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Main.py
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# Tutorial https://www.youtube.com/watch?v=DHSRaVeQxIk
from turtle import position, pu
from ursina import *
from ursina.prefabs.first_person_controller import FirstPersonController
app = Ursina()
# Variables
grass_texture = load_texture("Assets/Textures/Grass_Block.png")
stone_texture = load_texture("Assets/Textures/Stone_Block.png")
brick_texture = load_texture("Assets/Textures/Brick_Block.png")
dirt_texture = load_texture("Assets/Textures/Dirt_Block.png")
wood_texture = load_texture("Assets/Textures/Wood_Block.png")
sky_texture = load_texture("Assets/Textures/Skybox.png")
arm_texture = load_texture("Assets/Textures/Arm_Texture.png")
punch_sound = Audio("Assets/SFX/Punch_Sound.wav", loop = False, autoplay = False)
window.exit_button.visible = False
block_pick = 1
# Updates every frame
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
if held_keys["5"]: block_pick = 5
# Voxel (block) properties
class Voxel(Button):
def __init__(self, position = (0, 0, 0), texture = grass_texture):
super().__init__(
parent = scene,
position = position,
model = "Assets/Models/Block",
origin_y = 0.5,
texture = texture,
color = color.color(0, 0, random.uniform(0.9, 1)),
highlight_color = color.light_gray,
scale = 0.5
)
# What happens to blocks on inputs
def input(self,key):
if self.hovered:
if key == "left 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)
if block_pick == 5: voxel = Voxel(position = self.position + mouse.normal, texture = wood_texture)
if key == "right mouse down":
punch_sound.play()
destroy(self)
# Skybox
class Sky(Entity):
def __init__(self):
super().__init__(
parent = scene,
model = "Sphere",
texture = sky_texture,
scale = 150,
double_sided = True
)
# Arm
class Hand(Entity):
def __init__(self):
super().__init__(
parent = camera.ui,
model = "Assets/Models/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)
# Increase the numbers for more cubes. For exapmle: for z in range(20)
for z in range(20):
for x in range(20):
voxel = Voxel(position = (x, 0, z))
player = FirstPersonController()
sky = Sky()
hand = Hand()
app.run()