add actual game logic and classes, chunk and other logic

This commit is contained in:
William Bell committed 2025-09-28 14:01:43 +01:00
1 parent 6ef6f7f372
commit d756a2eac2
18 files changed
+924 -312

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+4 -1
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@@ -42,4 +42,7 @@ bin/
.vscode/
### Mac OS ###
.DS_Store
.DS_Store
app/src/main/resources/resource_pack
+1
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@@ -3,6 +3,7 @@
<words>
<w>blocktopia</w>
<w>coords</w>
<w>renderdistance</w>
</words>
</dictionary>
</component>
+1
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@@ -1,5 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="GradleMigrationSettings" migrationVersion="1" />
<component name="GradleSettings">
<option name="linkedExternalProjectsSettings">
<GradleProjectSettings>
+1 -1
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@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ExternalStorageConfigurationManager" enabled="true" />
<component name="ProjectRootManager" version="2" languageLevel="JDK_21" project-jdk-name="jbr-21" project-jdk-type="JavaSDK" />
<component name="ProjectRootManager" version="2" languageLevel="JDK_21" default="true" project-jdk-name="jbr-21" project-jdk-type="JavaSDK" />
</project>
Generated
+6
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@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
</component>
</project>
+2
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@@ -14,6 +14,8 @@ dependencies {
implementation("org.joml:joml:1.10.5")
implementation("org.jetbrains.kotlinx:kotlinx-coroutines-core:1.9.0")
// Core LWJGL modules
implementation("org.lwjgl:lwjgl:$lwjglVersion")
implementation("org.lwjgl:lwjgl-opengl:$lwjglVersion")
@@ -0,0 +1,7 @@
package net.minecraft.client.main;
public class Main {
public static void main(String[] args) {
dev.wbell.buildtopia.app.AppKt.main();
}
}
+126 -310
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@@ -1,58 +1,12 @@
package dev.wbell.buildtopia.app
import dev.wbell.buildtopia.app.game.Game
import org.joml.Matrix4d
import org.joml.Matrix4f
import org.joml.Vector3d
import org.joml.Vector3f
import org.lwjgl.BufferUtils
import org.lwjgl.glfw.GLFW.*
import org.lwjgl.opengl.ARBVertexArrayObject.glBindVertexArray
import org.lwjgl.opengl.ARBVertexArrayObject.glGenVertexArrays
import org.lwjgl.opengl.GL
import org.lwjgl.opengl.GL11.*
import org.lwjgl.opengl.GL20.*
import org.lwjgl.system.MemoryUtil.NULL
import kotlin.math.PI
import kotlin.math.cos
import kotlin.math.sin
import org.lwjgl.stb.STBImage
import java.nio.ByteBuffer
import java.nio.IntBuffer
fun loadTexture(path: String): Int {
val textureId = glGenTextures()
glBindTexture(GL_TEXTURE_2D, textureId)
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_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
// Load image from resources
val stream = object {}.javaClass.getResourceAsStream(path)
?: throw RuntimeException("Failed to load texture: $path")
// Read stream into a ByteBuffer
val bytes = stream.readBytes()
val buffer = BufferUtils.createByteBuffer(bytes.size)
buffer.put(bytes)
buffer.flip()
val widthBuffer: IntBuffer = BufferUtils.createIntBuffer(1)
val heightBuffer: IntBuffer = BufferUtils.createIntBuffer(1)
val channelsBuffer: IntBuffer = BufferUtils.createIntBuffer(1)
val image = STBImage.stbi_load_from_memory(buffer, widthBuffer, heightBuffer, channelsBuffer, 4)
?: throw RuntimeException("Failed to load texture: ${STBImage.stbi_failure_reason()}")
val width = widthBuffer.get(0)
val height = heightBuffer.get(0)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
STBImage.stbi_image_free(image)
return textureId
}
fun loadResource(path: String): String {
return object {}.javaClass.getResource(path)?.readText() ?: throw RuntimeException("Resource not found: $path")
@@ -105,278 +59,140 @@ fun updateProjection(shaderProgram: Int, width: Int, height: Int) {
glUniformMatrix4fv(projLoc, false, projBuffer)
}
// @formatter:off
fun addFace(vertices: MutableList<Float>, x: Int, y: Int, z: Int, cubeScale: Float, face: String) {
val half = cubeScale / 2f
when(face) {
"front" -> vertices.addAll(listOf(
x - half, y - half, z + half, 0f, 0f, // bottom-left
x + half, y - half, z + half, 1f, 0f, // bottom-right
x + half, y + half, z + half, 1f, 1f, // top-right
x + half, y + half, z + half, 1f, 1f, // top-right
x - half, y + half, z + half, 0f, 1f, // top-left
x - half, y - half, z + half, 0f, 0f // bottom-left
))
"back" -> vertices.addAll(listOf(
x - half, y - half, z - half, 0f, 0f,
x + half, y - half, z - half, 1f, 0f,
x + half, y + half, z - half, 1f, 1f,
x + half, y + half, z - half, 1f, 1f,
x - half, y + half, z - half, 0f, 1f,
x - half, y - half, z - half, 0f, 0f
))
"left" -> vertices.addAll(listOf(
x - half, y - half, z - half, 0f, 0f,
x - half, y - half, z + half, 1f, 0f,
x - half, y + half, z + half, 1f, 1f,
x - half, y + half, z + half, 1f, 1f,
x - half, y + half, z - half, 0f, 1f,
x - half, y - half, z - half, 0f, 0f
))
"right" -> vertices.addAll(listOf(
x + half, y - half, z - half, 0f, 0f,
x + half, y - half, z + half, 1f, 0f,
x + half, y + half, z + half, 1f, 1f,
x + half, y + half, z + half, 1f, 1f,
x + half, y + half, z - half, 0f, 1f,
x + half, y - half, z - half, 0f, 0f
))
"top" -> vertices.addAll(listOf(
x - half, y + half, z - half, 0f, 0f,
x - half, y + half, z + half, 0f, 1f,
x + half, y + half, z + half, 1f, 1f,
x + half, y + half, z + half, 1f, 1f,
x + half, y + half, z - half, 1f, 0f,
x - half, y + half, z - half, 0f, 0f
))
"bottom" -> vertices.addAll(listOf(
x - half, y - half, z - half, 0f, 0f,
x - half, y - half, z + half, 0f, 1f,
x + half, y - half, z + half, 1f, 1f,
x + half, y - half, z + half, 1f, 1f,
x + half, y - half, z - half, 1f, 0f,
x - half, y - half, z - half, 0f, 0f
))
}
}
// @formatter:on
fun main() {
// Initialize GLFW
if (!glfwInit()) throw RuntimeException("Failed to initialize GLFW")
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE)
var width = 854
var height = 480
val window = glfwCreateWindow(width, height, "Blocktopia", NULL, NULL)
if (window == NULL) throw RuntimeException("Failed to create GLFW window")
glfwMakeContextCurrent(window)
GL.createCapabilities()
glEnable(GL_DEPTH_TEST)
// Simple shaders
val vertexShaderSrc = loadResource("/shaders/vertex.glsl")
val fragmentShaderSrc = loadResource("/shaders/fragment.glsl")
val shaderProgram = createShader(vertexShaderSrc, fragmentShaderSrc)
glUseProgram(shaderProgram)
val modelLoc = glGetUniformLocation(shaderProgram, "model")
val viewLoc = glGetUniformLocation(shaderProgram, "view")
val projLoc = glGetUniformLocation(shaderProgram, "projection")
// Initial projection
// GLFW callback for resizing
glfwSetFramebufferSizeCallback(window) { _, w, h ->
width = w
height = h
updateProjection(shaderProgram, w, h)
}
updateProjection(shaderProgram, width, height)
// Camera parameters
var surfaceLevel = 64
val xSize = 16;
val ySize = 384;
val yOffset = 65;
val zSize = 16;
val cameraPos = Vector3d(0.0, surfaceLevel+2.0, 0.0)
var pitch = 0.0
var yaw = 0.0
var roll = 0.0
var startTime = glfwGetTime()
var lastTime = startTime
//
//
//
// var lastX: Double? = null
// var lastY: Double? = null
//
// val sensitivity = 5f
//
// var cursorDisabled = true
//
// var textureId = loadTexture("/resource_pack/textures/block/cobblestone.png")
val vertices = mutableListOf<Float>()
for (y in -yOffset..ySize-yOffset) {
for (x in -xSize/2..xSize/2) {
for (z in -zSize/2..zSize/2) {
if (y > surfaceLevel) continue;
// Only draw "outer" faces
if (x == -xSize/2) addFace(vertices, x, y, z, 1f, "left")
if (x == xSize/2) addFace(vertices, x, y, z, 1f, "right")
if (z == -zSize/2) addFace(vertices, x, y, z, 1f, "back")
if (z == zSize/2) addFace(vertices, x, y, z, 1f, "front")
Game.init()
// Always draw top and bottom
if (y == surfaceLevel) addFace(vertices, x, y, z, 1f, "top")
if (y == -yOffset) addFace(vertices, x, y, z, 1f, "bottom")
}
Game.window?.let {
window->
while (!glfwWindowShouldClose(window)) {
val currentTime = glfwGetTime()
val deltaTime = currentTime - lastTime // in seconds
lastTime = currentTime
Game.render(deltaTime)
// isOnGround = cameraPos.y <= surfaceLevel + 2
// //yaw += 0.5f
// //cameraPos.y += 0.25f*deltaTime
// // Forward vector (direction camera is looking in XZ plane)
// val forwardX = sin(yaw)
// val forwardZ = cos(yaw)
//
//// Right vector (perpendicular to forward)
// val rightX = -cos(yaw)
// val rightZ = sin(yaw)
// val ticksPerSecond = 20.0
// val slipperiness = if (isOnGround) 0.6 else 1.0
// val baseAccelerationPerTick = 0.1
// val sprintMultiplier = if (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) 1.3 else 1.0
// val acceleration = (baseAccelerationPerTick * sprintMultiplier*(0.6/slipperiness).pow(3))*2.5
//
//// Apply friction
// val frictionPerTick = 0.91 * slipperiness // combined tick friction + slipperiness
// val friction = frictionPerTick.pow(ticksPerSecond * deltaTime)
//
// velocity.x *= friction
// velocity.z *= friction
//
//// --- Horizontal movement ---
// var moveX = 0.0
// var moveZ = 0.0
// if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) moveZ -= 1.0
// if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) moveZ += 1.0
// if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) moveX += 1.0
// if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) moveX -= 1.0
//
// val lengthSquared = moveX * moveX + moveZ * moveZ
// if (lengthSquared > 0) {
// val len = sqrt(lengthSquared)
// moveX /= len
// moveZ /= len
// velocity.x += (forwardX * moveZ + rightX * moveX) * acceleration * deltaTime
// velocity.z += (forwardZ * moveZ + rightZ * moveX) * acceleration * deltaTime
// }
//
// // Apply Gravity
// // Gravity in blocks/s²
// if (!isOnGround) {
// if (!isFlying) {
// val gravityPerSecond = 0.08
// velocity.y -= gravityPerSecond * deltaTime
// }
// } else if (velocity.y<0) {
// if (isFlying) isFlying = false
// velocity.y = 0.0
// cameraPos.y = surfaceLevel + 2.0
// }
// isOnGround = (cameraPos.y+velocity.y) <= surfaceLevel + 2
//
//// --- Vertical movement (flying) ---
// if (isFlying) {
// if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
// velocity.y += acceleration * deltaTime
// }
// if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
// velocity.y -= acceleration * deltaTime
// }
// } else if (isOnGround) {
// if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
// velocity.y = 0.42/15
// }
// } else {
// if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
// //isFlying = true
// }
// }
// velocity.y *= (1-(0.2*deltaTime))
//
//// Update position
// cameraPos.add(velocity)
// //yaw += 0.1f*deltaTime
// glEnable(GL_DEPTH_TEST)
// glClearColor(0.2f, 1f, 1f, 1f)
// glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
//
// // Update camera
// val view = getCameraMatrix(cameraPos, pitch, yaw, roll)
// val viewBuffer = FloatArray(16)
// view.get(viewBuffer)
// glUniformMatrix4fv(viewLoc, false, viewBuffer)
//
// // Draw the grid
// val vertexCount = vertices_size / 5
//
// // Normal cube
// glBindTexture(GL_TEXTURE_2D, textureId)
// glUniform1i(glGetUniformLocation(shaderProgram, "texture1"), 0)
// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
// val model = Matrix4f().identity() // adjust position/scale if needed
// val modelBuffer = FloatArray(16)
// model.get(modelBuffer)
// glUniformMatrix4fv(modelLoc, false, modelBuffer)
//
// glBindVertexArray(vao)
// glDrawArrays(GL_TRIANGLES, 0, vertexCount)
// glBindVertexArray(0)
//
//
// glfwSwapBuffers(window)
// glfwPollEvents()
}
}
// Upload to VBO/VAO
val vao = glGenVertexArrays()
val vbo = glGenBuffers()
glBindVertexArray(vao)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glBufferData(GL_ARRAY_BUFFER, vertices.toFloatArray(), GL_STATIC_DRAW)
val stride = 5 * 4 // 5 floats * 4 bytes
glVertexAttribPointer(0, 3, GL_FLOAT, false, stride, 0) // position
glEnableVertexAttribArray(0)
glVertexAttribPointer(1, 2, GL_FLOAT, false, stride, 3 * 4) // tex coords
glEnableVertexAttribArray(1)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
val vertices_size = vertices.size;
vertices.clear()
var lastX: Double? = null
var lastY: Double? = null
val sensitivity = 5f
var default_speed = 5f
var cursorDisabled = true
var textureId = loadTexture("/textures/default_grass.png")
// Initially disable the cursor
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED)
glfwSetKeyCallback(window) { window, key, scancode, action, mods ->
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
cursorDisabled = !cursorDisabled
if (cursorDisabled) {
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED)
// Optionally recenter the cursor
glfwSetCursorPos(window, width / 2.0, height / 2.0)
lastX = null
lastY = null
} else {
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL)
}
}
}
glfwSetCursorPosCallback(window) { window, xpos, ypos ->
if (cursorDisabled && lastX!=null&&lastY!=null) {
val dx = (xpos - lastX!!) / width
val dy = (ypos - lastY!!) / height
yaw -= dx * sensitivity
pitch -= dy * sensitivity
pitch = pitch.coerceIn(-PI/2,PI/2)
}
lastX = xpos
lastY = ypos
}
val velocity = Vector3d(0.0,0.0,0.0)
while (!glfwWindowShouldClose(window)) {
val currentTime = glfwGetTime()
val deltaTime = (currentTime - lastTime).toFloat() // in seconds
lastTime = currentTime
//yaw += 0.5f
//cameraPos.y += 0.25f*deltaTime
// Forward vector (direction camera is looking in XZ plane)
val forwardX = sin(yaw)
val forwardZ = cos(yaw)
// Right vector (perpendicular to forward)
val rightX = -cos(yaw)
val rightZ = sin(yaw)
var speed = 5f
if (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) {
speed *=2
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
cameraPos.x -= (forwardX * speed * deltaTime).toFloat()
cameraPos.z -= (forwardZ * speed * deltaTime).toFloat()
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
cameraPos.y -= speed*deltaTime
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
cameraPos.y += speed*deltaTime
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
cameraPos.x += (forwardX * speed * deltaTime).toFloat()
cameraPos.z += (forwardZ * speed * deltaTime).toFloat()
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
cameraPos.x += (rightX * speed * deltaTime).toFloat()
cameraPos.z += (rightZ * speed * deltaTime).toFloat()
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
cameraPos.x -= (rightX * speed * deltaTime).toFloat()
cameraPos.z -= (rightZ * speed * deltaTime).toFloat()
}
//yaw += 0.1f*deltaTime
glEnable(GL_DEPTH_TEST)
glClearColor(0.2f, 1f, 1f, 1f)
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
// Update camera
val view = getCameraMatrix(cameraPos, pitch, yaw, roll)
val viewBuffer = FloatArray(16)
view.get(viewBuffer)
glUniformMatrix4fv(viewLoc, false, viewBuffer)
// Draw the grid
val vertexCount = vertices_size / 5
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glBindVertexArray(vao)
glDrawArrays(GL_TRIANGLES, 0, vertexCount)
glBindVertexArray(0)
// Normal cube
glBindTexture(GL_TEXTURE_2D, textureId)
glUniform1i(glGetUniformLocation(shaderProgram, "texture1"), 0)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
val model = Matrix4f().identity() // adjust position/scale if needed
val modelBuffer = FloatArray(16)
model.get(modelBuffer)
glUniformMatrix4fv(modelLoc, false, modelBuffer)
glBindVertexArray(vao)
glDrawArrays(GL_TRIANGLES, 0, vertexCount)
glBindVertexArray(0)
glfwSwapBuffers(window)
glfwPollEvents()
}
glfwDestroyWindow(window)
glfwTerminate()
Game.close()
}
+194
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@@ -0,0 +1,194 @@
package dev.wbell.buildtopia.app.game
import dev.wbell.buildtopia.app.createShader
import dev.wbell.buildtopia.app.game.session.Session
import dev.wbell.buildtopia.app.game.session.world.World
import dev.wbell.buildtopia.app.game.session.world.chunk.ChunkSection
import dev.wbell.buildtopia.app.game.session.world.player.Player
import dev.wbell.buildtopia.app.loadResource
import dev.wbell.buildtopia.app.updateProjection
import org.joml.Vector3d
import org.lwjgl.BufferUtils
import org.lwjgl.glfw.GLFW.GLFW_CONTEXT_VERSION_MAJOR
import org.lwjgl.glfw.GLFW.GLFW_CONTEXT_VERSION_MINOR
import org.lwjgl.glfw.GLFW.GLFW_CURSOR
import org.lwjgl.glfw.GLFW.GLFW_CURSOR_DISABLED
import org.lwjgl.glfw.GLFW.GLFW_CURSOR_NORMAL
import org.lwjgl.glfw.GLFW.GLFW_KEY_ESCAPE
import org.lwjgl.glfw.GLFW.GLFW_OPENGL_CORE_PROFILE
import org.lwjgl.glfw.GLFW.GLFW_OPENGL_PROFILE
import org.lwjgl.glfw.GLFW.GLFW_PRESS
import org.lwjgl.glfw.GLFW.glfwCreateWindow
import org.lwjgl.glfw.GLFW.glfwDestroyWindow
import org.lwjgl.glfw.GLFW.glfwInit
import org.lwjgl.glfw.GLFW.glfwMakeContextCurrent
import org.lwjgl.glfw.GLFW.glfwSetCursorPos
import org.lwjgl.glfw.GLFW.glfwSetCursorPosCallback
import org.lwjgl.glfw.GLFW.glfwSetFramebufferSizeCallback
import org.lwjgl.glfw.GLFW.glfwSetInputMode
import org.lwjgl.glfw.GLFW.glfwSetKeyCallback
import org.lwjgl.glfw.GLFW.glfwTerminate
import org.lwjgl.glfw.GLFW.glfwWindowHint
import org.lwjgl.opengl.GL
import org.lwjgl.opengl.GL11.GL_DEPTH_TEST
import org.lwjgl.opengl.GL11.glEnable
import org.lwjgl.opengl.GL20.glGetUniformLocation
import org.lwjgl.opengl.GL20.glUseProgram
import org.lwjgl.system.MemoryUtil.NULL
import org.lwjgl.opengl.GL11.GL_NEAREST
import org.lwjgl.opengl.GL11.GL_REPEAT
import org.lwjgl.opengl.GL11.GL_RGBA
import org.lwjgl.opengl.GL11.GL_TEXTURE_2D
import org.lwjgl.opengl.GL11.GL_TEXTURE_MAG_FILTER
import org.lwjgl.opengl.GL11.GL_TEXTURE_MIN_FILTER
import org.lwjgl.opengl.GL11.GL_TEXTURE_WRAP_S
import org.lwjgl.opengl.GL11.GL_TEXTURE_WRAP_T
import org.lwjgl.opengl.GL11.GL_UNSIGNED_BYTE
import org.lwjgl.opengl.GL11.glBindTexture
import org.lwjgl.opengl.GL11.glGenTextures
import org.lwjgl.opengl.GL11.glTexImage2D
import org.lwjgl.opengl.GL11.glTexParameteri
import org.lwjgl.stb.STBImage
import java.nio.IntBuffer
import kotlin.math.PI
fun loadTexture(path: String): Int {
val textureId = glGenTextures()
glBindTexture(GL_TEXTURE_2D, textureId)
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_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
// Load image from resources
val stream = object {}.javaClass.getResourceAsStream(path)
?: throw RuntimeException("Failed to load texture: $path")
// Read stream into a ByteBuffer
val bytes = stream.readBytes()
val buffer = BufferUtils.createByteBuffer(bytes.size)
buffer.put(bytes)
buffer.flip()
val widthBuffer: IntBuffer = BufferUtils.createIntBuffer(1)
val heightBuffer: IntBuffer = BufferUtils.createIntBuffer(1)
val channelsBuffer: IntBuffer = BufferUtils.createIntBuffer(1)
val image = STBImage.stbi_load_from_memory(buffer, widthBuffer, heightBuffer, channelsBuffer, 4)
?: throw RuntimeException("Failed to load texture: ${STBImage.stbi_failure_reason()}")
val width = widthBuffer.get(0)
val height = heightBuffer.get(0)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
STBImage.stbi_image_free(image)
return textureId
}
object Game {
val session = Session()
var width = 854
var height = 480
var cursorDisabled = true
var window: Long? = null
object Cursor {
var lastX: Double? = null
var lastY: Double? = null
}
var textureId = 0
var shaderProgram = 0
var modelLoc = 0
var viewLoc = 0
var projLoc = 0
fun init() {
// Initialize GLFW
if (!glfwInit()) throw RuntimeException("Failed to initialize GLFW")
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE)
window = glfwCreateWindow(width, height, "Blocktopia", NULL, NULL)
if (window == NULL) throw RuntimeException("Failed to create GLFW window")
window?.let { window ->
glfwMakeContextCurrent(window)
GL.createCapabilities()
glEnable(GL_DEPTH_TEST)
session.World = World(Player(Vector3d(0.0, 4.0, 0.0), 0.0,0.0), session)
session.World!!.player.world = session.World
textureId = loadTexture("/resource_pack/textures/block/cobblestone.png")
// Simple shaders
val vertexShaderSrc = loadResource("/shaders/vertex.glsl")
val fragmentShaderSrc = loadResource("/shaders/fragment.glsl")
shaderProgram = createShader(vertexShaderSrc, fragmentShaderSrc)
glUseProgram(shaderProgram)
modelLoc = glGetUniformLocation(shaderProgram, "model")
viewLoc = glGetUniformLocation(shaderProgram, "view")
projLoc = glGetUniformLocation(shaderProgram, "projection")
// Initial projection
// GLFW callback for resizing
glfwSetFramebufferSizeCallback(window) { _, w, h ->
width = w
height = h
updateProjection(shaderProgram, w, h)
}
updateProjection(shaderProgram, width, height)
// Initially disable the cursor
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED)
glfwSetKeyCallback(window) { window, key, scancode, action, mods ->
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
cursorDisabled = !cursorDisabled
if (cursorDisabled) {
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED)
// Optionally recenter the cursor
glfwSetCursorPos(window, width / 2.0, height / 2.0)
Cursor.lastX = null
Cursor.lastY = null
} else {
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL)
}
}
}
glfwSetCursorPosCallback(window) { window, xpos, ypos ->
if (cursorDisabled && Cursor.lastX != null && Cursor.lastY != null) {
val dx = (xpos - Cursor.lastX!!) / width
val dy = (ypos - Cursor.lastY!!) / height
session.World?.player?.yaw -= dx * 5f
session.World?.player?.pitch -= dy * 5f
session.World?.player?.pitch?.let {
session.World?.player?.pitch = it.coerceIn(-PI / 2, PI / 2)
}
}
Cursor.lastX = xpos
Cursor.lastY = ypos
}
}
}
fun close() {
window?.let { glfwDestroyWindow(it) }
glfwTerminate()
}
fun render(deltaTime: Double) {
session.World?.render(deltaTime)
}
}
+11
View File
@@ -0,0 +1,11 @@
package dev.wbell.buildtopia.app.game.camera
import org.joml.Vector3d
class Camera(
val position: Vector3d,
var pitch: Double,
var yaw: Double,
var roll: Double
) {
}
@@ -0,0 +1,5 @@
package dev.wbell.buildtopia.app.game.mainMenu
class MainMenu {
}
@@ -0,0 +1,7 @@
package dev.wbell.buildtopia.app.game.session
import dev.wbell.buildtopia.app.game.session.world.World
class Session {
var World: World? = null
}
@@ -0,0 +1,193 @@
package dev.wbell.buildtopia.app.game.session.world
import dev.wbell.buildtopia.app.game.Game
import dev.wbell.buildtopia.app.game.Game.window
import dev.wbell.buildtopia.app.game.camera.Camera
import dev.wbell.buildtopia.app.game.session.Session
import dev.wbell.buildtopia.app.game.session.world.chunk.Block.Block
import dev.wbell.buildtopia.app.game.session.world.chunk.BlockAccessor
import dev.wbell.buildtopia.app.game.session.world.chunk.Chunk
import dev.wbell.buildtopia.app.game.session.world.chunk.ChunkSection
import dev.wbell.buildtopia.app.game.session.world.player.Player
import dev.wbell.buildtopia.app.game.settings.SettingKey
import dev.wbell.buildtopia.app.game.settings.Settings
import dev.wbell.buildtopia.app.getCameraMatrix
import org.joml.Vector2i
import org.joml.Vector3d
import org.lwjgl.glfw.GLFW.*
import org.lwjgl.opengl.GL20.*
import kotlin.math.cos
import kotlin.math.sin
import kotlinx.coroutines.*
import java.util.concurrent.ConcurrentLinkedQueue
fun floorDiv(a: Int, b: Int): Int {
// rounds down (towards -∞), unlike / which rounds toward 0
var div = a / b
if ((a xor b) < 0 && a % b != 0) {
div -= 1
}
return div
}
fun floorMod(a: Int, b: Int): Int {
// always returns a result in 0 until b-1
val mod = a % b
return if (mod < 0) mod + b else mod
}
class World(val player: Player, val session: Session) {
private val chunkRenderer = CoroutineScope(Dispatchers.Default)
val chunkMeshQueue = ConcurrentLinkedQueue<() -> Unit>()
private val physics = CoroutineScope(Dispatchers.Default)
private val chunks = mutableMapOf<Long, Chunk>()
private var isActive = true
var lastTick = glfwGetTime()
init {
val renderDistance = Settings.get(SettingKey.RENDERDISTANCE, 32)!!
for (x in -renderDistance..<renderDistance) {
for (z in -renderDistance..<renderDistance) {
chunks[packChunkKey(x, z)] =
Chunk(
this,
Vector2i(x, z),
24,
4,
Array(ChunkSection.LENGTH * ChunkSection.LENGTH * ChunkSection.LENGTH * 24) {
if (it < 34000) Block() else null
})
}
}
startPhysics()
startChunkRenderer()
}
private fun startChunkRenderer() {
chunkRenderer.launch {
val tickTime = 50L // ms per tick (20 TPS)
while (isActive) {
val centerChunk = Vector2i(
(player.position.x / ChunkSection.LENGTH).toInt(),
(player.position.z / ChunkSection.LENGTH).toInt()
)
val renderDistance = Settings.get(SettingKey.RENDERDISTANCE, 12)!!
val chunksToUpdate = mutableListOf<Pair<Chunk, Int>>() // Pair(chunk, distance^2)
for (dx in -renderDistance - 1..renderDistance) {
for (dz in -renderDistance - 1..renderDistance) {
val chunk = getChunk(centerChunk.x + dx, centerChunk.y + dz)
if (chunk != null && chunk.updateChunk) {
val dist2 = dx * dx + dz * dz
chunksToUpdate.add(chunk to dist2)
}
}
}
// Sort by distance
chunksToUpdate.sortBy { it.second }
for ((chunk, _) in chunksToUpdate) {
chunk.renderMesh() // background mesh generation
chunkMeshQueue.add { chunk.uploadChunkMesh() } // main thread upload
}
delay(tickTime)
}
}
}
private fun startPhysics() {
physics.launch {
val tickTime = 50L // ms per tick (20 TPS)
while (isActive) {
tick()
lastTick = glfwGetTime()
delay(tickTime)
}
}
}
var camera: Camera = Camera(Vector3d(0.0, 0.0, 0.0), 0.0, 0.0, 0.0)
private fun packChunkKey(x: Int, z: Int): Long =
x.toLong() and 0xFFFFFFFFL or ((z.toLong() and 0xFFFFFFFFL) shl 32)
fun getChunk(x: Int, z: Int): Chunk? {
//if (chunks[packChunkKey(x, z)] == null) chunks[packChunkKey(x, z)] = Chunk(this, Vector2i(x,z), 24, 4, Array(16*16*16*24){ Block()})
return chunks[packChunkKey(x, z)]
}
fun setChunk(x: Int, z: Int, chunk: Chunk) {
chunks[packChunkKey(x, z)]?.unload()
chunks[packChunkKey(x, z)] = chunk
}
val blocks = object : BlockAccessor {
override operator fun get(x: Int, y: Int, z: Int): Block? {
return getChunk(floorDiv(x, ChunkSection.LENGTH), floorDiv(z, ChunkSection.LENGTH))?.blocks[floorMod(
x,
ChunkSection.LENGTH
), y, floorMod(z, ChunkSection.LENGTH)]
}
override operator fun set(x: Int, y: Int, z: Int, value: Block?) {
getChunk(floorDiv(x, ChunkSection.LENGTH), floorDiv(z, ChunkSection.LENGTH))?.blocks[floorMod(
x,
ChunkSection.LENGTH
), y, floorMod(z, ChunkSection.LENGTH)] = value
}
}
fun clean() {
}
fun render(deltaTime: Double) {
while (chunkMeshQueue.isNotEmpty()) {
chunkMeshQueue.poll()?.invoke()
}
val deltaTickTime = ((glfwGetTime() - lastTick) / 0.05).coerceIn(0.0, 1.0)
glEnable(GL_DEPTH_TEST)
glClearColor(0f, 0.6f, 1f, 1f)
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
val forwardX = sin(player.yaw)
val forwardZ = cos(player.yaw)
// if (glfwGetKey(Game.window!!, GLFW_KEY_W) == GLFW_PRESS) {
// player.position.x-=forwardX*deltaTime*10
// player.position.z-=forwardZ*deltaTime*10
// }
if (glfwGetKey(Game.window!!, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
player.position.y -= deltaTime * 10
}
camera = player.getCamera(deltaTickTime)
val view = getCameraMatrix(camera.position, camera.pitch, camera.yaw, camera.roll)
val viewBuffer = FloatArray(16)
view.get(viewBuffer)
glUniformMatrix4fv(Game.viewLoc, false, viewBuffer)
val centerChunk = Vector2i(
(player.position.x / ChunkSection.LENGTH).toInt(),
(player.position.z / ChunkSection.LENGTH).toInt()
)
val renderDistance = Settings.get(SettingKey.RENDERDISTANCE, 12)!!
for (dx in -renderDistance - 1..renderDistance) {
for (dz in -renderDistance - 1..renderDistance) {
val chunk = getChunk(centerChunk.x + dx, centerChunk.y + dz)
chunk?.render(deltaTickTime)
}
}
window?.let { window ->
glfwSwapBuffers(window)
glfwPollEvents()
}
}
fun tick() {
player.tick()
}
}
@@ -0,0 +1,67 @@
package dev.wbell.buildtopia.app.game.session.world.chunk.Block
// @formatter:off
fun addFace(vertices: MutableList<Float>, x: Int, y: Int, z: Int, cubeScale: Float, face: String) {
val half = cubeScale / 2f
when(face) {
"front" -> vertices.addAll(listOf(
x - half, y - half, z + half, 0f, 1f, // bottom-left
x + half, y - half, z + half, 1f, 1f, // bottom-right
x + half, y + half, z + half, 1f, 0f, // top-right
x + half, y + half, z + half, 1f, 0f,
x - half, y + half, z + half, 0f, 0f, // top-left
x - half, y - half, z + half, 0f, 1f
))
"back" -> vertices.addAll(listOf(
x - half, y - half, z - half, 1f, 1f,
x + half, y - half, z - half, 0f, 1f,
x + half, y + half, z - half, 0f, 0f,
x + half, y + half, z - half, 0f, 0f,
x - half, y + half, z - half, 1f, 0f,
x - half, y - half, z - half, 1f, 1f
))
"left" -> vertices.addAll(listOf(
x - half, y - half, z - half, 0f, 1f,
x - half, y - half, z + half, 1f, 1f,
x - half, y + half, z + half, 1f, 0f,
x - half, y + half, z + half, 1f, 0f,
x - half, y + half, z - half, 0f, 0f,
x - half, y - half, z - half, 0f, 1f
))
"right" -> vertices.addAll(listOf(
x + half, y - half, z - half, 1f, 1f,
x + half, y - half, z + half, 0f, 1f,
x + half, y + half, z + half, 0f, 0f,
x + half, y + half, z + half, 0f, 0f,
x + half, y + half, z - half, 1f, 0f,
x + half, y - half, z - half, 1f, 1f
))
"top" -> vertices.addAll(listOf(
x - half, y + half, z - half, 0f, 0f,
x - half, y + half, z + half, 0f, 1f,
x + half, y + half, z + half, 1f, 1f,
x + half, y + half, z + half, 1f, 1f,
x + half, y + half, z - half, 1f, 0f,
x - half, y + half, z - half, 0f, 0f
))
"bottom" -> vertices.addAll(listOf(
x - half, y - half, z - half, 1f, 0f,
x - half, y - half, z + half, 1f, 1f,
x + half, y - half, z + half, 0f, 1f,
x + half, y - half, z + half, 0f, 1f,
x + half, y - half, z - half, 0f, 0f,
x - half, y - half, z - half, 1f, 0f
))
}
}
// @formatter:on
class Block {
}
@@ -0,0 +1,201 @@
package dev.wbell.buildtopia.app.game.session.world.chunk
import dev.wbell.buildtopia.app.game.Game
import dev.wbell.buildtopia.app.game.session.world.World
import dev.wbell.buildtopia.app.game.session.world.chunk.Block.Block
import dev.wbell.buildtopia.app.game.session.world.chunk.Block.addFace
import dev.wbell.buildtopia.app.game.session.world.floorDiv
import dev.wbell.buildtopia.app.game.session.world.floorMod
import jogamp.common.os.elf.Section
import org.joml.Matrix4d
import org.joml.Matrix4f
import org.joml.Vector2d
import org.joml.Vector2i
import org.joml.Vector3d
import org.joml.Vector3f
import org.lwjgl.opengl.ARBVertexArrayObject.glBindVertexArray
import org.lwjgl.opengl.ARBVertexArrayObject.glGenVertexArrays
import org.lwjgl.opengl.GL11.GL_FLOAT
import org.lwjgl.opengl.GL15.GL_ARRAY_BUFFER
import org.lwjgl.opengl.GL15.GL_STATIC_DRAW
import org.lwjgl.opengl.GL15.glBindBuffer
import org.lwjgl.opengl.GL15.glBufferData
import org.lwjgl.opengl.GL15.glGenBuffers
import org.lwjgl.opengl.GL20.glEnableVertexAttribArray
import org.lwjgl.opengl.GL20.glVertexAttribPointer
import org.lwjgl.opengl.GL30.*
interface BlockAccessor {
operator fun get(x: Int, y: Int, z: Int): Block?
operator fun set(x: Int, y: Int, z: Int, value: Block?)
}
class ChunkSection(val blockData: Array<Block?>, val chunk: Chunk, val index: Int) {
companion object {
const val LENGTH = 16
const val SIZE = LENGTH * LENGTH * LENGTH
}
val blocks = object : BlockAccessor {
override operator fun get(x: Int, y: Int, z: Int): Block? {
val index = x + z * LENGTH + y * LENGTH * LENGTH
if ((x !in 0..<LENGTH) || (z !in 0..<LENGTH) || (y !in 0..<LENGTH)) return null
return blockData[index]
}
override operator fun set(x: Int, y: Int, z: Int, value: Block?) {
val index = x + z * LENGTH + y * LENGTH * LENGTH
if (index < 0 || index >= blockData.size) return
blockData[index] = value
if (x == 0) chunk.world.getChunk(chunk.coords.x - 1, chunk.coords.y)?.updateChunk = true
if (x == LENGTH - 1) chunk.world.getChunk(chunk.coords.x + 1, chunk.coords.y)?.updateChunk = true
if (z == 0) chunk.world.getChunk(chunk.coords.x, chunk.coords.y - 1)?.updateChunk = true
if (z == LENGTH - 1) chunk.world.getChunk(chunk.coords.x, chunk.coords.y + 1)?.updateChunk = true
}
}
fun setVertices(vertices: MutableList<Float>) {
for (x in 0..<LENGTH) {
for (sectionY in 0..<LENGTH) {
val y = sectionY + LENGTH * index - chunk.ySectionsOffset * LENGTH
for (z in 0..<LENGTH) {
if (blocks[x, sectionY, z] == null) continue;
val worldX = x + chunk.coords.x * LENGTH
val worldZ = z + chunk.coords.y * LENGTH
if (chunk.world.blocks[worldX, y + 1, worldZ] == null) addFace(vertices, x, y, z, 1f, "top")
if (chunk.world.blocks[worldX, y - 1, worldZ] == null) addFace(vertices, x, y, z, 1f, "bottom")
if (chunk.world.blocks[worldX + 1, y, worldZ] == null) addFace(vertices, x, y, z, 1f, "right")
if (chunk.world.blocks[worldX - 1, y, worldZ] == null) addFace(vertices, x, y, z, 1f, "left")
if (chunk.world.blocks[worldX, y, worldZ + 1] == null) addFace(vertices, x, y, z, 1f, "front")
if (chunk.world.blocks[worldX, y, worldZ - 1] == null) addFace(vertices, x, y, z, 1f, "back")
}
}
}
}
}
class Chunk(
val world: World,
val coords: Vector2i,
val numberOfSections: Int,
val ySectionsOffset: Int,
val blockData: Array<Block?>
) {
private val sections: Array<ChunkSection> = Array(numberOfSections) { sectionIndex ->
ChunkSection(Array(ChunkSection.SIZE) { i ->
val x = i % ChunkSection.LENGTH
val z = (i / ChunkSection.LENGTH) % ChunkSection.LENGTH
val y = (i / (ChunkSection.LENGTH * ChunkSection.LENGTH)) + sectionIndex * ChunkSection.LENGTH
blockData[x + z * ChunkSection.LENGTH + y * ChunkSection.LENGTH * ChunkSection.LENGTH]
}, this, sectionIndex)
}
val blocks = object : BlockAccessor {
override operator fun get(x: Int, y: Int, z: Int): Block? {
val sectionIndex = floorDiv((y + ySectionsOffset * ChunkSection.LENGTH), ChunkSection.LENGTH)
if (sectionIndex !in 0..<numberOfSections) return null
return sections[sectionIndex].blocks[x, floorMod(y, ChunkSection.LENGTH), z]
}
override operator fun set(x: Int, y: Int, z: Int, value: Block?) {
val sectionIndex = floorDiv((y - ySectionsOffset * ChunkSection.LENGTH), ChunkSection.LENGTH)
if (sectionIndex !in 0..<numberOfSections) return
sections[sectionIndex].blocks[x, floorMod(y, ChunkSection.LENGTH), z] = value
}
}
private var meshExists: Boolean = false
var vao: Int = 0
var vaoSize: Int = 0
var vbo: Int = 0
var updateChunk: Boolean = true
var verticesForUpload:MutableList<Float>? = null
fun renderMesh() {
verticesForUpload = mutableListOf<Float>()
for (i in 0..<numberOfSections) {
sections[i].setVertices(verticesForUpload!!)
}
updateChunk = false
// if (meshExists) {
// glDeleteBuffers(vbo)
// glDeleteVertexArrays(vao)
// }
// vao = glGenVertexArrays()
// vbo = glGenBuffers()
// glBindVertexArray(vao)
// glBindBuffer(GL_ARRAY_BUFFER, vbo)
// glBufferData(GL_ARRAY_BUFFER, vertices.toFloatArray(), GL_STATIC_DRAW)
//
// val stride = 5 * 4 // 5 floats * 4 bytes
// glVertexAttribPointer(0, 3, GL_FLOAT, false, stride, 0) // position
// glEnableVertexAttribArray(0)
// glVertexAttribPointer(1, 2, GL_FLOAT, false, stride, 3 * 4) // tex coords
// glEnableVertexAttribArray(1)
//
// glBindBuffer(GL_ARRAY_BUFFER, 0)
// glBindVertexArray(0)
//
// vaoSize = vertices.size;
// meshExists = true
}
fun uploadChunkMesh() {
if (meshExists) {
glDeleteBuffers(vbo)
glDeleteVertexArrays(vao)
}
this.vao = glGenVertexArrays()
this.vbo = glGenBuffers()
glBindVertexArray(vao)
glBindBuffer(GL_ARRAY_BUFFER, vbo)
glBufferData(GL_ARRAY_BUFFER, verticesForUpload!!.toFloatArray(), GL_STATIC_DRAW)
val stride = 5 * 4 // 5 floats * 4 bytes
glVertexAttribPointer(0, 3, GL_FLOAT, false, stride, 0) // position
glEnableVertexAttribArray(0)
glVertexAttribPointer(1, 2, GL_FLOAT, false, stride, 3 * 4) // tex coords
glEnableVertexAttribArray(1)
glBindBuffer(GL_ARRAY_BUFFER, 0)
glBindVertexArray(0)
this.vaoSize = verticesForUpload!!.size;
meshExists = true
verticesForUpload = null
}
fun render(deltaTime: Double) {
// Upload to VBO/VAO
if (meshExists) {
// Draw the grid
val vertexCount = vaoSize / 5
// Normal cube
glBindTexture(GL_TEXTURE_2D, Game.textureId)
glUniform1i(glGetUniformLocation(Game.shaderProgram, "texture1"), 0)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
val model = Matrix4f().identity().translate(
Vector3f(
(coords.x * ChunkSection.LENGTH).toFloat(),
-(ChunkSection.LENGTH * ySectionsOffset).toFloat(),
(coords.y * ChunkSection.LENGTH).toFloat()
)
) // adjust position/scale if needed
val modelBuffer = FloatArray(16)
model.get(modelBuffer)
glUniformMatrix4fv(Game.modelLoc, false, modelBuffer)
glBindVertexArray(vao)
glDrawArrays(GL_TRIANGLES, 0, vertexCount)
glBindVertexArray(0)
}
}
fun unload() {}
}
@@ -0,0 +1,76 @@
package dev.wbell.buildtopia.app.game.session.world.player
import dev.wbell.buildtopia.app.game.Game
import dev.wbell.buildtopia.app.game.camera.Camera
import dev.wbell.buildtopia.app.game.session.world.World
import org.joml.Vector2d
import org.joml.Vector3d
import org.lwjgl.glfw.GLFW.*
import org.lwjgl.glfw.GLFW.glfwGetKey
import kotlin.math.cos
import kotlin.math.pow
import kotlin.math.sin
class Player(val position: Vector3d, var pitch: Double, var yaw: Double) {
var world: World? = null
val velocity = Vector3d(0.0, 0.0, 0.0)
private var isOnGround = false
// Store last and current positions for interpolation
private val lastPosition = Vector3d(position)
fun tick() {
lastPosition.set(position)
val blockUnderneath = world!!.blocks[position.x.toInt(),position.y.toInt()-2,position.z.toInt()]
isOnGround = position.y + velocity.y <= 4
velocity.y -= 0.08
if (position.y + velocity.y <= 4) {
position.y = 4.0
velocity.y = 0.0
}
if (isOnGround&&glfwGetKey(Game.window!!, GLFW_KEY_SPACE) == GLFW_PRESS) {
velocity.y = 0.42
}
val slipperiness = if (isOnGround) 0.6 else 1.0
val forward = Vector2d(-sin(yaw), -cos(yaw))
val left = Vector2d(-cos(yaw), sin(yaw))
val movement = Vector2d(0.0,0.0)
if (glfwGetKey(Game.window!!, GLFW_KEY_W) == GLFW_PRESS) {
movement.x=1.0
}
if (glfwGetKey(Game.window!!, GLFW_KEY_S) == GLFW_PRESS) {
movement.x=-1.0
}
if (glfwGetKey(Game.window!!, GLFW_KEY_A) == GLFW_PRESS) {
movement.y=1.0
}
if (glfwGetKey(Game.window!!, GLFW_KEY_D) == GLFW_PRESS) {
movement.y=-1.0
}
if (movement.lengthSquared() != 0.0) {
movement.normalize()
}
movement.mul(0.1)
if (glfwGetKey(Game.window!!, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) {
movement.mul(1.3)
}
velocity.x = velocity.x*slipperiness*0.91+movement.x*(0.6/slipperiness).pow(3)*forward.x+movement.y*(0.6/slipperiness).pow(3)*left.x
velocity.z = velocity.z*slipperiness*0.91+movement.x*(0.6/slipperiness).pow(3)*forward.y+movement.y*(0.6/slipperiness).pow(3)*left.y
position.add(velocity)
}
fun getCamera(alpha: Double): Camera {
val interpPos = Vector3d(
lerp(lastPosition.x, position.x, alpha),
lerp(lastPosition.y, position.y, alpha),
lerp(lastPosition.z, position.z, alpha)
)
return Camera(interpPos.add(0.0, 1.0, 0.0), pitch, yaw, 0.0)
}
private fun lerp(a: Double, b: Double, t: Double): Double {
return a + (b - a) * t
}
}
@@ -0,0 +1,22 @@
package dev.wbell.buildtopia.app.game.settings
// Define keys + their types
// Each setting key has its own type parameter
sealed class SettingKey<T>(val key: String) {
object FOV : SettingKey<Int>("fov")
object RENDERDISTANCE : SettingKey<Int>("render_distance")
}
object Settings {
private val data = mutableMapOf<SettingKey<*>, Any>()
fun <T : Any> set(key: SettingKey<T>, value: T) {
data[key] = value
}
@Suppress("UNCHECKED_CAST")
fun <T : Any> get(key: SettingKey<T>, defaultValue: T? = null): T? {
val value = data[key]
return if (value != null) value as T else defaultValue
}
}
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