自己写的简单的类似minecraft的游戏

清华大佬耗费三个月吐血整理的几百G的资源,免费分享!....>>>

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
# coding: utf-8
#中文注释
 
import direct.directbase.DirectStart
from direct.showbase.DirectObject import DirectObject
from direct.particles.Particles import Particles
from direct.particles.ParticleEffect import ParticleEffect
from direct.task import Task
from direct.actor.Actor import Actor
from direct.gui.OnscreenText import OnscreenText
from direct.gui.DirectGui import *
from direct.interval.IntervalGlobal import *
from direct.fsm.FSM import FSM
 
from panda3d.core import Fog,Material,TransparencyAttrib
from panda3d.core import PandaNode,NodePath,TextNode,GeomNode
from panda3d.core import GeomVertexFormat, GeomVertexData,Geom, GeomTriangles, GeomVertexWriter
from panda3d.core import Vec3, Vec4, VBase4,Point3,CardMaker,BitMask32
from panda3d.core import AmbientLight,PointLight,DirectionalLight
from panda3d.core import CollisionTraverser,CollisionNode
from panda3d.core import CollisionHandlerQueue,CollisionRay,CollisionSphere, CollisionSegment
from panda3d.ai import *
 
from math import sin,cos,pi
import random
import csv
 
floorTex=loader.loadTexture('textures/texture1.png')
sandTex=loader.loadTexture('textures/texture3.png')
brickTex=loader.loadTexture('textures/texture2.png')
grassTex=loader.loadTexture('textures/texture4.png')
waterTex=loader.loadTexture('textures/texture5.jpg')
cloudTex = None
sunTex = loader.loadTexture('textures/sun_1k_tex.jpg')
winTex=loader.loadTexture('textures/youwin.jpg')
 
cubePath = ['models/cube0.bam','models/cube1.bam','models/cube2.bam','models/cube3.bam','models/cube4.bam','models/cube5.bam','models/cube6.bam']
 
 
#标题和说明设定
 
def addTitle(text):
    return OnscreenText(text = text,style = 1, fg = (1,1,1,1), pos = (1.3,-0.95),align=TextNode.ARight, scale = .07)
     
def addInstructions(pos, msg):
    return OnscreenText(text=msg, style=1, fg=(1,1,1,1), mayChange=1,
                        pos=(-1.3, pos), align=TextNode.ALeft, scale = .05, shadow=(0,0,0,1), shadowOffset=(0.1,0.1))
 
def addWords(text):
    return OnscreenText(text = text,style = 1, fg = (0,0,1,1), bg = (0.6,0.8,2,0.5),pos = (0,0),align=TextNode.ACenter, scale = .07,shadow=(0,0,0,1))
 
def distance(lst,x,y):
    result = True
    for pos in lst:
        dist = (x-pos[0]) **2 + (y-pos[1])**2
        if dist < 50:
            result = False
    return result
 
#读取csv文件的
def read(name):
    f = open(name,'rb')
    reader = csv.reader(f)
    M = []
    for i in reader:
        M.append(i)
    return M
 
#maze是个矩阵,就是我们的迷宫,从中选出eve可以活动的地方
def selectPos(maze):
    pos = []
    w = len(maze)
    l = len(maze[0])
     
    while len(pos) < 5:
        x,y = random.randint(0,w-5),random.randint(0,l-5)
        #连续的四个都是空的
        if maze[x][y] == ' 'and maze[x][y+1] == ' 'and maze[x][y+2] == ' 'and maze[x][y+3] == ' ':
            #离起点和终点还有列表中已经存在的点足够远
            if x**2 + y**2 > 100 and (w-x-5)**2 + (l-y-5)**2 > 100 and distance(pos,x,y) :
                pos.append((2*x - 78,2*y - 78,1))
                 
    while len(pos) < 10:
        x,y = random.randint(0,w-5),random.randint(0,l-5)
         
        if maze[x][y] == ' 'and maze[x+1][y] == ' 'and maze[x+2][y] == ' 'and maze[x+3][y] == ' ':
             
            if x**2 + y**2 > 100 and (w-x-5)**2 + (l-y-5)**2 > 100 and distance(pos,x,y) :
                pos.append((2*x - 78,2*y - 78,0))
    print pos
    return pos
 
def randomPos(maze):
    pos = []
    w = len(maze)
    l = len(maze[0])
     
    while len(pos) < 10:
        x,y = random.randint(0,w-5),random.randint(0,l-5)
        if maze[x][y] == ' ':
            pos.append((2*x - 78,2*y - 78))
    return pos
 
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 
class World(DirectObject):
    def __init__(self):
         
        render.prepareScene(base.win.getGsg())
        #base.oobe()
        base.setFrameRateMeter(True)
         
        #声音
        self.sound1 = base.loader.loadSfx('/文档/小日子/python&game/bunnycraft/musicbox.ogg')
         
         
        #我们的主人公ralph
        self.ralph = Actor("ralph.egg.pz",{"run":"models/ralph-run.egg.pz","walk":"models/ralph-walk.egg.pz"})
        self.ralph.reparentTo(render)
        self.ralph.setPos(-76,74,0)
        self.ralph.setScale(0.4)
        self.isMoving = False
        self.spos = None
        self.camZ = 2
         
        self.moveSpeed = 20
        self.rotateSpeed = 80
         
        #悬浮框,现实位置
        self.makeCardMap()
         
        #和他的小宠物panda
        self.panda = Actor("models/panda-model.egg.pz",{"run":"models/panda-walk4.egg.pz"})
        self.panda.reparentTo(render)
        self.panda.setPos(-74,76,0)
        self.panda.setScale(0.001,0.001,0.001)
        self.setAI()
         
        #标题什么的
        self.instMouse = addInstructions(0.5,"click mouse to diminish a cube")
        self.instMouse1 = addInstructions(0.4,"double click to add a cube")
        self.instSpace = addInstructions(0.3,"press space to jump")
        self.instArrow = addInstructions(0.2,"use arrows to move Ralph")
        self.instTex = addInstructions(0.1,"change texture:")
        self.inst0 = addInstructions(0.0,"press 1:floorTex")
        self.inst1 = addInstructions(-0.1,'2:sandTex')
        self.inst2 = addInstructions(-0.2,'3:brickTex')
        self.inst3 = addInstructions(-0.3,'4:grassTex')
        self.inst4 = addInstructions(-0.4,'5:cloudTex')
        self.inst5 = addInstructions(-0.5,'6:waterTex')
         
        #摄像机,必须禁用鼠标控制才能控制摄像机
        base.disableMouse()
        base.camera.setPos(0,40,3)
         
        #按键
        self.keyMap = {"left":0, "right":0, "forward":0, "back":0, "up":0,"cube":0,"texture":0,'mode':0,'camleft':0,'camright':0,'camera':0}
         
        #所有的立方体
        self.cubes = {}
        self.cubeNumber = 0
         
        #地形图:(x,y)~zmax
        self.heightMap = {}
         
        #要处理的立方体们
        self.toAdd = []
        self.toRemove = []
         
        #放装饰物的节点
        self.node = []
        for x in range(-78,78):
            for y in range(-78,78):
                if x % 6 == 0 and y % 6 == 0:
                    self.node.append((x,y))
         
        random.shuffle(self.node)
         
        #女巫们的生成
        self.maze = read('environm.csv')
        self.evePos = selectPos(self.maze)
        self.eveNumber = 0
        self.eveType = ['startEve','finalEve','highEve','jumpEve']
        self.eves = [] 
 
        #准备好的随机位置
        self.randomPos = randomPos(self.maze)
         
         
        #任务管理器
         
        self.last = 0           #向下运动的
        self.velocityZ = 8
        self.velocityZ_ = 0
         
        taskMgr.add(self.doAll,'do all things')
        #一秒钟检查一下是否需要隐藏块或者显示块
        taskMgr.doMethodLater(1.0 ,self.checkCube,'checkCube')
         
        self.accept('arrow_up',self.setKey,['forward',1])
        self.accept('arrow_down',self.setKey,['back',1])
        self.accept('arrow_left',self.setKey,['left',1])
        self.accept('arrow_right',self.setKey,['right',1])
        self.accept('arrow_up-up',self.setKey,['forward',0])
        self.accept('arrow_down-up',self.setKey,['back',0])
        self.accept('arrow_left-up',self.setKey,['left',0])
        self.accept('arrow_right-up',self.setKey,['right',0])
        self.accept('mouse1',self.setKey,['cube',-1])
        self.accept('mouse3',self.setKey,['cube',1])
        self.accept('1',self.setKey,['texture',0])
        self.accept('2',self.setKey,['texture',1])
        self.accept('3',self.setKey,['texture',2])
        self.accept('4',self.setKey,['texture',3])
        self.accept('5',self.setKey,['texture',4])
        self.accept('space',self.setKey,['up',1])
        self.accept('enter',self.setKey,['mode',1])
        self.accept('f',self.setKey,['camleft',1])
        self.accept('j',self.setKey,['camright',1])
        self.accept('f-up',self.setKey,['camleft',0])
        self.accept('j-up',self.setKey,['camright',0])
        self.accept('g',self.setKey,['camera',1])
        self.accept('h',self.setKey,['camera',0])
        #碰撞检测
        #创建 traverser 和 handler
        self.picker = CollisionTraverser()
        self.pq = CollisionHandlerQueue()
        self.pq1 = CollisionHandlerQueue()
         
        #创建鼠标检测这个node,并且添加到摄像机节点下面
        self.pickerNode = CollisionNode('mouseRay')
        self.pickerNP = base.camera.attachNewNode(self.pickerNode)
        #为了区分其他东西的碰撞,碰撞(into)物体的数据格式
        self.pickerNode.setFromCollideMask(BitMask32.bit(1))
        self.pickerNode.setIntoCollideMask(0)
        #生成碰撞物体添加
        #如果要限制鼠标的点选范围,应该用CollisionLine or CollisionSegment
        self.pickerRay = CollisionRay()
        self.pickerNode.addSolid(self.pickerRay)
        self.picker.addCollider(self.pickerNP,self.pq)
         
        #摄像机的碰撞检测
        #self.cCamNP = CollisionNode('mouseSphere')
        #self.cCamera = base.camera.attachNewNode(self.cCamNP)
        #self.cCamNP.setFromCollideMask(BitMask32.bit(1))
        #self.cCamNP.setIntoCollideMask(0)
        #self.picker.addCollider(self.cCamera,self.pq1)
         
        #人物的碰撞
        self.ralphColNP = self.ralph.attachNewNode(CollisionNode('ralph'))
        ralphSphere = CollisionSphere(0,0,2,1.5)
        self.ralphColNP.node().addSolid(ralphSphere)
        self.picker.addCollider(self.ralphColNP,self.pq1)
        self.ralphColNP.node().setFromCollideMask(BitMask32.bit(1) | BitMask32.bit(0))
        self.ralphColNP.node().setIntoCollideMask(0)
 
         
        #环境场景设定
        #启动阴影
        #render.setShaderAuto()
        self.startCubes = render.attachNewNode('startCubes')
         
        self.env = loader.loadModel('models/environm.bam')
        self.env.reparentTo(render)
        self.env.setTag('environment','1')
         
        #背景光
        self.envLight =AmbientLight( "ambientLight" )
        self.envLight.setColor(Vec4(0.5,0.5,0.5,1))
        self.envLNP = render.attachNewNode(self.envLight)
        render.setLight(self.envLNP)
        #选中背景光
        self.envLight1 =AmbientLight( "ambientLight1" )
        self.envLight1.setColor(Vec4(1,1,1,1))
        self.envLNP1 = render.attachNewNode(self.envLight1)
        #太阳背景光
        self.envLight2 =AmbientLight( "ambientLight2" )
        self.envLight2.setColor(Vec4(2,2,2,1))
        self.envLNP2 = render.attachNewNode(self.envLight2)
         
         
         
        #太阳
        self.sun = loader.loadModel("models/planet_sphere.egg.pz")
        self.sun.setTexture(sunTex)
        self.sun.setPos(60,100,12)
        self.sun.setScale(2)
        self.sun.reparentTo(render)
        self.sun.setLight(self.envLNP2)
         
        #太阳光
        self.sunLight = DirectionalLight('sunLight')
        self.sunLight.setColor(Vec4(0.8,0.8,0.4, 1))
        self.sunLight.setShadowCaster(True, 512, 512)
        self.sunLNP = render.attachNewNode(self.sunLight)
        self.sunLNP.setHpr(-30,30,-10)
        render.setLight(self.sunLNP)
         
         
        #雾,实验中
        self.fog = Fog('distanceFog')
        self.fog.setColor(0.6,0.8,2)
        self.fog.setExpDensity(.02)
        render.setFog(self.fog)
         
        base.setBackgroundColor(0.6,0.8,2)
         
        self.defaultTex = 0
         
        #生成地形图
        self.makeMap()
         
        #方块
        self.cloud = render.attachNewNode('cloud')
        self.cloud.setTransparency(TransparencyAttrib.MAlpha)
        self.cloud.setColor(1,1,1,0.5)
        for i in range(4):
            self.makeCube(30 + 2*i,30,11,self.cloud,4)
            self.makeCube(30 + 2*i,28,11,self.cloud,4)
        self.makeCube(32,32,11,self.cloud,4)
        self.makeCube(34,32,11,self.cloud,4)
        self.makeCube(32,26,11,self.cloud,4)
        self.makeCube(34,26,11,self.cloud,4)
         
        for i in range(6):
            self.makeCube(-30 + 2*i,40,15,self.cloud,4)
            self.makeCube(-30 + 2*i,38,15,self.cloud,4)
        for i in range(4):
            self.makeCube(-28 + 2*i,42,15,self.cloud,4)
            self.makeCube(-28 + 2*i,36,15,self.cloud,4)
         
        for i in range(6):
            self.makeCube(2*i,20,13,self.cloud,4)
            self.makeCube(2*i,18,13,self.cloud,4)
        for i in range(4):
            self.makeCube(2 + 2*i,22,13,self.cloud,4)
            self.makeCube(2 + 2*i,16,13,self.cloud,4)
             
        self.cloud.flattenStrong()
         
        self.buildFinal()
         
        #GUI
        self.v = [0]
        self.button1 = DirectRadioButton(text = 'normal mode', variable=self.v, value=[0], scale=0.05, pos=(-0.9,0,0.8), command=self.changeMode)
        self.button2 = DirectRadioButton(text = 'maze mode', variable=self.v, value=[1], scale=0.05, pos=(-0.5,0,0.8), command=self.changeMode)
        self.button3 = DirectCheckButton(text = 'music on/off',scale=0.05, pos=(-0.9,0,0.7), command=self.changeMusic)
        self.buttons = [self.button1,self.button2]
        for button in self.buttons:
            button.setOthers(self.buttons)
 
#-----------------------------------------------------------------------------------------------
         
    #生成cube
    def makeCube(self,x,y,z,myRender,texture):
         
        if texture in range(7):
            cube = loader.loadModel(cubePath[texture])
             
            cube.reparentTo(myRender)
            cube.setTag("myCube",str(self.cubeNumber))
             
            cube.setPos(x,y,z)
             
            self.cubes[cube] = (x,y,z)
            self.cubeNumber += 1
            #修改地形图
            if self.heightMap[(x,y)] < z +1:
                self.heightMap[(x,y)] = z +1
            return cube
        else:
            pass
             
    def makeEve(self,x,y,bool):
        eve = Eve()
        eve.actor.setTag('eve',str(self.eveNumber))
        self.eves.append([eve,random.choice(self.eveType)]) #
        eve.enterWalk(x,y,bool)
        self.eveNumber += 1
         
    def setSpos(self,x,y,z):
        self.spos = (x,y,z)
         
    def makeMap(self):
        for i in xrange(-40,40):
            for j in xrange(-40,40):
                self.heightMap[(2*i,2*j)] = 0
         
        for pos in self.cubes.values():
            x,y = pos[0],pos[1]
            z = pos[2]
            if (x,y) in self.heightMap :
                if z +1 > self.heightMap[(x,y)]:
                    self.heightMap[(x,y)] = z +1
                 
        #设置键盘对应的值
    def setKey(self,key,value):
        self.keyMap[key] = value
        #if key == 'mode':
        #   self.keyMap[key] += value
        #else:
        #   self.keyMap[key] = value
        #print self.keyMap
         
        #移动摄像机
    def moveRalph(self,dt):
         
        cx = base.camera.getX()
        cx_ = cx
         
        h = self.ralph.getH()
        x,y,z = self.ralph.getPos()
         
        tx,ty = 2*int(x/2),2*int(y/2)
        h_ = h
        x_,y_,z_ = x,y,z   
         
         
        #******控制Ralph*****
         
        if self.keyMap["forward"] + self.keyMap["back"] + self.keyMap["left"] + self.keyMap["right"] > 0:
            if self.isMoving is False:
                self.ralph.loop("run")
                self.isMoving = True
        else:
            if self.isMoving:
                self.ralph.stop()
                self.ralph.pose("walk",5)
                self.isMoving = False
         
        if self.keyMap['left'] == 1:
            h_ = h+globalClock.getDt() * self.rotateSpeed
        if self.keyMap['right'] == 1:
            h_ = h-globalClock.getDt() * self.rotateSpeed
        if self.keyMap['back'] == 1:
            x_ = x - sin(h* pi /180) * globalClock.getDt() * self.moveSpeed
            y_ = y + cos(h* pi /180) * globalClock.getDt() * self.moveSpeed
        if self.keyMap['forward'] == 1:
            x_ = x + sin(h* pi /180) * globalClock.getDt() * self.moveSpeed
            y_ = y - cos(h* pi /180) * globalClock.getDt() * self.moveSpeed
             
        if self.keyMap['up'] == 1:
            #禁用移动功能
            if self.v == [1]:
                x_ = x
                y_ = y
            if z >= self.heightMap[(tx,ty)] - 0.2 :
                z_ = z + dt * self.velocityZ
                self.velocityZ = -dt * 10 + self.velocityZ
            if z < self.heightMap[(tx,ty)] and z >= self.heightMap[(tx,ty)] - 1 :
                z_ = self.heightMap[(tx,ty)]
                self.setKey('up',0)
                self.velocityZ = 8
                 
        if self.goDown() and self.keyMap['up'] == 0:
            z_ = z + dt * self.velocityZ_
            self.velocityZ_ = -dt * 10 + self.velocityZ_
            if z < self.heightMap[(tx,ty)] + 0.1 :
                z_ = self.heightMap[(tx,ty)]
                self.velocityZ_ = 0
         
        if abs(x) > 80 or (abs(y) > 80 or z < -1 ):
            self.spos = (0,20,0)
             
        #最后更新位置
        self.ralph.setH(h_)
        self.ralph.setPos(x_,y_,z_)
         
        #先看是不是要到什么特别的位置,如果有的话要去
        if self.ralphCollide() and self.spos == None:
            self.ralph.setPos(x,y,z)
        elif self.spos != None:
            xs,ys,zs = self.spos
            self.ralph.setPos(xs,ys,zs)
            self.spos = None
         
         
        #*****控制照相机******f
 
        if self.keyMap['camera'] == 0:
            base.camera.lookAt(self.ralph)
            if self.keyMap['camleft'] == 1:
                cx_ = cx + globalClock.getDt() * self.moveSpeed
            if self.keyMap['camright'] == 1:
                cx_ = cx - globalClock.getDt() * self.moveSpeed
             
            base.camera.setX(cx_)
            base.camera.lookAt(self.ralph)
            base.camera.setZ(self.ralph.getZ() + self.camZ)
             
            #这个模式中着摄像机的运动是保持和ralph相距不远的
            camvec = self.ralph.getPos() - base.camera.getPos()
            camvec.setZ(0)
            camdist = camvec.length()
            camvec.normalize()
            if (camdist > 10.0):
                base.camera.setPos(base.camera.getPos() + camvec*(camdist-10))
                camdist = 10.0
            if (camdist < 5.0):
                base.camera.setPos(base.camera.getPos() - camvec*(5-camdist))
                camdist = 5.0
        elif self.keyMap['camera'] == 1:
            base.camera.setPos(0,0,400)
            base.camera.setP(-90)
            render.clearFog()
         
 
 
         
    #改变默认的纹理样式
    def handleTex(self):
        if self.keyMap['texture'] == 0:
            self.defaultTex = 0
        if self.keyMap['texture'] == 1:
            self.defaultTex = 1
        if self.keyMap['texture'] == 2:
            self.defaultTex = 2
        if self.keyMap['texture'] == 3:
            self.defaultTex = 3
        if self.keyMap['texture'] == 4:
            self.defaultTex = 4
        if self.keyMap['texture'] == 5:
            self.defaultTex = 5
 
    def handleCube(self):
        #鼠标点击一个就删除这个方块,彻底删除
        if base.mouseWatcherNode.hasMouse():
            mx = base.mouseWatcherNode.getMouseX()
            my = base.mouseWatcherNode.getMouseY()
            for cube in self.cubes:
                cube.clearLight()
             
            self.pickerRay.setFromLens(base.camNode,mx,my)
            self.picker.traverse(render)
            if self.pq.getNumEntries() > 0:
                #队列中由远及近排序
                self.pq.sortEntries()
                pickerObj = self.pq.getEntry(0).getIntoNodePath()
                pickerObj = pickerObj.findNetTag('myCube')
                if pickerObj in self.cubes:
                    pickerObj.setLight(self.envLNP1)
                if self.keyMap['cube'] == -1:
                    #del self.cubes[pickerObj]
                    #pickerObj.remove()
                    self.toRemove.append(pickerObj)
                    self.setKey('cube',0)
                     
                elif self.keyMap['cube'] == 1:
                    #self.addCube(pickerObj)
                    self.toAdd.append(pickerObj)
                    self.setKey('cube',0)
                 
 
        #鼠标点选增加一个方块,在空的位置上随机增加
    def addCube(self,cube):
        if len(self.blankCube(cube)) >= 1 :
            pos = random.choice(self.blankCube(cube))
            self.makeCube(pos[0],pos[1],pos[2],render,self.defaultTex)
        else:
            pass
             
    #优化任务处理的,为了保证帧率    
    def _handleCube(self):
        for obj in self.toRemove:
            if obj in self.cubes:
                self.checkHeight(obj)
                self.cubeNumber -= 1
                obj.remove()
        for obj in self.toAdd:
            self.cubeNumber += 1
            self.addCube(obj)
        self.toRemove = []
        self.toAdd = []
         
    def setAI(self):
         
        self.AIworld = AIWorld(render)
        self.AIchar = AICharacter("ralph's pat",self.panda,500,0.05,5)
        self.AIworld.addAiChar(self.AIchar)
        self.AIbehaviors = self.AIchar.getAiBehaviors()
        self.AIbehaviors.pursue(self.ralph)
        self.panda.loop("run")
 
         
 
    #查看一个方块附近的空位置
    def blankCube(self,cube):
         
        x,y,z = self.cubes[cube]
        blank = [(x+2,y,z),(x-2,y,z),(x,y+2,z),(x,y-2,z),(x,y,z+2),(x,y,z-2)]
        blank_ = []
         
        for pos in blank:
            if not pos in self.cubes.values() and self.inMap(pos):
                blank_.append(pos)
        return blank_
         
    #在删除方块的时候判断是不是需要更改高度图并且从self.cubes中删除了这个东东
    def checkHeight(self,obj):
        pos = self.cubes[obj]
        del self.cubes[obj]
        if self.heightMap[(pos[0],pos[1])] == pos[2] + 1:
            self.heightMap[(pos[0],pos[1])] = 0
            for z in range(1,pos[2],2)[::-1]:
                if [pos[0],pos[1],z] in self.cubes.values():
                    self.heightMap[(pos[0],pos[1])] = z + 1
                    break
         
 
    #查看一个块是不是可见的
    def checkCube(self,task):
        for cube in self.cubes:
            if len(self.blankCube(cube)) == 0:
                cube.hide(BitMask32.allOn())
            else:
                cube.show(BitMask32.allOn())
        return task.again
     
    #检测一个位置是不是在地图里面
    def inMap(self,pos):
        if abs(pos[0]) < 77 and (abs(pos[1]) < 77 and pos[2] > 0 ):
            return True
        else:
            return False
             
    #检测摄像机是不是该下去
    def goDown(self):
        x,y,z =self.ralph.getPos()
        tx,ty = 2*int(x/2),2*int(y/2)
        if z > self.heightMap[(tx,ty)]:
            return True
        else:
            return False
             
    #控制移动范围的碰撞检测,还有检测ralph的碰撞会不会引发什么别的
    def ralphCollide(self):
         
        self.picker.traverse(render)
         
        if self.pq1.getNumEntries() > 0:
            self.pq1.sortEntries()
            Obj = self.pq1.getEntry(0).getIntoNodePath()
            if Obj.node().getIntoCollideMask() == BitMask32.bit(0):
                Obj = Obj.findNetTag('eve')
                n = int(Obj.getTag('eve'))
                Obj = self.eves[n][0]
                type = self.eves[n][1]
                self.eveAct(Obj,type)
            return True
        else:
            return False
             
    def check(self):
        if self.cubeNumber > 500:
            return False
        else:
            return True
 
    #是不是到达终点了
    def final(self):
        x,y,z = self.ralph.getPos()
        if x > 73 and x < 77 and y > 75 and y < 79:
            self.winSphere = loader.loadModel("models/planet_sphere.egg.pz")
            self.winSphere.setScale(0.5)
            self.winSphere.setTexture(winTex)
            self.winSphere.reparentTo(render)
            self.winSphere.setPos(74,75,3)
            return True
             
    def delete(self,nodePath):
        nodePath.remove()
         
    #女巫的行为
    def eveAct(self,eve,type):
        eve.exitWalk()
        eve.request("Magic")
        if type == 'startEve':
             
            self.words = addWords('Go Back To The Start ! HaHa !')
            Sequence(Wait(2.0),Func(self.setSpos,-76,-74,2),Func(self.delete,self.words)).start()
             
        if type == 'finalEve':
            self.words = addWords('Do Not Appeciate me!')
            Sequence(Wait(2.0),Func(self.setSpos,74,76,2),Func(self.delete,self.words)).start()
             
        if type == 'highEve':
            self.words = addWords('Where Do You Think You Will Go?')
            random.shuffle(self.randomPos)
            x,y = self.randomPos[0]
            Sequence(Wait(2.0),Func(self.setSpos,x,y,20),Func(self.delete,self.words)).start()
             
        if type == 'jumpEve':
            self.words = addWords('I Do Not Add Any Thing! ')
            Sequence(Wait(2.0),Func(self.delete,self.words)).start()
         
     
    def movepRalph(self):
        x,y,z = self.ralph.getPos()
        x_ = 0.3 * x / 160
        z_ = 0.3 * y / 160
        y_ = 0
        self.pralph.setPos(x_,y_,z_)
             
     
    #集中处理所有需要每帧检查的东东
    def doAll(self,task):
        dt = task.time - self.last
        self.last = task.time
        self.handleTex()
        self.moveRalph(dt)
        self.movepRalph()
        self._handleCube()
        self.handleCube()
        self.AIworld.update()
        self.final()
        return task.cont
     
    def changeMode(self,status=None):
        if self.v == [0]:
            self.env.remove()
            self.env = loader.loadModel('models/environ.bam')
            self.env.reparentTo(render)
            self.ralph.setPos(0,20,0)
            self.fire.remove()
            self.pandaGNP.remove()
            self.cardMap.remove()
            self.moveSpeed = 20
            self.rotateSpeed = 80
            self.camZ = 2
            for i in range(len(self.eves)):
                self.eves[i][0].clean()
            self.eves = []
            self.eveNumber = 0
            for cube in self.cubes:
                self.toRemove.append(cube)
            self.buildStart()
             
        if self.v == [1]:
            self.env.remove()
            self.env = loader.loadModel('models/environm.bam')
            self.env.reparentTo(render)
            self.fountain.remove()
            self.makeCardMap()
            self.ralph.setPos(-76,-74,0)
            self.moveSpeed = 10
            self.rotateSpeed = 60
            self.camZ = 4
            for cube in self.cubes:
                self.toRemove.append(cube)
            self.buildFinal()
             
    def changeMusic(self,status):
        if status and self.sound1.status() != self.sound1.PLAYING:
            self.sound1.setLoop(True)
            self.sound1.play()
        else:
            self.sound1.stop()
     
    def makeCardMap(self):
         
        cm=CardMaker('')
        cm.setFrame(-0.2,0.2,-0.2,0.2)
        self.cardMap = base.camera.attachNewNode(cm.generate())
         
        self.pralph = loader.loadModel("models/planet_sphere.egg.pz")
        self.pralph.reparentTo(self.cardMap)
        self.pralph.setScale(0.01)
        self.pralph.setColor(0,0,1,1)
         
        self.startP = loader.loadModel("models/planet_sphere.egg.pz")
        self.startP.reparentTo(self.cardMap)
        self.startP.setScale(0.015)
        self.startP.setColor(0,1,0,1)
        self.startP.setPos(-0.17,0,-0.17)
         
        self.finalP = loader.loadModel("models/planet_sphere.egg.pz")
        self.finalP.reparentTo(self.cardMap)
        self.finalP.setScale(0.015)
        self.finalP.setColor(1,0,0,1)
        self.finalP.setPos(0.17,0,0.17)
         
        self.cardMap.setTransparency(TransparencyAttrib.MAlpha)
        self.cardMap.setPos(0.8,3,0.6)
        self.cardMap.setColor(1,0.6,0.6,0.5)
 
 
         
    def buildFinal(self):
        base.enableParticles()
        self.fire = ParticleEffect()
        self.fire.loadConfig('fireish.ptf')
        self.fire.setPos(74,75,0)
        self.fire.start(render)
        self.fire.setScale(0.5)
         
        self.pandaGNP = render.attachNewNode('pandaGNP')
        self.pandaGNP.setPos(74,75,0)
        self.pandaG = Actor("models/panda-model.egg.pz",{"run":"models/panda-walk4.egg.pz"})
        self.pandaG.loop('run')
        self.pandaG.reparentTo(self.pandaGNP)
        self.pandaG.setPos(1,0,0)
        self.pandaG.setScale(0.001,0.001,0.001)
        self.pandaGMove = self.pandaGNP.hprInterval(20.0,Point3(-360,0,0),startHpr=Point3(0,0,0))
        self.pandaGMove.loop()
         
        for pos in self.evePos:
            x,y,bool = pos
            self.makeEve(x,y,bool)
             
        for i in range(25):
            x,y = self.node[i]
            self.makeCube(x,y,3,render,6)
     
    def buildStart(self):
         
        for i in range(4):
            self.makeCube(4,2*i-4,1,self.startCubes,2)
            self.makeCube(4,2*i-4,3,self.startCubes,2)
            self.makeCube(-6,2*i-4,1,self.startCubes,2)
            self.makeCube(-6,2*i-4,3,self.startCubes,2)
            self.makeCube(2*i-4,4,1,self.startCubes,2)
            self.makeCube(2*i-4,4,3,self.startCubes,2)
            self.makeCube(2*i-4,-6,1,self.startCubes,2)
            self.makeCube(2*i-4,-6,3,self.startCubes,2)
        self.makeCube(2,2,1,self.startCubes,2)
        self.makeCube(2,2,3,self.startCubes,2)
        self.makeCube(2,-4,1,self.startCubes,2)
        self.makeCube(2,-4,3,self.startCubes,2)
        self.makeCube(-4,2,1,self.startCubes,2)
        self.makeCube(-4,2,3,self.startCubes,2)
        self.makeCube(-4,-4,1,self.startCubes,2)
        self.makeCube(-4,-4,3,self.startCubes,2)
         
        for i in range(10):
            for j in range(10):
                pos = (2*i-10,2*j-10,1)
                if pos not in self.cubes.values():
                    self.makeCube(2*i-10,2*j-10,1,self.startCubes,3)
                     
        for i in range(4):
            self.makeCube(2*i-4,0,3,self.startCubes,5)
            self.makeCube(2*i-4,-2,3,self.startCubes,5)
         
        self.makeCube(0,2,3,self.startCubes,5)
        self.makeCube(-2,2,3,self.startCubes,5)
        self.makeCube(-2,-4,3,self.startCubes,5)
        self.makeCube(0,-4,3,self.startCubes,5)
         
        #喷泉
        base.enableParticles()
        self.fountain = ParticleEffect()
        self.fountain.loadConfig('fountain.ptf')
        self.fountain.setPos(-1,0,4)
        self.fountain.start(render)
        self.fountain.setScale(5)
         
         
        for i in range(3):
            for j in range(7-2*i):
                for k in range(7-2*i):
                    self.makeCube(30+2*j,30+2*k,1+2*i,self.startCubes,1)
                     
         
        for i in range(3):
            for j in range(7-2*i):
                for k in range(7-2*i):
                    self.makeCube(-30+2*j,30+2*k,1+2*i,self.startCubes,2)
                     
         
        for i in range(3):
            for j in range(7-2*i):
                for k in range(7-2*i):
                    self.makeCube(30+2*j,-30+2*k,1+2*i,self.startCubes,3)
         
         
        for i in range(3):
            for j in range(7-2*i):
                for k in range(7-2*i):
                    self.makeCube(-30+2*j,-30+2*k,1+2*i,self.startCubes,0)
             
         
 
class Eve(FSM):
    def __init__(self):
        FSM.__init__(self,'Eve')
        self.actor = Actor('models/eve.egg.pz',{'walk':'models/eve_walk.egg.pz'})
        self.actor.setScale(0.4)
        self.actor.reparentTo(render)
        self.interval = self.actor.actorInterval("walk", playRate = 2)
        self.ColNP = self.actor.attachNewNode(CollisionNode('eve'))
        self.Sphere = CollisionSphere(0,0,2,1.5)
        self.ColNP.node().addSolid(self.Sphere)
        self.ColNP.node().setFromCollideMask(0)
         
    def enterWalk(self,x,y,bool):
        self.x = x
        self.y = y
        self.bool = bool
        self.ColNP.node().setIntoCollideMask(BitMask32.bit(0))
        self.interval.loop()
        if bool == 0:
            self.PosInterval1 = self.actor.posInterval(8,Point3(x,y,0),startPos=Point3(x+8,y,0))
            self.PosInterval2 = self.actor.posInterval(8,Point3(x+8,y,0),startPos=Point3(x,y,0))
            self.HprInterval1 = self.actor.hprInterval(3,Point3(90,0,0),startHpr=Point3(-90,0,0))
            self.HprInterval2 = self.actor.hprInterval(3,Point3(-90,0,0),startHpr=Point3(90,0,0))
        elif bool == 1:
            self.PosInterval1 = self.actor.posInterval(8,Point3(x,y,0),startPos=Point3(x,y+8,0))
            self.PosInterval2 = self.actor.posInterval(8,Point3(x,y+8,0),startPos=Point3(x,y,0))
            self.HprInterval1 = self.actor.hprInterval(3,Point3(180,0,0),startHpr=Point3(0,0,0))
            self.HprInterval2 = self.actor.hprInterval(3,Point3(0,0,0),startHpr=Point3(180,0,0))
 
        self.Pace = Sequence(self.PosInterval1,self.HprInterval1,self.PosInterval2,self.HprInterval2)
        #没有名字,不知道碍不碍事
        self.Pace.loop()
         
    def exitWalk(self):
        self.interval.pause()
        self.Pace.pause()
         
    def enterMagic(self):
        self.actor.setZ(1)
        self.magicInterval = self.actor.hprInterval(1,Point3(90,0,0),startHpr=Point3(450,0,0))
        self.magicPace = Sequence(Wait(1.0),self.magicInterval,Func(self.exitMagic),Func(self.enterWalk,self.x,self.y,self.bool))
        self.magicPace.start()
        self.ColNP.node().setIntoCollideMask(0)
         
    def exitMagic(self):
        self.magicPace.pause()
     
    def clean(self):
        self.actor.delete()
 
 
w = World()
run()