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写出一个3d我的世界基岩版

开发一个完整的3D版我的世界基岩版是一个极其庞大且复杂的项目,需要专业的游戏开发团队、大量的时间和资源投入,以下为你提供一个使用Python和Pygame库来实现一个简单的3D方块世界雏形的代码示例,这只是一个非常基础的模拟,与真正的我的世界基岩版有很大差距。 ```python import pygame from pygame.locals import * import math # 初始化Pygame pygame.init() # 设置窗口大小 width, height = 800, 600 screen = pygame.display.set_mode((width, height)) pygame.display.set_caption("Simple 3D Block World") # 定义颜色 WHITE = (255, 255, 255) BLACK = (0, 0, 0) BLUE = (0, 0, 255) # 相机位置和角度 camera_x = 0 camera_y = 0 camera_z = -5 camera_angle_x = 0 camera_angle_y = 0 # 方块数据 blocks = [ # 方块位置 (x, y, z) (0, 0, 0), (1, 0, 0), (0, 1, 0) ] def project(point, camera_x, camera_y, camera_z, camera_angle_x, camera_angle_y): # 平移到相机位置 x = point[0] - camera_x y = point[1] - camera_y z = point[2] - camera_z # 绕X轴旋转 cos_x = math.cos(camera_angle_x) sin_x = math.sin(camera_angle_x) new_y = y * cos_x - z * sin_x new_z = y * sin_x + z * cos_x y = new_y z = new_z # 绕Y轴旋转 cos_y = math.cos(camera_angle_y) sin_y = math.sin(camera_angle_y) new_x = x * cos_y - z * sin_y new_z = x * sin_y + z * cos_y x = new_x z = new_z # 投影到2D平面 if z > 0.1: factor = 1 / z screen_x = int(x * factor * width / 2 + width / 2) screen_y = int(-y * factor * height / 2 + height / 2) return (screen_x, screen_y) return None running = True clock = pygame.time.Clock() while running: for event in pygame.event.get(): if event.type == QUIT: running = False elif event.type == KEYDOWN: if event.key == K_UP: camera_angle_x += 0.1 elif event.key == K_DOWN: camera_angle_x -= 0.1 elif event.key == K_LEFT: camera_angle_y += 0.1 elif event.key == K_RIGHT: camera_angle_y -= 0.1 elif event.key == K_w: camera_z += 0.1 elif event.key == K_s: camera_z -= 0.1 elif event.key == K_a: camera_x -= 0.1 elif event.key == K_d: camera_x += 0.1 screen.fill(BLACK) for block in blocks: # 投影方块的8个顶点 vertices = [ (block[0], block[1], block[2]), (block[0] + 1, block[1], block[2]), (block[0], block[1] + 1, block[2]), (block[0] + 1, block[1] + 1, block[2]), (block[0], block[1], block[2] + 1), (block[0] + 1, block[1], block[2] + 1), (block[0], block[1] + 1, block[2] + 1), (block[0] + 1, block[1] + 1, block[2] + 1) ] projected_vertices = [] for vertex in vertices: projected = project(vertex, camera_x, camera_y, camera_z, camera_angle_x, camera_angle_y) if projected: projected_vertices.append(projected) # 绘制方块的边 if len(projected_vertices) == 8: edges = [ (0, 1), (0, 2), (1, 3), (2, 3), (4, 5), (4, 6), (5, 7), (6, 7), (0, 4), (1, 5), (2, 6), (3, 7) ] for edge in edges: pygame.draw.line(screen, BLUE, projected_vertices[edge[0]], projected_vertices[edge[1]], 2) pygame.display.flip() clock.tick(60) pygame.quit() ``` 额外需要注意的逻辑点 1. 此代码只是简单的3D投影,没有光照、材质等效果,若要实现更真实的效果,需要引入光照模型和材质纹理。 2. 代码中使用的旋转和投影算法较为基础,在处理复杂场景时可能会出现性能问题,可考虑使用更高效的算法,如矩阵运算。 3. 方块的管理和渲染逻辑比较简单,当方块数量增多时,可能会出现渲染卡顿,需要实现有效的区块管理和渲染优化策略。 [2025-06-17 17:43:18 | AI写代码神器 | 1327点数解答]

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