2-1)
if time_ == 1:
sky = Sky()
hand = Hand()
time.sleep(1.5)
print('你已经完成了游戏初始设定,可以开始你的创造了!')
print('WASD对应前后左右,space跳跃,左键放置,右键破坏')
print('1234可以切换手持物品,分别对应喵石砖土')
app.run()
【提示】
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https://python.codemao.cn这是你的Ursina游戏代码的修订版本。我在保持核心功能不变的同时,对可读性、错误处理和结构进行了改进。
from ursina import *
from ursina.prefabs.first_person_controller import FirstPersonController
from perlin_noise import PerlinNoise
import random
# Function to get valid input from the user
def get_valid_input(prompt, valid_range):
while True:
try:
value = int(input(prompt))
if value in valid_range:
return value
else:
print(f"输入的值必须在 {valid_range.start} 和 {valid_range.stop - 1} 之间")
except ValueError:
print("无效的输入,请输入一个数字。")
# Get user inputs
seed = get_valid_input("请输入4位地图种子(1000-9999): ", range(1000, 10000))
octaves = get_valid_input("请输入地形质量(1-5): ", range(1, 6))
map_size = get_valid_input("请输入地图大小(6-50): ", range(6, 51))
floor_kind = get_valid_input("请输入地形(喵地1雪原2): ", [1, 2])
if floor_kind == 1:
time_of_day = get_valid_input("请输入时间(白天1夜晚2): ", [1, 2])
else:
time_of_day = get_valid_input("请输入时间(白天1夜晚2): ", [1, 2])
blizzard_size = get_valid_input("请输入暴风雪大小(小1中2大3超大4黑风暴5): ", range(1, 6))
floor_quality = get_valid_input("请输入地图等级(1喵2喵土3喵土石4喵土石砖): ", range(1, 5))
app = Ursina()
# Load textures and sounds
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')
snow_texture = load_texture('assets/snow_block.png')
punch_sound = Audio('assets/punch_sound.wav', loop=False, autoplay=False)
block_pick = 1
window.exit_button.visible = False
# Set fog based on the chosen floor kind
fog_density_list = [0, 0.04, 0.2, 0.4, 0.6, 0.85]
if floor_kind == 2:
scene.fog_color = color.white66
scene.fog_density = fog_density_list[blizzard_size]
# Set up lighting
sun = DirectionalLight(color=color.gray)
sun.look_at(Vec3(1, -1, -1))
if time_of_day == 1:
AmbientLight(color=color.rgba(100, 100, 100, 0.5))
def input(key):
if key == 'q':
quit()
def update():
global block_pick
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
hand.active() if held_keys['left mouse'] or held_keys['right mouse'] else hand.passive()
class Block(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 == 'left mouse down':
punch_sound.play()
for i in range(1 + (block_pick - 1) * 2): # Adjust quantity based on block type
Block(position=self.position + mouse.normal, texture=self.get_texture())
if key == 'right mouse down':
punch_sound.play()
destroy(self)
def get_texture(self):
if block_pick == 1: return grass_texture
if block_pick == 2: return stone_texture
if block_pick == 3: return brick_texture
if block_pick == 4: return dirt_texture
class Sky(Entity):
def __init__(self):
super().__init__(
parent=scene,
model='sphere',
texture=sky_texture,
scale=random.randrange(100, 300),
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, -map_size, 0),
position=Vec2(0.7, -0.58)
)
def active(self):
self.position = Vec2(0.5, -0.53)
def passive(self):
self.position = Vec2(0.7, -0.58)
# Generate terrain using Perlin noise
noise = PerlinNoise(octaves=octaves, seed=seed)
for z in range(map_size):
for x in range(map_size):
y = floor(noise([x / 24, z / 24]) * 8)
texture = snow_texture if floor_kind == 2 else grass_texture
Block(position=(x, y, z), texture=texture)
# Generate additional layers based on floor quality
if floor_quality >= 2:
for z in range(map_size):
for x in range(map_size):
for y in range(2):
Block(position=(x, y - 2, z), texture=dirt_texture)
if floor_quality >= 3:
for z in range(map_size):
for x in range(map_size):
for y in range(3):
Block(position=(x, y - 6, z), texture=stone_texture)
if floor_quality == 4:
for z in range(map_size):
for x in range(map_size):
for y in range(1):
Block(position=(x, y - 7, z), texture=brick_texture)
# Set up the player
player = FirstPersonController(x=map_size / 2 - 1, y=map_size + 50, z=map_size / 2 - 1)
if time_of_day == 1:
sky = Sky()
hand = Hand()
# Instructions for the player
print('你已经完成了游戏初始设定,可以开始你的创造了!')
print('WASD对应前后左右,space跳跃,左键放置,右键破坏')
print('1234可以切换手持物品,分别对应喵石砖土')
app.run()点赞0
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