pygame3D游戏代码
时间: 2023-09-12 10:10:11 浏览: 195
很抱歉,pygame并不是专门用于3D游戏开发的库,它更擅长于2D游戏的开发。如果您想要开发3D游戏,建议选择专门的3D游戏引擎,例如Unity、Unreal Engine等。
不过,如果您想要使用pygame开发2.5D游戏,可以考虑使用一些3D效果的技巧来实现,例如透视投影、纹理映射等。
下面是一个简单的例子,展示如何使用pygame实现3D效果:
```python
import pygame
import math
pygame.init()
# 设置屏幕大小
screen_width = 640
screen_height = 480
screen = pygame.display.set_mode((screen_width, screen_height))
# 定义一个立方体的顶点坐标
vertices = [
[-1, 1, -1],
[1, 1, -1],
[1, -1, -1],
[-1, -1, -1],
[-1, 1, 1],
[1, 1, 1],
[1, -1, 1],
[-1, -1, 1]
]
# 定义一个立方体的面
faces = [
[0, 1, 2, 3],
[0, 4, 5, 1],
[1, 5, 6, 2],
[2, 6, 7, 3],
[3, 7, 4, 0],
[4, 7, 6, 5]
]
# 定义一个立方体的颜色
colors = [
(255, 0, 0),
(255, 128, 0),
(255, 255, 0),
(0, 255, 0),
(0, 0, 255),
(128, 0, 255)
]
# 定义相机的位置和朝向
camera_pos = [0, 0, -5]
camera_dir = [0, 0, 1]
# 定义光源的位置
light_pos = [0, -10, -10]
# 定义投影矩阵
fov = 90
aspect = screen_width / screen_height
near = 0.1
far = 100
proj_matrix = [
[1 / math.tan(fov / 2), 0, 0, 0],
[0, aspect / math.tan(fov / 2), 0, 0],
[0, 0, -(far + near) / (far - near), -2 * far * near / (far - near)],
[0, 0, -1, 0]
]
# 定义旋转矩阵
def rotation_matrix(angle, axis):
c = math.cos(angle)
s = math.sin(angle)
if axis == 'x':
return [
[1, 0, 0],
[0, c, -s],
[0, s, c]
]
elif axis == 'y':
return [
[c, 0, s],
[0, 1, 0],
[-s, 0, c]
]
elif axis == 'z':
return [
[c, -s, 0],
[s, c, 0],
[0, 0, 1]
]
# 主循环
clock = pygame.time.Clock()
while True:
# 处理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
# 清空屏幕
screen.fill((0, 0, 0))
# 计算相机的朝向向量
camera_target = [camera_pos[i] + camera_dir[i] for i in range(3)]
camera_z = [camera_pos[i] - camera_target[i] for i in range(3)]
camera_z = [i / math.sqrt(camera_z[0]**2 + camera_z[1]**2 + camera_z[2]**2) for i in camera_z]
# 计算相机的右侧向量和上方向量
camera_x = [camera_dir[1] * camera_z[2] - camera_dir[2] * camera_z[1],
camera_dir[2] * camera_z[0] - camera_dir[0] * camera_z[2],
camera_dir[0] * camera_z[1] - camera_dir[1] * camera_z[0]]
camera_x = [i / math.sqrt(camera_x[0]**2 + camera_x[1]**2 + camera_x[2]**2) for i in camera_x]
camera_y = [camera_z[1] * camera_x[2] - camera_z[2] * camera_x[1],
camera_z[2] * camera_x[0] - camera_z[0] * camera_x[2],
camera_z[0] * camera_x[1] - camera_z[1] * camera_x[0]]
# 计算视图矩阵
view_matrix = [
[camera_x[0], camera_y[0], camera_z[0], 0],
[camera_x[1], camera_y[1], camera_z[1], 0],
[camera_x[2], camera_y[2], camera_z[2], 0],
[-sum([camera_pos[i] * view_matrix[i][j] for i in range(3)]) for j in range(4)]
]
# 计算模型矩阵和变换矩阵
model_matrix = rotation_matrix(pygame.time.get_ticks() / 1000, 'y')
transform_matrix = [[model_matrix[j][i] for j in range(3)] + [0] for i in range(4)]
# 绘制立方体的面
for i, face in enumerate(faces):
# 计算面的法向量
normal = [0, 0, 0]
for j in range(3):
normal[0] += (vertices[face[j]][1] - vertices[face[(j + 1) % 4]][1]) * (vertices[face[j]][2] + vertices[face[(j + 1) % 4]][2])
normal[1] += (vertices[face[j]][2] - vertices[face[(j + 1) % 4]][2]) * (vertices[face[j]][0] + vertices[face[(j + 1) % 4]][0])
normal[2] += (vertices[face[j]][0] - vertices[face[(j + 1) % 4]][0]) * (vertices[face[j]][1] + vertices[face[(j + 1) % 4]][1])
normal = [i / math.sqrt(normal[0]**2 + normal[1]**2 + normal[2]**2) for i in normal]
# 计算面的中心点
center = [sum([vertices[face[j]][i] for j in range(4)]) / 4 for i in range(3)]
# 计算面的颜色
color = [colors[i] for i in range(len(colors)) if i == i % len(faces)][i]
# 计算光照强度
light_dir = [light_pos[i] - center[i] for i in range(3)]
light_dir = [i / math.sqrt(light_dir[0]**2 + light_dir[1]**2 + light_dir[2]**2) for i in light_dir]
light_intensity = max(0, sum([normal[i] * light_dir[i] for i in range(3)]))
# 计算面的投影坐标
vertices_projected = []
for j in range(4):
vertices_transformed = [vertices[face[j]][i] * transform_matrix[i][0] + vertices[face[j]][i] * transform_matrix[i][1] + vertices[face[j]][i] * transform_matrix[i][2] + transform_matrix[i][3] for i in range(3)]
vertices_projected.append([vertices_transformed[i] * proj_matrix[i][i] / vertices_transformed[2] + screen_width / 2 for i in range(2)])
# 绘制面
pygame.draw.polygon(screen, [color[i] * light_intensity for i in range(3)], vertices_projected)
# 更新屏幕
pygame.display.flip()
# 控制帧率
clock.tick(60)
```
这个例子展示了如何通过计算投影矩阵、模型矩阵、视图矩阵和变换矩阵来实现简单的3D效果。具体来说,它通过计算立方体的面的法向量、中心点、颜色和光照强度,以及通过投影矩阵将立方体的顶点坐标转换为屏幕坐标,来实现3D效果。
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