readd diverged version
This commit is contained in:
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45d324a9ec
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7e7a73f9b6
7
Camera.cpp
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7
Camera.cpp
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#include "include/Camera.h"
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const glm::mat4& Camera::get_view()
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{
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const glm::mat4& matrix = glm::lookAt(glm::vec3(0, 10, 0), glm::vec3(0, 1, 0), glm::vec3(0, 1, 0));
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return matrix;
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}
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51
GUI.cpp
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51
GUI.cpp
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#include "GUI.h"
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// Code contributed by Kacperks
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// COMMENTED OUT BECAUSE IT DOESN'T WORK!
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/*
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Button::Button(sf::Image* normal, sf::Image* clicked, std::string words, Position2D location) {
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this->normal.SetImage(*normal);
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this->clicked.SetImage(*clicked);
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this->currentSpr=&this->normal;
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current =false;
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this->normal.SetPosition(location);
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this->clicked.SetPosition(location);
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String.SetText(words);
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String.SetPosition(location.x+3,location.y+3);
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String.SetSize(14);
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}
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void Button::checkClick (sf::Vector2f mousePos)
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{
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if (mousePos.x>currentSpr->GetPosition().x && mousePos.x<(currentSpr->GetPosition().x + currentSpr->GetSize().x)) {
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if(mousePos.y>currentSpr->GetPosition().y && mousePos.y<(currentSpr->GetPosition().y + currentSpr->GetSize().y)) {
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setState(!current);
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}
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}
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}
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void Button::setState(bool which)
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{
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current = which;
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if (current) {
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currentSpr=&clicked;
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return;
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}
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currentSpr=&normal;
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}
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void Button::setText(std::string words)
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{
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String.SetText(words);
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}
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bool Button::getVar()
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{
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return current;
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}
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sf::Sprite* Button::getSprite()
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{
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return currentSpr;
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}
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sf::String * Button::getText()
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{
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return &String;
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}*/
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7
LICENSE.TXT
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7
LICENSE.TXT
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Copyright (c) 2022-2023 MCL and CubeSoftware
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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139
LevelGenerator.cpp
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139
LevelGenerator.cpp
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#include "LevelGenerator.h"
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#include "Base.h"
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#include <time.h>
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#include <random>
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FastNoiseLite perlin, os, cellular;
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int seed = 138;
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LevelGenerator::LevelGenerator()
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{
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perlin.SetSeed(seed);
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perlin.SetNoiseType(FastNoiseLite::NoiseType_Perlin);
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perlin.SetFrequency(.01F);
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os.SetSeed(seed);
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os.SetNoiseType(FastNoiseLite::NoiseType_OpenSimplex2);
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os.SetFrequency(.01F);
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cellular.SetSeed(seed);
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cellular.SetNoiseType(FastNoiseLite::NoiseType_Cellular);
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cellular.SetFrequency(.1F);
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}
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// Change seed midgame - not for production use
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void LevelGenerator::setSeed()
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{
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perlin.SetSeed(time(0));
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os.SetSeed(time(0));
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cellular.SetSeed(time(0));
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}
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void LevelGenerator::generateBlock()
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{
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for(int x = 0; x < 256; x++)
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{
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for(int z = 0; z < 256; z++)
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{
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for(int y = 0; y < 256; y++)
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{
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blockManager.addNode(0, 0, x, y, z);
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}
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}
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}
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for(int x = 0; x < 256; x++)
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{
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for(int z = 0; z < 256; z++)
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{
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float cX = (float)x;
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float cZ = (float)z;
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for(int y = 0; y < 48 * abs(perlin.GetNoise(cX, cZ)) / 2 + abs(cellular.GetNoise(cX, cZ)) * 2 + abs(os.GetNoise(cX, cZ)) * 4 + 10; y++)
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{
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blockManager.addNode(1, 0, x, y, z);
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}
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}
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}
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terraformBlock();
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}
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void LevelGenerator::terraformBlock()
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{
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for(int x = 0; x < 256; x++)
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{
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for(int z = 0; z < 256; z++)
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{
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for(int y = 0; y < 256; y++)
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{
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int currentNode = blockManager.getNodeAt(x, y, z);
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if(currentNode != 0)
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{
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if(y == 15 && (blockManager.getNodeAt(x, y + 1, z) == 0 || blockManager.getNodeAt(x, y + 1, z) == 20))
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{
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currentNode = 3;
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}
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else if(y < 15)
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{
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currentNode = 2;
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}
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else
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{
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continue;
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}
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blockManager.addNode(currentNode, 0, x, y, z);
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}
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else if(y < 16)
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{
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blockManager.addNode(20, 0, x, y, z); // Water
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}
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}
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}
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}
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populate();
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}
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void LevelGenerator::populate()
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{
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for(int counter = 0; counter < 30; counter++)
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{
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int x = rand() % 256;
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int z = rand() % 256;
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for(int y = 10; y < 256; y++)
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{
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if(blockManager.getNodeAt(x, y, z) == 0)
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{
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if(blockManager.getNodeAt(x, y - 1, z) == 20)
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{
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break;
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counter -= 1;
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}
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for(int y1 = y; y1 < y + 6; y1++)
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{
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blockManager.addNode(12, 0, x, y1, z);
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}
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for(int i = 0; i < 3; i++)
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{
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for(int j = 0; j < 3; j++)
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{
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for(int k = 0; k < 3; k++)
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{
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blockManager.addNode(13, 0, x + i - 1, y + j + 6, z + k - 1);
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}
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}
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}
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break;
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}
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}
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}
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}
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77
MapBlock.cpp
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77
MapBlock.cpp
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#include "MapBlock.h"
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int mapBlock[65536];
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MapBlock::MapBlock()
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{
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}
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void BlockManager::addNode(int id, int meta, int x, int y, int z)
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{
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Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
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int localX = x - block.x * 16;
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int localZ = z - block.z * 16;
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mapBlocks[block.x][block.z].mapBlock[256 * y + localZ * 16 + localX] = id;
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}
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MapBlock mapBlocks[16][16];
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BlockManager::BlockManager()
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{
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}
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int BlockManager::getNodeAt(int x, int y, int z)
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{
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// Math explanation for future reference:
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// The x and z coordinates need to be have block.[AXIS] * 16 subtracted from them
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// so that the coordinates passed to the function are local block coordinates instead
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// of global node coordinates (e.g. 1, and not 17)
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if(x < 0 || y < 0 || z < 0)
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{
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return 0;
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}
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Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
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int localX = x - block.x * 16;
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int localZ = z - block.z * 16;
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return mapBlocks[block.x][block.z].mapBlock[256 * y + localZ * 16 + localX];
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}
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bool BlockManager::isAir(int x, int y, int z)
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{
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return getNodeAt(x, y, z) == 0;
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}
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bool BlockManager::isNodeClear(int x, int y, int z)
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{
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if(getNodeAt(x, y, z) == 0)
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return true;
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if(getNodeAt(x, y, z) == 20)
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return true;
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return false;
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}
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BlockUtilities::BlockUtilities()
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{
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}
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Position2D BlockUtilities::getBlockFromNodeCoordinates(int x, int z)
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{
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Position2D pos2d;
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//pos2d.x = floor(x / 16);
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//pos2d.z = floor(z / 16);
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pos2d.x = x >> 4;
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pos2d.z = z >> 4;
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return pos2d;
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}
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13
README.TXT
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13
README.TXT
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===============
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XtreemNodes 0.3
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(2023-08-27)
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===============
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XtreemNodes is a modern 3-D game engine by MCL Software made in collaboration with Cube Software.
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The project was started on 2022-10-15 by a mysterious man sitting at his desk at 3 a.m.
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==================================
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How to build on Windows with MSYS2
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==================================
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Download OpenGL, SFML, and mingw-w64 using Pacman and build the source files
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19
TitleMenu.cpp
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19
TitleMenu.cpp
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#include "include/TitleMenu.h"
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#include <GL/glut.h>
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void TitleMenu::renderGUI()
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{
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glTranslatef(.0F, .0F, .0F);
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glColor3f(1.0F, .0F, .0F);
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glBegin(GL_TRIANGLES);
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glVertex2f(.0F, -500.0F);
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glVertex2f(.0F, 500.0F);
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glVertex2f(500.0F, .0F);
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glEnd();
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}
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BIN
data/img/bro.png
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BIN
data/img/bro.png
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Binary file not shown.
After Width: | Height: | Size: 4.2 KiB |
BIN
data/img/grass.png
Normal file
BIN
data/img/grass.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 778 B |
BIN
data/img/texturemap.png
Normal file
BIN
data/img/texturemap.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 19 KiB |
19
include/Base.h
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19
include/Base.h
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#ifndef BASE
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#define BASE
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#include "MapBlock.h"
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class NodeManager;
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class BlockManager;
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extern NodeManager nodeManager;
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extern BlockManager blockManager;
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extern float light;
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/*struct Position2D
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{
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int x;
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int z;
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};*/
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#endif
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19
include/Camera.h
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19
include/Camera.h
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#include <glm/glm.hpp>
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#include <glm/ext/matrix_transform.hpp>
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class Camera
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{
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public:
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Camera() = default;
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virtual ~Camera()
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{
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}
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const glm::mat4& get_view();
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const glm::mat4& get_projection();
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protected:
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const glm::mat4& matrix;
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glm::mat4 m_view, m_projection;
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};
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2586
include/FastNoiseLite.h
Normal file
2586
include/FastNoiseLite.h
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File diff suppressed because it is too large
Load Diff
26
include/GUI.h
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26
include/GUI.h
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#ifndef GUI
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#define GUI
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#include "Base.h"
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#include <SFML/Main.hpp>
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#include <SFML/Graphics.hpp>
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class Button
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{
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public:
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Button(sf::Image* normal, sf::Image* clicked, std::string text, Position2D location);
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void checkClick(Position2D);
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void setState(bool state);
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void setText(std::string);
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bool getVar();
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sf::Sprite* getSprite();
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sf::String* getText();
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private:
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sf::Sprite normal;
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sf::Sprite clicked;
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sf::Sprite* currentSpr;
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sf::String String;
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bool current;
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};
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#endif
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21
include/LevelGenerator.h
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21
include/LevelGenerator.h
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#ifndef LEVELGENERATOR
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#define LEVELGENERATOR
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#include "FastNoiseLite.h"
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class LevelGenerator
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{
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public:
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LevelGenerator();
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void setSeed();
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void generateBlock();
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void terraformBlock();
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void populate();
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protected:
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private:
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FastNoiseLite perlin, os, cellular;
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int seed = 138; // 1338, 1337. 138 are good ones
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};
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#endif
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11
include/Logger.h
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11
include/Logger.h
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#include <cstdio>
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|
||||
|
||||
class Logger
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||||
{
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public:
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void log(char* comp, char* message);
|
||||
{
|
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printf("Message: %c", message);
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}
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};
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38
include/MapBlock.h
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38
include/MapBlock.h
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#ifndef MAPBLOCK
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#define MAPBLOCK
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||||
#include "Base.h"
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#include <math.h>
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#include <cstdio>
|
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|
||||
class MapBlock
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{
|
||||
public:
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int mapBlock[65536];
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MapBlock();
|
||||
};
|
||||
|
||||
class BlockManager
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||||
{
|
||||
public:
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MapBlock mapBlocks[16][16];
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BlockManager();
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int getNodeAt(int x, int y, int z);
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void addNode(int id, int meta, int x, int y, int z);
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bool isAir(int x, int y, int z);
|
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bool isNodeClear(int x, int y, int z);
|
||||
};
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||||
|
||||
struct Position2D
|
||||
{
|
||||
int x;
|
||||
int z;
|
||||
};
|
||||
|
||||
class BlockUtilities
|
||||
{
|
||||
public:
|
||||
BlockUtilities();
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||||
static Position2D getBlockFromNodeCoordinates(int x, int z);
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||||
};
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||||
|
||||
#endif
|
285
include/NodeRenderer.h
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285
include/NodeRenderer.h
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#ifndef NODERENDERER_H
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||||
#define NODERENDERER_H
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||||
#include "Base.h"
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#include "MapBlock.h"
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||||
#include <GL/glut.h>
|
||||
|
||||
class NodeRenderer
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||||
{
|
||||
public:
|
||||
NodeRenderer()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
virtual ~NodeRenderer()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
int renderNode(int x, int y, int z, int tex)
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||||
{
|
||||
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z); // The block the node at (x, y, z) is in
|
||||
Position2D textureCoordinate;
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textureCoordinate.x = tex - (16 * floor(tex / 16));
|
||||
textureCoordinate.z = floor(tex / 16) + 1;
|
||||
|
||||
|
||||
//glColor3f(light, light, light);
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
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// Front
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||||
if(blockManager.isAir(x, y, z - 1))
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||||
{
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||||
/*glTexCoord2f(.0F, .0F);
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||||
glVertex3f(x + .0F, y + 1.0F, z + .0F);
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||||
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0F);
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glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
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||||
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||||
//glColor3f(.6F, .6F, .6F); // Bottom vertices
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glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
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||||
glVertex3f(x + 1.0F, y + .0F, z + .0F);
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||||
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||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
glTexCoord2f(.0F, .0625F * textureCoordinate);
|
||||
glVertex3f(x + .0F, y + .0F, z + .0F);*/
|
||||
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F); // Bottom vertices
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + .0F);
|
||||
|
||||
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + .0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F); // Bottom vertices
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + .0F);
|
||||
}
|
||||
|
||||
// Back
|
||||
if(blockManager.isAir(x, y, z + 1))
|
||||
{
|
||||
/*glTexCoord2f(.0F, .0F);
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0F);
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F);
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
|
||||
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
glTexCoord2f(.0F, .0625F * textureCoordinate);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);*/
|
||||
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F);
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F);
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
|
||||
}
|
||||
|
||||
// Right
|
||||
if(blockManager.isAir(x + 1, y, z))
|
||||
{
|
||||
/*glTexCoord2f(.0625F * textureCoordinate, .0F);
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F);
|
||||
glTexCoord2f(.0625F * textureCoordinate, 1.0F);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + .0F);
|
||||
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
glTexCoord2f(.0F, .0625F * textureCoordinate);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0F, .0F);
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);*/
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F);
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + .0F);
|
||||
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
|
||||
|
||||
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
|
||||
}
|
||||
|
||||
// Left
|
||||
if(blockManager.isAir(x - 1, y, z))
|
||||
{
|
||||
/*glTexCoord2f(.0625F * textureCoordinate, .0F);
|
||||
glVertex3f(x + .0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3f(.6F, .6F, .6F);
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
|
||||
glVertex3f(x + .0F, y + .0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0F, .0625F * textureCoordinate);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
|
||||
glTexCoord2f(.0F, .0F);
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);*/
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3i(100, 100, 100);
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + .0F, z + .0F);
|
||||
|
||||
//glColor3i(255, 255, 255);
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);
|
||||
|
||||
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + .0F);
|
||||
|
||||
//glColor3f(1.0F, 1.0F, 1.0F);
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);
|
||||
}
|
||||
|
||||
// Bottom
|
||||
//printf("\n\nx: %i, y: %i, z: %i, VALUE: %s", x, y, z, blockManager.isAir(x, y - 1, z) ? "true" : "false");
|
||||
if(y > 0 && blockManager.isAir(x, y - 1, z))
|
||||
{
|
||||
//printf("\nWUT? x: %i, y: %i, z: %i, VALUE: %s", x, y, z, blockManager.isAir(x, y - 1, z) ? "true" : "false");
|
||||
/*glTexCoord2f(.0F, .0F);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0F);
|
||||
glVertex3f(x + .0F, y + .0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0F, .0625F * textureCoordinate);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);*/
|
||||
|
||||
glTexCoord2f(.0F, .0F);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0F);
|
||||
glVertex3f(x + .0F, y + .0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);
|
||||
|
||||
|
||||
|
||||
glTexCoord2f(.0F, .0625F * textureCoordinate.x);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0F, .0F);
|
||||
glVertex3f(x + 1.0F, y + .0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + .0F, z + 1.0F);
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Top
|
||||
if(blockManager.isNodeClear(x, y + 1, z))
|
||||
{
|
||||
/*glTexCoord2f(.0F, .0F);
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0F);
|
||||
glVertex3f(x + .0F, y + 1.0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate, .0625F * textureCoordinate);
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0F, .0625F * textureCoordinate);
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);*/
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + .0F, y + 1.0F, z + .0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0625F * textureCoordinate.x, .0625F * textureCoordinate.z);
|
||||
glVertex3f(x + .0F, y + 1.0F, z + 1.0F);
|
||||
|
||||
glTexCoord2f(.0625F * (textureCoordinate.x - 1), .0625F * (textureCoordinate.z - 1));
|
||||
glVertex3f(x + 1.0F, y + 1.0F, z + .0F);
|
||||
}
|
||||
|
||||
glEnd();
|
||||
return 1;
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
#endif
|
17
include/Nodes.h
Normal file
17
include/Nodes.h
Normal file
@ -0,0 +1,17 @@
|
||||
class Node
|
||||
{
|
||||
public:
|
||||
Node(int i, int j)
|
||||
{
|
||||
id = i;
|
||||
textureIndex = j;
|
||||
}
|
||||
|
||||
int getTextureIndexFromSide(int side)
|
||||
{
|
||||
return textureIndex;
|
||||
}
|
||||
private:
|
||||
int id;
|
||||
int textureIndex;
|
||||
};
|
77
include/TextureHandler.h
Normal file
77
include/TextureHandler.h
Normal file
@ -0,0 +1,77 @@
|
||||
#define STBI_FAILURE_USERMSG
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
||||
#include "Base.h"
|
||||
|
||||
|
||||
#ifndef TEXTURE_HANDLER
|
||||
#define TEXTURE_HANDLER
|
||||
class TextureHandler
|
||||
{
|
||||
private:
|
||||
int width = -1;
|
||||
int height = -1;
|
||||
int comp = -1;
|
||||
unsigned char* imageData;
|
||||
unsigned char* imageData1;
|
||||
|
||||
public:
|
||||
GLuint texture;
|
||||
unsigned char* loadTexture(char* filename)
|
||||
{
|
||||
return stbi_load(filename, &width, &height, &comp, 0);
|
||||
}
|
||||
|
||||
void loadAllTextures()
|
||||
{
|
||||
int textureIndex = 0;
|
||||
|
||||
imageData = loadTexture("data/img/texturemap.png");
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
|
||||
}
|
||||
|
||||
int getTextureForNode(int x, int y, int z)
|
||||
{
|
||||
//Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
|
||||
if(blockManager.getNodeAt(x, y, z) == 1)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
else if(blockManager.getNodeAt(x, y, z) == 2)
|
||||
{
|
||||
return 2;
|
||||
}
|
||||
|
||||
else if(blockManager.getNodeAt(x, y, z) == 3)
|
||||
{
|
||||
return 4;
|
||||
}
|
||||
|
||||
else if(blockManager.getNodeAt(x, y, z) == 12)
|
||||
{
|
||||
return 81;
|
||||
}
|
||||
|
||||
else if(blockManager.getNodeAt(x, y, z) == 13)
|
||||
{
|
||||
return 113;
|
||||
}
|
||||
|
||||
else if(blockManager.getNodeAt(x, y, z) == 20)
|
||||
{
|
||||
return 17;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
15
include/TitleMenu.h
Normal file
15
include/TitleMenu.h
Normal file
@ -0,0 +1,15 @@
|
||||
#ifndef TITLEMENU
|
||||
#define TITLEMENU
|
||||
|
||||
class TitleMenu
|
||||
{
|
||||
public:
|
||||
TitleMenu()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void renderGUI();
|
||||
};
|
||||
|
||||
#endif
|
24
include/Utilities.h
Normal file
24
include/Utilities.h
Normal file
@ -0,0 +1,24 @@
|
||||
#ifndef UTILITIES
|
||||
#define UTILITIES
|
||||
|
||||
|
||||
class Utilities
|
||||
{
|
||||
public:
|
||||
Utilities()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
static float degToRad(int degrees)
|
||||
{
|
||||
return 3.14 / 180 * degrees; // Only the first three digits of pi
|
||||
}
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
#endif
|
7898
include/stb_image.h
Normal file
7898
include/stb_image.h
Normal file
File diff suppressed because it is too large
Load Diff
238
main.cpp
Normal file
238
main.cpp
Normal file
@ -0,0 +1,238 @@
|
||||
#include <stdlib.h>
|
||||
#include <GL/glut.h>
|
||||
#include "Utilities.h"
|
||||
#include "LevelGenerator.h"
|
||||
//#include "MapBlock.h"
|
||||
//#include "Base.h"
|
||||
#include "NodeRenderer.h"
|
||||
#include "TextureHandler.h"
|
||||
#include <math.h>
|
||||
#include <cstdio>
|
||||
#include "include/Camera.h"
|
||||
#include <random>
|
||||
#include <glm/ext/matrix_transform.hpp>
|
||||
#include <SFML/Window.hpp>
|
||||
#include "include/TitleMenu.h"
|
||||
|
||||
NodeRenderer renderer;
|
||||
BlockManager blockManager;
|
||||
LevelGenerator levelGen;
|
||||
TextureHandler textureHandler;
|
||||
|
||||
GLfloat playerX = 2.5F;
|
||||
GLfloat playerY = 20.0F;
|
||||
GLfloat playerZ = 1.5F;
|
||||
GLfloat playerRotX = 0;
|
||||
GLfloat playerRotY = 0;
|
||||
float light = 1.0F;
|
||||
sf::Vector2i oldMousePos;
|
||||
|
||||
TitleMenu title;
|
||||
|
||||
void display()
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glLoadIdentity();
|
||||
|
||||
|
||||
//glRotatef(playerRotX, 1.0F, .0F, .0F);
|
||||
//glRotatef(playerRotY, .0F, 1.0F, .0F);
|
||||
Camera* camera;
|
||||
|
||||
const glm::mat4& matrix = glm::lookAt(glm::vec3(playerX, playerY, playerZ), glm::vec3(playerX - cos(glm::radians(playerRotY)), playerY - playerRotX, playerZ + sin(glm::radians(playerRotY))), glm::vec3(0, 1, 0));
|
||||
|
||||
//https://glm.g-truc.net/0.9.9/api/a00668.html#gaa64aa951a0e99136bba9008d2b59c78e
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
//TODO transform
|
||||
//glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf(&matrix[0][0]);
|
||||
//glTranslatef(playerX, playerY, playerZ);
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
||||
|
||||
|
||||
|
||||
for(int x = 0; x < 256; x++)
|
||||
{
|
||||
for(int y = 0; y < 80; y++)
|
||||
{
|
||||
for(int z = 0; z < 256; z++)
|
||||
{
|
||||
if(blockManager.getNodeAt(x, y, z) > 0)
|
||||
{
|
||||
renderer.renderNode(x, y, z, textureHandler.getTextureForNode(x, y, z));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//title.renderGUI();
|
||||
|
||||
glFlush();
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
|
||||
void reshape(int width, int height)
|
||||
{
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
|
||||
glLoadIdentity();
|
||||
gluPerspective(50, width / (float) height, .1F, 512.0F);
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glutPostRedisplay();
|
||||
}
|
||||
|
||||
int movementAngle = 0;
|
||||
int angularVel = 1;
|
||||
|
||||
void updateTimer(int time)
|
||||
{
|
||||
// Movement
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
|
||||
{
|
||||
movementAngle = 0;
|
||||
}
|
||||
|
||||
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
|
||||
{
|
||||
movementAngle = 180; // 200 grads
|
||||
}
|
||||
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
|
||||
{
|
||||
movementAngle = 90;
|
||||
}
|
||||
|
||||
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
|
||||
{
|
||||
movementAngle = 270;
|
||||
}
|
||||
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W) || sf::Keyboard::isKeyPressed(sf::Keyboard::S))
|
||||
{
|
||||
int oldX = playerX;
|
||||
int oldZ = playerZ;
|
||||
playerX = playerX - cos(glm::radians(playerRotY + movementAngle)) * angularVel;
|
||||
playerZ = playerZ + sin(glm::radians(playerRotY + movementAngle)) * angularVel;
|
||||
if(blockManager.getNodeAt(playerX, playerY, playerZ) != 0)
|
||||
{
|
||||
playerX = oldX;
|
||||
playerZ = oldZ;
|
||||
}
|
||||
}
|
||||
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::LShift))
|
||||
{
|
||||
if(blockManager.getNodeAt(playerX, playerY - 4, playerZ) == 0)
|
||||
{
|
||||
playerY -= .8;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space))
|
||||
{
|
||||
playerY += .8;
|
||||
}
|
||||
|
||||
// Rotation
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
|
||||
{
|
||||
playerRotY -= 1.8;
|
||||
}
|
||||
|
||||
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
|
||||
{
|
||||
playerRotY += 1.8;
|
||||
}
|
||||
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::F1))
|
||||
{
|
||||
levelGen.setSeed();
|
||||
levelGen.generateBlock();
|
||||
}
|
||||
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
|
||||
{
|
||||
playerRotX += 1.8;
|
||||
}
|
||||
|
||||
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
|
||||
{
|
||||
playerRotX = 1.8;
|
||||
}
|
||||
|
||||
// Mouse-based movement
|
||||
sf::Vector2i mousePos = sf::Mouse::getPosition();
|
||||
sf::Vector2i mousePosDiff = oldMousePos - mousePos;
|
||||
playerRotX -= mousePosDiff.y;
|
||||
playerRotY -= mousePosDiff.x;
|
||||
oldMousePos = sf::Vector2i(1920 / 2, 1080 / 2);
|
||||
sf::Mouse::setPosition(sf::Vector2i(1920 / 2, 1080 / 2));
|
||||
|
||||
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
|
||||
{
|
||||
printf("PlayerX: %f, PlayerZ: %f", playerX, playerZ);
|
||||
exit(0);
|
||||
}
|
||||
|
||||
glutPostRedisplay();
|
||||
glutTimerFunc(30, &updateTimer, 0);
|
||||
}
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
glutInit(&argc, argv);
|
||||
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
|
||||
glutInitWindowSize(1920, 1080);
|
||||
glutCreateWindow("XtreemNodes Engine - by MCL Software");
|
||||
|
||||
glClearColor(.4, .7, .8 , 255);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
//glEnable(GL_CULL_FACE);
|
||||
//glCullFace(GL_FRONT);
|
||||
//glFrontFace(GL_CCW);
|
||||
|
||||
// Load textures
|
||||
textureHandler.loadAllTextures();
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
for(int y = 0; y < 16; y++)
|
||||
{
|
||||
for(int x = 0; x < 16; x++)
|
||||
{
|
||||
for(int z = 0; z < 16; z++)
|
||||
{
|
||||
Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
|
||||
printf("\n|x: %i |y: %i | z: %i | id: %i", x, y, z, blockManager.getNodeAt(x, y, z));
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*/
|
||||
|
||||
|
||||
|
||||
levelGen.generateBlock();
|
||||
|
||||
updateTimer(0);
|
||||
glutDisplayFunc(&display);
|
||||
glutReshapeFunc(&reshape);
|
||||
|
||||
glutMainLoop();
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user