Visuak break progress !

This commit is contained in:
2026-03-30 14:41:18 -03:00
parent 43b00b556e
commit d9206b0488
15 changed files with 340 additions and 100 deletions
+3 -2
View File
@@ -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<BlockRegistry>("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) {
+6 -1
View File
@@ -7,7 +7,7 @@ import { Camera } from "$/client/components/camera.ts";
import { render_animated_sprite, render_sprite } from "./rendering/sprites.ts";
import { render_dimension } from "./rendering/dimension.ts";
import { render_player_crosshair, render_player_hotbar } from "./rendering/player.ts";
import { render_player_breaking, render_player_crosshair, render_player_hotbar } from "./rendering/player.ts";
import { PlayerComponent } from "../player.ts";
import { begin_mode_3d, end_mode_3d } from "../renderer/core.ts";
@@ -32,6 +32,11 @@ export class RenderSystem extends System {
if (dimension) {
render_dimension(dimension, camera);
}
const player_component = entity.get(PlayerComponent);
if (player_component) {
render_player_breaking(player_component);
}
}
end_mode_3d();
+52 -2
View File
@@ -1,9 +1,20 @@
import { SLOT_SIZE } from "$/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<Texture>("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,
);
}
}
}