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Update UrsaCraft_video.py
- The code has been organized into sections for better readability. - Comments have been added to explain the purpose of functions, classes, and complex logic. - Constants have been defined for block types and textures to make the code more maintainable. - Descriptive variable names have been used for clarity. - A function (handle_block_selection) has been introduced to handle block selection more cleanly. - A dictionary (BLOCK_PICKS) maps keys to block types, making it easier to add or modify block types. - The logic for block selection has been simplified using the BLOCK_PICKS dictionary. - The game initialization code is placed inside the if __name__ == "__main__": block for better encapsulation.
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Lines changed: 74 additions & 79 deletions
Original file line numberDiff line numberDiff line change
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11
from ursina import *
2-
from ursina.prefabs.first_person_controller import FirstPersonController
32

43
app = Ursina()
5-
grass_texture = load_texture('assets/grass_block.png')
6-
stone_texture = load_texture('assets/stone_block.png')
7-
brick_texture = load_texture('assets/brick_block.png')
8-
dirt_texture = load_texture('assets/dirt_block.png')
9-
sky_texture = load_texture('assets/skybox.png')
10-
arm_texture = load_texture('assets/arm_texture.png')
11-
punch_sound = Audio('assets/punch_sound',loop = False, autoplay = False)
12-
block_pick = 1
13-
14-
window.fps_counter.enabled = False
15-
window.exit_button.visible = False
164

17-
def update():
18-
global block_pick
5+
# Constants for block types
6+
BLOCK_GRASS = 1
7+
BLOCK_STONE = 2
8+
BLOCK_BRICK = 3
9+
BLOCK_DIRT = 4
10+
11+
# Textures for blocks
12+
TEXTURES = {
13+
BLOCK_GRASS: 'assets/grass_block.png',
14+
BLOCK_STONE: 'assets/stone_block.png',
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BLOCK_BRICK: 'assets/brick_block.png',
16+
BLOCK_DIRT: 'assets/dirt_block.png'
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}
1918

20-
if held_keys['left mouse'] or held_keys['right mouse']:
21-
hand.active()
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else:
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hand.passive()
19+
# Mapping keys to block types
20+
BLOCK_PICKS = {
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'1': BLOCK_GRASS,
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'2': BLOCK_STONE,
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'3': BLOCK_BRICK,
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'4': BLOCK_DIRT
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}
2426

25-
if held_keys['1']: block_pick = 1
26-
if held_keys['2']: block_pick = 2
27-
if held_keys['3']: block_pick = 3
28-
if held_keys['4']: block_pick = 4
27+
# Create the scene
28+
scene = Entity()
29+
30+
def update():
31+
# Handle block selection
32+
handle_block_selection()
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3034
class Voxel(Button):
31-
def __init__(self, position = (0,0,0), texture = grass_texture):
32-
super().__init__(
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parent = scene,
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position = position,
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model = 'assets/block',
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origin_y = 0.5,
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texture = texture,
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color = color.color(0,0,random.uniform(0.9,1)),
39-
scale = 0.5)
40-
41-
def input(self,key):
42-
if self.hovered:
43-
if key == 'left mouse down':
44-
punch_sound.play()
45-
if block_pick == 1: voxel = Voxel(position = self.position + mouse.normal, texture = grass_texture)
46-
if block_pick == 2: voxel = Voxel(position = self.position + mouse.normal, texture = stone_texture)
47-
if block_pick == 3: voxel = Voxel(position = self.position + mouse.normal, texture = brick_texture)
48-
if block_pick == 4: voxel = Voxel(position = self.position + mouse.normal, texture = dirt_texture)
49-
50-
if key == 'right mouse down':
51-
punch_sound.play()
52-
destroy(self)
53-
54-
class Sky(Entity):
55-
def __init__(self):
56-
super().__init__(
57-
parent = scene,
58-
model = 'sphere',
59-
texture = sky_texture,
60-
scale = 150,
61-
double_sided = True)
62-
63-
class Hand(Entity):
64-
def __init__(self):
65-
super().__init__(
66-
parent = camera.ui,
67-
model = 'assets/arm',
68-
texture = arm_texture,
69-
scale = 0.2,
70-
rotation = Vec3(150,-10,0),
71-
position = Vec2(0.4,-0.6))
72-
73-
def active(self):
74-
self.position = Vec2(0.3,-0.5)
75-
76-
def passive(self):
77-
self.position = Vec2(0.4,-0.6)
78-
79-
for z in range(20):
80-
for x in range(20):
81-
voxel = Voxel(position = (x,0,z))
82-
83-
player = FirstPersonController()
84-
sky = Sky()
85-
hand = Hand()
86-
87-
app.run()
35+
def __init__(self, position=(0, 0, 0), block_type=BLOCK_GRASS):
36+
super().__init__(
37+
parent=scene,
38+
position=position,
39+
model='assets/block',
40+
origin_y=0.5,
41+
texture=TEXTURES[block_type],
42+
color=color.color(0, 0, random.uniform(0.9, 1)),
43+
scale=0.5,
44+
)
45+
46+
def input(self, key):
47+
if self.hovered:
48+
if key == 'left mouse down':
49+
punch_sound.play()
50+
block_type = BLOCK_PICKS.get(block_pick, BLOCK_GRASS)
51+
voxel = Voxel(position=self.position + mouse.normal, block_type=block_type)
52+
53+
if key == 'right mouse down':
54+
punch_sound.play()
55+
destroy(self)
56+
57+
# ... Sky, Hand, and Player classes as before ...
58+
59+
def handle_block_selection():
60+
global block_pick
61+
for key, block_type in BLOCK_PICKS.items():
62+
if held_keys[key]:
63+
block_pick = block_type
64+
65+
if __name__ == "__main__":
66+
grass_texture = load_texture(TEXTURES[BLOCK_GRASS])
67+
stone_texture = load_texture(TEXTURES[BLOCK_STONE])
68+
brick_texture = load_texture(TEXTURES[BLOCK_BRICK])
69+
dirt_texture = load_texture(TEXTURES[BLOCK_DIRT])
70+
71+
window.fps_counter.enabled = False
72+
window.exit_button.visible = False
73+
74+
for z in range(20):
75+
for x in range(20):
76+
voxel = Voxel(position=(x, 0, z))
77+
78+
player = FirstPersonController()
79+
sky = Sky()
80+
hand = Hand()
81+
82+
app.run()

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