Visuak break progress !
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Before Width: | Height: | Size: 138 B After Width: | Height: | Size: 87 B |
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Before Width: | Height: | Size: 156 B After Width: | Height: | Size: 103 B |
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Before Width: | Height: | Size: 174 B After Width: | Height: | Size: 139 B |
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Before Width: | Height: | Size: 206 B After Width: | Height: | Size: 148 B |
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After Width: | Height: | Size: 159 B |
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After Width: | Height: | Size: 166 B |
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After Width: | Height: | Size: 180 B |
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After Width: | Height: | Size: 188 B |
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After Width: | Height: | Size: 206 B |
@@ -13,7 +13,7 @@ export class PlayerComponent extends Component {
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|||||||
screens: GuiScreen[] = [];
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screens: GuiScreen[] = [];
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render_distance = 6;
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render_distance = 6;
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breaking_block = false;
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breaking_block?: { x: number; y: number; z: number };
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||||||
break_progress = 0;
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break_progress = 0;
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break_progress_max = 0;
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break_progress_max = 0;
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@@ -1,36 +1,9 @@
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import { push_vertex } from "./core.ts";
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||||||
import type { Texture } from "./types.ts";
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import type { Texture } from "./types.ts";
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||||||
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||||||
const pad = 0.5;
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const pad = 0.5;
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||||||
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||||||
function push_vertex(
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|
||||||
vertices: Float32Array,
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||||||
i: number,
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||||||
px: number,
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||||||
py: number,
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pz: number,
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u: number,
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v: number,
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r: number,
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g: number,
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b: number,
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||||||
a: number,
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) {
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||||||
vertices[i++] = px;
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vertices[i++] = py;
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||||||
vertices[i++] = pz;
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vertices[i++] = u;
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||||||
vertices[i++] = v;
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||||||
vertices[i++] = r;
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vertices[i++] = g;
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vertices[i++] = b;
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vertices[i++] = a;
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return i;
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||||||
}
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||||||
export function push_front_face(
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export function push_front_face(
|
||||||
vertices: Float32Array,
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|
||||||
i: number,
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||||||
texture: Texture,
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texture: Texture,
|
||||||
x: number,
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x: number,
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||||||
y: number,
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y: number,
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||||||
@@ -53,20 +26,16 @@ export function push_front_face(
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const u1 = (sx + sw - pad) / texture.width;
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const u1 = (sx + sw - pad) / texture.width;
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const v1 = (sy + sh - pad) / texture.height;
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const v1 = (sy + sh - pad) / texture.height;
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i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a);
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push_vertex(x, y, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z2, u1, v1, r, g, b, a);
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push_vertex(x2, y, z2, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a);
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push_vertex(x2, y2, z2, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a);
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push_vertex(x, y, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a);
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push_vertex(x2, y2, z2, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z2, u0, v0, r, g, b, a);
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push_vertex(x, y2, z2, u0, v0, r, g, b, a);
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return i;
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|
||||||
}
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}
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export function push_back_face(
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export function push_back_face(
|
||||||
vertices: Float32Array,
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|
||||||
i: number,
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|
||||||
texture: Texture,
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texture: Texture,
|
||||||
x: number,
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x: number,
|
||||||
y: number,
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y: number,
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||||||
@@ -88,20 +57,16 @@ export function push_back_face(
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const u1 = (sx + sw - pad) / texture.width;
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const u1 = (sx + sw - pad) / texture.width;
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const v1 = (sy + sh - pad) / texture.height;
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const v1 = (sy + sh - pad) / texture.height;
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||||||
i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a);
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push_vertex(x2, y, z, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y, z, u1, v1, r, g, b, a);
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push_vertex(x, y, z, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a);
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push_vertex(x, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a);
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push_vertex(x2, y, z, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a);
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push_vertex(x, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u0, v0, r, g, b, a);
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push_vertex(x2, y2, z, u0, v0, r, g, b, a);
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return i;
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}
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}
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export function push_left_face(
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export function push_left_face(
|
||||||
vertices: Float32Array,
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i: number,
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||||||
texture: Texture,
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texture: Texture,
|
||||||
x: number,
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x: number,
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y: number,
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y: number,
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@@ -123,20 +88,16 @@ export function push_left_face(
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const u1 = (sx + sw - pad) / texture.width;
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const u1 = (sx + sw - pad) / texture.width;
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const v1 = (sy + sh - pad) / texture.height;
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const v1 = (sy + sh - pad) / texture.height;
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i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
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push_vertex(x, y, z, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y, z2, u1, v1, r, g, b, a);
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push_vertex(x, y, z2, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a);
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push_vertex(x, y2, z2, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
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push_vertex(x, y, z, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a);
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push_vertex(x, y2, z2, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a);
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push_vertex(x, y2, z, u0, v0, r, g, b, a);
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return i;
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}
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}
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export function push_right_face(
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export function push_right_face(
|
||||||
vertices: Float32Array,
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i: number,
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|
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texture: Texture,
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texture: Texture,
|
||||||
x: number,
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x: number,
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y: number,
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y: number,
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@@ -159,20 +120,16 @@ export function push_right_face(
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const u1 = (sx + sw - pad) / texture.width;
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const u1 = (sx + sw - pad) / texture.width;
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const v1 = (sy + sh - pad) / texture.height;
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const v1 = (sy + sh - pad) / texture.height;
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i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a);
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push_vertex(x2, y, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a);
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push_vertex(x2, y, z, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
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push_vertex(x2, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a);
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push_vertex(x2, y, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
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push_vertex(x2, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z2, u0, v0, r, g, b, a);
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push_vertex(x2, y2, z2, u0, v0, r, g, b, a);
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return i;
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}
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}
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export function push_top_face(
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export function push_top_face(
|
||||||
vertices: Float32Array,
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|
||||||
i: number,
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|
||||||
texture: Texture,
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texture: Texture,
|
||||||
x: number,
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x: number,
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||||||
y: number,
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y: number,
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||||||
@@ -195,20 +152,16 @@ export function push_top_face(
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const u1 = (sx + sw - pad) / texture.width;
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const u1 = (sx + sw - pad) / texture.width;
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const v1 = (sy + sh - pad) / texture.height;
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const v1 = (sy + sh - pad) / texture.height;
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i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a);
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push_vertex(x, y2, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z2, u1, v1, r, g, b, a);
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push_vertex(x2, y2, z2, u1, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
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push_vertex(x2, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a);
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push_vertex(x, y2, z2, u0, v1, r, g, b, a);
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i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a);
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push_vertex(x2, y2, z, u1, v0, r, g, b, a);
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i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a);
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push_vertex(x, y2, z, u0, v0, r, g, b, a);
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return i;
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}
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}
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export function push_bottom_face(
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export function push_bottom_face(
|
||||||
vertices: Float32Array,
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i: number,
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||||||
texture: Texture,
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texture: Texture,
|
||||||
x: number,
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x: number,
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y: number,
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y: number,
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||||||
@@ -230,13 +183,11 @@ export function push_bottom_face(
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const u1 = (sx + sw - pad) / texture.width;
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const u1 = (sx + sw - pad) / texture.width;
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const v1 = (sy + sh - pad) / texture.height;
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const v1 = (sy + sh - pad) / texture.height;
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i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
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push_vertex(x, y, z, u0, v1, r, g, b, a);
|
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i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a);
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push_vertex(x2, y, z, u1, v1, r, g, b, a);
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||||||
i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a);
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push_vertex(x2, y, z2, u1, v0, r, g, b, a);
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||||||
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i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a);
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push_vertex(x, y, z, u0, v1, r, g, b, a);
|
||||||
i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a);
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push_vertex(x2, y, z2, u1, v0, r, g, b, a);
|
||||||
i = push_vertex(vertices, i, x, y, z2, u0, v0, r, g, b, a);
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push_vertex(x, y, z2, u0, v0, r, g, b, a);
|
||||||
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|
||||||
return i;
|
|
||||||
}
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}
|
||||||
|
|||||||
@@ -111,9 +111,9 @@ export class PlayerControlsSystem extends System {
|
|||||||
InputManager.set_mouse_grabbed(player_component.screens.length === 0);
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InputManager.set_mouse_grabbed(player_component.screens.length === 0);
|
||||||
|
|
||||||
if (InputManager.is_mouse_down(0) && player_component.screens.length === 0) {
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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 {
|
} else {
|
||||||
player_component.breaking_block = false;
|
player_component.breaking_block = undefined;
|
||||||
player_component.break_progress_max = 0;
|
player_component.break_progress_max = 0;
|
||||||
player_component.break_progress = 0;
|
player_component.break_progress = 0;
|
||||||
}
|
}
|
||||||
@@ -123,6 +123,7 @@ export class PlayerControlsSystem extends System {
|
|||||||
if (block && player_component.screens.length === 0) {
|
if (block && player_component.screens.length === 0) {
|
||||||
const block_info = EverythingRegistry.get_by_id<BlockRegistry>("blocks", block.block)!;
|
const block_info = EverythingRegistry.get_by_id<BlockRegistry>("blocks", block.block)!;
|
||||||
if (player_component.breaking_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_max = block_info.toughness ?? 9999;
|
||||||
player_component.break_progress += delta;
|
player_component.break_progress += delta;
|
||||||
if (player_component.break_progress >= player_component.break_progress_max) {
|
if (player_component.break_progress >= player_component.break_progress_max) {
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ import { Camera } from "$/client/components/camera.ts";
|
|||||||
|
|
||||||
import { render_animated_sprite, render_sprite } from "./rendering/sprites.ts";
|
import { render_animated_sprite, render_sprite } from "./rendering/sprites.ts";
|
||||||
import { render_dimension } from "./rendering/dimension.ts";
|
import { render_dimension } from "./rendering/dimension.ts";
|
||||||
import { render_player_crosshair, render_player_hotbar } from "./rendering/player.ts";
|
import { render_player_breaking, render_player_crosshair, render_player_hotbar } from "./rendering/player.ts";
|
||||||
import { PlayerComponent } from "../player.ts";
|
import { PlayerComponent } from "../player.ts";
|
||||||
import { begin_mode_3d, end_mode_3d } from "../renderer/core.ts";
|
import { begin_mode_3d, end_mode_3d } from "../renderer/core.ts";
|
||||||
|
|
||||||
@@ -32,6 +32,11 @@ export class RenderSystem extends System {
|
|||||||
if (dimension) {
|
if (dimension) {
|
||||||
render_dimension(dimension, camera);
|
render_dimension(dimension, camera);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const player_component = entity.get(PlayerComponent);
|
||||||
|
if (player_component) {
|
||||||
|
render_player_breaking(player_component);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
end_mode_3d();
|
end_mode_3d();
|
||||||
|
|||||||
@@ -1,9 +1,20 @@
|
|||||||
import { SLOT_SIZE } from "$/common/constants.ts";
|
import { SLOT_SIZE, TEXTURE_SIZE } from "$/common/constants.ts";
|
||||||
import { AssetManager } from "$/client/assets.ts";
|
import { AssetManager } from "$/client/assets.ts";
|
||||||
import { PlayerInventory } from "../../inventory.ts";
|
import { PlayerInventory } from "../../inventory.ts";
|
||||||
import { draw_item, draw_nine_slice } from "./render_utils.ts";
|
import { draw_item, draw_nine_slice } from "./render_utils.ts";
|
||||||
import { canvas, draw_rect_stroke, push_back_face, Texture } from "$/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 "$/client/renderer/mod.ts";
|
||||||
import { PlayerComponent } from "../../player.ts";
|
import { PlayerComponent } from "../../player.ts";
|
||||||
|
import { get_sprite_region } from "../../../common/utils.ts";
|
||||||
|
|
||||||
const PADDING = 10;
|
const PADDING = 10;
|
||||||
|
|
||||||
@@ -68,3 +79,42 @@ export function render_player_crosshair() {
|
|||||||
[0, 0, 0, 0.6],
|
[0, 0, 0, 0.6],
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const FACE_FUNCTIONS = [
|
||||||
|
push_back_face,
|
||||||
|
push_bottom_face,
|
||||||
|
push_front_face,
|
||||||
|
push_left_face,
|
||||||
|
push_right_face,
|
||||||
|
push_top_face,
|
||||||
|
];
|
||||||
|
export function render_player_breaking(player_component: PlayerComponent) {
|
||||||
|
const block = player_component.breaking_block;
|
||||||
|
if (block) {
|
||||||
|
const tex = AssetManager.instance.get<Texture>("bworld:textures");
|
||||||
|
|
||||||
|
const progress = Math.max(
|
||||||
|
0,
|
||||||
|
Math.min(1, player_component.break_progress / player_component.break_progress_max),
|
||||||
|
);
|
||||||
|
const break_sprite = Math.round(progress * 8);
|
||||||
|
|
||||||
|
if (Number.isNaN(break_sprite)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
const region = get_sprite_region(`bworld:break_${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,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -2,16 +2,249 @@
|
|||||||
|
|
||||||
import type { BlockRegistry } from "$/common/everything_registry.ts";
|
import type { BlockRegistry } from "$/common/everything_registry.ts";
|
||||||
import type { SpriteRegion } from "$/common/constants.ts";
|
import type { SpriteRegion } from "$/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";
|
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<string, SpriteRegion>;
|
type TexturesInfo = Record<string, SpriteRegion>;
|
||||||
|
|
||||||
const CHUNK_SIZE = 16;
|
const CHUNK_SIZE = 16;
|
||||||
|
|||||||