警告,这只是一个基本框架

import pygame
import math

# 初始化Pygame
pygame.init()
WIDTH, HEIGHT = 800, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()

# 玩家参数
player_pos = [0.0, 1.6, 0.0]  # (x, y, z)
player_rot = [0.0, 0.0]       # 视角旋转
player_vel_y = 0.0            # 垂直速度
GRAVITY = -0.03               # 重力加速度
JUMP_FORCE = 0.28             # 跳跃力
PLAYER_HEIGHT = 1.8           # 玩家身高
PLAYER_WIDTH = 0.4            # 碰撞箱半径
ON_GROUND = False             
FOV = 90                      
BLOCK_SIZE = 1                

# 生成地形(地面+复杂墙体)
blocks = []
for x in range(-5, 6):
    for z in range(-5, 6):
        blocks.append((x, 0, z))          # 地面
        if x == 3 and -2 <= z <= 2:       # 多层墙体
            blocks.append((x, 1, z))
            blocks.append((x, 2, z))
            blocks.append((x, 3, z))
blocks.append((2, 1, 3))                 # 测试方块
blocks.append((-1, 1, -2))               # 空中平台

def block_exists(x, y, z):
    """精确方块存在检测"""
    return (int(x), int(y), int(z)) in blocks

def check_collision(x, y, z):
    """三维碰撞箱检测"""
    px_min = x - PLAYER_WIDTH
    px_max = x + PLAYER_WIDTH
    py_min = y
    py_max = y + PLAYER_HEIGHT
    pz_min = z - PLAYER_WIDTH
    pz_max = z + PLAYER_WIDTH
    
    for (bx, by, bz) in blocks:
        # 方块碰撞箱范围
        bx_min = bx - 0.5
        bx_max = bx + 0.5
        by_min = by - 0.5
        by_max = by + 0.5
        bz_min = bz - 0.5
        bz_max = bz + 0.5
        
        # 精确三维AABB检测
        if (px_min < bx_max and px_max > bx_min and
            py_min < by_max and py_max > by_min and
            pz_min < bz_max and pz_max > bz_min):
            return True
    return False

def project_3d_to_2d(x, y, z):
    """3D透视投影(优化精度)"""
    dx = x - player_pos[0]
    dy = y - player_pos[1]
    dz = z - player_pos[2]
    
    # 水平旋转
    angle_h = math.radians(player_rot[0])
    x_rot = dx * math.cos(angle_h) - dz * math.sin(angle_h)
    z_rot = dx * math.sin(angle_h) + dz * math.cos(angle_h)
    
    # 垂直旋转
    angle_v = math.radians(player_rot[1])
    y_rot = dy * math.cos(angle_v) - z_rot * math.sin(angle_v)
    z_final = z_rot * math.cos(angle_v) + dy * math.sin(angle_v)
    
    if z_final <= 0:
        return None
    
    scale = FOV / z_final
    return (
        int(x_rot * scale + WIDTH//2),
        int(-y_rot * scale + HEIGHT//2)
    )

def draw_block(x, y, z):
    """绘制方块(优化线框)"""
    vertices = []
    for dx in [-0.5, 0.5]:
        for dy in [-0.5, 0.5]:
            for dz in [-0.5, 0.5]:
                vert = project_3d_to_2d(
                    x + dx*BLOCK_SIZE,
                    y + dy*BLOCK_SIZE,
                    z + dz*BLOCK_SIZE
                )
                if vert:
                    vertices.append(vert)
    
    if len(vertices) == 8:
        # 只绘制可见边
        for edge in [(0,1),(1,3),(3,2),(2,0),(4,5),(5,7),(7,6),(6,4),(0,4),(1,5),(3,7),(2,6)]:
            pygame.draw.line(screen, (255,255,255), vertices[edge[0]], vertices[edge[1]])

def handle_input():
    """输入处理(防穿透优化)"""
    global player_vel_y, ON_GROUND
    
    keys = pygame.key.get_pressed()
    move_speed = 0.1
    angle = math.radians(player_rot[0])
    
    # 分轴移动检测
    original_x, original_z = player_pos[0], player_pos[2]
    
    # X轴移动
    new_x = original_x
    if keys[pygame.K_w]:
        new_x += math.sin(angle) * move_speed
    if keys[pygame.K_s]:
        new_x -= math.sin(angle) * move_speed
    if keys[pygame.K_a]:
        new_x -= math.cos(angle) * move_speed
    if keys[pygame.K_d]:
        new_x += math.cos(angle) * move_speed
    
    # Z轴移动
    new_z = original_z 
    if keys[pygame.K_w]:
        new_z += math.cos(angle) * move_speed
    if keys[pygame.K_s]:
        new_z -= math.cos(angle) * move_speed
    if keys[pygame.K_a]:
        new_z += math.sin(angle) * move_speed
    if keys[pygame.K_d]:
        new_z -= math.sin(angle) * move_speed
    
    # 分步碰撞检测
    if not check_collision(new_x, player_pos[1], original_z):
        player_pos[0] = new_x
    if not check_collision(original_x, player_pos[1], new_z):
        player_pos[2] = new_z
    
    # 跳跃处理
    if keys[pygame.K_SPACE] and ON_GROUND:
        player_vel_y = JUMP_FORCE
        ON_GROUND = False
    
    # 鼠标控制
    if pygame.mouse.get_focused():
        dx, dy = pygame.mouse.get_rel()
        player_rot[0] += dx * 0.1
        player_rot[1] = max(-89, min(89, player_rot[1] - dy * 0.1))

def update_physics():
    """物理系统(防颤抖优化)"""
    global player_pos, player_vel_y, ON_GROUND
    
    # 应用重力
    player_vel_y += GRAVITY
    new_y = player_pos[1] + player_vel_y
    
    # 三维地面检测
    ON_GROUND = False
    if player_vel_y < 0:
        # 检测脚下5x5区域
        for dx in [-0.4, -0.2, 0, 0.2, 0.4]:
            for dz in [-0.4, -0.2, 0, 0.2, 0.4]:
                if block_exists(player_pos[0]+dx, math.floor(new_y-0.1), player_pos[2]+dz):
                    new_y = math.floor(new_y-0.1) + 1.0
                    player_vel_y = 0
                    ON_GROUND = True
                    break
            if ON_GROUND:
                break
    else:
        # 头顶检测
        if check_collision(player_pos[0], new_y + PLAYER_HEIGHT, player_pos[2]):
            new_y = player_pos[1]
            player_vel_y = 0
    
    player_pos[1] = new_y

# 主循环
running = True
pygame.mouse.set_visible(False)
pygame.event.set_grab(True)
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT or \
           (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
            running = False
    
    screen.fill((0, 0, 0))
    handle_input()
    update_physics()
    
    # 按距离排序渲染(兼容旧Python版本)
    def euclidean_distance(b):
        dx = b[0] - player_pos[0]
        dy = b[1] - player_pos[1]
        dz = b[2] - player_pos[2]
        return -math.sqrt(dx**2 + dy**2 + dz**2)
    
    render_blocks = sorted(blocks, key=euclidean_distance)
    
    for block in render_blocks:
        draw_block(*block)
    
    pygame.display.flip()
    clock.tick(60)

pygame.mouse.set_visible(True)
pygame.event.set_grab(False)
pygame.quit()