使用PyOpenGL在Python中只移动2个立方体中的一个

2024-09-26 18:07:57 发布

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所以,我对PyOpenGL非常陌生,我想制作一个简单的3D游戏

我创建了一个较大的立方体(它应该代表玩家)和一个较小的立方体(它应该代表敌人)。 我需要一个球员能够左右移动,敌人从前面来。 问题是他们处于相同的位置

我使用glTranslatef(x, y, z)移动玩家,但敌人移动到与玩家相同的位置

这是我的密码:

import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import*


class display:
    def __init__(self, width, height, window):
        self.width = width
        self.height = height
        self.window = window

    def update(self):
        pygame.display.flip()
        pygame.time.wait(10)

    def clear(self):
        glClearColor(0.15, 0.15, 0.15, 1)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)


display = display(800, 600, pygame.display.set_mode((800, 600), DOUBLEBUF|OPENGL))


class player:
    def __init__(self, vertices, edges):
        self.vertices = vertices
        self.edges = edges

    def begin(self):
        glTranslatef(0.0, -5.0, -12.0)
        glRotatef(20, 1, 0.0, 0.0)

    def move(self):
        self.k_press = pygame.key.get_pressed()
        if self.k_press[pygame.K_LEFT]:
            glTranslatef(-0.2, 0, 0)
        if self.k_press[pygame.K_RIGHT]:
            glTranslatef(0.2, 0, 0)

    def draw(self):
        glBegin(GL_LINES)
        for edge in player.edges:
            for vertex in edge:
                glVertex3fv(player.vertices[vertex])
        glEnd()


player = player(
    ((1, -1, -1), (1, 1, -1), (-1, 1, -1), (-1, -1, -1), (1, -1, 1), (1, 1, 1), (-1, -1, 1), (-1, 1, 1)),
    ((0, 1), (0, 3), (0, 4), (2, 1), (2, 3), (2, 7), (6, 3), (6, 4), (6, 7), (5, 1), (5, 4), (5, 7))
)


class enemy:
    def __init__(self, vertices, edges):
        self.vertices = vertices
        self.edges = edges

    def draw(self):
        glBegin(GL_LINES)
        for edge in enemy.edges:
            for vertex in edge:
                glVertex3fv(enemy.vertices[vertex])
        glEnd()


enemy = enemy(
    ((0.5, -0.5, -0.5), (0.5, 0.5, -0.5), (-0.5, 0.5, -0.5), (-0.5, -0.5, -0.5), (0.5, -0.5, 0.5), (0.5, 0.5, 0.5), (-0.5, -0.5, 0.5), (-0.5, 0.5, 0.5)),
    ((0, 1), (0, 3), (0, 4), (2, 1), (2, 3), (2, 7), (6, 3), (6, 4), (6, 7), (5, 1), (5, 4), (5, 7))
)


gluPerspective(70, (display.width/display.height), 0.1, 50.0)

player.begin()

game_over = False
while not game_over:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            game_over = True

    display.clear()

    player.move()
    player.draw()
    enemy.draw()

    display.update()

pygame.quit()

现在,我只希望敌人和玩家移动时不要处于同一位置。 无论如何,谢谢你的帮助


Tags: inimportselffordefdisplay玩家pygame
1条回答
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1楼 · 发布于 2024-09-26 18:07:57

首先,使用^{}来区分投影矩阵和模型矩阵。 投影矩阵应设置为当前投影矩阵,视图矩阵应设置为当前模型视图矩阵

# set projection matrix
glMatrixMode(GL_PROJECTION)
gluPerspective(70, (display.width/display.height), 0.1, 50.0)

# set view matrix
glMatrixMode(GL_MODELVIEW)
glTranslatef(0.0, -5.0, -12.0)
glRotatef(20, 1, 0.0, 0.0)

game_over = False
while not game_over:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            game_over = True

    display.clear()

    player.move()
    player.draw()
    enemy.draw()

    display.update()

此设置允许以后更改视角

场景中每个对象的单独运动、动画和位置可以通过每个对象的模型矩阵实现。在绘制对象之前存储当前模型视图矩阵,并在^{}/^{}绘制对象之后恢复矩阵。
这样可以为每个对象设置单独的位置。在属性(self.pos = [0, 0, 0])中存储对象的当前位置。在绘制对象之前,操纵move(例如self.pos[0] -= 0.2)中的位置,并将模型转换矩阵乘以当前模型视图矩阵(glTranslatef(*self.pos))。e、 g:

class player:
    def __init__(self, vertices, edges):
        self.vertices = vertices
        self.edges = edges
        self.pos = [0, 0, 0]

    def move(self):
        self.k_press = pygame.key.get_pressed()
        if self.k_press[pygame.K_LEFT]:
            self.pos[0] -= 0.2
        if self.k_press[pygame.K_RIGHT]:
            self.pos[0] += 0.2

    def draw(self):
        glPushMatrix()
        glTranslatef(*self.pos)
        glBegin(GL_LINES)
        for edge in player.edges:
            for vertex in edge:
                glVertex3fv(player.vertices[vertex])
        glEnd()
        glPopMatrix()
class enemy:
    def __init__(self, vertices, edges):
        self.vertices = vertices
        self.edges = edges
        self.pos = [0, 0, 0]

    def draw(self):
        glPushMatrix()
        glTranslatef(*self.pos)
        glBegin(GL_LINES)
        for edge in enemy.edges:
            for vertex in edge:
                glVertex3fv(enemy.vertices[vertex])
        glEnd()
        glPopMatrix()

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