.. _recipes: ======= Recipes ======= This section introduces a variety of "recipes": small scripts that demonstrate how to achieve something using the picraft library. Suggestions for new recipes are gratefully received: please `e-mail the author`_! .. _e-mail the author: mailto:dave@waveform.org.uk Player Position =============== The player's position can be easily queried with the :attr:`~picraft.player.Player.pos` attribute. The value is a :class:`~picraft.vector.Vector`. For example, on the command line:: >>> world = World() >>> world.player.pos Vector(x=2.3, y=1.1, z=-0.81) Teleporting the player is as simple as assigning a new vector to the player position. Here we teleport the player into the air by adding 50 to the Y-axis of the player's current position (remember that in the Minecraft world, the Y-axis goes up/down):: >>> world.player.pos = world.player.pos + Vector(y=50) Or we can use a bit of Python short-hand for this:: >>> world.player.pos += Vector(y=50) If you want the player position to the nearest block use the :attr:`~picraft.player.Player.tile_pos` instead:: >>> world.player.tile_pos Vector(x=2, y=1, z=-1) .. image:: images/dont_look_down.png :align: center Changing the World ================== The state of blocks in the world can be queried and changed by reading and writing to the :attr:`~picraft.world.World.blocks` attribute. This is indexed with a :class:`~picraft.vector.Vector` (or slice of vectors) and returns or accepts a :class:`~picraft.block.Block` instance. For example, on the command line we can find out the type of block we're standing on like so:: >>> world = World() >>> p = world.player.tile_pos >>> world.blocks[p - Y] We can modify the block we're standing on by assigning a new block type to it:: >>> world.blocks[p - Y] = Block('stone') We can modify several blocks surrounding the one we're standing on by assigning to a slice of blocks. Remember that Python slices are `half-open`_ so the easiest way to specify the slice is to specify the start and the end inclusively and then simply add one to the end. Here we'll change ``p`` to represent the vector of the block beneath our feet, then set it and all immediately surrounding blocks to stone:: >>> p -= Y >>> world.blocks[p - (X + Z):p + (X + Z) + 1] = Block('stone') .. image:: images/blocks.png :align: center .. _half-open: http://python-history.blogspot.co.uk/2013/10/why-python-uses-0-based-indexing.html Auto Bridge =========== This recipe (and several others in this chapter) was shamelessly stolen from `Martin O'Hanlon's excellent site`_ which includes lots of recipes (although at the time of writing they're all for the mcpi API). In this case the original script can be found in Martin's `auto-bridge project`_. The script tracks the position and likely future position of the player as they walk through the world. If the script detects the player is about to walk onto air it changes the block to diamond: .. literalinclude:: examples/bridge1.py Nice, but we can do better. The following script enhances the recipe so that only blocks which are air are changed to diamond, and the bridge "cleans up" after itself: .. literalinclude:: examples/bridge2.py The script uses a list to keep track of the blocks which are present in the bridge, popping off old blocks when the bridge has more than 10 blocks in it. This list is also used to "clean up" the bridge when the script exits. .. image:: images/bridge.png :align: center .. _event_driven: Events ====== The auto-bridge recipe above demonstrates a form of reacting to changes, in that case player position changing. However, the picraft library provides two different ways of working with events; you can select whichever one suits your particular application. The basic way of reacting to events is to periodically "poll" Minecraft for them (with the :meth:`~picraft.events.Events.poll` method). This will return a list of all events that occurred since the last time your script polled the server. For example, the following script prints a message to the console when you hit a block, detailing the block's coordinates and the face that you hit: .. literalinclude:: examples/poll.py This is similar to the method used by the official mcpi library. It's fine for simple scripts but you can probably see how more complex scripts that check exactly which block has been hit start to involve long series of ``if`` statements which look a bit ugly in code. The following script creates a couple of blocks near the player on startup: a black block (which ends the script when hit), and a white block (which makes multi-colored blocks fall from the sky): .. literalinclude:: examples/rain1.py The alternate method of event handling in picraft is to rely on picraft's built-in event loop. This involves "tagging" functions which will react to block hits with the :meth:`~picraft.events.Events.on_block_hit` decorator, then running the :meth:`~picraft.events.Events.main_loop` method. This causes picraft to continually poll the server and call the tagged functions when their criteria are matched by a block-hit event: .. literalinclude:: examples/rain2.py :emphasize-lines: 14,18 One advantage of this method (other than slightly cleaner code) is that event handlers can easily be made multi-threaded (to run in parallel with each other) simply by modifying the decorator used: .. literalinclude:: examples/rain3.py :emphasize-lines: 18 Now you should find that the rain all falls simultaneously (more or less, given the constraints of the Pi's bandwidth!) when you hit the white block multiple times. .. image:: images/rain.png :align: center You should also be aware that the picraft library supports a larger range of events than mcpi. Specifically, it has events for player position changes, and "idle" events. See :attr:`~picraft.events.Events.track_players` and :attr:`~picraft.events.Events.include_idle` respectively. Shapes ====== This recipe demonstrates drawing shapes with blocks in the Minecraft world. The picraft library includes a couple of rudimentary routines for calculating the points necessary for drawing lines: * :func:`~picraft.vector.line` which can be used to calculate the positions along a single line * :func:`~picraft.vector.lines` which calculates the positions along a series of lines Here we will attempt to construct a script which draws each regular polygon from an equilateral triangle up to a regular octagon. First we start by defining a function which will generate the points of a regular polygon. This is relatively simple: the interior angles of a polygon always add up to 180 degrees so the angle to turn each time is 180 divided by the number of sides. Given an origin and a side-length it's a simple matter to iterate over each side generating the necessary point: .. literalinclude:: examples/shapes1.py Next we need a function which will iterate over the number of sides for each required polygon, using the :func:`~picraft.vector.lines` function to generate the points required to draw the shape. Then it's a simple matter to draw each polygon in turn, wiping it before displaying the next one: .. literalinclude:: examples/shapes2.py .. image:: images/shapes.png :align: center .. _models: Models ====== This recipe demonstrates drawing models defined by `object files`_. This is a venerable file format from `Alias|Wavefront`_. It's a simple text-based format that defines the vertices, faces, and other aspects of a model, including the materials of the model. The picraft library includes a rudimentary parser and renderer for this format (in the :class:`~picraft.render.Model` class) which can be used to render such models as blocks in the Minecraft world. Below is an example object file, which defines the walls and ceiling of a house. .. literalinclude:: examples/house.obj We can render this model with the following simple code: .. literalinclude:: examples/house.py .. image:: images/house.png :align: center By default, the picraft renderer assumes that the material names are Minecraft block types (see :attr:`.Block.NAMES`). However, this is frequently not the case, requiring you to "map" the material names to block types yourself. A materials map can be as simple as a :class:`dict` mapping material names to :class:`~picraft.block.Block` instances. For example: .. literalinclude:: examples/materials.py .. image:: images/airboat.png :align: center To find out what materials are defined on a model, you can query the :attr:`~picraft.render.Model.materials` attribute. Note that some faces may have no material associated with them, in which case their material is listed as ``None`` (not the blank string). A materials map may also be a function. This will be called with the face being rendered and must return a :class:`~picraft.block.Block` instance or ``None`` (if you don't want that particular face to be rendered). This is useful for quickly previewing a shape without performing any material mapping; simply provide a function which always returns the same block type: .. literalinclude:: examples/preview.py .. _object files: https://en.wikipedia.org/wiki/Wavefront_.obj_file .. _Alias|Wavefront: https://en.wikipedia.org/wiki/Alias_Systems_Corporation Animation ========= This recipe demonstrates, in a series of steps, the construction of a simplistic animation system in Minecraft. Our aim is to create a simple stone cube which rotates about the X axis somewhere in the air. Our first script uses :func:`~picraft.vector.vector_range` to obtain the coordinates of all blocks within the cube, then uses the :meth:`~picraft.vector.Vector.rotate` method to rotate them about the X axis: .. literalinclude:: examples/anim1.py As you can see in the script above we draw the first frame, wait for a bit, then wipe the frame by setting all coordinates in that frame's state back to "air". Then we draw the second frame and wait for a bit. Although this approach works, it's obviously very long winded for lots of frames. What we want to do is calculate the state of each frame in a function. This next version demonstrates this approach; we use a generator function to yield the state of each frame in turn so we can iterate over the frames with a simple :keyword:`for` loop. We represent the state of a frame of our animation as a dict which maps coordinates (in the form of :class:`~picraft.vector.Vector` instances) to :class:`~picraft.block.Block` instances: .. literalinclude:: examples/anim2.py That's more like it, but the updates aren't terribly fast despite using the batch functionality. In order to improve this we should only update those blocks which have actually changed between each frame. Thankfully, because we're storing the state of each as a dict, this is quite easy: .. literalinclude:: examples/anim3.py Note: this still isn't perfect. Ideally, we would identify contiguous blocks of coordinates to be updated which have the same block and set them all at the same time (which will utilize the :ref:`world.setBlocks` call for efficiency). However, this is relatively complex to do well so I shall leave it as an exercise for you, dear reader! Minecraft TV ============ If you've got a Raspberry Pi camera module, you can build a TV to view a live feed from the camera in the Minecraft world. Firstly we need to construct a class which will accept JPEGs from the camera's MJPEG stream, and render them as blocks in the Minecraft world. Then we need a class to construct the TV model itself and enable interaction with it: .. literalinclude:: examples/tv.py Don't expect to be able to recognize much in the Minecraft TV; the resolution is extremely low and the color matching is far from perfect. Still, if you point the camera at obvious blocks of primary colors and move it around slowly you should see a similar result on the in-game display. The script includes the ability to position and size the TV as you like, and you may like to experiment with adding new controls to it! .. image:: images/tv.png :align: center .. _Martin O'Hanlon's excellent site: http://www.stuffaboutcode.com/ .. _auto-bridge project: http://www.stuffaboutcode.com/2013/02/raspberry-pi-minecraft-auto-bridge.html .. _in-game piano project: http://www.stuffaboutcode.com/2013/06/raspberry-pi-minecraft-piano.html