diff --git a/assets/sprites/textures/break_0.png b/assets/sprites/textures/break_0.png index 3deef5c..09fe5a6 100644 Binary files a/assets/sprites/textures/break_0.png and b/assets/sprites/textures/break_0.png differ diff --git a/assets/sprites/textures/break_1.png b/assets/sprites/textures/break_1.png index 1c80fac..4df4583 100644 Binary files a/assets/sprites/textures/break_1.png and b/assets/sprites/textures/break_1.png differ diff --git a/assets/sprites/textures/break_2.png b/assets/sprites/textures/break_2.png index fd4a8af..cc9eecb 100644 Binary files a/assets/sprites/textures/break_2.png and b/assets/sprites/textures/break_2.png differ diff --git a/assets/sprites/textures/break_3.png b/assets/sprites/textures/break_3.png index 098d684..4ff09d3 100644 Binary files a/assets/sprites/textures/break_3.png and b/assets/sprites/textures/break_3.png differ diff --git a/assets/sprites/textures/break_4.png b/assets/sprites/textures/break_4.png new file mode 100644 index 0000000..227f802 Binary files /dev/null and b/assets/sprites/textures/break_4.png differ diff --git a/assets/sprites/textures/break_5.png b/assets/sprites/textures/break_5.png new file mode 100644 index 0000000..2ded954 Binary files /dev/null and b/assets/sprites/textures/break_5.png differ diff --git a/assets/sprites/textures/break_6.png b/assets/sprites/textures/break_6.png new file mode 100644 index 0000000..d3d97db Binary files /dev/null and b/assets/sprites/textures/break_6.png differ diff --git a/assets/sprites/textures/break_7.png b/assets/sprites/textures/break_7.png new file mode 100644 index 0000000..cfae4ef Binary files /dev/null and b/assets/sprites/textures/break_7.png differ diff --git a/assets/sprites/textures/break_8.png b/assets/sprites/textures/break_8.png new file mode 100644 index 0000000..098d684 Binary files /dev/null and b/assets/sprites/textures/break_8.png differ diff --git a/client/player.ts b/client/player.ts index 14e84d7..3938b13 100644 --- a/client/player.ts +++ b/client/player.ts @@ -13,7 +13,7 @@ export class PlayerComponent extends Component { screens: GuiScreen[] = []; render_distance = 6; - breaking_block = false; + breaking_block?: { x: number; y: number; z: number }; break_progress = 0; break_progress_max = 0; diff --git a/client/renderer/models.ts b/client/renderer/models.ts index b118863..ed5f647 100644 --- a/client/renderer/models.ts +++ b/client/renderer/models.ts @@ -1,36 +1,9 @@ +import { push_vertex } from "./core.ts"; import type { Texture } from "./types.ts"; const pad = 0.5; -function push_vertex( - vertices: Float32Array, - i: number, - px: number, - py: number, - pz: number, - u: number, - v: number, - r: number, - g: number, - b: number, - a: number, -) { - vertices[i++] = px; - vertices[i++] = py; - vertices[i++] = pz; - vertices[i++] = u; - vertices[i++] = v; - vertices[i++] = r; - vertices[i++] = g; - vertices[i++] = b; - vertices[i++] = a; - - return i; -} - export function push_front_face( - vertices: Float32Array, - i: number, texture: Texture, x: number, y: number, @@ -53,20 +26,16 @@ export function push_front_face( const u1 = (sx + sw - pad) / texture.width; const v1 = (sy + sh - pad) / texture.height; - i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a); - i = push_vertex(vertices, i, x2, y, z2, u1, v1, r, g, b, a); - i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a); + push_vertex(x, y, z2, u0, v1, r, g, b, a); + push_vertex(x2, y, z2, u1, v1, r, g, b, a); + push_vertex(x2, y2, z2, u1, v0, r, g, b, a); - i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a); - i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a); - i = push_vertex(vertices, i, x, y2, z2, u0, v0, r, g, b, a); - - return i; + push_vertex(x, y, z2, u0, v1, r, g, b, a); + push_vertex(x2, y2, z2, u1, v0, r, g, b, a); + push_vertex(x, y2, z2, u0, v0, r, g, b, a); } export function push_back_face( - vertices: Float32Array, - i: number, texture: Texture, x: number, y: number, @@ -88,20 +57,16 @@ export function push_back_face( const u1 = (sx + sw - pad) / texture.width; const v1 = (sy + sh - pad) / texture.height; - i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a); - i = push_vertex(vertices, i, x, y, z, u1, v1, r, g, b, a); - i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a); + push_vertex(x2, y, z, u0, v1, r, g, b, a); + push_vertex(x, y, z, u1, v1, r, g, b, a); + push_vertex(x, y2, z, u1, v0, r, g, b, a); - i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a); - i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a); - i = push_vertex(vertices, i, x2, y2, z, u0, v0, r, g, b, a); - - return i; + push_vertex(x2, y, z, u0, v1, r, g, b, a); + push_vertex(x, y2, z, u1, v0, r, g, b, a); + push_vertex(x2, y2, z, u0, v0, r, g, b, a); } export function push_left_face( - vertices: Float32Array, - i: number, texture: Texture, x: number, y: number, @@ -123,20 +88,16 @@ export function push_left_face( const u1 = (sx + sw - pad) / texture.width; const v1 = (sy + sh - pad) / texture.height; - i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); - i = push_vertex(vertices, i, x, y, z2, u1, v1, r, g, b, a); - i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a); + push_vertex(x, y, z, u0, v1, r, g, b, a); + push_vertex(x, y, z2, u1, v1, r, g, b, a); + push_vertex(x, y2, z2, u1, v0, r, g, b, a); - i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); - i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a); - i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a); - - return i; + push_vertex(x, y, z, u0, v1, r, g, b, a); + push_vertex(x, y2, z2, u1, v0, r, g, b, a); + push_vertex(x, y2, z, u0, v0, r, g, b, a); } export function push_right_face( - vertices: Float32Array, - i: number, texture: Texture, x: number, y: number, @@ -159,20 +120,16 @@ export function push_right_face( const u1 = (sx + sw - pad) / texture.width; const v1 = (sy + sh - pad) / texture.height; - i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a); - i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a); - i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a); + push_vertex(x2, y, z2, u0, v1, r, g, b, a); + push_vertex(x2, y, z, u1, v1, r, g, b, a); + push_vertex(x2, y2, z, u1, v0, r, g, b, a); - i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a); - i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a); - i = push_vertex(vertices, i, x2, y2, z2, u0, v0, r, g, b, a); - - return i; + push_vertex(x2, y, z2, u0, v1, r, g, b, a); + push_vertex(x2, y2, z, u1, v0, r, g, b, a); + push_vertex(x2, y2, z2, u0, v0, r, g, b, a); } export function push_top_face( - vertices: Float32Array, - i: number, texture: Texture, x: number, y: number, @@ -195,20 +152,16 @@ export function push_top_face( const u1 = (sx + sw - pad) / texture.width; const v1 = (sy + sh - pad) / texture.height; - i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a); - i = push_vertex(vertices, i, x2, y2, z2, u1, v1, r, g, b, a); - i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a); + push_vertex(x, y2, z2, u0, v1, r, g, b, a); + push_vertex(x2, y2, z2, u1, v1, r, g, b, a); + push_vertex(x2, y2, z, u1, v0, r, g, b, a); - i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a); - i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a); - i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a); - - return i; + push_vertex(x, y2, z2, u0, v1, r, g, b, a); + push_vertex(x2, y2, z, u1, v0, r, g, b, a); + push_vertex(x, y2, z, u0, v0, r, g, b, a); } export function push_bottom_face( - vertices: Float32Array, - i: number, texture: Texture, x: number, y: number, @@ -230,13 +183,11 @@ export function push_bottom_face( const u1 = (sx + sw - pad) / texture.width; const v1 = (sy + sh - pad) / texture.height; - i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); - i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a); - i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a); + push_vertex(x, y, z, u0, v1, r, g, b, a); + push_vertex(x2, y, z, u1, v1, r, g, b, a); + push_vertex(x2, y, z2, u1, v0, r, g, b, a); - i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); - i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a); - i = push_vertex(vertices, i, x, y, z2, u0, v0, r, g, b, a); - - return i; + push_vertex(x, y, z, u0, v1, r, g, b, a); + push_vertex(x2, y, z2, u1, v0, r, g, b, a); + push_vertex(x, y, z2, u0, v0, r, g, b, a); } diff --git a/client/systems/player_controls.ts b/client/systems/player_controls.ts index f698502..19c1335 100644 --- a/client/systems/player_controls.ts +++ b/client/systems/player_controls.ts @@ -111,9 +111,9 @@ export class PlayerControlsSystem extends System { InputManager.set_mouse_grabbed(player_component.screens.length === 0); if (InputManager.is_mouse_down(0) && player_component.screens.length === 0) { - player_component.breaking_block = true; + player_component.breaking_block = { x: 0, y: 9999, z: 0 }; } else { - player_component.breaking_block = false; + player_component.breaking_block = undefined; player_component.break_progress_max = 0; player_component.break_progress = 0; } @@ -123,6 +123,7 @@ export class PlayerControlsSystem extends System { if (block && player_component.screens.length === 0) { const block_info = EverythingRegistry.get_by_id("blocks", block.block)!; if (player_component.breaking_block) { + player_component.breaking_block = { x: block.x, y: block.y, z: block.z }; player_component.break_progress_max = block_info.toughness ?? 9999; player_component.break_progress += delta; if (player_component.break_progress >= player_component.break_progress_max) { diff --git a/client/systems/render_system.ts b/client/systems/render_system.ts index 60c4856..233e418 100644 --- a/client/systems/render_system.ts +++ b/client/systems/render_system.ts @@ -7,7 +7,7 @@ import { Camera } from "$/client/components/camera.ts"; import { render_animated_sprite, render_sprite } from "./rendering/sprites.ts"; import { render_dimension } from "./rendering/dimension.ts"; -import { render_player_crosshair, render_player_hotbar } from "./rendering/player.ts"; +import { render_player_breaking, render_player_crosshair, render_player_hotbar } from "./rendering/player.ts"; import { PlayerComponent } from "../player.ts"; import { begin_mode_3d, end_mode_3d } from "../renderer/core.ts"; @@ -32,6 +32,11 @@ export class RenderSystem extends System { if (dimension) { render_dimension(dimension, camera); } + + const player_component = entity.get(PlayerComponent); + if (player_component) { + render_player_breaking(player_component); + } } end_mode_3d(); diff --git a/client/systems/rendering/player.ts b/client/systems/rendering/player.ts index aa8b3e8..d15a34f 100644 --- a/client/systems/rendering/player.ts +++ b/client/systems/rendering/player.ts @@ -1,9 +1,20 @@ -import { SLOT_SIZE } from "$/common/constants.ts"; +import { SLOT_SIZE, TEXTURE_SIZE } from "$/common/constants.ts"; import { AssetManager } from "$/client/assets.ts"; import { PlayerInventory } from "../../inventory.ts"; import { draw_item, draw_nine_slice } from "./render_utils.ts"; -import { canvas, draw_rect_stroke, push_back_face, Texture } from "$/client/renderer/mod.ts"; +import { + canvas, + draw_rect_stroke, + push_back_face, + push_bottom_face, + push_front_face, + push_left_face, + push_right_face, + push_top_face, + Texture, +} from "$/client/renderer/mod.ts"; import { PlayerComponent } from "../../player.ts"; +import { get_sprite_region } from "../../../common/utils.ts"; const PADDING = 10; @@ -68,3 +79,42 @@ export function render_player_crosshair() { [0, 0, 0, 0.6], ); } + +const FACE_FUNCTIONS = [ + push_back_face, + push_bottom_face, + push_front_face, + push_left_face, + push_right_face, + push_top_face, +]; +export function render_player_breaking(player_component: PlayerComponent) { + const block = player_component.breaking_block; + if (block) { + const tex = AssetManager.instance.get("bworld:textures"); + + const progress = Math.max( + 0, + Math.min(1, player_component.break_progress / player_component.break_progress_max), + ); + const break_sprite = Math.round(progress * 8); + + if (Number.isNaN(break_sprite)) { + return; + } + const region = get_sprite_region(`bworld:break_${break_sprite}`); + + for (const fn of FACE_FUNCTIONS) { + fn( + tex, + block.x, + block.y, + block.z, + region.x * TEXTURE_SIZE, + region.y * TEXTURE_SIZE, + TEXTURE_SIZE, + TEXTURE_SIZE, + ); + } + } +} diff --git a/client/workers/chunk_mesh_worker.ts b/client/workers/chunk_mesh_worker.ts index 261f822..f935844 100644 --- a/client/workers/chunk_mesh_worker.ts +++ b/client/workers/chunk_mesh_worker.ts @@ -2,16 +2,249 @@ import type { BlockRegistry } from "$/common/everything_registry.ts"; import type { SpriteRegion } from "$/common/constants.ts"; -import { - push_back_face, - push_bottom_face, - push_front_face, - push_left_face, - push_right_face, - push_top_face, -} from "../renderer/models.ts"; import type { Texture } from "../renderer/types.ts"; +const pad = 0.5; + +function push_vertex( + vertices: Float32Array, + i: number, + px: number, + py: number, + pz: number, + u: number, + v: number, + r: number, + g: number, + b: number, + a: number, +) { + vertices[i++] = px; + vertices[i++] = py; + vertices[i++] = pz; + vertices[i++] = u; + vertices[i++] = v; + vertices[i++] = r; + vertices[i++] = g; + vertices[i++] = b; + vertices[i++] = a; + + return i; +} + +export function push_front_face( + vertices: Float32Array, + i: number, + texture: Texture, + x: number, + y: number, + z: number, + sx: number, + sy: number, + sw: number, + sh: number, + r = 1, + g = 1, + b = 1, + a = 1, +) { + const x2 = x + 1; + const y2 = y + 1; + const z2 = z + 1; + + const u0 = (sx + pad) / texture.width; + const v0 = (sy + pad) / texture.height; + const u1 = (sx + sw - pad) / texture.width; + const v1 = (sy + sh - pad) / texture.height; + + i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a); + i = push_vertex(vertices, i, x2, y, z2, u1, v1, r, g, b, a); + i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a); + + i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a); + i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a); + i = push_vertex(vertices, i, x, y2, z2, u0, v0, r, g, b, a); + + return i; +} + +export function push_back_face( + vertices: Float32Array, + i: number, + texture: Texture, + x: number, + y: number, + z: number, + sx: number, + sy: number, + sw: number, + sh: number, + r = 1, + g = 1, + b = 1, + a = 1, +) { + const x2 = x + 1; + const y2 = y + 1; + + const u0 = (sx + pad) / texture.width; + const v0 = (sy + pad) / texture.height; + const u1 = (sx + sw - pad) / texture.width; + const v1 = (sy + sh - pad) / texture.height; + + i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a); + i = push_vertex(vertices, i, x, y, z, u1, v1, r, g, b, a); + i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a); + + i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a); + i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a); + i = push_vertex(vertices, i, x2, y2, z, u0, v0, r, g, b, a); + + return i; +} + +export function push_left_face( + vertices: Float32Array, + i: number, + texture: Texture, + x: number, + y: number, + z: number, + sx: number, + sy: number, + sw: number, + sh: number, + r = 1, + g = 1, + b = 1, + a = 1, +) { + const y2 = y + 1; + const z2 = z + 1; + + const u0 = (sx + pad) / texture.width; + const v0 = (sy + pad) / texture.height; + const u1 = (sx + sw - pad) / texture.width; + const v1 = (sy + sh - pad) / texture.height; + + i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); + i = push_vertex(vertices, i, x, y, z2, u1, v1, r, g, b, a); + i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a); + + i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); + i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a); + i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a); + + return i; +} + +export function push_right_face( + vertices: Float32Array, + i: number, + texture: Texture, + x: number, + y: number, + z: number, + sx: number, + sy: number, + sw: number, + sh: number, + r = 1, + g = 1, + b = 1, + a = 1, +) { + const x2 = x + 1; + const y2 = y + 1; + const z2 = z + 1; + + const u0 = (sx + pad) / texture.width; + const v0 = (sy + pad) / texture.height; + const u1 = (sx + sw - pad) / texture.width; + const v1 = (sy + sh - pad) / texture.height; + + i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a); + i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a); + i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a); + + i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a); + i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a); + i = push_vertex(vertices, i, x2, y2, z2, u0, v0, r, g, b, a); + + return i; +} + +export function push_top_face( + vertices: Float32Array, + i: number, + texture: Texture, + x: number, + y: number, + z: number, + sx: number, + sy: number, + sw: number, + sh: number, + r = 1, + g = 1, + b = 1, + a = 1, +) { + const x2 = x + 1; + const z2 = z + 1; + const y2 = y + 1; + + const u0 = (sx + pad) / texture.width; + const v0 = (sy + pad) / texture.height; + const u1 = (sx + sw - pad) / texture.width; + const v1 = (sy + sh - pad) / texture.height; + + i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a); + i = push_vertex(vertices, i, x2, y2, z2, u1, v1, r, g, b, a); + i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a); + + i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a); + i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a); + i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a); + + return i; +} + +export function push_bottom_face( + vertices: Float32Array, + i: number, + texture: Texture, + x: number, + y: number, + z: number, + sx: number, + sy: number, + sw: number, + sh: number, + r = 1, + g = 1, + b = 1, + a = 1, +) { + const x2 = x + 1; + const z2 = z + 1; + + const u0 = (sx + pad) / texture.width; + const v0 = (sy + pad) / texture.height; + const u1 = (sx + sw - pad) / texture.width; + const v1 = (sy + sh - pad) / texture.height; + + i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); + i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a); + i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a); + + i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); + i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a); + i = push_vertex(vertices, i, x, y, z2, u0, v0, r, g, b, a); + + return i; +} + type TexturesInfo = Record; const CHUNK_SIZE = 16;