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
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+1 -1
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@@ -13,7 +13,7 @@ export class PlayerComponent extends Component {
screens: GuiScreen[] = []; screens: GuiScreen[] = [];
render_distance = 6; render_distance = 6;
breaking_block = false; breaking_block?: { x: number; y: number; z: number };
break_progress = 0; break_progress = 0;
break_progress_max = 0; break_progress_max = 0;
+37 -86
View File
@@ -1,36 +1,9 @@
import { push_vertex } from "./core.ts";
import type { Texture } from "./types.ts"; import type { Texture } from "./types.ts";
const pad = 0.5; 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( export function push_front_face(
vertices: Float32Array,
i: number,
texture: Texture, texture: Texture,
x: number, x: number,
y: number, y: number,
@@ -53,20 +26,16 @@ export function push_front_face(
const u1 = (sx + sw - pad) / texture.width; const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height; const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a); push_vertex(x, y, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z2, u1, v1, r, g, b, a); push_vertex(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(x2, y2, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a); push_vertex(x, y, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a); push_vertex(x2, y2, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z2, u0, v0, r, g, b, a); push_vertex(x, y2, z2, u0, v0, r, g, b, a);
return i;
} }
export function push_back_face( export function push_back_face(
vertices: Float32Array,
i: number,
texture: Texture, texture: Texture,
x: number, x: number,
y: number, y: number,
@@ -88,20 +57,16 @@ export function push_back_face(
const u1 = (sx + sw - pad) / texture.width; const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height; const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a); push_vertex(x2, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y, z, u1, v1, r, g, b, a); push_vertex(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(x, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a); push_vertex(x2, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a); push_vertex(x, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u0, v0, r, g, b, a); push_vertex(x2, y2, z, u0, v0, r, g, b, a);
return i;
} }
export function push_left_face( export function push_left_face(
vertices: Float32Array,
i: number,
texture: Texture, texture: Texture,
x: number, x: number,
y: number, y: number,
@@ -123,20 +88,16 @@ export function push_left_face(
const u1 = (sx + sw - pad) / texture.width; const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height; const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); push_vertex(x, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y, z2, u1, v1, r, g, b, a); push_vertex(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, y2, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); push_vertex(x, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a); push_vertex(x, y2, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a); push_vertex(x, y2, z, u0, v0, r, g, b, a);
return i;
} }
export function push_right_face( export function push_right_face(
vertices: Float32Array,
i: number,
texture: Texture, texture: Texture,
x: number, x: number,
y: number, y: number,
@@ -159,20 +120,16 @@ export function push_right_face(
const u1 = (sx + sw - pad) / texture.width; const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height; const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a); push_vertex(x2, y, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a); push_vertex(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, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z2, u0, v1, r, g, b, a); push_vertex(x2, y, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a); push_vertex(x2, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z2, u0, v0, r, g, b, a); push_vertex(x2, y2, z2, u0, v0, r, g, b, a);
return i;
} }
export function push_top_face( export function push_top_face(
vertices: Float32Array,
i: number,
texture: Texture, texture: Texture,
x: number, x: number,
y: number, y: number,
@@ -195,20 +152,16 @@ export function push_top_face(
const u1 = (sx + sw - pad) / texture.width; const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height; const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a); push_vertex(x, y2, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z2, u1, v1, r, g, b, a); push_vertex(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(x2, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a); push_vertex(x, y2, z2, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a); push_vertex(x2, y2, z, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a); push_vertex(x, y2, z, u0, v0, r, g, b, a);
return i;
} }
export function push_bottom_face( export function push_bottom_face(
vertices: Float32Array,
i: number,
texture: Texture, texture: Texture,
x: number, x: number,
y: number, y: number,
@@ -230,13 +183,11 @@ export function push_bottom_face(
const u1 = (sx + sw - pad) / texture.width; const u1 = (sx + sw - pad) / texture.width;
const v1 = (sy + sh - pad) / texture.height; const v1 = (sy + sh - pad) / texture.height;
i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); push_vertex(x, y, z, u0, v1, r, g, b, a);
i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a); push_vertex(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(x2, y, z2, u1, v0, r, g, b, a);
i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); 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); 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); push_vertex(x, y, z2, u0, v0, r, g, b, a);
return i;
} }
+3 -2
View File
@@ -111,9 +111,9 @@ export class PlayerControlsSystem extends System {
InputManager.set_mouse_grabbed(player_component.screens.length === 0); InputManager.set_mouse_grabbed(player_component.screens.length === 0);
if (InputManager.is_mouse_down(0) && 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 { } 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) {
+6 -1
View File
@@ -7,7 +7,7 @@ import { Camera } from "$/client/components/camera.ts";
import { render_animated_sprite, render_sprite } from "./rendering/sprites.ts"; import { render_animated_sprite, render_sprite } from "./rendering/sprites.ts";
import { render_dimension } from "./rendering/dimension.ts"; import { render_dimension } from "./rendering/dimension.ts";
import { render_player_crosshair, render_player_hotbar } from "./rendering/player.ts"; import { render_player_breaking, render_player_crosshair, render_player_hotbar } from "./rendering/player.ts";
import { PlayerComponent } from "../player.ts"; import { PlayerComponent } from "../player.ts";
import { begin_mode_3d, end_mode_3d } from "../renderer/core.ts"; import { begin_mode_3d, end_mode_3d } from "../renderer/core.ts";
@@ -32,6 +32,11 @@ export class RenderSystem extends System {
if (dimension) { if (dimension) {
render_dimension(dimension, camera); render_dimension(dimension, camera);
} }
const player_component = entity.get(PlayerComponent);
if (player_component) {
render_player_breaking(player_component);
}
} }
end_mode_3d(); end_mode_3d();
+52 -2
View File
@@ -1,9 +1,20 @@
import { SLOT_SIZE } from "$/common/constants.ts"; import { SLOT_SIZE, TEXTURE_SIZE } from "$/common/constants.ts";
import { AssetManager } from "$/client/assets.ts"; import { 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,
);
}
}
}
+241 -8
View File
@@ -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;